Greater Demons
Greater Demons represent the pinnacle of demonic might and malevolence, standing head and shoulders above their lesser brethren in both power and purpose. As the elite forces of the infernal realms, these demons are often entrusted with tasks of immense importance by their dark lords, ranging from leading infernal armies in conquest to overseeing the torture and subjugation of entrapped souls. Their forms are both awe-inspiring and terror-inducing, often decorated with battle scars, intricate markings, or molten armor which bears testament to their elevated status and the countless battles they've waged in the name of chaos.
While the average demon is a formidable foe, a Greater Demon is a cataclysmic force of destruction. Their powers extend far beyond the physical, as they can wield dark magics, curse entire regions, and manipulate reality to their whims. Their presence alone can warp the environment, turning verdant lands into scorched wastelands or twisting the minds of the weak-willed to serve their nefarious designs. Yet, it is their cunning and intelligence that sets them apart. While lesser demons act on instinct and base desires, Greater Demons execute well-laid plans and strategies, often playing the long game to bring entire civilizations under their heel.
Tier 4
Hubabu, the Glutenous
Enormous, Fiend
Tier 4, Challenge Point 40, XP: 160
Attributes
AC 5 AP 5 HP 331 Posture 168
- Damage Immunities: Strike, Poison
- Passive Insight/ Perception 18
- Senses Darkvision
- Language Abyssal Speech
Movement
Base 20 Climb/ Swim 25 Dash 50 Stats + Skills
STR +11 DEX -3 INT -1 WIS +8 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Carnage When you kill a creature, you regain 50 HP.
- Frenetic Hunger On the end of each creature turn, you can make 1 Attack against it if possible.
Ability
Extra Weight You are always in harsh terrain
Reckless You gain advantage on all your Attacks, but all Attacks against you also gain advantage.
Influence Weakness A creature can only influence you using Persuasion skill and must offer food in order to do so. If it succeeds, your attitude increases by 2 instead of just 1.
If it offers a lot of food that tastes good, it makes this Check with advantage. If it offers food that tastes bad, it make this Check with disadvantage.
Action (1)
Acid Spit Hit +11, Dmg 2d12 acid
Acid Trace: Regardless of whether you hit the Attack, the target and every creature within 10 feet of it must succeed on an Agility Save (DC 19) or take 1d12 acid damage.
Corrosion: Any Construct, Armor or Shield being used by a creature also takes 1 Corrosion Point when they take this acid damage.
Ranged Attack (60/120)
Bite Hit +11, Dmg 3d12 thrust
Swallow (Concentration): On a hit, the target must succeed on a Brawling Save (DC 19) or be swallowed by you if it’s Large or smaller. While swallowed:
• Shares the same space as you.
• Is in Full Cover.
• Becomes Paralyzed if it has 0 Posture.
• Takes 4d12 acid damage at the start of its turns. Any Construct or Armor/Shield/Weapon being used by a creature also takes 1 Corrosion Point when they take this acid damage.
You can have 4 creature swallowed at once, but you vomit if you lose Concentration.
Belly Drop Hit +11, Dmg 6d12 strike
Prone: You become Knocked Prone after this Attack. You cannot use this Attack while Knocked Prone.
Fat Prison: On a hit, a Large or smaller creature then shares the same space as you, and it becomes Knocked Prone, Contained and Immobilized while you are above it.
That creature can use 1 Action to make 1 Athletics Save (DC 19), moving away from your space.
Triumph: This Action has a limit of once per round.
Kítrinos, the Insane
Small, Fiend
Tier 4, Challenge Point 40, XP: 160
Special Loot: Yellow Staff (Very Rare Staff)
Attributes
AC 18 AP 0 HP 237 Posture 128 Mana 40
- Damage Immunities: Fire
- Passive Insight/ Perception 8
- Senses Darkvision
- Language Abyssal Speech, Far Speech
Movement
Base/ Climb/ Fly (Hover) 35 Swim 5 Dash 10 Stats + Skills
STR -3 DEX +8 INT +10 WIS -2 CHA +8
- LU +5: Luck Points: 5; Critical Fail: 1
Villain Action
Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
Villain Mana When you start your turn with 0 Mana, you can regain 1d4 Mana.
