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Patreon Request Monsters Part 2/2 | New Monsters for Fifth Edition (BroadSword Preview)

In July, I offered up free monster requests to all my patrons which would appear in BroadSword Monthly #2. And boy did they deliver!

Here are those monsters.


If you’d like to see your requests made by DMDave, join up as a patron. It’s only $3 to become a member and there’s always a special theme each month (for August, it’s alien races).


Lost Child

Requested by Charles K.

At home in bogs and forests, especially during or just after a forest fire, the lost child is a malevolent fey that looks like a child. It draws in its victims with a luring wail, like that of a harpy. Once the child is discovered by its targets, it kisses its victims, removing their life-essence, transforming them into a patch of stinking, brown mold.

Lost Child

Small fey (shapechanger), chaotic neutral


Armor Class 13

Hit Points 35 (10d6)

Speed 30 ft.


Abilities Str 7 (-2), Dex 16 (+3), Con 10 (+0), Int 10 (+0), Wis 14 (+2), Cha 15 (+2)


Skills Deception +6

Damage Vulnerabilities cold

Damage Immunities fire; bludgeoning, piercing and slashing from nonmagical weapons

Senses passive Perception 14

Languages Common, Sylvan

Challenge 2 (450 XP)


Shapechanger. The lost child can use its action to polymorph into a Small humanoid child, or back into its true form, an ugly, toad-like creature covered in moss. Its statistics are the same in each form. Any equipment it is wearing or carrying is transformed with it. It reverts to its true form if it dies.

Fire Absorption. Whenever the lost child is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Innate Spellcasting. The lost child can cast tree stride at will, requiring no components. The lost child’s innate spellcasting ability is Wisdom for this spell.


Actions

Kiss. Melee Spell Attack: +4 to hit, reach 5 ft., one incapacitated or restrained creature. Hit: 22 (4d10) cold damage and the target’s Charisma score is reduced by 1d4 (minimum of 1). The reduction lasts until the target finishes a short or long rest. If the target’s Charisma score is reduced to 1, it polymorphs into a mindless patch of brown mold (see chapter 5 of the DMG for details). The transformation is permanent until a greater restoration spell or similar magic restores the creature’s Charisma.

Luring Wail. The lost child cries. Every humanoid within 300 feet of the child that can hear its wail must succeed on a DC 12 Wisdom saving throw or be charmed until the wail ends. The child must take a bonus action on its subsequent turns to continue wailing. It can stop wailing at any time. The wail ends if the lost child is incapacitated.

While charmed by the child, a target is incapacitated and ignores the wails of other lost children. The target is also deafened; the only sound it can hear is the lost child’s wail. If the charmed target is more than 5 feet away from the child, the target must move on its turn toward the lost child by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the child, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.

A target that successfully saves is immune to this lost child’s wail for the next 24 hours.

 

Lycanthrope, Werewasp

Requested by John W.

Werewasps are devilish creatures that enjoy causing pain and strife. As humanoids, werewasps have black eyes and thick, spikey hair covering their body. Often, they are hunched over, and their hips and buttocks appear deformed. Their arms and legs are thin and boney.

Werewasps carefully select prey to infect with their disease, preferring those that will act as subordinates in their machinations.

Most werewasps live in large family groups called “hives” in underground lairs or dark forests.

Werewasp

Medium humanoid (human, shapechanger), lawful evil


Armor Class 12

Hit Points 27 (6d8)

Speed 30 ft., (fly 50 ft. in wasp or hybrid form)


Abilities Str 10 (+0), Dex 14 (+2), Con 10 (+0), Int 10 (+0), Wis 10 (+0), Cha 6 (-3)


Skills Perception +2

Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Senses passive Perception 12

Languages Common (can’t speak in wasp form)

Challenge 2 (450 XP)


Shapechanger. The werewasp can use its action to polymorph into a wasp-humanoid hybrid or into a giant wasp, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Dive Attack (Hybrid or Wasp Form Only). If the werewasp is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.


Actions

Dagger (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Sting (Hybrid or Wasp Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage. And if the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werewasp lycanthropy.

Player Characters as Werewasps

A character who becomes a werewasp retains his or her statistics, except with the changes detailed under the “Player Characters as Lycanthropes” sidebar on the Lycanthrope listing in the MM. In addition, the character gains a Dexterity of 14 if his or her score isn’t already higher, and the werewasp’s Dive Attack trait. The werewasp’s sting counts as a finesse weapon.

 

The Many

Requested by Koix

Kobolds are proficient in working together as a group, using the darkness plus their ingenuity and inventiveness to their advantage. But when the kobolds are unable to thwart those who trouble them, they call on dark powers to defend them.

