Abhorrent Overlord
Abhorrent Overlord
The plane of Theros, disconnected as it is from the larger multiverse, has none of the traditional demons and devils birthed from the Abyss or the Nine Hells. Instead, the demons of Theros are the corrupted souls of dead mortals, twisted by hatred and negative emotions. When the darkest of mortal souls die, they are imprisoned in a special area of the Underworld known as Tartarus, as far from the blessed starlight of Nyx as possible.
After a time, these souls are wrapped by the intensity of their punishment, transforming them into demons. Once this happens, they sometimes find ways to escape their prison, leaving the Underworld and returning once more to the mortal realm. The shapes and forms these demons take are almost always reminiscent of the wrongs they committed while alive, a never-ending reminder of the sins for which they are to be punished.
Armor Class | 17 (natural armor) | ||
---|---|---|---|
Hit Points | 19d10+95 | ||
Speed | 30 ft. | Fly 60 ft. | |
Strength | 19 (+4) | ||
Dexterity | 18 (+4) | ||
Constitution | 21 (+5) | ||
Intelligence | 14 (+2) | ||
Wisdom | 18 (+2) | ||
Charisma | 18 (+2) | ||
Saving Throws | Strength d20+9 | Dexterity d20+9 | Wisdom d20+9 |
Charisma d20+9 | |||
Skills | Perception d20+9 | Religion d20+12 | |
Damage Resistances | Bludgeoning | Piercing | Slashing from non-magical weapons that aren't made from Nyx |
Damage Immunities | Fire | Poison | |
Condition Immunities | Poisoned | ||
Senses | Darkvision 120 ft. | Passive Perception 19 | |
Languages | Abyssal | Common | |
Challenge | 14 (11,500 XP) | ||
Special 1 | Dark Contract | While on the Material Plane, | the overlord automatically takes 4d6 necrotic damage |
at the start of each of its turns if it didn't deal | damage to a creature since the start of its last turn | ||
Special 2 | Devil's Sight | Magical darkness doesn't impede the overlord's darkvision | |
Special 3 | Draining Presence | Any creature that starts its turn within 5 feet | of the overlord must make |
a DC 17 Constitution saving throw, | taking 4d6 necrotic damage on a failed save, | or half as much on a success. | The devil regains a number of hit points equal to |
the necrotic damage dealt this way | |||
Special 4 | Keen Hearing | The overlord has an advantage on Wisdom | (Perception) checks that rely on hearing |
Special 5 | Magic Weapons | The overlord's weapon attacks are magical | |
Action 1 | Multiattack | The overlord makes two claw attacks | |
Action 2 | Claw | Melee Weapon Attack | d20+9 to hit |
Reach 5ft., one target | Hit 3d6+4 slashing damage | plus 2d6 necrotic damage | |
Action 3 | Siren Song (Recharge 5-6) | The overlord sings a straining, screeching melody, | and makes an Intelligence (Religion) check. |
At the start of the overlord's next turn, | a number of harpies appear equal to the result | of the check divided by 5 rounded down. | The summoned harpies are friendly to the overlord, |
follow any commands it gives to them, | and act at the end of the overlord's turn |
Remove these ads. Join the Worldbuilders Guild
Comments