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Hezrou demon redesign
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<blockquote data-quote="NotAYakk" data-source="post: 7901489" data-attributes="member: 72555"><p>So, a plague demon. Covered in boils that squirt insects and a foul gas that surrounds it. Its mere presence makes fluids unsafe to drink. It can direct its swarms of insects to spread its plague. The insects burrow into your flesh, grab chunks of your life force, then fly it back to the Hezrou demon to consume.</p><p></p><p>By an act of concentration, it holds its insects in check from attacking its own allies, but it really doesn't want to.</p><p></p><p>Body horror incarnate.</p><p></p><p>Sometimes Warlocks will summon a Hezrou demon to foul the water of it enemies. Sacrifice a few peasants and bury them next to a stream or well.</p><p></p><p><span style="font-size: 26px"><strong>Hezrou</strong></span></p><p></p><p>Large fiend (demon), Chaotic Evil</p><p></p><p>Armor Class 16 (Natural Armor)</p><ul> <li data-xf-list-type="ul">Hit Points 126 (12d10+60)</li> <li data-xf-list-type="ul">Speed 30 ft.</li> </ul><p>STR 18 (+4)</p><p>DEX 16 (+3)</p><p>CON 20 (+5)</p><p>INT 8 (-1)</p><p>WIS 12 (+1)</p><p>CHA 14 (+2)</p><p></p><ul> <li data-xf-list-type="ul">Saving Throws Str +7, Con +8, Wis +4</li> <li data-xf-list-type="ul">Damage Resistance Cold, Fire, Lightning; Bludgeoning and Slashing From Nonmagical Attacks; all Piercing</li> <li data-xf-list-type="ul">Damage Immunities Poison</li> <li data-xf-list-type="ul">Condition Immunities Poisoned</li> <li data-xf-list-type="ul">Senses Darkvision 120 Ft., passive Perception 11</li> <li data-xf-list-type="ul">Languages Abyssal, Telepathy 120 Ft.</li> <li data-xf-list-type="ul">Challenge 8 (3,900 XP)</li> <li data-xf-list-type="ul">Magic Resistance. The Hezrou has advantage on saving throws against spells and other magical effects.</li> <li data-xf-list-type="ul">Hezrou Toxin. This toxic disease appears as boils on your skin. While infected, you are poisoned and you cannot regain HP, and you always fail saves against Hezrou Toxin. Creatures killed while under the effects of Hezrou Toxin emit a 50' Corruption effect (see below) for 1d10 days, but the corrupted fluid only works on similar creatures.</li> <li data-xf-list-type="ul">Burrowing Insects. When a Hezrou is hit with an attack, Burrowing Insects emerge from its boils and attack every creature within 5'. They do 1 piercing damage +1d6(3) poison damage and the target must make a DC 13 Constitution save suffer Hezrou Toxin.</li> <li data-xf-list-type="ul">Miasma. The Hezrou constantly emits a miasma of stench and biting insects. It forms a cloud of 20' radius around the Hezrou. This cloud is lightly obscured, creatures other than the Hezrou treat it as difficult terrain, and ranged weapon attacks that cross it are at disadvantage. Creatures who start their turn in the Miasma are attacked by the Demon's Burrowing Insects (see above).</li> <li data-xf-list-type="ul">Plague Clouds. As a bonus action, the Hezrou can send a 15' radius sphere of Miasma swarming up to 60' away, or move an existing swarm 60'. Up to 3 of these swarms can exist at a time. These swarms dissipate from strong winds or area effect damage, or if they are more than 100' away from the Hezrou. At the end of the Hezrou's turn, each swarm move up to 30' towards the nearest small or larger creature.</li> <li data-xf-list-type="ul">Corruption. Fluid within 100' of the Hezrou demon is foul smelling and corrupted until someone casts Purify Food and Drink on it (including magical fluids, like potions). Anyone drinking such fluid must make a DC 16 Constitution save or suffer Herzou Toxin.</li> <li data-xf-list-type="ul">Feast of Flesh. As a bonus action, the Demon can cause Hezrou Toxin boils within 100' to burst. This reduces each creature's current and max HP by 5. Insects fly from the boil into the Hezrou's mouth, healing the Hezrou for 5 HP. Creatures suffering from Hezrou Toxin who where killed in the last round also have their boils burst and produce insects.</li> <li data-xf-list-type="ul">Demonic Sergeant. At the end of a short or long rest, the Hezrou demon can concentrate on not having its Maisma effect its allies. While it is concentrating on this, creatures it chooses are not poisoned by its Maisma aura. It really wants to feast on the flesh of its allies, so saves to maintain concentration on this are at disadvantage.</li> </ul><p><strong>Multiattack</strong>: the Hezrou Demon makes a one Bite and one Claw attack, or two Claw attacks</p><ul> <li data-xf-list-type="ul">Bite. <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit: </em>(2d10 + 4) piercing damage. If the creature is grabbed, bite has advantage.