Villain Luck Before someone within 60 feet of you makes an Attack, Check or Save, you can spend 1 Luck Point to give disadvantage on that roll.
Ability
Fire Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Agility Save (DC 18) or take 1d10 fire damage and become Ignited (1d8).
Fire Form Any creature that touches you directly (like grappling or mounting) becomes Ignited (1d8). You also take 10 cold damage for every 5 feet you move on water, or whenever you take damage from a spell or similar effect that splashes a lot of water.
Maddening Aura At the start of your turn, all creatures within 60 feet of you must succeed on an Insight Save (DC 18) or take 1d10 psychic damage and become Confused.
Insane When you take psychic damage, you regain Posture instead of taking that damage, but you also become Confused after.
Spell Skill: Spell Hit: +10, Spell DC (18)
Action (1)
- Cast Spell You can cast the following spells:
- At Will: Yellow Ember
- Level 1 (1 Mana): Yellow Burning Hand
- Level 2 (2 Mana): Yellow Flame Burst
- Level 3 (4 Mana): Grand Illusion
- Level 4 (6 Mana): Yellow Ash
- Level 5 (10 Mana): Arcane Blast
Bonus Action
- Cast Spell You can cast the following spells:
- Level 3 (4 Mana): False Self
Reaction
- Cast Spell You can cast the following spells:
- Level 2 (2 Mana): Yellow Flame Glare
Kréas Astorious, the Corrupted Flesh Prince
Medium, Humanoid/ Fiend
Tier 4, Challenge Point 40, XP: 160
Special Loot: Organic Weapon (Rare Weapon)
Attributes
AC 19 AP 3 HP 129 Posture 69
- Damage Immunities: Dark
- Passive Insight/ Perception 12
- Senses Darkvision
- Language Common, Dark Common, Abyssal Speech
Movement
Base 45 Climb/ Swim 25 Dash 50 Stats + Skills
STR +9 DEX +9 INT +3 WIS +2 CHA +9
- LU +3: Luck Points: 3; Critical Fail: 1
Villain Action
Carnage When you kill a creature, you regain 20 HP.
Royal Flesh Presence On the start of the round, 1 Demon Meat Shield appears on the battlefield.
Meat Born For every 40 HP you lose on a round, you can give birth to 1 Meat Blob or Acid Meat Spitter, which takes its turn after you.
Second Phase Once you reach 0 HP, a Hulking Organic Monstrosity is born out of you.
Ability
- Command Once per round, you can use a Free Action to make 1 friendly creature within 30 feet to take an Action on your turn.
- Elite Posture At the start of your turn, if you have 0 Posture left, you can regain all your Posture.
- Dark Regeneration You regain 4d8 HP at the start of your turn while alive. If you take any light damage, you lose this ability for 1 turn.
Action (3)
- Organic Sword Hit +9, Dmg 1d10 slash or thrust
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
- Favorite Weapon: If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again
- Special Effect: On a hit, you can deal extra 4d8 damage, but you lose 4 HP if you do so.
Dragux, the Rot Wyvern
Enormous, Draconic/ Fiend/ Undead
Tier 4, Challenge Point 40, XP: 160
Attributes
AC 16 AP 2 HP 250 Posture 127
- Damage Immunities: Dark, Poison
- Passive Insight/ Perception 17
- Senses Darkvision
- Language None
Movement
Base/ Fly 35 Climb/ Swim/ Walk 25 Dash 50 Stats + Skills
STR +10 DEX +6 INT -3 WIS +7 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
Rot Shriek When you roll for Initiative, you can make rot Shriek. All creatures within 120 feet of you must make an Endurance Save (DC 18) or take 1d12 sonic and 1d12 poison damage on a fail, or half as much on a success.
Any creature that takes this sonic damage must also succeed on an Insight Save (DC 18) or become Scared of you for 1 turn.
