Fiends with table

by CanceRevolution

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Tier 1



Lesser Demon Spawn

Medium, Fiend

Tier 1, Challenge Point 2, XP: 2

Attributes

  • AC 5                                 AP 0
  • HP 17                              Posture 3
  • Passive Insight/ Perception 7
  • Language Common, Abyssal Speech

Movement

Base 15 Climb/Swim 20 Dash 40

Stats + Skills

STR +5 DEX -3 INT -3 WIS -3 CHA -3
  • LU -3: Luck Points: 0; Critical Fail: 1 to 3

Abilities

  • Aura of Fear At the start of your turn, all creatures within 30 feet of you must succeed on an Insight Save (DC 13) or become Scared of you for 1 turn.

Action (1)

  • Meat Mess Hit +5, Dmg 1d6 strike
  • Chaotic Effect: On a hit, you roll on the table below:
d6 Effect
1 Nothing Happens
2 The target must succeed on an Endurance Save (DC 13), or become Poisoned (1d4, 1 turn)
3 If you deal damage to the HP of a creature, it starts Bleeding (1d6).
4 The target becomes Ignited (1d4)
5 On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage.
6 On a hit, a Medium or smaller creature becomes grappled by you. A creature grappled this way also becomes Contained.


Demon Spawn

Large, Fiend

Tier 2, Challenge Point 4, XP: 8

Attributes

  • AC 5                                 AP 0
  • HP 40                              Posture 13
  • Passive Insight/ Perception 7
  • Language Common, Abyssal Speech

Movement

Base 15 Climb/Swim 20 Dash 50

Stats + Skills

STR +8 DEX -3 INT -3 WIS -3 CHA -3
  • LU -3: Luck Points: 0; Critical Fail: 1 to 3

Abilities

  • Aura of Fear At the start of your turn, all creatures within 30 feet of you must succeed on an Insight Save (DC 16) or become Scared of you for 1 turn.

Action (2)

  • Meat Mess Hit +8, Dmg 1d6 strike
  • Chaotic Effect: On a hit, you roll on the table below:
d6 Effect
1 Nothing Happens
2 The target must succeed on an Endurance Save (DC 16), or become Poisoned (1d6, 1 turn)
3 If you deal damage to the HP of a creature, it starts Bleeding (1d8).
4 The target becomes Ignited (1d6)
5 On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage.
6 On a hit, a Large or smaller creature becomes grappled by you. A creature grappled this way also becomes Contained.

=



Great Demon Spawn

Enormous, Fiend

Tier 4, Challenge Point 10, XP: 40

Attributes

  • AC 5                                 AP 0
  • HP 90                              Posture 37
  • Passive Insight/ Perception 7
  • Senses Darkvision
  • Language Common, Abyssal Speech

Movement

Base 15 Climb/Swim 20 Dash 50

Stats + Skills

STR +10 DEX -3 INT -3 WIS -3 CHA -3
  • LU -3: Luck Points: 0; Critical Fail: 1 to 3

Abilities

  • Aura of Fear At the start of your turn, all creatures within 30 feet of you must succeed on an Insight Save (DC 18) or become Scared of you for 1 turn.
  • Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 18), or be pushed 10 feet away and become Stunned and Knocked Prone.

Action (2)

  • Meat Mess Hit +10, Dmg 2d12 strike
  • Chaotic Effect: On a hit, you roll on the table below:
d6 Effect
1 Nothing Happens
2 The target must succeed on an Endurance Save (DC 18), or become Poisoned (1d6, 2 turns)
3 If you deal damage to the HP of a creature, it starts Bleeding (1d10).
4 The target becomes Ignited (1d8)
5 On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage.
6 On a hit, a Large or smaller creature becomes grappled by you. A creature grappled this way also becomes Contained.


Devil's Merchant

Medium, Fiend

Tier 2, Challenge Point 4, XP: 8

Attributes

  • AC 18                              AP 1
  • HP 28                              Posture 16
  • Mana 4
  • Passive Insight/ Perception 15
  • Senses Darkvision
  • Language Common, Abyssal Speech

Movement

Base 30 Climb/Swim 15 Dash 30

Stats + Skills

STR +4 DEX +4 INT +5 WIS +5 CHA +6
  • LU +3: Luck Points: 3; Critical Fail: 1

Abilities

  • Devil Immunity You are immune against being Confused, Enchanted or Scared. You are also immune to Curses, except Divine Curses.