</li> <li data-xf-list-type="ul">Claw. <em>Melee Weapon Attack:</em> +7 to hit, reach 10 ft., one target. <em>Hit: </em>(2d6 + 4) slashing damage, and if medium or smaller, pull 5' and grabbed (escape DC 15).</li> </ul><p><strong>Jump: </strong>As an action the Hezrou Demon can jump up to 80'. All creatures landed on or adjacent are pushed 10' if medium or smaller, and all creatures must make a DC 15 Dex save or take 2d8+4 damage.</p><p></p><p><strong>Swallow:</strong> Can only target a medium grabbed creature. Creature is swallowed and restrained. Only one creature can be swallowed at a time. At the start of the swallowed creature's turn, they lose 10 max and current HP, the Hezrou Demon gains 10, and they must make a DC 16 constitution save or be subject to the Hezrou Toxin. If the demon takes 15 bludgeoning damage with one attack it regurgitates the creature (throwing them 10'). If the demon takes 20 slashing damage with one attack its belly is cut open and the creature falls out adjacent (the belly heals immediately).</p><p></p><p>Ok, damage budget. It loses 11 DPR from a claw. It gains many instances of 4 damage from burrowing insects. It can bonus action feast. Assuming 4,8,4+15 damage, that matches the lost 11 DPR.</p><p></p><p>Defensively I cut off 10 HP and gave it a bonus action feast (say 15).</p><p></p><p>I made it resist all piercing. Piercing weapons simply fly through its festering flesh and out the other end.</p><p></p><p>The poison is a lot more annoying (repeated saves). And has cover.</p><p></p><p>---</p><p></p><p>Fighting this in a war would be terrifying. Its plague clouds would tear through the lines of your troops, and it would funnel the lives of your troops into its own life force.</p><p></p><p>Using reach weapons is recommended, as they aren't at disadvantage from the clouds, nor do you suffer from the exploding boils.</p><p></p><p>The poison now does 6 damage (without a save). And the save is repeated until failed. Because I like the idea of the poison relentlessly pounding on the PCs. The Plague Cloud lets it harass PCs who aren't in melee range, and is an amazing warfare ability.</p><p></p><p>The Corruption ability is a ribbon. It makes tracking them in the mortal planes much easier as well. Drinking potions to heal isn't going to be fun, as you first have to make a save against being poisoned, and if you are the healing doesn't work.</p><p></p><p>Feast of Flesh is pure body horror. The HP swing isn't that huge, but the idea of insects bursting out of you and carrying your life essence to the demon is just so squicky. It is also a top-notch warfare ability; with Plague Clouds deployed on enemy troop lines, you can easily have a dozen+ sick enemy troops, and each Feast of Flesh heals 60 HP on the demon. This demon when near civilians or low-level troops will punch way above its weight.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 7901489, member: 72555"] So, a plague demon. Covered in boils that squirt insects and a foul gas that surrounds it. Its mere presence makes fluids unsafe to drink. It can direct its swarms of insects to spread its plague. The insects burrow into your flesh, grab chunks of your life force, then fly it back to the Hezrou demon to consume. By an act of concentration, it holds its insects in check from attacking its own allies, but it really doesn't want to. Body horror incarnate. Sometimes Warlocks will summon a Hezrou demon to foul the water of it enemies. Sacrifice a few peasants and bury them next to a stream or well. [SIZE=7][B]Hezrou[/B][/SIZE] Large fiend (demon), Chaotic Evil Armor Class 16 (Natural Armor) [LIST] [*]Hit Points 126 (12d10+60) [*]Speed 30 ft. [/LIST] STR 18 (+4) DEX 16 (+3) CON 20 (+5) INT 8 (-1) WIS 12 (+1) CHA 14 (+2) [LIST] [*]Saving Throws Str +7, Con +8, Wis +4 [*]Damage Resistance Cold, Fire, Lightning; Bludgeoning and Slashing From Nonmagical Attacks; all Piercing [*]Damage Immunities Poison [*]Condition Immunities Poisoned [*]Senses Darkvision 120 Ft., passive Perception 11 [*]Languages Abyssal, Telepathy 120 Ft. [*]Challenge 8 (3,900 XP) [*]Magic Resistance. The Hezrou has advantage on saving throws against spells and other magical effects. [*]Hezrou Toxin. This toxic disease appears as boils on your skin. While infected, you are poisoned and you cannot regain HP, and you always fail saves against Hezrou Toxin. Creatures killed while under the effects of Hezrou Toxin emit a 50' Corruption effect (see below) for 1d10 days, but the corrupted fluid only works on similar creatures. [*]Burrowing Insects. When a Hezrou is hit with an attack, Burrowing Insects emerge from its boils and attack every creature within 5'. They do 1 piercing damage +1d6(3) poison damage and the target must make a DC 13 Constitution