Demon of Hatred (5e Creature)

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Demon of Hatred[edit]

Huge fiend (demon), chaotic evil


Armor Class 17 (natural armor)
Hit Points 230 (20d12 + 100)
Speed 50 ft.


STR DEX CON INT WIS CHA
30 (+10) 21 (+5) 20 (+5) 18 (+4) 18 (+4) 18 (+4)

Saving Throws Str +15, Dex +10, Cha +9
Damage Vulnerabilities radiant
Damage Resistances acid, cold, lightning; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities fire, poison, psychic
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses blindsight 60 ft., truesight 120 ft., passive Perception 14
Languages
Challenge 16 (15,000 XP)


Incomplete Shura. The demon cannot be reduced to 0 hit points by an attack that does not deal radiant damage.

Magic Weapons. All attacks made by the demon are considered magical for the purposes of overcoming resistances and immunities.

Magic Resistance. The demon has advantage on all saving throws imposed by magical effects.

Legendary Resistance (3/Day). When the demon fails a saving throw it can choose to succeed instead.

Painful Melody. When the demon listens to a whistling melody it must succeed on a Wisdom saving throw or become stunned until the end of its next turn

ACTIONS

Multiattack. The demon makes one Claw attack and two Flame Claw attacks or one Flame Claw attack and one Flame Slam attack.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (2d12 + 10) slashing damage

Flame Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage and 16 (3d10) fire damage.

Flame Slam (Recharge 5-6). The demon slams his arm down in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 23 Strength saving throw. On a failed save, a creature takes 21 (6d6) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

Erupting Slam (1/Day). The demon slams his arm down and creates a 120-foot line that is 15 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 78 (12d12) fire damage on a failed save, or half as much damage on a successful one.


LEGENDARY ACTIONS

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

Dash. The demon moves up to its speed and makes one Claw attack.
Deadly Shred (Costs 2 Actions). The demon dashes in a straight line up to twice its movement speed. All creature it passes through must make a DC 23 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) slashing damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
Leaping Slam (Costs 2 Actions). The demon leaps into the air and then plummets down. When he lands (in the same space he left off at) all creatures within 10 feet of him must make a DC 23 Strength saving throw. On a failed save, a creature takes 21 (6d6) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
Hurl Flame (2/Round). The demon casts fireball (save DC 23).

This monstrosity is the remains of a one armed man who did his best to surpass Shura inside himself but ultimately failed, unleashing a demon. He has lost his mind and only wants to watch everything burn. Nobody knows his true identity but if the legends are true, then the demon itself is completely immortal...


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