+ All Categories
Home > Documents > 5th Edition Dungeons & Dragons - WordPress.com

5th Edition Dungeons & Dragons - WordPress.com

Date post: 21-Mar-2022
Category:
Upload: others
View: 25 times
Download: 0 times
Share this document with a friend
6
5th Edition Dungeons & Dragons
Transcript

5th Edition Dungeons & Dragons

Horror Movie MonsterB e n dj i n n P r e s e n t s A n ot h e rB e n dj i n n P r e s e n t s A n ot h e r

Sunlight Hypersensitivity. The demon takes 5 radiant dam-age when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar-get. Hit: 10 (2d6+3) bludgeoning damage

Possession. One creature, plant, object, corpse or pile of bones that the demon can see within 5 ft. of it must suc-ceed on a DC 14 Charisma saving throw or be possessed by the demon; an inanimate object, plant or a creature with an Intelligence of 3 or lower automatically fails this saving throw. On a failure, the target is Incapacitated, a portion of the demon’s essence enters the target, and the target loses control of its body. The demon now controls the target and turns it into a deadite but doesn’t deprive the target of awareness (if it had any). The demon can’t be targeted by any attack, spell, or other effect, except ones that turn undead. While the demon possesses the target, it doesn’t gain access to the target’s knowledge, Class Features, or proficiencies.

The possession lasts until the demon ends it as a Bonus Action, or the demon is turned or forced out by an effect like the dispel evil and good spell. The possession also ends if the target starts its turn in an area of sunlight. When the possession ends, the portion of the demon’s essence immediately returns to its main form.

The demon can possess up to 4 creatures, corpses, pile of bones, plants or objects at once.

Evil Dead (Franchise)Evil Dead (Franchise)1981, Paranormal (Demon) HorrorStephen King endorsed the film upon release.Cult Director: Sam Rami (Drag Me To Hell)Kandarian Demon

Large demon, chaotic evilARMOR CLASS 14HIT POINTS 34 (4d10 + 12)SPEED fly 40 ft.

STR DEX CON INT WIS CHA

17 (+3) 18 (+4) 16 (+3) 12 (+1) 13 (+1) 16 (+3)

DAMAGE IMMUNITIES fire, lightning, poison; bludgeoning, piercing and slashing from nonmagical attacks

DAMAGE RESISTANCES acid, cold, thunder, necrotic

CONDITION IMMUNITIES charmed, deafened, exhaustion, frightened, grappled, incapacitated, petrified, poisoned, prone

SENSES darkvision 120 ft., passive Perception 15

LANGUAGES Abyssal, Common

CHALLENGE RATING 9 (5,000 XP)

Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an creature or object.

Innate Spellcasting. The demon’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no mate-rial components:

At will: tasha’s hideous laughter, tasha’s mind whip

Lasting Corruption. Whenever a creature is possessed by the demon, the creature must succeed on a DC 14 Charis-ma saving throw. On a failure, the target gains a point of Corruption.

Seige Monster. The demon deals double damage to objects and structures.

The Kandarian demon is a truly unique fiend in the hierarchy of the Abyss. Blessed by the plane itself with immense power, the ancient demon arose from the mobs of rampaging hordes who ravaged its infinite layers. Summoned to the material plane aeons ago by a group of evil worshippers known only as The Dark Ones, the Kandarian demon returned to the Abyss im-bued with strange new powers. Sensing this change, the plane transformed the fiend into a horrifyingly pow-erful demon, one far stronger and more manipulative than your average Abyssal fiend.

Many Forms. In its natural form, the Kandarian demon resembles a jet of ethereal fog. When forced into a physical form, it resembles a giant rotten apple with a hideous jaw. It can also separate its essence into smaller, self-aware and self-contained motes, possessing other creatures and objects in the process. These possessed ‘things’ become Deadites - completely self-aware spirits that are both separate and distinct but also connected to the Kandarian demon itself through supernatural will.

BE

ND

JIN

N.C

OM

IMA

GE

CRE

DI

T: S

pAC

E G

oA

T p

Ro

DuC

TIo

nS

Horror Movie MonsterB e n dj i n n P r e s e n t s A n ot h e rB e n dj i n n P r e s e n t s A n ot h e r

Deadites. Deadite are cruel and malicious forms of the Kandarian demon. They can manifest as literal-ly anything the demon wishes to possess but the fiend finds humans to be its preferred targets. Once possessed, a deadite will find any mortal it can to torment, playing on their victims fears. As evil as a deadite is however, they display a tendancy towards comedic behavior, often laughing, taunting and humiliating their victims for long periods before finally devouring their souls and depositing them back to their primary essence: the etheral fog that is the Kandarian demon itself.

Deadite TemplateA deadite is any Large or smaller creature or object possessed by the Kandarian demon. The type of deadite a possessed creature or object becomes is determined by the type of object or creature it was prior to being possessed. It adopts a number of charactersistics while possessed by the Kandarian Demon.

All deadites, regardless of their base form, have the following traits and actions:

Retained Characteristics. The deadite retains any Armor Class, hit points, Hit Dice, and statistics it had (if any) prior to becoming a deadite.

