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Fel Demons

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The document describes several demonic creatures found in the Burning Legion including their abilities and stats.

The Felguard and Felguard Elite can both deal additional Fel damage with attacks and have an Intimidating Shout ability. The Felguard Elite is stronger and has greater hit points.

The Wrathguard is very powerful and can deal fire, fel and poison damage. It is resistant to many damage types and has a Multiattack with Netherblades.

4/30/2019 The Homebrewery - NaturalCrit

Felguard
Medium Fiend (Demon), Neutral Evil

Armor Class 14 (Natural armor)


Hit Points 37 (5d8+15)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 17 (+3) 8 (-1) 10 (+0) 11 (+0)

Condition Immunities Poisoned


Damage Immunities Poison, Fel
Damage Resistances Fire
Senses Blindsight 15 ft., Darkvision 60ft., passive
Perception 10
Languages Common, Eredun
Challenge 5 (1,800 XP)

Fel strikes. All attacks by the fellguard deal an


aditional 3 (1d6) Fel damage.(Included in the
attack)

Actions
Multiattack. The Felguard makes two attacks with
it's greatsword.

Greatsword. Melee Weapon Attack: +5 to hit, reach


5ft., one target. Hit: 10(2d6+3) slashing damage
and 3 (1d6) Fel damage.

Intimidating Shout. all creatures within 30ft. must


succeed a DC 16 Wisdom saving throw or become
frightened of the Felguard for 1 minute.The target
can repeat the saving throw at the end of each of
its turns, with disadvantage if the Felguard is within
line of sight, ending the effect on itself on a
success.

Felguard Elite on next page

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4/30/2019 The Homebrewery - NaturalCrit

Felguard Elite
Medium Fiend (Demon), Neutral Evil

Armor Class 16 (scale mail)


Hit Points 82 (11d8+33)
Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 17 (+3) 10 (+0) 12 (+1) 14 (+2)

Saving Throws Dex +5, Con +6, Cha+5


Damage Immunities Fel, Poison
Damage Resistances Fire
Condition Immunities Poisoned
Senses Blindsight 30ft., Darkvision 60ft., passive
Perception 11
Languages Common, Eredun
Challenge 9 (5,000 XP)

Fel strikes. All attacks by the fellguard deal an


aditional 3 (1d6) Fel damage.(Included in the
attack)

Actions
Multiattack. The Felguard makes two attacks with
it's Halberd.

Netheraxe. Melee Weapon Attack: +8 to hit, reach


10ft., one target. Hit: 9(1d10+4) slashing damage
and 3 (1d6) Fel damage.

Intimidating Shout. all creatures within 30ft. must


succeed a DC 16 Wisdom saving throw or become
frightened of the Felguard Elite for 1 minute.The
target can repeat the saving throw at the end of
each of its turns, with disadvantage if the Felguard
Elite is within line of sight, ending the effect on
itself on a success.

Wrathguard on next page

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4/30/2019 The Homebrewery - NaturalCrit

Wrathguard
Large Fiend (Devil), neutral evil

Armor Class 17(Half Plate)


Hit Points 161 (17d10+68)
Speed 50ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 18 (+4) 13 (+1) 13 (+1) 16 (+4)

Saving Throws Dex+7, Con+8, Wis+5, Cha+8


Skills Perception +6
Damage Immunities fire, fel, poison
Damage Resistances acid, cold, electricity
Condition Immunities poisoned
Senses Blindsight 30ft., Darkvision 60ft., passive
Perception 16
Languages Common, Eredun
Challenge 12 (8,400 XP)

Fel strikes. All of the Wrathguard's attacks deal an


aditional 3 (1d6) Fel damage.
Magic Resistance. The Wrathguard has advantage on
saving throws against spells and other magical
effects.

Actions
Multiatack. The Wrathguard makes two attacks with
his Netherblades.
Netherblade. Melee Weapon Attack: +10 to hit,
reach 10ft., one target. Hit: 10(1d8+6) slashing
damage and 7 (2d6) fel damage.
Flamewave (recharge 5-6). The Wrathguard causes a
25ft. long, 5 ft. wide line infront of it to ignite for
1d4+1 rounds. Each creature in the line must make
a DC 17 dexterity saving throw. On a failure the
creature takes 22(4d10) fire damage. On a success
the creature takes half the fire damage. Creatures
standing in the fire take 10(3d6) fire damage at the
start of their turn.