The Many is an ancient kobold demi-god. In its true form, it appears as an incorporeal ball of light. The ball of light absorbs kobolds near it, combining the scaly humanoids into a single, giant kobold with hundreds of arms, legs, and snapping beaks. It then charges after its enemies, smashing them to bits with its arms made of kobolds.

The Many

Huge monstrosity (kobold), neutral evil


Armor Class 11

Hit Points 250 (20d12 + 120)

Speed 50 ft.


Abilities Str 24 (+7), Dex 13 (+1), Con 23 (+6), Int 8 (-1), Wis 11 (+0), Cha 10 (+0)


Saving Throws Int +3, Wis +4, Cha +4

Skills Athletics +15, Perception +8

Senses darkvision 60 ft., passive Perception 18

Languages understands Common and Draconic but can’t speak

Challenge 10 (5,900 XP)


Sunlight Sensitivity. While in sunlight, the Many has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Disassemble. If The Many is reduced to 0 hit points, twelve kobolds rise from its remains.

One From Many. The Many has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.


Actions

Multiattack. The Many makes two slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and if the target is a creature it is grappled (escape DC 17). While a creature is grappled, it is restrained and takes 14 (4d6) piercing damage at the start of each of its turns. The Many can grapple up to two creatures at a time.


Reaction

Shed. When the Many is subjected to bludgeoning damage, it sheds 1d4 kobolds if it has at least 40 hit points. The kobolds appear in an unoccupied space within 10 feet of The Many and act on their own initiative count.

 

Mawngrel

Requested by Liam G.

The mawngrel is a vile fiend from the abyss that has the rough shape of a dog. Upon closer inspection, it’s obvious that it is anything but. The mawngrel’s head is a single, gaping maw, and a mesmerizing, dull, gray light shines from within. It has three, bulging blank eyes in its neck. In place of paws, the mawngrel has a mess of tightly-bound tentacles that constantly writhe like a swarm of worms.

Typically, Mawngrels are used by demons to drag escaped petitioners back to the Abyss.

Mawngrel

Medium fiend (demon), chaotic evil


Armor Class 17 (natural armor)

Hit Points 93 (11d8 + 44)

Speed 50 ft.


Abilities Str 20 (+5), Dex 15 (+2), Con 18 (+4), Int 5 (-3), Wis 14 (+2), Cha 7 (-2)


Saving Throws Dex +5, Con +7

Skills Athletics +8

Damage Resistances cold, fire, lightning

Damage Immunities poison

Condition Immunities poisoned

Senses blindsight 60 ft., darkvision 120 ft., passive Perception 15

Languages understands Abyssal but can’t speak, telepathy 60 ft.

Challenge 8 (3,900 XP)


Innate Spellcasting. The mawngrel’s innate spellcasting ability is Wisdom (spell save DC 13). The mawngrel can innately cast the following spells, requiring no material components:

  • At will: suggestion
  • 2/day each: hunter’s mark, locate creature
  • 1/day each: haste, plane shift (only self and up to one incapacitated creature, which is considered willing for the spell)

Magic Resistance. The mawngrel has advantage on saving throws against spells and magical effects.

Maw Light. If a creature starts its turn within 5 feet of the mawngrel and it can see into the mawngrel’s mouth, the mawngrel can force the creature to make a DC 15 Wisdom saving throw or be frightened for 1 minute. While frightened, the creature drops what it is holding and falls prone. If the save fails by 5 or more, the target also ages 1d6 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this mawngrel’s Maw Light for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

A creature that isn’t surprised or incapacitated can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it makes attack rolls against the mawngrel with disadvantage. If it looks at the mawngrel in the meantime, it must immediately make the save. Undead and fiends are immune to this effect.


Actions

Multiattack. The mawngrel makes two tentacle attacks.

Tentacle. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 5) slashing damage plus 18 (4d8) poison damage, and the target is grappled (escape DC 15). While the target is grappled, it is restrained and the mawngrel can’t use its tentacles on another creature.

 

Swarm of Puppeteer Slugs

Requested by Charlie R.

Puppeteer slugs are horrific creatures that enter a humanoid’s skin and crawl towards its brain. Once the slug attaches to the creature’s brain stem it takes control of it. Then, it begins to secrete larvae into the creature’s bloodstream. After a short incubation period, the larvae hatch from the creature’s chest, burrowing their way out. The “mother slug” aims for this to happen in populated areas so her spawn can take as many humanoids with it as possible before retreating back underground.

Swarm of Puppeteer Slugs

Medium swarm of Tiny aberrations, neutral evil


Armor Class 7

Hit Points 31 (7d8)

Speed 5 ft., climb 5 ft.