Any creature that takes this poison damage must also succeed on another Endurance Save (DC 18) or become Poisoned (1d10, 1 turn).
Abilities
Putrid Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Endurance Save (DC 18) or become Poisoned (1d12, 1 turn).
A creature that is already Poisoned takes 1d12 poison damage on a fail instead.
Wind Supremacy When you Dash or Disengage, all creatures within 30 feet of you must succeed on an Athletics Save (DC 18), or be pushed 30 feet away from you and become Knocked Prone.
Dragon Rot Curse Any creature that takes poison damage from you becomes Cursed.
While Cursed this way, the creature starts to Suffocate. The cursed creature can use 1 Action and its Concentration to focus on its breath and stop Suffocating while Concentrating. If the concentration is broken, the Endurance Save DC from the Suffocate condition is set to 20.
To break this Curse, the cursed creature must be treated. During a Long Rest, a creature can attempt to break the Curse by spending a Med Kit and succeeding on a Medicine Check (DC 20).
Actions (3)
Bite Hit +10, Dmg 2d12 thrust + 1d12 poison
Armor Piercer: You ignore 3 AP
Claw Hit +10, Dmg 2d12 slash + 1d12 poison
Aerial Grab: If you hit 2 Attacks against the same creature on your turn, you can grab that creature. You can only grab 1 creature at once. If you drop that creature, it must succeed on a Brawling Save (DC 18) to keep holding you and avoid falling. That creature must then repeat this Save at the start of your turns.
Poison Breath All creatures within an 15 feet wide and 30 feet long area in front of you must succeed on an Endurance Save (DC 18) or become Poisoned (1d12, 1 turn). A creature that is already Poisoned takes 4d12 poison damage instead.
Triumph: This Action has a limit of once per round.
Abyssal Shadow Demon
Medium, Fiend
Tier 4, Challenge Point 20, XP: 80
Attributes
AC 20 AP 0 HP 37 Posture 30
- Damage Immunities: Bleed, Brain, Dark, Poison
- Damage Resistances: Slash, Strike, Thrust
- Damage Weakness: Light
- Passive Insight/ Perception 9
- Senses Darkvision
- Language Common, Abyssal Speech
Movement
Base/ Fly (Hover) 45 Climb/ Swim 0 Dash 10 Stats + Skills
STR -3 DEX +10 INT -1 WIS -1 CHA +3
- LU +3: Luck Points: 3; Critical Fail: 1
Ability
Assassin Once per round, when you hit a Surprised creature, you can deal extra 2d12 damage.
Dark Invisibility You are always affected by the Invisibility spell while not exposed to light.
Immaterial Form You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned. You can also pass through any creature or object space, regardless of size.
Shadow Camouflage: While you are in darkness, you appear as a shadow. A creature analyzing the area must succeed on a Investigation Check (DC 18) to detect your presence.
Action (2)
- Claw Hit +10, Dmg 1d12 dark
- Dark Energy: If you are not exposed to sunlight, you deal extra 2d12 dark damage.
Bonus Action
- Quick Hide You can Hide as a Bonus Action.
Bone Demon
Large, Fiend
Tier 4, Challenge Point 20, XP: 80
Attributes
AC 14 AP 3 HP 168 Posture 88
- Passive Insight/ Perception 18
- Senses Darkvision
- Language Common, Abyssal Speech
Movement
Base 25 Climb/ Swim 20 Dash 40 Stats + Skills
STR +8 DEX +4 INT -1 WIS +8 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Ability
- Spiked Armor When a creature within 5 feet hits you with a Melee Attack, it takes 1d8 thrust damage.
Action (2)
- Spine Whip Hit +8, Dmg 2d8 slash
- Long Reach: The reach of this weapon is 20 feet.
- Favorite Weapon: On a hit, the target must succeed on a Reflex Save (DC 16), or become Knocked Prone if it is Medium sized or smaller.
- Shoot Rib Spikes Hit +8, Dmg 3d8 thrust
- Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 16), or start Bleeding (1d6)
- Ranged Attack (60/120)
Bonus Action
- Curl Cover (Concentration) You gain Heavy Cover until the start of your next turn.