Lost Characteristics. The deadite loses its original sav-ing throw and skill bonuses, special senses, and special traits. it loses any action that isn’t Multiattack or a me-lee weapon attack that deals bludgeoning, piercing, or slashing damage. If it has an action or a melee weapon attack that deals some other type of damage, it loses the ability to deal damage of that type, unless the damage comes from a piece of equipment, such as a magic item.

Type. The deadite’s type is fiend, and it loses any tags.

Alignment. The deadite is chaotic evil.

Ability Scores. The deadite’s ability scores as altered as follows: Int 12 (+1), Wis 13 (+1), Cha 16 (+3). The deadite’s other ability scores are determined by its size as follows:

Size Strength Dexterity ConStitution

Tiny 10 10 12 (+1)

Small 12 (+1) 14 (+2) 14 (+2)

Medium 16 (+3) 16 (+3) 16 (+3)

Large 18 (+4) 16 (+3) 20 (+5)

If a deadites original Strength, Dexterity or Constitution scores were higher than those of the table, it retains that ability score.

Senses. The deadite has darkvision to a range of 120 feet.

Condition Immunities. The deadite can’t be blinded, charmed, deafened, exhausted, frightened, paralyzed, poisoned, proned, stunned or knocked unconscious.

Extend. As a bonus action, the deadite can extend a limb or potion of its form, extending its reach by 5 feet. The deadite can only extend a limb or portion of itself up to 5 feet in this way. For evey limb or portion of itself extended using this trait, the deadite’s speed is reduced by 10 feet. The deadite can return a limb to its normal length as another bonus action.

Dismemberment. Whenever the deadite takes slashing dam-age equal to at least half its total hit points at one time, a portion of itself is severed. A severed portion of a deadite becomes a fiendish creature with a size equal to one size category smaller than the deadite it was severed from and has 1 hit point (a tiny deadite can not be dismembered). It has a speed of 10 feet and a slam attack based on its size, as follows:

Size to hit Damage

Tiny +2 1

Small +3 1d4

Medium +4 1d6

Large +6 2d6

BE

ND

JIN

N.C

OM

IMA

GE

CRE

DI

T: u

SE

R-2

328

Horror Movie MonsterB e n dj i n n P r e s e n t s A n ot h e rB e n dj i n n P r e s e n t s A n ot h e r

Horrifying Visage (Recharge 6). Each non-undead creature within 30 feet of the deadite that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the dea-dite is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the deadite’s Horrify-ing Visage for the next 24 hours. Deadite (Object)A deadite Object looks like it did prior to possession, however it can fly, attack and periodically pulsates with a dark and sinister black energy. If the object could take a unique action prior to its possession, for example a crossbow that could fire a bolt, or a pair of scissors that could cut through rope, it can perform these actions while possessed but with disadvantage and any attacks it would normally make using these actions deal an amount of damage equal to it size (noted below).

Speed. The deadite has a flying speed of 10 ft.

Attacks. The deadite gains a slam attack that does bludgeoning damage. Its to-hit bonus and damage is determined by its size, as follows:

Size to hit Damage

Tiny +2 1

Small +3 1d4

Medium +4 1d6

Large +6 2d6

Alternative Rule: MirrorWhen a mirror becomes a deadite, if it is severed due to its Dismemberment trait, you can choose to have the mirror shatter, destroying it in the process and its space, forming 7 (2d6) tiny-sized fiendish commoners, each resembling the last humanoid that gazed into the mir-ror, each under control of the Kandarian demon.

Deadite (Plant)A deadite Plant looks alike a malformed and malnourished version of its living self. If it had leaves, these leaves fall out very quickly once it is possessed. Its coloration turns a dark shade, almost black in color and it gains the following characteristics.

Speed. The deadite has a speed of 10 ft in addition to any other forms of movement it already had.

Attacks. The deadite gains a slam attack. On a successful attack, the deadite grabs the target if

it is one size category or less than itself (escape DC is equal to 10 plus its to-hit bonus) Its to-hit bonus and damage is determined by its size, as follows:

Size to hit Damage

Tiny +2 1

Small +3 1d4

Medium +4 1d6

Large +6 2d6

In addition, the deadite gains a Violate attack. It uses its size to determine the to-hit bonus and does its base slam attack damage x 3 against a target hit by this attack. The deadite can only use this attack on a creature it is grap-pling. In addition, a creature hit by this attack is stunned until the begining of the deadites next turn.

Deadite (Corpse/Bones)A deadite corpse or pile of bones has the stats of either a zombie or a skeleton, determined by its base form, with the following changed characteristics.

Speed. The deadite gains a flying speed of 10 ft in addi-tion to any other forms of movement it already had.

Languages. The deadite can speak Abyssal and Common.

Deadite (Humanoid)A humanoid deadite takes on the appearance of a sick-ened humanoid, their skin turning a purplish color with bubbling veins and eyes a milky white. It has the follow-ing changed characteristics.

Speed. The deadite gains a flying speed of 10 ft in addi-tion to any other forms of movement it already had.

