Demons Species in Nielea | World Anvil
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Demons

Basic Information

Growth Rate & Stages

Demons grow into adulthood at the age of 18, and shortly after their appearance stops aging. The only way to tell a demon's age is by the size of their wings and horns.

Civilization and Culture

Major Organizations

They are ruled by a council of seven elected heads, known as the Seven Archdevils.
Genetic Descendants

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Demon

Ability Score Increase +2 Cha, +1 Con
Size Medium
Speed 30 ft. walking speed, 5 ft. gliding

Demonic Features

As a demon, your form comes in many twisted shapes that affect your capabilities. While these features usually quite easily mark you as a demon- they have much uses. You may chose one of the features in the table below for your character that will allow you to use that ability associated with your physical feature.
Feature Description
Extraneous Arms You have between two to four pairs of arms on your body. Each arm can be moved individually to perform whatever tasks you desire. You are able to wield one extra set of weaponry and may chose between what you are wielding for attacks in combat. Once per comabt session, you are also able to reroll an attack.
Scaled Skin Your body has rough scales all over, reducing any damage you take. You have a bonus 3 AC.
Cloven Hooves Your legs are similar to a goat's, or a deer or cow's legs. You gain a bonus 10 feet to your movement speed and gain advantage on athletic checks that involve the mobility of your legs.
Trickster A tattoo-like birthmark covers a part of your body. It grants you unnatural power that can be channeled as cantrip twice per day to create one of the following effects: (1) You teleport to a spot within 10 feet that you are able to see, (2) You cast the Prestidigitation and Minor Illusion cantrips simultaneously to deceive, or (3) You cause one target to make a Wisdom saving throw. If they fail, they are dazed and confused for 15 seconds.
Charming Tongue You are a natural schmoozer who seems to have the ability to bind people to their promises and deals, and even complete strangers feel more inclined to trust you. If you and another individual make a promise, deal, or agreement, you are both held to it. If either of you fail to uphold the agreement, whoever breaks the deal is dealt 1d10 psychic damage. Both of you feel an strong, unnatural compulsion to uphold the deal to your best extent that is difficult to fight.
Trailblazer You smell of brimstone and your body has an unnatural glow of warmth to it and flame seems to obey your will, limited only by the fuel of the flame. As a bonus action in combat, you are able to manipulate fire within 10 feet of you to do one of the following: (1) spread out for 5 more feet, (2) leap at an object or target within 5 feet, or (3) increase or decrease the rate that fire is burning at. This can also be used to put the fire out.
Crown of Horns Your horns are much more majestic than other demons, and may be extremely thick, spiked, or otherwise much more dangerous than other demons. As a bonus action on your turn, you may headbutt a target standing within 5 feet of you to deal 1d8 bludgeoning damage.
Third Eye You have more than two eyes on your body. They grant you magical foresight that gives you prophetic dreams and visions. Once per day, or during a Long Rest, you may be given a cryptic vision of upcoming events that affect you, someone you know, or someone you have met recently. You may also sometimes gain a sharp head pain if danger is about to strike

Gliding

Demons are known for their distinctive strong leathery wings that adorn their backs, as they glide upon them to reach great distances. When you glide, for every 10 feet you travel, you descend 5 feet, for a total of 25 feet before you must land.  

Unnatural Resistances

You have a resistance to Fire, Cold, and Poison Damage.  

Cold Iron's Sting

A demon's natural biology seems heavily allergic to silver and most traces of it. It rejects any silver with severe allergic reactions and sickness Because of this, if you are injured by a silver weapon or come into contact with silver longer for 5 seconds, you must roll a constitution saving throw with disadvantage. If you fail the roll, you take 1d6 damage. If you ingest silver, you are poisoned for 24 hours, or until the silver is successfully removed from your body, such as through vomiting. This poisoning by silver is not negated by your other resistances.  

True Form

As a demon, your kind has faced persecution and near genocide. In order to protect themselves, a spell has cast on offspring each generation to make them take on a more human appearance to appear more friendly and palatable to other races. However, this spell can be temporarily dropped to take on their true, more demonic form. Once per day, you may reveal your true self for up to an hour. If this is used int combat, it counts as a bonus action. In this form, you gain advantage on all Charisma based checks. Additionally, your appearance strikes both awe and fear into the hearts of foes, causing them to be Frightened for 3 rounds of combat.

Languages. Common, Adramaalak

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