Reaction
- Spike Rib Defense: When a creature hits a Melee Attack against you, you can use your Reaction to shoot spikes everywhere.
- All creatures within 10 feet of you must succeed on an Reflex Save (DC 16), or take 3d8 thrust damage
Great Anxiety Demon
Small, Fiend
Tier 4, Challenge Point 2, XP: 8
Attributes
AC 14 AP 0 HP 3 Posture 8
- Passive Insight/ Perception 7
- Senses Darkvision
- Language Abyssal Speech
Movement
Base/ Fly 30 Climb/ Swim 5 Dash 10 Stats + Skills
STR -1 DEX +6 INT -3 WIS -3 CHA -3
- LU -3: Luck Points: 0; Critical Fail: 1 to 3
Ability
- Deathblow When you die, all creatures within 30 feet of you must make an Agility Save (DC 14).
- On a fail, they take 1d12 thrust and 1d12 fire damages and become Ignited (1d8). On a success, they only take half that damage.
- The area also becomes covered in toxic ashes for 1 minute. Any creature within the area begins to Suffocate and must succeed on an Endurance Save (DC 14) at the start of its turn or become Poisoned (1d8, 1 turn). The gas can be dispersed earlier by strong winds.
Action (2)
- Fire Claw Hit +6, Dmg 1d8 fire
- Ignite: On a hit, that target must make an Agility Save (DC 14) or be Ignited (1d8).
- Kamikaze: If you hit an Attack, you then die
Reaction
- Panic Attack If you would take any damage, you can use your Reaction to make 1 Attack before that damage is taken.
Tier 5
Leviathrax, the Oblivion Devourer Whale
Gigantic, Fiend
Tier 5, Challenge Point 60, XP: 300
Attributes
AC 3 AP 5 HP 493 Posture 248
- Damage Immunities: Bleed, Strike, Poison
- Damage Resistances Fire
- Damage Weakness Cold
- Passive Insight/ Perception 18
- Senses Blind senses
- Language Abyssal Speech, Whale Language
Movement
Base/ Fly (Hover)/ Swim (breath) 60 Climb 0 Dash 240 Stats + Skills
STR +13 DEX -5 INT -1 WIS +8 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Villain Save If you fail on a Save, you can spit 1 creature that you swallowed to succeed that Save instead.
Ability
- Burning Vapor If a creature hits you with a Melee Attack while you have 0 Posture, it becomes Ignited (1d6).
- Echolocation You lose Blind Senses and become completely Blinded while Deafened.
- Extra Weight You are always in harsh terrain
- Giga Charge If you Dash, you can pass through the space of any Enormous or smaller size creature, without provoking Attacks of Opportunity. Those creatures must then succeed on an Agility Save (DC 21), or take 2d12 strike damage and become Knocked Prone.
- Consume Existence Any creature that you swallow stops existing for the rest of the world. The perception of any remains or memories of that the swallowed creature are distorted by the effects of the Power Word: Dogma spell, making everyone else forget their existence.
- The swallowed creature still exist inside you, and if you vomit it, all creatures are no longer affected by this ability and recover their normal perception and memories of the swallowed creature.
Action (2)
Bite Hit +13, Dmg 6d12 thrust
Swallow (Concentration): On a hit, the target must succeed on a Brawling Save (DC 21) or be swallowed by you if it’s Enormous or smaller. While swallowed:
• Shares the same space as you.
• Is in Full Cover.
• Becomes Paralyzed if it has 0 Posture.
• Takes 4d6 fire damage at the start of its turns and becomes Ignited (1d6).
You can have unlimited number of creatures swallowed at once, but you vomit all of them if you lose Concentration.
Fog of Madness You cover the entire area within 1.000 feet you with fog. You are always at the center of area and the fog always moves with you.
Any creature inside the fog becomes completely Blinded and must succeed on an Insight Save (DC 21) at the starts of its turns, or become Scared of everything while inside this fog.