Languages. The deadite can speak Abyssal and Common.

Attacks. If the deadite has no other means of dealing damage, it can use its fists or limbs to make unarmed strikes. On a hit, an unarmed strike deals bludgeoning damage equal to 1d6 + the deadites Strength modifier.

BE

ND

JIN

N.C

OM

IMA

GE

CRE

DI

T: A

nTh

on

y J

En

So

n

Horror Movie MonsterB e n dj i n n P r e s e n t s A n ot h e rB e n dj i n n P r e s e n t s A n ot h e r

Death Reborn. When the deadite is reduced to 0 hit points, it rises at the beginning of the next round as a deadite corpse (zombie).

Alternative Rule: Horrid FormIf a humanoid or corpse or pile of bones is possessed by the Kandarian demon for an extended length of time, the possessed creature can gain even more frightful abilities as follows:

Claws. The deadite’s slam and unarmed strikes deal an additional 1d6 on a hit and the damage type changes to slashing.

Gruesome Appearance. The deadite’s Horrifying Visage recharges on a 5 or 6.

Wings. The deadite sprouts a pair of leathery wings and increases its flying speed to 40 feet.

Alternative Rule: CorruptionWhen a creature gains a point of corruption, they must immediately roll on the Corruption Table to determine the long-lasting affects of this evil influence upon their humanity. Corruption effects are not cumulative: if you are already under the effects of a Corruption effect, you must continue to roll on the table until you gain an ef-fect you do not currently have. Corruption can be cured naturally at a rate of 1 rate of corruption per month of rest in an area devoid of any corrupting influences. Al-ternative means such as magic or a quest in service of a godly deity can also remove corruption. A lesser restora-

tion spell can cure 1 point of corruption while a greater

restoration spell cures 1d4 corruption points. These rules are inspired by Corruption Rules 1.0 by Matthew Mercer available for free on the DMSGuild.

Corruption TableD8 Corruption effeCt

1 Hallucinations

2 Obsession

3 Phobia

4 Deformity

5 Broken Mind

6 Fear of the Dark

7 Doomsayer

8 Blasphemous

Corruption Effects

The following Corruption effects include new rules that can drastically affect your game. DMs are encour-aged to evaluate these effects before inluding them

and to discuss their incorporation with players before a game begins.

Hallucinations. You suffer from strange and disturbing vi-sions and occasionally hear whispers from unseen sources. You have disadvantage on Wisdom (Perception) checks that rely on hearing and sight.

Obsession. You are compelled to perform a specific action such as hand washing, or tapping your fingers, or you have a need to collect certain objects like damaged coins or similar unusual items. Each time you engage in a stressful activity, such as combat, if you do not take part in your obsession within 1 minute, you gain 1 level of exhaustion.

Phobia. You develop a fear of a particular type of creature or hazard determined by your DM. During the first round of combat or first round of interaction with a creature of the chosen type or hazard, you are frightened and must make a Wisdom saving throw (DC equal to 10 + your total corruption points). On a failure, you are frightened for an additional 1 minute. You can repeat this saving throw at the end of each of your turns to end this condition early.

Deformity. You develop a horrible deformity about your person such as a warped spine, withered flesh or abnormal growth. As long as your deformity is exposed, you have disadvantage on all Charisma ability checks.

BE

ND

JIN

N.C

OM

IMA

GE

CRE

DI

T:

nIx

xy

Horror Movie MonsterB e n dj i n n P r e s e n t s A n ot h e rB e n dj i n n P r e s e n t s A n ot h e r

Broken Mind. You find it nearly impossible to maintain concentration on anything that requires even a modicum of concentration. You have disadvantage on Intelligence ability checks and Intelligence saving throws.

Fear of the Dark. You become easily startled and frightened of even your own shadows. You have disadvantage on all attack rolls, ability checks and saving throws when in an area of dim light or darkness.

Doomsayer. You find it difficult to stay motivated. Anytime you see a creature you consider a friend become bloodied, you become paralyzed for 1 minute. You can repeat this saving throw at the end of each of your turns to end this condition early.

Blasphemous. You no have faith in any type of deity or religious organization. You suffer disadvantage on all Charisma ability checks when interacting with a person of obvious faith and in addition, the sight of prayer leaves you angry, causing you to have disadvantage on all ability checks and saving throws for 10 minutes after you witness any type of prayer or religious observance.

Kandarian DaggerDagger, legendary (require attunement)

As long as the Kandarian demon has existed, so too has the Kandarian dagger. Spawned from the universe itself in response to the birth its fiendish twin, the blade burns the flesh of any evil creature it comes in contact with. Both its jet black tip and white shaft are crafted of demons pulled from the Abyss itself and forged into the magical weapon.

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

When you hit a fiend with this weapon, the fiend takes an extra 6d6 radiant damage and if the fiend has fewer than 50 hit points after taking damage from the attack, it must succeed on a DC 17 Wisdom saving throw or it dies immediately.

BE

ND

JIN

N.C

OM

IMA

GE

CRE

DI

T: J

ES

pE

R M

oR

Ch


Recommended