Abilities Str 2 (-4), Dex 5 (-3), Con 10 (+0), Int 15 (+2), Wis 13 (+1), Cha 5 (-3)


Damage Resistances piercing, slashing

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained

Senses blindsight 10 ft., passive Perception 11

Languages the slugs understand Deep Speech but can’t speak, telepathy 120 ft.

Challenge 1/2 (100 XP)


Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny slug. The swarm can’t regain hit points or gain temporary hit points.


Actions

Bites. Melee Weapon Attack: +0 to hit, reach 0 ft., one creature that has a brain in the swarm’s space. Hit: The target is infested by a puppeteer slug. At the start of each of the target’s turns, the target takes 3 (1d6) piercing damage plus 4 (1d8) psychic damage. Applying fire ot the bite wound before the end of target’s next turn deals 1 fire damage to the target and kills the puppeteer slug. After this time, the puppeteer slug is too far under the skin to be burned.

If a target infested by a puppeteer slug ends its turn with 0 hit points, it falls unconscious as the puppeteer slug attaches itself to the base of the creature’s skull. The slug then takes total control of the target’s body and the target remains unconscious as long as the puppeteer slug remains attached. While attached, the slug can’t be targeted by any attack, spell, or other effects, and it retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech and its telepathy. It otherwise adopts the target’s statistics, and it knows everything the creature knew, including spells and languages. The slug also lays its eggs in the target’s bloodstream.

Over two weeks, the slug’s larvae grow and take over the internal organs of its host. In the 24-hour period before giving birth, the host’s body has visible signs of the slugs crawling under its skin. It has disadvantage on Charisma checks made to interact with other creatures and its speed is halved. At birth, the creature’s flesh bursts open and a new swarm of puppeteer slugs appear in the nearest unoccupied space within 5 feet of it. The controlling slug and the host body then die.

If the host body dies before the slug’s larvae come to term, the puppeteer slug must leave the host. A lesser restoration spell or similar disease-curing magic cast on the body drives the slug out and disintegrates the slug’s larvae. By spending 5 feet of its movement, the slug can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then regains consciousness in 1d4 rounds.

BroadSword is Coming!

The first issue of BroadSword Monthly will be out in just a few weeks. Be sure to grab a copy if you haven’t already. Currently, pre-orders get a 10% discount on the cover price.

The book will include 4 new adventures, new campaign settings, new monsters, new magic items, and more!

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Art by Roxbury Digital Media.

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Jillian | New NPC for Dungeons & Dragons Fifth Edition (Spoilers)

Jillian is part of the Bzallin’s Blacksphere adventure. The original Jillian was a CR 10 challenge, but I realized that I probably needed to beef her up a bit.

Edit: I realize that I actually made her too low of a challenge at 16. So I had to beef her up even more to CR 21.

Here are her new statistics:

Jillian

Medium fiend, chaotic evil


Armor Class 23 (scale mail +1, ring of protection)

Hit Points 237 (25d8 + 125)

Speed 30 ft., fly 60 ft.


Abilities Str 20 (+5), Dex 20 (+5), Con 20 (+5), Int 16 (+3), Wis 15 (+2), Cha 20 (+5)


Saving Throws Str +13, Con +13, Int +11, Cha +14

Skills Deception +12, Intimidation +12, Perception +9, Stealth +12

Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks

Senses darkvision 60 ft., passive Perception 19

Languages Abyssal, Common, Infernal, Primordial

Challenge 21 (33,000 XP)


Special Equipment. Jillian is wearing a ring of protection and scale mail +1, both included in her AC. She wields the spear of souls which acts as a spear +1 and can trap a soul in it (see below).

Alert. Jillian has advantage on initiative saving throws, she can’t be surprised while she is conscious, and other creatures don’t gain advantage on attack rolls against her as a result of being unseen.

Fiendish Blessing. Jillian’s AC includes her Charisma bonus.

Innate Spellcasting. Jillian’s spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components:

  • 3/day each: alter self, command, darkness, detect magic
  • 1/day: dimension door, plane shift (self only)

Legendary Resistance (3/day). If Jillian fails a saving throw, she can choose to succeed instead.

Regeneration. While Jillian has a soul trapped in her spear, she regains 10 hit points at the start of her turn. Jillian dies if she starts her turn with 0 hit points.

Trap Soul (1/day). If Jillian hits a creature with the spear of souls when using it as a melee weapon, she can immediately use her bonus action to trap a creature’s soul within the spear. The target must make a DC 15 Charisma saving throw. On a failed saving throw, the creature dies and its soul is pulled into the spear. Until the soul leaves the spear, the creature cannot be revived through magical means. The soul remains in the spear until Jillian (or any creature that is attuned to the spear) uses its bonus action to release the creature’s soul from the spear, the spear is broken, or another creature uses a wish spell to free the soul. If the soul is not freed within 24 hours of becoming trapped, it is destroyed and can only be brought back by means of a wish spell or similar magic. The spear can only hold one soul at a time.