Any Scared creature inside the fog must also succeed on another Insight Save (DC 21) at the starts of its turns, or becomes Confused.
The Fog can be dispersed by strong winds. The Fog lasts for 1 hour, or until you die.
Big Triumph: You can only use this Action once.
Korux, the Incarnation of War and Destruction
Gigantic, Fiend
Tier 5, Challenge Point 60, XP: 300
Attributes
AC 18 AP 3 HP 493 Posture 248
- Damage Resistance: Fire
- Passive Insight/ Perception 9
- Senses Darkvision
- Language Abyssal Speech
Movement
Base/ Fly 30 Climb/ Swim 60 Dash 120 Stats + Skills
STR +13 DEX +8 INT +6 WIS -1 CHA -2
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
Roar of Thousand doomed souls When you roll for Initiative, you can a roar that contains the screams of all the souls you consumed.
All creatures within 10.000 feet of you must make an Endurance Save (DC 21) or take 4d12 sonic damage on a fail, or half as much on a success.
Any creature that takes this sonic damage must also succeed on an Insight Save (DC 21) or become Scared of you for 1 turn.
Villain Save If you fail a Save, you can enter in a frenzy state to succeed on it instead.
However, you become Confused, and cannot use this ability again while you are Confused.
Ability
Aura of Rage At the start of your turn, all creatures within 1.000 feet of you must succeed on an Insight Save (DC 21) or become Confused.
Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 21), or be pushed 30 feet away and become Stunned and Knocked Prone.
Actions (3)
- Sonic Blast Roar All creatures within 20 feet of you must make an Endurance Save (DC 21), taking 3d12 sonic and 3d12 fire damage on a fail, or half as much on a success.
- A creature that takes this sonic damage must also succeed on an Insight Save (DC 21), or become Scared of you for 1 turn.
- A creature that takes this fire damage must also succeed on an Agility Save (DC 21), or become Ignited (1d8).
- Triumph: This Action has a limit of once per round.
- Fire Claw Hit +13, Dmg 2d12 slash + 2d12 fire
- Ignite: On a hit, that target must make an Agility Save (DC 21) or be Ignited (1d8).
- Long Reach: The reach of this weapon is 20 feet.
Amorphax, the Eternal Rot Proliferator
Colossal, Fiend/ Ooze
Tier 5, Challenge Point 60, XP: 300
Attributes
AC 3 AP 0 HP ∞ Posture 310
- Damage Immunities: Acid, Brain, Poison
- Passive Insight/ Perception 20
- Senses Blind senses
- Language Abyssal Speech
Movement
Base 60 Climb/ Swim 60 Dash 240 Stats + Skills
STR +18 DEX -5 INT -1 WIS +10 CHA -2
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Carnage When a creature dies within 120 feet of you, you can absorb its body to regain 30 Posture.
- Too big to fail You automatically succeed any Saves.
- Growing Frenzy On the end of each creature turn, you can make 1 Attack against it if possible.
Ability
Heavy Impact When you hit an Attack against a Gigantic or smaller creature, that creature must then succeed on an Athletics Save (DC 26), or be pushed 100 feet away and become Stunned and Knocked Prone.
Mitosis: When your Posture is broken, you can divide yourself into two Amorphex, the Rot Ooze of Hell
Putrid Aura At the start of your turn, all creatures within 300 feet of you must succeed on an Endurance Save (DC 26) or become Poisoned (1d12, 1 turn).
A creature that is already Poisoned takes 1d12 poison damage on a fail instead.
Great Rot Curse Any creature that takes poison damage from you becomes Cursed, causing their flesh to start rotting and melting, becoming ooze like goo.
While Cursed this way, the creature loses 30 HP during each Long rest. Additionally, the cursed creature has disadvantage on all Persuasion and Performance Checks. If the cursed creature dies, it transforms into a Amorph, the Rot Essence.
To break this Curse, the cursed creature must be treated. During a Long Rest, a creature can attempt to break the Curse by spending a Med Kit and succeeding on a Medicine Check (DC 20).
