Demonic Horde
Demons as a whole are not recognized for their excellent teamwork. In the Abyss, home of all demons, it is kill or be killed, and the senselessness of the plane rarely bears the fruits of collaboration. But on the Material Plane, a place filled with an overabundance of things to destroy and creatures to kill, there is a chance that a sufficiently large group of demons may bring themselves to a frenzied madness, turning quickly into an unstoppable horde.
Endless Numbers Bringing a demon from the Abyss to the Material Plane is never an easy task, and no lone spellcaster could ever manage such an accomplishment. But for the crazed cults which give worship to the powerful demon lords, the greatest accomplishment is often opening a direct link between this world and the Abyss. And when such a thing happens, dozens or even hundreds of demons may come swarming through. And when they do so, their desire to rampage may drive them into a mindless horde.
Group Dynamic As engines of chaos, demonic hordes are driven only by a desire to destroy, engulfing and overwhelming everything in sight. Demonic hordes rarely last for very long, their intense longing for destruction causing them to rip themselves to shreds when they are without a driven purpose. But under the right circumstances, a horde may remain for hours, or potentially days. For these made and frenzied creatures, even such a short span of time is enough to bring an entire civilization to its knees.
Beyond Control A demonic horde never incorporates powerful demons or those with higher intellect, as such creatures are less prone to the insane desires which plague their weaker brethren. However, such demons do occasionally try to harvest the power of demonic hordes for themselves, attempting to act as a guiding force for the otherwise random tendencies of the swarm. Rarely do these attempts meet much success- while a demon capable of bringing enough lesser demons to the Material Plane is rare, one with enough force of personality is even moreso. Notable legends of demon lords achieving the feat exist though, claiming that both Orcus and Yeenoghu, among others, have successfully guided demonic hordes into bringing about destruction of whole cultures for some obscure purpose.
Guiding a Horde Any demon with a charisma score of 18 or higher may attempt to guide a demonic horde into doing their bidding. In order to do so, the demon must attempt a charisma (persuasion) check with a DC of 24. If the demon succeeds, for the next how they gain a modicum of control over the horde, allowing them to use a bonus action on each of their turns to command the demonic horde. A demon with command over a demonic horde may also try to rally the horde on its own, making another DC 24 charisma (persuasion) checks as a bonus action, granting the horde the same effect as if they had used their rally ability.
Demonic Horde
Demons as a whole are not recognized for their excellent teamwork. In the Abyss, home of all demons, it is kill or be killed, and the senselessness of the plane rarely bears the fruits of collaboration. But on the Material Plane, a place filled with an overabundance of things to destroy and creatures to kill, there is a chance that a sufficiently large group of demons may bring themselves to a frenzied madness, turning quickly into an unstoppable horde.
Armor Class | 15 | ||
---|---|---|---|
Hit Points | 29d8+174 | ||
Speed | 30 ft. | ||
Strength | 20 (+5) | ||
Dexterity | 20 (+5) | ||
Constitution | 22 (+6) | ||
Intelligence | 8 (-1) | ||
Wisdom | 17 +3) | ||
Charisma | 6 (-2) | ||
Damage Resistance | Cold | Fire | Lightning |
Bludgeoning | Piercing | Slashing damage from nonmagical weapons | |
Damage Immunities | Poison | ||
Condition Immunities | Charmed | Exhaustion | Frightened |
Paralyzed | Petrified | Poisoned | Prone |
Stunned | |||
Senses | Darkvision 120 ft. | Passive Perception 13 | |
Languages | Abyssal | ||
Challenge | 12 (8500 XP) | ||
Special 1 | Siege Monster | The demonic horde deals double damage to objects and structures | |
Special 2 | Swarm | The swarm can occupy another creature's space, | and the swarm can move through any opening large enough for a medium fiend. |
The swarm can't regain hit points or gain temporary hit points | |||
Special 3 | Unfocused | If the demonic horde does not reduce a structure to 0 hit points | or take at least 30 points of damage in a turn, |
the horde automatically loses 30 hit points as it tears itself apart | |||
Action 1 | Shred | Melee Weapon Attack | d20+9 to hit |
Reach 0 ft., up to three targets in the swarms space | Hit 3d8+5 slashing damage | ||
Action 2 | Rally (Recharge 5-6) | The demonic horde gathers itself together, | united for a brief moment in one fiendish purpose. |
The swarm's damage is doubled until the end of its next turn |
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