Actions

Multiattack. Jillian makes three melee attacks or uses her Fire Ray three times.

Spear of Souls. Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d6 + 6) piercing damage, or 10 (1d8 + 5) piercing damage if used with two hands to make a melee attack, plus 10 (3d6) necrotic damage.

Fire Ray. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 14 (4d6) fire damage.

Fiendish Charm. One humanoid Jillian can see within 30 feet of her must succeed on a DC 20 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Jillian’s spoken commands. If the target suffers any harm from Jillian or another creature or receives a suicidal command from Jillian, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to Jillian’s Fiendish Charm for the next 24 hours.


Legendary Actions

Jillian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Jillian regains spent legendary actions at the start of her turn.

Attack. Jillian makes a weapon attack or Fire Ray attack.

Move. Jillian moves up to her full movement.

Blitz (Costs 2 Actions). Jillian makes one melee weapon attack against each creature of her choice within 5 feet of her.

Summon Demon (Costs 3 Actions). A shadow demon appears in an unoccupied space within 30 feet of Jillian and remains until destroyed. Shadow demons summoned in this way roll initiative and act in the next available turn. Jillian can have only one shadow demon summoned by this ability at a time.

 

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Demon, Izzannoz | New Monster for Dungeons & Dragons Fifth Edition

Demons are an integral part of D&D. They’re probably a big part of why parents in the ’70s and ’80s didn’t want their kids playing the game.

For whatever reason, I don’t get a ton of requests for demons or devils. But this one just came in from Patreon and it had me pretty stoked.

Here is what Patron ConnSnow asked for:

I’m running a campaign that will be plagued with demons and monsters from the Abyss. I’m looking for a lower CR(1-3) abyssal demon perhaps along the lines of an Ekolid or [Laghathti]. My idea is of a parasitic/leech-type demon that would attach itself to a host and feed off of and control them until their life-force is drained or they are killed. Thank you!!

Awesome. So already I know that I need to make a 1st tier bad guy and that it has a parasitic leech power. Also, I know it’s a demon.

With this information, I used the Fantasy Name Generator to come up with a cool demon name and came up with Izzannoz.

Izzannoz

Small fiend (demon), chaotic evil


Armor Class 13 (natural armor)

Hit Points 40 (9d6 + 9)

Speed 30 ft., climb 30 ft.


Abilities Str 15 (+2), Dex 8 (-1), Con 13 (+1), Int 7 (-2), Wis 10 (+0), Cha 9 (-1)


Damage Resistances cold, fire, lightning

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 10

Languages Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)

Challenge 2 (450 XP)


Spider Climb. The izzannoz can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


 

 

Actions

Multiattack. The izzannoz makes four tentacle attacks.

Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Instead of dealing damage, the izzannoz can grapple the target (escape DC 12).

Control. Melee Weapon Attack: +4 to hit, reach 5 ft., one target the izzannoz is grappling. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) necrotic damage and the izzannoz becomes attached to the target. While attached, the izzannoz can’t attack. Instead, at the start of each of the izzannoz’s turns, the target takes 3 (1d6) necrotic damage. The izzannoz can detach itself by spending 5 feet of its movement.

The first round that the izzannoz attaches itself to a target, the target must make a DC 10 Wisdom saving throw. On a failed saving throw the target is charmed by the izzannoz. While the target is charmed and izzannoz remains attached, it can be controlled by the izzannoz as if under the effects of the dominate monster spell. The control effect lasts until the creature dies, the izzannoz is incapacitated, or another creature uses its action to detach the izzannoz. If the target takes damage, it makes a new Wisdom saving throw against the effect. On a successful saving throw or if the effect ends for it, the creature is immune to the izzannoz’s control for 24 hours.

 

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EVIL is now on sale.

The first compendium of 2019 is already up and for sale on the site. It includes 17 new subclasses, 3 new playable races, 16 new monsters, 4 new spells, advanced weapons rules, and a whole lot more. It’s 56 pages of original Fifth Edition content.

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EVIL book cover art by DMDave. Thumbnail art by Shutterstock.

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Cleric Demon Domain | New Player Option for Dungeons & Dragons Fifth Edition

This entry is a BONUS entry for the Dungeon.Dude Promotional Campaign on Instagram. Together, the Instagram D&D Community helped Dungeon.Dude, a hard-working artist, get over 2,100 followers! Outstanding job, folks!

If you’d like to see the first three, check out:

Playtest Content

The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by
final game design and editing. They aren’t officially part of the game.