Action (1)
- Phagocytose Hit +18, Dmg 12d10 strike damage
- Swallow (Concentration): On a hit, the target must succeed on a Brawling Save (DC 26) or be swallowed by you if it’s Gigantic or smaller. While swallowed:
- • Shares the same space as you.
- • Is in Full Cover.
- • Becomes Paralyzed if it has 0 Posture.
- • Takes 5d10 acid damage at the start of its turns. Any Construct or Armor/Shield/Weapon being used by a creature also takes 1 Corrosion Point when they take this acid damage.
- You can have unlimited number of creatures swallowed at once, but you vomit all of them if you lose Concentration.
- Long Reach: The reach of this weapon is 30 feet
Amorphex, the Rot Ooze of Hell
Gigantic, Fiend/ Ooze
Tier 5, Challenge Point 60, XP: 300
Attributes
AC 3 AP 0 HP ∞ Posture 250
- Damage Immunities: Acid, Brain, Poison
- Passive Insight/ Perception 20
- Senses Blind senses
- Language Abyssal Speech
Movement
Base 30 Climb/ Swim 30 Dash 120 Stats + Skills
STR +12 DEX -5 INT -1 WIS +10 CHA -2
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Carnage When a creature dies within 60 feet of you, you can absorb its body to regain 30 Posture.
- Villain Save If you fail a Save, you can take 30 Posture damage to succeed on it instead.
- Growing Frenzy On the end of each creature turn, you can make 1 Attack against it if possible.
Ability
Heavy Impact When you hit an Attack against a Enormous or smaller creature, that creature must then succeed on an Athletics Save (DC 20), or be pushed 100 feet away and become Stunned and Knocked Prone.
Mitosis: When your Posture is broken, you can divide yourself into two Amorphix, the Rot Apostle Ooze
Putrid Aura At the start of your turn, all creatures within 120 feet of you must succeed on an Endurance Save (DC 20) or become Poisoned (1d12, 1 turn).
A creature that is already Poisoned takes 1d12 poison damage on a fail instead.
Great Rot Curse Any creature that takes poison damage from you becomes Cursed, causing their flesh to start rotting and melting, becoming ooze like goo.
While Cursed this way, the creature loses 30 HP during each Long rest. Additionally, the cursed creature has disadvantage on all Persuasion and Performance Checks. If the cursed creature dies, it transforms into a Amorph, the Rot Essence.
To break this Curse, the cursed creature must be treated. During a Long Rest, a creature can attempt to break the Curse by spending a Med Kit and succeeding on a Medicine Check (DC 20).
Action (1)
- Phagocytose Hit +12, Dmg 5d10 strike damage
- Swallow (Concentration): On a hit, the target must succeed on a Brawling Save (DC 20) or be swallowed by you if it’s Enormous or smaller. While swallowed:
- • Shares the same space as you.
- • Is in Full Cover.
- • Becomes Paralyzed if it has 0 Posture.
- • Takes 3d10 acid damage at the start of its turns. Any Construct or Armor/Shield/Weapon being used by a creature also takes 1 Corrosion Point when they take this acid damage.
- You can have unlimited number of creatures swallowed at once, but you vomit all of them if you lose Concentration.
- Long Reach: The reach of this weapon is 15 feet
Amorphix, the Rot Apostle Ooze
Enormous, Fiend/ Ooze
Tier 5, Challenge Point 60, XP: 300
Attributes
AC 3 AP 0 HP ∞ Posture 190
- Damage Immunities: Acid, Brain, Poison
- Passive Insight/ Perception 20
- Senses Blind senses
- Language Abyssal Speech
Movement
Base 150 Climb/ Swim 15 Dash 60 Stats + Skills
STR +9 DEX -5 INT -1 WIS +10 CHA -2
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Carnage When a creature dies within 30 feet of you, you can absorb its body to regain 30 Posture.
- Villain Save If you fail a Save, you can take 30 Posture damage to succeed on it instead.
