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View Full Version : Monsters: Demodands (or Gehreleth) in 5e



Goober4473
2015-11-15, 04:25 PM
For an upcoming adventure that will feature the plane Carceri, I needed stats for demodands, so I whipped some up. Here they are, in case anyone else needs them.

http://planewalking.dungeons.ru/denizens/fiends/gehreleths.jpg

Demodand summoning: As an alternate rule, demodands can have an ability identical to the demon summing variant, summoning demodands instead:

A farastu has a 30% chance of summoning another farastu.
A kelubar has a 50% chance of summoning a farastu.
A shator has a 50% of summoning a kelubar or 1d3 farastu.




Demodand: Farastu
Medium fiend, neutral evil
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Armor Class 16 (natural armor)
Hit Points 161 (17d8 + 85)
Speed 30 ft.
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STR 20 (+5) DEX 13 (+1) CON 20 (+5)
INT 8 (-1) WIS 12 (+1) CHA 16 (+3)
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Saving Throws Con +9, Cha +7
Skills Athletics +9, Intimidation +7, Stealth +10
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages all
Challenge 11 (7,200 XP)
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Adhesive. When a creature misses the farastu with a melee weapon attack, the farastu catches the weapon. The attacker must succeed on a DC 17 Strength saving throw, or the weapon becomes stuck to the farastu. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 17 Strength check and succeeding.
In addition, creatures have disadvantage on attempts to break free of the farastu’s grapples.

Magic Resistance. The farastu has advantage on saves against spells and other magical effects.

Reckless. At the start of its turn, the farastu can gain advantage on all of its attack rolls that turn, but attacks against it have advantage until the start of its next turn.

Innate Spellcasting. The farastu’s innate spellcasting ability is Charisma (save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At will: detect magic, freedom of movement, invisibility (self only)
1/day each: dispel magic

Actions
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Multiattack. The farastu makes three attacks; one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d8 + 5 piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage. The farastu can forgo dealing damage and instead greapple the target (escape DC 19).


Demodand: Kelubar
Large fiend, neutral evil
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Armor Class 17 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 30 ft., fly 60 ft.
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STR 22 (+6) DEX 13 (+1) CON 20 (+5)
INT 14 (+2) WIS 15 (+2) CHA 18 (+4)
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Saving Throws Dex +6, Con +10, Wis +7, Cha +9
Skills Insight +7, Intimidation +9, Stealth +6
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages all
Challenge 13 (10,000 XP)
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Acidic Slime. The kelubar adds 2d6 acid damage to the damage of its melee attacks (already added below). A creature grappling or grappled by the kelubar takes 2d6 acid damage at the start of the creature’s turn.

Magic Resistance. The kelubar has advantage on saves against spells and other magical effects.

Stench. Any creature other than a demodand starts its turn within 5 feet of the kelubar must succeed on a DC 18 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all kelubar for 1 hour.

Innate Spellcasting. The kelubar’s innate spellcasting ability is Charisma (save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At will: detect magic, freedom of movement, invisibility (self only)
2/day each: dispel magic

Actions
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Multiattack. The farastu makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d10 + 6 piercing damage plus 2d6 acid damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d8 + 6 slashing damage plus 2d6 acid damage.


Demodand: Shator
Large fiend, neutral evil
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Armor Class 19 (natural armor)
Hit Points 230 (20d10 + 120)
Speed 20 ft., fly 60 ft.
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STR 24 (+7) DEX 15 (+2) CON 22 (+6)
INT 16 (+3) WIS 16 (+3) CHA 21 (+5)
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Saving Throws Con +11, Wis +8, Cha +10
Skills Insight +7, Intimidation +9, Religion +8
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities acid, poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 13
Languages all
Challenge 16 (15,000 XP)
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Magic Resistance. The shator has advantage on saves against spells and other magical effects.

Innate Spellcasting. The shator’s innate spellcasting ability is Charisma (save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At will: detect magic, freedom of movement, vitriolic sphere (Elemental Evil), invisibility (self only)
1/day each: cloudkill, confusion, mass suggestion
3/day each: dispel magic

Actions
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Multiattack. The farastu makes three attacks: one with its bite and two with its polearm.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 4d8 + 7 piercing damage and the target must make a DC 19 Constitution saving throw. On a failed save, the target is paralyzed for one minute. It can repeat the save at the end of each of tis turns, ending the effect for itself on a successful save.

Polearm. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 2d10 + 7 slashing damage.

M Placeholder
2015-11-16, 12:49 PM
Nice. I would also have the the Farastu and Kelubar be able to liquify themselves and fit into bottles (http://www.lomion.de/cmm/gehrelet.php), so that you can suprise the party.

Goober4473
2015-11-16, 05:47 PM
Nice. I would also have the the Farastu and Kelubar be able to liquify themselves and fit into bottles (http://www.lomion.de/cmm/gehrelet.php), so that you can suprise the party.

That's a good idea.