Felhound on next page

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Fel Stalker
Medium Fiend (Demon), Chaotic Evil

Armor Class 14 (natural armor)


Hit Points 45 (7d8+14)
Speed 50 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 15 (+2) 4 (-3) 12 (+1) 8 (-1)

Saving Throws Dex +5, Con +5, Wis+4


Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30ft., Darkvision 60ft. passive
Perception 18
Languages understands Eredun but can't speak it
Challenge 5 (1,800 XP)

Lesser Fel strikes. All attacks by the Felhound deal an


aditional 2(1d4) Fel damage.(Included in the attack)

Spell resistance. The Felhound has advantage on


saving throws against spells and other magical
effects.

Sense magic. The Felhound is aware of all magic


within 2 miles of it.

Actions
Multiatack. The Felhound makes three attacks: one
with it's bite and two with it's claws. When it's
mana burn is available it can use it in place of it's
bite attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit: 9(1d10+4) peircing damage plus
2(1d4) Fel damage.
Claws. Melee Weapon Attack: +7 to hit, reach
5ft., one target. Hit: 8(1d8+4) slashing damage
plus 2(1d4) Fel damage.
Mana burn(Recharge 5-6). Melee Weapon Attack:
+7 to hit, reach 5ft., one target. Hit: the target
must make a DC15 constitution saving throw or
lose the highest available spell slot and take 1d8
damage per level of spell slot lost. On a successful
saving throw the target doesn't lose the spell slot
and only takes half damage.

Infernal on next page

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Infernal Fel strikes. All attacks by the Infernal deal an aditional


3(1d6) Fel damage.(Included in the attack)
Huge Construct, Chaotic Evil
Magic Resistance. The Infernal has advantage on saving
Armor Class 15(Natural Armor) throws against spells and other magical effects.
Hit Points 207(18d12+90)
Speed 30 ft. Meteoric Arrival. When an Infernal arrives on Azeroth, it
tears through a planar rift and falls from a great height.
This fall creates a crater 30 feet wide, dealing
STR DEX CON INT WIS CHA 22(4d10) points of damage to all creatures in that area
and 11(2d10) points of damage to creatures within 40
28 (+9) 10 (+0) 20 (+5) 2 (-4) 13 (+1) 8 (-1) feet. The damage is half bludgeoning, one-quarter fire,
and one-quarter fel. Creatures can attempt DC 13
Damage immunities Fire, Fel, Poison Dexterity saving throw for half damage. Those who fail,
Damage resistances cold, electricity in addition to taking damage, are knocked prone. Plant
Condition Immunities poisoned, sleep, paralysis, life and other natural formations in the area are blown
stunned, mind-altering effects, disease apart by the impact. Structures in the area take double
Senses Darkvision 60 ft. passive Perception 11 damage from the meteoric fall. The infernal itself is
Languages it can understand Eredun but cannot speak it unaffected by the crash landing.
Challenge 13 (10,000 XP)
Demon Construct. Infernals count as demons for all
spells and other effects that affect demons.
Burn. Any creature that comes into contact with the
Infernal, either on its own or if the Infernal hits it with a
slam attack, must make a DC 13 Dexterity saving throw
Actions
or catch on fire. A burning creature can take a move Multiattack. The Infernal makes two slam attacks. ?
action to put out the flames. The flames burn for 1d4 Slam. Melee Weapon Attack: +13 to hit, reach 15 ft.,
rounds. single target. Hit: 10 (1d10+5) bludgeoning damage
plus 3(1d6) fire damage, plus 3(1d6) Fel damage.
Blazing Body. All enemies within 15ft. of the infernal
take 3(1d6) points of fire damage each round. Any
enemy that strikes the infernal with a handheld or
natural weapon takes 7(2d6) fire damage. The Infernal
deals an aditopnal 3(1d6) fire damage with each hit.
(Included in the attack)

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