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### 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. \pagebreak ### 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. > > - \columnbreak > > ### 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. \pagebreak ___ ___ > ## 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. > > - \columnbreak > > ### 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 \pagebreak ___ ___ > ## 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. \pagebreak ___ ___ > ## 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). > > > - \columnbreak > > ### 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. \pagebreak ___ ___ > ## 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 > >\columnbreak > > ### 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. \pagebreak
___ ___ > ## 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. > >\columnbreak > > ### 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 \pagebreak ___ ___ > ## 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 > > >\columnbreak > > ### 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. \pagebreak ### 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. \pagebreak ___ ___ > ## 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. \pagebreak ___ ___ > ## 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. > > - \columnbreak > > - **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 \pagebreak ___ ___ > ## 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. > > - \columnbreak > > - **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 \pagebreak ___ ___ > ## 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 \pagebreak ___ ___ > ## 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. > > - \columnbreak > > - **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. \pagebreak ___ ___ > ## 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. \pagebreak ___ ___ > ## 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.