Constructive feedback is welcome and appreciated in either comments or social media. If you can give me a valid reason with examples why something is off, 9/10 I’m likely to make changes to the content and credit you for doing so. Otherwise, feedback without anything to back it up gets ignored (or at most a smile emoji like this 🙂 ) Thanks!

Design Notes

This request comes from one of my patrons. Here is what he wrote:

I was hoping you could make a cleric subclass for demons, something that embraces evil.

Sounds good to me! Unlike previous editions, I don’t think we’ve seen alignment-based divine domains yet, at least not in an official capacity.

What’s interesting is that he mentioned it being for demons. Therefore, I want to create a subdomain that helps bolster demon powers. I’ve also looped in some of the spells from Xanathar’s to really give it some cool flavor.

What I thought would be neat would be creating sub-sub-domains a la the totem and storm herald barbarians or the circle of land druids. You pick a type of demon and then you gain powers based on the demon type you pick. The three I thought would work best were the three top demon types, mariliths, balors, and nalfeshnee Why these three? Because they’re all usable in the SRD 5e, of course!

  • Marilith demon clerics should be quick and deadly, with possibly a boost to their action economy.
  • Nalfeshnee demon clerics are strong, brutal fighters capable of creating a horror nimbus.
  • And balors demon clerics are often power warriors. Hopefully, I can keep the fire aura and give the cleric an ability to create a flaming whip.

Admittedly,  it was tricky balancing the demon-like powers while keeping with the flavor of the relevant monsters but I think I did a pretty good job. Demon domain is designed as a close-and-personal martial domain, likely selected by players who favor melee over ranged. At 1st level, all three powers are limited by Wisdom modifiers and each allows for a different sort of combatant. In addition, demon domain clerics get melee-happy proficiencies. And their domain spells are organized to assist them in one-on-one combat. Note: I don’t normally include Xan spells in builds, but a demon cleric that can’t summon demons seems dumb. However, for those who don’t have or wish to use Xan’s, there are spell substitution suggestions.

I really enjoy the 2nd level summoning power and I realize this might cause some controversy since at first glance it might seem a little OP. I based it on an old Daredevil comic where Dr. Strange summons Mephisto to ask him questions while the demon is bound and blinded with Dr. Strange’s magic. While the spell may seem somewhat similar to contact other plane and other augury-type spells, it’s a bit weaker in a number of ways. First, the creature is at most a balor and not a demi-god (though, one could argue that balors are nearly as powerful as demi-gods). And while the demon may be affected by zone of truth spell, it does not have to answer questions if it does not wish to (as per the zone of truth description). If anything, this power makes for some nifty roleplaying opportunities.

dr-strange-mephisto
Art by Marvel Comics.

At 6th, the cleric picks up the standard resistance to fire and poison and are immune to the poisoned condition which shouldn’t break things too much (it’s close enough to what forge domain gets and I don’t feel poisoned immunities break things too much since it’s so rare it comes into play unless the characters happen to be fighting nothing but yuan-ti for weeks on end). It’s kinda blah, but hey, it’s necessary, especially with all the fire going around.

8th level, of course, is Divine Strike with fire.

And 17th is where things get really interesting. The balor exemplar clerics pick up a flaming whip which gives them additional d8 of fire damage and lets them “GET OVER HERE!!!” a bad guy into its flame aura, which is a nifty combo. Marilith clerics pick up an extra reaction each turn; since it has at the minimum hellish rebuke, its parry ability, and attacks of opportunity, this is pretty useful for it. And nalfeshnees get access to the horror nimbus effect which is especially effective against good creatures.

Oh, and I through in an evil restriction because the idea of a lawful good person calling upon the power of a balor is just dumb. But hey, it’s your game. Do what you like!

ekoputeh

Divine Domain

At 1st level, a cleric gains the Divine Domain feature. The following Demon Domain option is available to a cleric, in addition to those normally offered.

Demon Domain

The gods of demons–who may even be greater demons themselves–infect the world with their gruesome misery and torturous thoughts. Only the most depraved evil gods can claim influence over the demon domain as the fundamental chaos it thrives upon is difficult to control.

Vile darkness surrounds demon clerics, the chosen avatars of malicious, evil gods. They are gifted demonic powers from their malevolent gods, which they use to wreak havoc on the good and just.

Restriction: Evil Only

Only creatures with neutral evil or chaotic evil alignments can invoke the powers of the Demon Domain. The abilities of the Demon Domain are far too wicked for those of good or even neutral alignments, and the inherent chaos of demons does not appeal to those of any lawful alignment.

Your GM can lift this restriction to better suit the campaign.

Domain Spells

You gain domain spells at the cleric levels listed in the Demon Domain Spells table. See the Divine Domain class feature for how domain spells work.

