Demogorgon's Mini-Me

Casimir Liber

Adventurer
Right - my idea was modelled on the insane monkey in the film monkeybone..crossed with an icon exeprienced players would know (and possibly freak out at) - a tiny destructive avatar of Demogorgon for use at low levels. Have done this as it fulfils a role in my current campaign... @Cleon?

My idea is something fairly weak in combat but with powers (like confusion gaze and maybe spells) to cause as much mayhem as possible...a maniacal demon-monkey raising hell.
 

Attachments

  • stainofdemogorgon.png
    stainofdemogorgon.png
    556 KB · Views: 39
Last edited:

log in or register to remove this ad

Cleon

Adventurer
Right - my idea was modelled on the insane monkey in the film monkeybone..crossed with an icon exeprienced players would know (and possibly freak out at) - a tiny destructive avatar of Demogorgon for use at low levels. Have done this as it fulfils a role in my current campaign... @Cleon?

My idea is something fairly weak in combat but with powers (like confusion gaze and maybe spells) to cause as much mayhem as possible...a maniacal demon-monkey raising hell.

Stats appear sound, although I feel it needs a Climb speed.

The gaze attack only lasts a round, which doesn't seem very useful. I'd think maybe extend it to either 1 minute or a random number of rounds, but allow the target to save each round with the standard formula of "The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."

Maybe add a minor innate spellcasting ability or some other magical power besides the gaze attack? A Quasit has Invisibility, Scare and Shapechanger, for example. An Imp has Devil's Sight, Invisibility and Shapechanger.

Maybe a 1/day Fetid Cloud like a Dretch? I seem to recall Monkeybone used that "special attack" in the movie.
 

Casimir Liber

Adventurer
Thanks for feedback - all points adopted. I gave it a variant of Hideous laughter (different rolling and duration), and the fetid cloud is good - really trying to make it a maniacal monkey....
 

Attachments

  • stainofdemogorgon2.png
    stainofdemogorgon2.png
    583.1 KB · Views: 77

Cleon

Adventurer
Thanks for feedback - all points adopted. I gave it a variant of Hideous laughter (different rolling and duration), and the fetid cloud is good - really trying to make it a maniacal monkey....

Hmm…

stainofdemogorgon2-png.148789


For the Cackling, I would use "cavorting and cackling so manically the victim must succeed on a DC 14 Wisdom saving throw or fall into fits of equally insane laughter for 1d4+1 rounds."

The DCs are a bit weird. Why does the Gaze and Fetid Cloud have DC 10 and the Demonic Cackling DC 14?

The Gaze and Cackling are presumably Charisma-based, which'd likely mean DC 11 or DC 13?

The Dretch's Fetid Cloud appears to be Con-based, so shouldn't the Stain's Cloud be DC 14?

Oh, I'm wondering whether its Multiattack should give it the option of making one tentacle attack and one of its other attacks (Cackling, Gaze, Fetid Cloud) at the same time, or maybe even let it use two Gaze attacks simultaneously (i.e. one beguiling gaze and one insanity gaze). Presumably at different targets, since an insane target wouldn't be able to do anything if they were also beguiled.

That'd help mix it up a bit, and hopefully allow the Stain to show off more of its abilities before it gets squished. With only 30 hit points it might not last very long in a fight.
 

Casimir Liber

Adventurer
Great - taken on board and added.

aaaand up. I wanted it to be a weak annoyance but possibly might wreak alot of havoc if some rolls went badly...

posted here
 

Cleon

Adventurer
Great - taken on board and added.

aaaand up. I wanted it to be a weak annoyance but possibly might wreak alot of havoc if some rolls went badly...

posted here

Looks fine except the Multiattack's wording is a bit muddled.

Perhaps this'd be clearer:

Multiattack. The Stain of Demogorgon makes two attacks: it can elect to make two tentacle attacks; one tentacle attacks plus one other attack (either demonic cackling, gaze or fetid cloud); or two gaze attacks at different targets (one beguiling gaze plus one insanity gaze).
 


Casimir Liber

Adventurer
The other reason I like this mini-avatar is its appearance - a mini-orcus/yeenoghu/baphomet/grazz't are not interesting ("It's just a funny looking gnoll/minotaur/six-fingered drow-tiefling thingy") whereas demogorgon is iconic and will lead to players straightaway thinking, "WTAF"???
 


Cleon

Adventurer
Demon, Stain of Demogorgon
Small fiend (demon), chaotic evil
Armor Class 15 (natural armor)
Hit Points 30 (4d6 + 16)
Speed 40 ft., climb 30 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
10 (+0)​
17 (+3)​
18 (+4)​
12 (+1)​
12 (+1)​
12 (+1)​

Saving Throws DEX +5, CON +6, WIS +3, CHA +3
Skills Perception +3
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., truesight 60 ft, passive Perception 13
Languages Abyssal, Common
Challenge 2 (450 XP) Proficiency Bonus +2

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

Two Heads. The Stain has advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious.

Actions

Multiattack. The Stain of Demogorgon makes two attacks: it can elect to make two tentacle attacks; one tentacle attacks plus one other attack (either demonic cackling, gaze or fetid cloud); or two gaze attacks at different targets (one beguiling gaze plus one insanity gaze).

Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Gaze. The Stain turns its magical gaze toward one creature that it can see within 30 feet of it. That target must make a DC 13 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can’t see the Stain until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save.

If the target fails the save, the target suffers one of the following effects at random for 1d4+1 rounds. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success:

1. Beguiling Gaze. The target is stunned until the start of the Stain’s next turn or until the Stain is no longer within line of sight.​
2. Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of the Stain’s next turn. The Stain doesn’t need to concentrate on the spell.​

Demonic Cackling (recharge 5-6). The Stain fixates one one creature, making eye contact and cavorting and cackling so maniacally that the victim must succeed on a DC 13 Wisdom saving throw or falls into fits of equally insane laughter for 1d4+1 rounds. During this time, the victim must make a DC 14 Wisdom save or fall to the ground in laughter, success means they can perform any action at Disadvantage.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has Advantage on the saving throw if it's triggered by damage. On a success, the effect ends.

Fetid Cloud (recharge 6). A 10-foot radius of disgusting green gas extends out from the Stain. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.


Description
On rare occasions in areas infested with his evil, Demogorgon has brought into existence a particularly malignant entity that manifests a small portion of his essence as a deranged two-headed simian - a tiny replica of himself.

Known as the Stain of Demogorgon, it seeks to further madness and mayhem on the Material Plane. It may be linked to an unholy artifact dedicated to the demon prince, which will enable it to respawn 1d4 days after being killed. In this case, the Stain will often attack fearlessly, aware that it will be respawned if it dies, unless it needs to stay alive then and there to complete some goal.
 
Last edited:

Cleon

Adventurer
Tentacle (x2). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

It doesn't need the "x2" in the tentacles since that's part of Multiattack.
 


Level Up!

An Advertisement

Advertisement4

Top