Demise (5e Creature)

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Campaign Setting: Hyrule
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Demise

Large fiend, chaotic evil


Armor Class 19 (demon armor)
Hit Points 493 (34d10 + 306)
Speed 120 ft.


STR DEX CON INT WIS CHA
28 (+9) 20 (+5) 29 (+9) 22 (+6) 25 (+7) 26 (+8)

Saving Throws Str +18, Con +18, Wis +16, Cha +17
Skills Acrobatics +14, Athletics +18, Intimidation +17, Perception +16
Damage Vulnerabilities radiant
Damage Resistances cold, fire, force, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, exhaustion
Senses truesight 150 ft., passive Perception 26
Languages all
Challenge 30 (155,000 XP)


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

Siege Monster. Demise deals double damage to objects and structures.

Demonic Constitution. Demise has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. Demise can use his Frightful Presence or his Storm Strike. He then makes six attacks.

Sword. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 49 (6d12 + 9) Slashing damage.

Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 37 (6d8 + 9) Bludgeoning damage.

Lightning Strike. Melee Spell Attack: +16 to hit, reach 20 ft., one target. Hit: 43 (3d10) lightning damage and (3d10 + 9) slashing damage.

Demonic Slash. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 31 (6d6 + 9) necrotic damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of Demise’s choice within 240 feet of him and aware of him must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Demise is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Demise's Frightful Presence for the next 24 hours.

Storm Strike (Recharge 6) Demise fires a beam of lightning from the tip of his sword in a 120-foot long line that is 20 feet wide. Each creature in that line must make a DC 24 Constitution saving throw, taking 165 (30d10) lightning damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature is reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.


LEGENDARY ACTIONS

The Demise 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. The Demise regains spent legendary actions at the start of its turn.

Attack. Demise makes one attack.
Defense. Demise gains 15 hit points.

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Source

See Religion: Ganon.

According to ancient records, the demon Demise, also known as the Demon King, gathered an army of monsters and declared war on the goddess Hylia, most likely seeking to obtain the Triforce and use its power to warp the world to suit his own liking. In the end, after a cataclysmic battle, he was defeated by Hylia and sealed away, ultimately transforming into the Imprisoned. Before his ultimate defeat, however, he laid a curse upon the world, declaring that an incarnation of his hatred would be reborn as a being that would seek to dominate Hyrule in an endless cycle of rebirth. It is widely believed that said being is none other than Ganon himself.


See also


Back to Main Page5e HomebrewCreatures
Back to Main Page5e HomebrewCampaign SettingsHyruleBestiary

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