Demon Domain Spells

Cleric Level Spells
1st hellish rebuke, protection from evil and good
3rd darkness, misty step
5th fear, summon lesser demons*
7th summon greater demon*, wall of fire
9th contact other plane, hold monster

* These spells appear in Xanathar’s Guide to Everything. At your option, you may replace summon lesser demons with vampiric touch and summon greater demon with fire shield.

Bonus Proficiencies

When you choose this domain at 1st level, you learn the Abyssal language and you gain proficiency with martial weapons and heavy armor.

Exemplar of Evil

At 1st level, when you select this domain, choose an exemplar of evil and gain its feature. At your option, you also gain minor physical attributes that are reminiscent of your exemplar. For example, if you have a balor as your exemplar, you might have reddish skin and small horns, or if you exemplar is a nalfeshnee you may take on porcine features.

Balor. You gain the internal hellfire of a balor. You can use your bonus action to create an aura of fire that lasts until the start of your next turn. Each creature that starts its turn within 5 feet of you takes 1d6 fire damage. In addition, a creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d6 fire damage.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Marilith. You possess the quick reflexes of a marilith. As a reaction, you can add 2 to your AC against one melee attack that would hit you. To do so, you must see the attacker and be wielding a melee weapon.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Nalfeshnee. Your demonic exemplar imbues within you abyssal savagery. When you hit a creature with a melee weapon attack, you can add double your Strength modifier to the damage roll instead of your normal ability modifier.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Summon Evil

Starting at 2nd level, you can use your Channel Divinity to summon and bind a powerful demon in order to gain information from it.

Using freshly drawn blood from a beast or humanoid, you draw a 15-foot diameter circle on the ground surrounded by 5 lit, black candles. You then conduct an hour-long ritual, invoking the name of a powerful demon which must be a balor, marilith, or nalfeshnee. The demon appears within the circle and cannot leave it. While within the circle, the demon is blinded, incapacitated, and restrained and is under the effects of a zone of truth spell (it automatically fails its saving throw). Nothing–not physical objects, energy, or other spell effects–can pass through the circle, in or out, though the demon can still breathe in there. While within the circle, the demon is immune to all damage.  Any creature that attempts to attack or touch the demon or disturb the circle in any way takes 4d6 psychic damage and the demon immediately disappears. Otherwise, the demon disappears after 1 minute or until you use your action to dismiss it.

Demonic Resilience

Starting at 6th level, your connection to your demonic god grants you special abilities:

  • You gain resistance to fire and poison damage.
  • You are immune to the poisoned condition.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Abyssal Harbinger

At 17th level, you gain a magical benefit based on the Exemplar of Evil of your choice. You can choose the same demon you selected at 1st level or a different one.

Balor. You can use your action to create a flaming whip in your empty hand. You are proficient with it while you wield it. The whip counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your flaming whip is a melee weapon with a 15-foot reach and finesse. On a successful hit, the whip deals 1d8 slashing damage plus 1d8 fire damage (in addition to the 2d8 fire damage from your Divine Strike feature) plus your ability modifier used for the attack roll and the target must succeed on a Strength saving throw versus your spell save DC or be pulled up to 10 feet towards you.

Your whip disappears if it is more than 5 feet from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

Marilith. You can take two reactions on every turn round in combat.

Nalfeshnee. You can use your action to emit a horror nimbus, which appears as scintillating, multicolored light. Each creature of your choice within 15 feet of you that can see the light must succeed on a Wisdom saving throw against your spell save DC or be frightened for 1 minute.  A creature can repeat the saving throw on itself ending the effect on itself with a success. Good-aligned creatures make their saving throws with disadvantage. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your horror nimbus for the next 24 hours.


Available in PDF form on Patreon

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Art by Ekoputeh on Deviant Art and Marvel comics.

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Stolas the Demon Prince for Dungeons & Dragons Fifth Edition

Inspiration comes from the best place. Case in point: this morning, I was looking through Guy Davis artwork and I came upon this guy.

First, if you don’t know who Guy Davis is, do yourself a favor and look him up online. He was the artist for the comic book BPRB (a spinoff of Hellboy) for years. These days, he’s a big-time Hollywood concept artist. He frequently collaborates with Guillermo del Toro, creating the creatures for such films as Crimson Peak, Pacific Rim, and of course, Hellboy. And believe it or not, he actually used to do art for D&D back in third edition!

This monster is Stolas. Stolas is a part of the Ars Goetia collection, one of the five books of the Lesser Keys of Solomon. The Lesser Key of Solomon, also known as Clavicula Salomonis Regis or Lemegeton, is an anonymous grimoire (or spellbook) on demonology. It was compiled in the mid-17th century, mostly from materials a couple of centuries older. It is divided into five books—the Ars GoetiaArs Theurgia-GoetiaArs PaulinaArs Almadel, and Ars Notoria.