Ability
- Mitosis: When your Posture is broken, you become one Amorphos, the Raging Rot Swarm
- Putrid Aura At the start of your turn, all creatures within 60 feet of you must succeed on an Endurance Save (DC 17) or become Poisoned (1d12, 1 turn).
- A creature that is already Poisoned takes 1d12 poison damage on a fail instead.
- Great Rot Curse Any creature that takes poison damage from you becomes Cursed, causing their flesh to start rotting and melting, becoming ooze like goo.
- While Cursed this way, the creature loses 30 HP during each Long rest. Additionally, the cursed creature has disadvantage on all Persuasion and Performance Checks. If the cursed creature dies, it transforms into a Amorph, the Rot Essence.
- To break this Curse, the cursed creature must be treated. During a Long Rest, a creature can attempt to break the Curse by spending a Med Kit and succeeding on a Medicine Check (DC 20).
Action (3)
- Phagocytose Hit +9, Dmg 3d10 strike damage
- Swallow (Concentration): On a hit, the target must succeed on a Brawling Save (DC 17) or be swallowed by you if it’s Large or smaller. While swallowed:
- • Shares the same space as you.
- • Is in Full Cover.
- • Becomes Paralyzed if it has 0 Posture.
- • Takes 1d10 acid damage at the start of its turns. Any Construct or Armor/Shield/Weapon being used by a creature also takes 1 Corrosion Point when they take this acid damage.
- You can have unlimited number of creatures swallowed at once, but you vomit all of them if you lose Concentration.
- Long Reach: The reach of this weapon is 10 feet
Amorphos, the Raging Rot Swarm Oozes
Small, Fiend/ Ooze
Tier 5, Challenge Point 60, XP: 300
Attributes
AC 3 AP 0 HP - Posture 70
- Damage Immunities: Acid, Brain, Poison
- Passive Insight/ Perception 20
- Senses Blind senses
- Language Abyssal Speech
Movement
Base 15 Climb/ Swim 15 Dash 60 Stats + Skills
STR +7 DEX -5 INT -1 WIS +10 CHA -2
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Carnage When a creature dies within 15 feet of you, you can absorb its body to regain 30 Posture.
- Villain Save If you fail a Save, you can take 30 Posture damage to succeed on it instead.
Ability
Putrid Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Endurance Save (DC 15) or become Poisoned (1d8, 1 turn).
A creature that is already Poisoned takes 1d8 poison damage on a fail instead.
Great Rot Curse Any creature that takes poison damage from you becomes Cursed, causing their flesh to start rotting and melting, becoming ooze like goo.
While Cursed this way, the creature loses 30 HP during each Long rest. Additionally, the cursed creature has disadvantage on all Persuasion and Performance Checks. If the cursed creature dies, it transforms into a Amorph, the Rot Essence.
To break this Curse, the cursed creature must be treated. During a Long Rest, a creature can attempt to break the Curse by spending a Med Kit and succeeding on a Medicine Check (DC 20).
Swarm The amount of Posture determines the number of creatures in the swarm. For each 20 Posture lost, the swarm loses 1 Action and 1 Reaction it can take during its turn.
In addition, the swarm makes all Agility Saves with disadvantage, and if it takes any damage in an area, it doubles that damage.
Once its Posture reaches 0, the swarm ends and becomes 1 Amorph, the Rot Essence.
Action (4)
- Phagocytose Hit +7, Dmg 2d4 strike damage
- Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Reactions (4)
- Reactive Attack When a creature within 5 feet of you Attacks without Disengaging first, you can use your Reaction to make 1 Attack of Opportunity against that creature.
Amorph, the Rot Essence
Tiny, Fiend/ Ooze
Tier 5, Challenge Point 1, XP: 6
Attributes
AC 3 AP 0 HP 1 Posture -
- Damage Immunities: Acid, Brain, Poison
- Passive Insight/ Perception 20
- Senses Blind senses
- Language Abyssal Speech
Movement
Base 15 Climb/ Swim 0 Dash 0 Stats + Skills
STR -5 DEX -5 INT -1 WIS +10 CHA -2
- LU +0: Luck Points: 0; Critical Fail: 1
Ability
Great Rot Curse Any creature that takes poison damage from you becomes Cursed, causing their flesh to start rotting and melting, becoming ooze like goo.