  • Spell Skill: Spell Hit: +6, Spell DC (14)

  • Cast Ritual Spell You can cast the following ritual spells:

  • Conjure Fiend Familiar, Identify Object, Zone of Truth

  • Pact Maker: You can exchange souls for special items. The souls can be obtained through a blasphemous ritual, which involves sacrificing any living being on the spot or utilizing a captured soul with the effects of the Steal Soul spell.
  • The rarity of the special item depends on the tier of the creature's soul.
Tier Rarity
0 No Items
1 Common
2 Uncommon
3 Rare
4 Very Rare
5 or higher Relical

Action (1)

  • Cast Spell You can cast the following spells:
  • At Will: Fog Cloud, Minor Illusion, Quick Friendship, Sense Good or Evil, Tinkering Magic, Vicious Words
  • Level 1 (1 Mana): Red Metal, Invisibility, Hologram

Bonus Action

  • Cast Spell You can cast the following spells:
  • Level 1 (1 Mana): Silence

Reaction

  • Cast Spell You can cast the following spells:
  • At Will: Feather Fall, Tongue Trick
  • Level 1 (1 Mana): Infernal Cursing


False Lamia

Medium, Beast / Fiend / Humanoid

Tier 4, Challenge Point 40, XP: 160

Attributes

  • AC 18                                 AP 0
  • HP 166                              Posture 88
  • Mana 40
  • Passive Insight/ Perception 17
  • Senses Darkvision
  • Language All Languages

Movement

Base/ Climb/ Swim 45 Dash 40

Stats + Skills

STR +6 DEX +8 INT +2 WIS +7 CHA +10
  • LU +3: Luck Points: 3; Critical Fail: 1

Villain Action

  • Call Children: When you roll for Initiative, you can call 1 children to aid you.
1d8 Children
1 Gnoll Cerberus
2 Yeti
3 Basilisk
4 Two-Headed Troll
5 Cursed Eye Cyclops
6 Sloth Demon
7 Wyvern
8 Lesser Vampire
  • Villain Mana Once this combat, you can regain all your Mana at any moment.

Ability

  • Devil Immunity You are immune against being Confused, Enchanted or Scared. You are also immune to Curses, except Divine Curses.

  • Enchantment Aura: At the start of your turn, any creature of your choice within 30 feet of you must succeed on an Insight Save (DC 18), or become Enchanted by you for 1 turn.

  • Pact Maker: You can offer great prosperity and fortune, but in return, the person who accepts this pact must also engage in a nefarious ritual to conceive a child with you.

  • Upon completion of the ritual, the person gains an Infernal Mark that cannot be removed, even by the Remove Curse spell. While bearing this Mark, the person receives 11 RP and a +3 Luck stat bonus, with the maximum bonus capped at +7.

  • Its RP cannot be reduced below 11 as well. Anything that would end up reducing its RP is either avoided by luck, or another random twist of fate.

  • Both you and the child resulting from this union will always know the location of the person who made the pact. This child can be any creature, but it must have the same Tier as the person bearing the Infernal Mark. Once the child reaches maturity, it will become a hunter seeking the end the life of the cursed creature.

  • Spell Skill Spell Hit: +10, Spell DC (18)

Action (1)

  • Cast Spell You can cast the following spells:
  • At Will: Alter Body, Quick Friendship, Sleep
  • Level 1 (1 Mana): Darkness, Fake Pressure,
    Hypnotize, Mass Sleep
  • Level 2 (2 Mana): Create Fear, Heroic Motivation
  • Level 3 (4 Mana): Enchanting Words, Power Word: Pain
  • Level 4 (6 Mana): Memory Control
  • Level 5 (10 Mana): Control Creature

Bonus Action

  • Cast Spell You can cast the following spells:
  • At Will: Hex
  • Level 2 (2 Mana): Read Mind
  • Level 4 (6 Mana): Greater Hex

Reaction

  • Cast Spell You can cast the following spells:
  • Level 3 (4 Mana): Counter Spell

=



True Lamia, the fallen Queen of Lybia

Large, Beast / Fiend / Humanoid

Tier 5, Challenge Point 60, XP: 300

Attributes

  • AC 19                                 AP 0
  • HP 247                              Posture 129
  • Mana 50
  • Passive Insight/ Perception 18
  • Senses Darkvision
  • Language All Languages

Movement

Base/ Climb/ Swim 45 Dash 40

Stats + Skills

STR +7 DEX +9 INT +2 WIS +8 CHA +11
  • LU +3: Luck Points: 3; Critical Fail: 1

Villain Action

  • Call Children When you roll for Initiative, you can call 1 of your children to aid you.
1d8 Children
1 Chimera
2 Dragux, the Rot Wyvern
3 Hubabu, the Glutenous
4 Golden Sacred Statue
5 Vampire
6 Eye Holder
7 Fire Elemental
8 Moon Cursed Werewolf
  • Abusive Save When you fail a Save, you can deal 4d12 psychic damage to the child that you called to succeed on that Save instead.
  • Villain Mana Once this combat, you can regain all your Mana at any moment.

Ability

  • Devil Immunity You are immune against being Confused, Enchanted or Scared. You are also immune to Curses, except Divine Curses.
  • Enchantment Aura: At the start of your turn, any creature of your choice within 30 feet of you must succeed on an Insight Save (DC 19), or become Enchanted by you for 1 turn.