Now is that fucking cool or what?

Who is Stolas?

Stolas (also known as Stolos, Stoppas and Solas) is a Great Prince of Hell, commands twenty-six legions of demons, and teaches astronomy and the knowledge of poisonous plants, herbs and precious stones. He is depicted as either being a crowned owl with long legs, a raven, or a man.

Stolas for Dungeons & Dragons Fifth Edition

Stolas is a demon prince of the Abyss. He is known as the Watcher and Prince of Omens. He rules over the monstrous stikini, owl-like demons that lurk in his abyssal layer Stelsutobidus as well as the Shadowfell.

Perpetually pondering future events, Stolas resides in the Gnarled Tower, a great, twisted spire that stares up into an endless night sky. The light from his burning crown can be seen throughout most of his layer, Stelsutobidus, sometimes called the Valley of Omens. Part of Stelcustodibus borders a massive portal to the Far Realm, which commands a majority of Stolas’ attention. This portal can be seen from the Gnarled Tower.

The rare cults that devote themselves to Stolas are usually made of diviners, nothics, fortune-tellers, aberration-hunting rangers, and hags. Many of Stolas’ cultists live outdoors or in towers, observatories or castles missing rooves, typically in places with clear skies such as barren deserts and remote mountain tops. In addition, the cultists of Stolas possess a strong hatred of aberrations and will destroy any they come across. Over time, cultists of Stolas develop crooked necks and wide, blood-shot eyes, a side effect of constantly staring into the future or up into the night sky. They often babble about “the End of Everything” and “the End Times.”

Stolas appears as a large owl-like monstrosity with long, gaunt legs. His eyes are two blank orbs that never blink. Upon his head rests a flaming crown.

If pressed into combat, Stolas uses his talons and crown of fire to deal with foes. His strong powers of divination also give him an advantage in a fight, as he is often able to predict an opponent’s moves before they happen.

Stolas’ Lair

Stolas’ lair in the Abyss is called Stelsutobidus. It looks like a valley atop a great mountain range with ridges that are near impossible to cross. The floor of the valley is thick with vines, razor-sharp thorns, and crystalline spires. It is perpetually night in Stelsutobidus, the skies always clear and filled with strange, forgotten stars.

Common creatures in stolas’ lair include nothics, stikinis, wereowls, and blights. Beyond the Gnarled Tower, there is little sign of civilization on this layer.

Lair Actions

On initiative count 20 (losing initiative ties), Stolas can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  • Stolas can cause the local plant life to grow at a point he can see within 300 feet of him as if under the effects of the plant growth spell.
  • A jet of poison erupts from the ground in a 10-foot cube within 100 feet of Stolas. Each creature in that area must make a DC 19 Dexterity saving throw or take 19 (4d8) poison damage on a failed save and fall prone, or half as much on a successful one and not fall prone.
  • Until initiative count 20, all stikinis and swarms of owls (use the same stat block as a swarm of ravens) are enraged, causing them to have advantage on melee attack rolls and causing attack rolls to have advantage against them.

Regional Effects

The region containing Stolas’ lair is warped by his magic, creating one or more of the following effects.

  • Within 1 mile of the lair, plants grow out of control. Most of the area is considered difficult or even impassable terrain.
  • Owls and owl-creatures within 6 miles of the lair are unusually aggressive, attacking all intruders on sight.
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 19 Wisdom saving throw or descend into a madness determined by the Madness of Stolas table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.

If Stoilas dies, these effects fade over the course of 1d10 days.

Madness of Stolas

If a creature goes mad in Stolas’ lair or within line of sight of the demon lord, roll on the Madness of Stolas table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.

Madness of Stolas

d100 Flaw (lasts until cured)
01 – 20 “I’m afraid of the future and that any action I take may aversely affect the universe.”
21 – 40 “I can’t stop staring at the night sky. I feel like there is something hiding behind the veil of darkness.”
41 – 60 “Aberrations make me angry. If I see an aberration, I fly into a wild rage.”
61 – 80 “I enjoy catching and eating small rodents.”
81 – 00 “Everyone is doomed. And I must tell them about it constantly.”

Stolas

Large fiend (demon), chaotic evil


Armor Class 21 (natural armor)

Hit Points 262 (25d10 + 125)

Speed 50 ft., fly 50 ft.


Abilities Str 19 (+4), Dex 20 (+5), Con 21 (+5), Int 21 (+5), Wis 25 (+7), Cha 18 (+4)


Saving Throws Dex +12, Con +12, Wis +21

Skills Investigation +12, Perception +21

Damage Resistances cold, fire, lightning

Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses truesight 120 ft., passive Perception 31

Languages all, telepathy 120 ft.