While Cursed this way, the creature loses 30 HP during each Long rest. Additionally, the cursed creature has disadvantage on all Persuasion and Performance Checks. If the cursed creature dies, it transforms into a Amorph, the Rot Essence.
To break this Curse, the cursed creature must be treated. During a Long Rest, a creature can attempt to break the Curse by spending a Med Kit and succeeding on a Medicine Check (DC 20).
Grant Immortality A creature that devours you gains a Permanent Cursed of Immortality. The cursed creature gains the following effects:
• It becomes both a Fiend and Ooze type, in addition to the creature type of your race.
• It gains infinite lifespan
• It gains resistance to poison damage
• If it is ever reduced to 0 HP, it is reduced to 1 HP instead. However, every time the creature is reduced to 1 HP, its Max HP is permanently reduced by 30.
After 500 years, or after the creature Max HP is reduced to 0 or lower, that creature transforms into Amorphix, the Rot Apostle Ooze.
Any living thing that touches the blood of the cursed creature is also afflicted by the Great Rot Curse.
Too Small A Small or larger creature has disadvantage on all Attacks against you.
Action (1)
- Phagocytose Hit -5, Dmg 1d4 strike damage
Bonus Action
- Quick Hide You can Hide as a Bonus Action.
Reaction
- Panic Attack If you would take any damage, you can use your Reaction to make 1 Attack before that damage is taken.
Narcissus, the Cursed Egomancer
Large, Fiend
Tier 5, Challenge Point 60, XP: 300
Special Loot: Elemental Stone Weapon (Very Rare Weapon)
Attributes
AC 20 AP 3 HP 370 Posture 190
- Damage Resistance Psychic
- Passive Insight/ Perception 9
- Senses Darkvision
- Language Abyssal Speech
Movement
Base 90 Climb/ Swim 60 Dash 120 Stats + Skills
STR +10 DEX +10 INT -1 WIS -1 CHA -2
- LU +6: Luck Points: 6; Critical Fail: 1
Villain Actions
Critical Villainy Once per round, before you Attack, you can automatically score a Critical Hit with it.
Ego Save If you fail a Save, you can choose to take 40 psychic damage to succeed on it instead.
Pride Action Once per round, you can use 1 Action anytime that you want.
Villain Luck Before someone within 120 feet of you makes an Attack, Check or Save, you can spend 1 Luck Point to give disadvantage on that roll.
Abilities
Superiority Complex You accept any challenges, no matter how futile they might be. If someone challenges you to a game of cards, for example, you will accept it, even if you gain nothing from the game. The game still needs to be fair, and cannot be interrupted by a fight for example.
If you win, you assert your superiority over the loser, cursing them. Any psychic damage you deal to the cursed individual will be doubled.
However, if you lose, your superiority is challenged, causing you to lose your resistance to psychic damage for the next 24 hours.
If you caught the creature cheating, or if the creature gives up in the middle of the game, you will be considered the winner no matter what.
Actions (3)
- Drain Ego Choose 1 creature within 30 feet of you. That creature must make an Insight Save (DC 18). On a fail, it takes 4d12 psychic damage and becomes Scared of you for 1 turn. You also regain HP equal to the damage dealt this way. On a success, you take 2d12 psychic damage instead.
- Triumph: This Action has a limit of once per round.
- Colossal Axe Hit +10, Dmg 2d10 + 4 strike
- Heavy: You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.
- Long Reach: The reach of this weapon is 10 feet
- TwoHanded: Needs two hands to be wielded.
- Favorite Weapon: You score a Critical Hit on any Attack rolls of 18, 19 or 20 with this weapon. These Critical Hits also deal extra 1d10 damage
- Special Effect: On a hit, a target must succeed on an Athletics Save (DC 18), or take double Posture damage from the Attack.