save suffer Hezrou Toxin. [*]Miasma. The Hezrou constantly emits a miasma of stench and biting insects. It forms a cloud of 20' radius around the Hezrou. This cloud is lightly obscured, creatures other than the Hezrou treat it as difficult terrain, and ranged weapon attacks that cross it are at disadvantage. Creatures who start their turn in the Miasma are attacked by the Demon's Burrowing Insects (see above). [*]Plague Clouds. As a bonus action, the Hezrou can send a 15' radius sphere of Miasma swarming up to 60' away, or move an existing swarm 60'. Up to 3 of these swarms can exist at a time. These swarms dissipate from strong winds or area effect damage, or if they are more than 100' away from the Hezrou. At the end of the Hezrou's turn, each swarm move up to 30' towards the nearest small or larger creature. [*]Corruption. Fluid within 100' of the Hezrou demon is foul smelling and corrupted until someone casts Purify Food and Drink on it (including magical fluids, like potions). Anyone drinking such fluid must make a DC 16 Constitution save or suffer Herzou Toxin. [*]Feast of Flesh. As a bonus action, the Demon can cause Hezrou Toxin boils within 100' to burst. This reduces each creature's current and max HP by 5. Insects fly from the boil into the Hezrou's mouth, healing the Hezrou for 5 HP. Creatures suffering from Hezrou Toxin who where killed in the last round also have their boils burst and produce insects. [*]Demonic Sergeant. At the end of a short or long rest, the Hezrou demon can concentrate on not having its Maisma effect its allies. While it is concentrating on this, creatures it chooses are not poisoned by its Maisma aura. It really wants to feast on the flesh of its allies, so saves to maintain concentration on this are at disadvantage. [/LIST] [B]Multiattack[/B]: the Hezrou Demon makes a one Bite and one Claw attack, or two Claw attacks [LIST] [*]Bite. [I]Melee Weapon Attack:[/I] +7 to hit, reach 5 ft., one target. [I]Hit: [/I](2d10 + 4) piercing damage. If the creature is grabbed, bite has advantage. [*]Claw. [I]Melee Weapon Attack:[/I] +7 to hit, reach 10 ft., one target. [I]Hit: [/I](2d6 + 4) slashing damage, and if medium or smaller, pull 5' and grabbed (escape DC 15). [/LIST] [B]Jump: [/B]As an action the Hezrou Demon can jump up to 80'. All creatures landed on or adjacent are pushed 10' if medium or smaller, and all creatures must make a DC 15 Dex save or take 2d8+4 damage. [B]Swallow:[/B] Can only target a medium grabbed creature. Creature is swallowed and restrained. Only one creature can be swallowed at a time. At the start of the swallowed creature's turn, they lose 10 max and current HP, the Hezrou Demon gains 10, and they must make a DC 16 constitution save or be subject to the Hezrou Toxin. If the demon takes 15 bludgeoning damage with one attack it regurgitates the creature (throwing them 10'). If the demon takes 20 slashing damage with one attack its belly is cut open and the creature falls out adjacent (the belly heals immediately). Ok, damage budget. It loses 11 DPR from a claw. It gains many instances of 4 damage from burrowing insects. It can bonus action feast. Assuming 4,8,4+15 damage, that matches the lost 11 DPR. Defensively I cut off 10 HP and gave it a bonus action feast (say 15). I made it resist all piercing. Piercing weapons simply fly through its festering flesh and out the other end. The poison is a lot more annoying (repeated saves). And has cover. --- Fighting this in a war would be terrifying. Its plague clouds would tear through the lines of your troops, and it would funnel the lives of your troops into its own life force. Using reach weapons is recommended, as they aren't at disadvantage from the clouds, nor do you suffer from the exploding boils. The poison now does 6 damage (without a save). And the save is repeated until failed. Because I like the idea of the poison relentlessly pounding on the PCs. The Plague Cloud lets it harass PCs who aren't in melee range, and is an amazing warfare ability. The Corruption ability is a ribbon. It makes tracking them in the mortal planes much easier as well. Drinking potions to heal isn't going to be fun, as you first have to make a save against being poisoned, and if you are the healing doesn't work. Feast of Flesh is pure body horror. The HP swing isn't that huge, but the idea of insects bursting out of you and carrying your life essence to the demon is just so squicky. It is also a top-notch warfare ability; with Plague Clouds deployed on enemy troop lines, you can easily have a dozen+ sick enemy troops, and each Feast of Flesh heals 60 HP on the demon. This demon when near civilians or low-level troops will punch way above its weight. [/QUOTE]
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