Challenge 22 (41,000 XP)


Flyby. Stolas doesn’t provoke opportunity attacks when he flies out of an enemy’s reach.

Innate Spellcasting. Stolas’ spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material components:

  • At will: detect magic, detect thoughts, identify
  • 3/day each: counterspell, dispel magic
  • 1/day each: feeblemind, foresight (self only)

Keen Hearing and Sight. Stolas has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Knowledge of the Future. Stolas has a +10 bonus to initiative and he can’t be surprised while he is conscious. In addition, other creatures don’t gain advantage on attack rolls against Stolas as a result of being unseen by him.

Legendary Resistance (3/Day). If Stolas fails a saving throw, he can choose to succeed instead.

Magic Resistance. Stolas has advantage on saving throws against spells and other magical effects.

Magic Weapons. Stolas’ weapon attacks are magical.


Actions

Multiattack. Stolas makes three attacks: one with his beak and two with his talons.

Beak. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Talons. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Crown of Fire (Recharge 6). Stolas’ flaming crown ejects a jet of white-hot flame in a 30-foot cone. Each creature in the area must make a DC 19 Dexterity saving throw. On a failed save, the creature takes 38 (7d10) fire damage and is stunned, or take half as much damage on a successful one and is not stunned. A stunned creature must make a DC 19 Wisdom saving throw at the end of its next turn. On a success, the creature is no longer stunned. On a failure, the creature is no longer stunned and its Intelligence and Charisma scores become 1 as if under the effects of the feeblemind spell.


Legendary Actions

Stolas can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Stolas regains spent legendary actions at the start of his turn.

Talon. Stolas makes one talon attack.

Mind Spike (Costs 2 Actions). Stolas targets one creature he can see within 60 feet. The target must make a DC 18 saving throw or take 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, Stolas also always knows the target’s location for the next 24 hours, even if target and Stolas are on two different planes of existence.

 

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This was a fun little creature to create. Hopefully, the art and the text have given you the same appreciate for Guy Davis’ artworks that I have. Be sure to check them out.

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Naguals for Dungeons & Dragons Fifth Edition

In Mesoamerican folk religion, a nagual or nahual (both pronounced [na’wal]) is a human being who has the power to transform either spiritually or physically into an animal form: most commonly jaguar, puma, and wolf, but also other animals such as donkeys, birds, dogs or coyotes.

Naguals in Dungeons & Dragons Fifth Edition

In Dungeons & Dragons Fifth Edition, naguals are malevolent shapechanging fiends that possess lost souls. When the moon is full, the host transforms, revealing a monstrous jaguar-monster that craves the flesh of the living and will kill all in its path.

Nagual

Medium fiend (shapechanger), any alignment


Armor Class 13 in humanoid form, 15 (natural armor) in hybrid form

Hit Points 171 (18d8 + 90)

Speed 30 ft. (50 ft., climb 40 ft. in hybrid form)


Abilities Str 22 (+6), Dex 17 (+3), Con 20 (+5), Int 11 (+0), Wis 14 (+2), Cha 16 (+3)


Saving Throws Dex +7, Con +9

Skills Perception +9, Stealth +7

Damage Resistances cold, fire, lightning

Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 19

Languages Common (can’t speak in hybrid form)

Challenge 11 (7,200 XP)


Shapechanger. The nagual can use its action to polymorph into a Large chaotic evil jaguar-humanoid hybrid, or back into its true form, which is humanoid. Other than its alignment and size, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Horrific Transformation. Any creature that witnesses the nagual’s transformation from its humanoid form to its hybrid form must make a DC 15 Wisdom saving throw or become frightened for 1 minute. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.

Keen Hearing and Smell. The nagual has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pounce (Hybrid Form Only). If the nagual moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that creature must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the nagual can make one bite attack against it as a bonus action.

Regeneration. The nagual regains 10 hit points at the start of its turn. If the nagual takes damage from weapons made with silver or radiant damage, this trait doesn’t function at the start of the nagual’s next turn. The nagual dies only if it starts its turn with 0 hit points and doesn’t regenerate.


Actions

Multiattack (Hybrid Form Only). The nagual makes three attacks with its claws.

Bite (Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) piercing damage. If the target is a humanoid, it must succeed on a DC 17 Constitution saving throw or be cursed with nagual lycanthropy.

Claw (Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) slashing damage.

Pistol (Humanoid Form Only). Ranged Weapon Attack: +5 to hit, range 30/90, one target. Hit: 8 (1d10 + 3) piercing damage.

 

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