  • Pact Maker: You can offer great prosperity and fortune, but in return, the person who accepts this pact must also engage in a nefarious ritual to conceive a child with you.

  • Upon completion of the ritual, the person gains an Infernal Mark that cannot be removed, even by the Remove Curse spell. While bearing this Mark, the person receives 21 RP and a +5 Luck stat bonus, with the maximum bonus capped at +8.

  • Its RP cannot be reduced below 21 as well. Anything that would end up reducing its RP is either avoided by luck, or another random twist of fate.

  • Both you and the child resulting from this union will always know the location of the person who made the pact. This child can be any creature, but it must have the same Tier as the person bearing the Infernal Mark. Once the child reaches maturity, it will become a hunter seeking the end the life of the cursed creature.

  • Spell Skill Spell Hit: +11, Spell DC (19)

Action (1)

  • Cast Spell You can cast the following spells:
  • At Will: Alter Body, Quick Friendship, Sleep
  • Level 1 (1 Mana): Darkness, Fake Pressure,
    Hypnotize, Mass Sleep
  • Level 2 (2 Mana): Create Fear, Heroic Motivation
  • Level 3 (4 Mana): Enchanting Words, Power Word: Pain
  • Level 4 (6 Mana): Memory Control
  • Level 5 (10 Mana): Control Creature
  • Level 6 (14 Mana): Regeneration

Bonus Action

  • Cast Spell You can cast the following spells:
  • At Will: Hex
  • Level 2 (2 Mana): Read Mind
  • Level 4 (6 Mana): Greater Hex

Reaction

  • Cast Spell You can cast the following spells:
  • Level 3 (4 Mana): Counter Spell

=



Asmodeus, the Lord of Lust

Gigantic, Fiend / Godly

Tier 6, Challenge Point 100, XP: 600

Attributes

  • AC 20                                 AP 0
  • HP 607                              Posture 310
  • Mana 100
  • Damage Resistance: Dark
  • Passive Insight/ Perception 17
  • Senses Darkvision
  • Language All Languages

Movement

Base/ Fly 120 Climb/Swim 60 Dash 80

Stats + Skills

STR +7 DEX +10 INT +7 WIS +7 CHA +15
  • LU +5: Luck Points: 5; Critical Fail: 1

Villain Action

  • Call Wives: When you roll for Initiative, you can call 4d6 Succubus to aid you.

  • Call Children When you roll for Initiative, you can call 2 of your children to aid you.

1d8 Children
1 Chimera
2 Dragux, the Rot Wyvern
3 Hubabu, the Glutenous
4 Golden Sacred Statue
5 Vampire
6 Eye Holder
7 Fire Elemental
8 Moon Cursed Werewolf
  • Abusive Save When you fail a Save, you can deal 4d12 psychic damage to 1 of the child or Wife that you called to succeed on that Save instead.
  • Villain Mana Once this combat, you can regain all your Mana at any moment.

Ability

  • Devil Immunity You are immune against being Confused, Enchanted or Scared. You are also immune to Curses, except Divine Curses.

  • Enchantment Aura: At the start of your turn, any creature of your choice within 30 feet of you must succeed on an Insight Save (DC 23), or become Enchanted by you for 1 turn.

  • Mass Glamour: Any creature Enchanted by you also becomes Enchanted by your Wives (Succubus).

  • Pact Maker: As the Lord of Lust, you can make a pact with anyone offering great charm and power, granting an Infernal Mark. Anyone carrying this Mark gains a +5 Charisma stat bonus, to a maximum of +8, and also gains the Enchantment Aura ability (DC equals 8 + their Performance)

  • However, they must also sacrifice and kill any lover you have and gain after this pact to Asmodeus.

  • Spell Skill Spell Hit: +15, Spell DC (23)

Action (1)

  • Cast Spell You can cast the following spells:
  • At Will: Alter Body, Quick Friendship, Sleep
  • Level 1 (1 Mana): Darkness, Fake Pressure,
    Hypnotize, Mass Sleep
  • Level 2 (2 Mana): Create Fear, Heroic Motivation
  • Level 3 (4 Mana): Enchanting Words, Power Word: Pain
  • Level 4 (6 Mana): Memory Control
  • Level 5 (10 Mana): Control Creature
  • Level 6 (14 Mana): Regeneration
  • Level 7 (20 Mana): Black Flame, Mirror World
  • Level 8 (30 Mana): Shape Change, True Heal
  • Level 9 (50 Mana): World Blast

Bonus Action

  • Cast Spell You can cast the following spells:
  • At Will: Hex
  • Level 2 (2 Mana): Read Mind
  • Level 4 (6 Mana): Greater Hex

Reaction

  • Cast Spell You can cast the following spells:
  • Level 3 (4 Mana): Counter Spell