Chaos Space Marine, Daemon Prince (5e Creature)

From D&D Wiki

Jump to: navigation, search
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Warhammer 40,000 franchise, and/or include content directly affiliated with and/or owned by Games Workshop. D&D Wiki neither claims nor implies any rights to Warhammer 40,000 copyrights, trademarks, or logos, nor any owned by Games Workshop. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.

Daemon Prince[edit]

Huge fiend (demon), chaotic evil

Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 30 ft.

26 (+8) 14 (+2) 24 (+7) 17 (+3) 19 (+4) 21 (+5)

Saving Throws Str +14, Con +13, Wis +10, Cha +11
Skills Intimidation +11, Perception +10
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft.; passive Perception 20
Languages Abyssal, Common, Infernal, Primordial; telepathy 120 ft.
Challenge 20 (25,000 XP)

Legendary Resistance. If the daemon prince fails a saving throw, it can choose to succeed instead.

Discorporation. When the daemon prince is reduced to 0 hit points or dies, its body is destroyed but its essence travels back to its domain in the Abyss, and it is unable to take physical form for a time.

Magic Resistance. The daemon prince has advantage on saving throws against spells and other magical effects.

Magic Weapons. The daemon prince's weapon attacks are magical.

Siege Monster. The daemon prince deals double damage to objects and structures.


Multiattack. The daemon prince uses its Frightful Presence. It then makes two longsword attacks.

Longsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage and 16 (3d10) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) slashing damage and the target is grappled (escape DC 22). Until the grapple ends, the target is restrained, and the daemon prince can’t use its claw against another target.

Fling. One Large or smaller object held or creature grappled by the daemon is hurled up to 50 feet in a random direction and knocked prone. If the thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target was thrown at another creature, that creature must succeed on a DC 22 Dexterity saving throw or take the same damage and be knocked prone.

Soul Blaze (Recharge 5-6). The daemon prince causes a column of unholy fire to erupt at a point within 60 feet of it that it can see. All creatures within a cylinder that is 30 feet wide and 60 feet high centered on that point must make a DC 19 Constitution saving throw, taking 22 (5d8) fire damage and 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature’s hit point maximum is also reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hit point maximum to 0.

Frightful Presence. Each creature of the daemon’s choice that is within 60 feet of the daemon and aware of it must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the daemon’s Frightful Presence for 24 hours.


The daemon prince can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The daemon prince regains spent legendary actions at the start of its turn.

Grasp. The daemon prince makes a Claw attack.
Away! The daemon prince uses its Fling attack.
Overrun (Costs 2 Actions). The daemon charges up to 30 feet in a straight line that is 15 feet wide. All creatures in its path must make a DC 22 Dexterity saving throw. On a failed save, they take 22 (4d10) bludgeoning damage and are knocked prone. On a successful save, they take half as much damage and aren’t knocked prone.

Daemon princes are chaos space marines whose depraved deeds have so impressed the Ruinous Powers that they are rewarded with ascension to daemonhood. Powerful beyond belief and effectively immortal, a daemon prince can singlehandedly slaughter entire armies of foes or lay waste to a whole nation.

A Vessel of Flesh. Due to its nature, a daemon prince cannot maintain its physical form in the material plane for long. Its eldritch essence will gradually disperse, eventually returning to its domain in the Abyss. To prevent this, the daemon prince must be summoned into a humanoid host, whose body then grows and twists into a hideous replica of the daemon’s unholy form. The host’s body thus serves as an anchor for the daemon’s essence. Such a transformation is irreversible, and a person so possessed by a daemon prince cannot be resurrected except by a wish spell.

The End of Days. When summoned into the material plane by its followers, a daemon prince is a force of nature. The very sight of it strikes fear into the hearts of its foes, and such is its stature that the fiend can simply pick up a man in one massive hand and hurl him away like a child’s toy. Its burning blade cleaves effortlessly through all but the toughest stone, setting foes ablaze with every sweep. And with but a gesture the daemon prince can cause columns of hellfire to erupt from the earth, immolating any who would stand against it. Only the strongest and bravest heroes could hope to defeat a daemon prince, and even then the outcome is far from certain.

True Death. A daemon prince is not easy to kill. Destroying its body is just a temporary setback, as this simply banishes its essence back to the Abyss for a time and its followers can eventually summon it into the material plane once more. The only guaranteed way to permanently kill a daemon prince is to learn its true name and speak it in the daemon’s presence, which leaves the daemon prince momentarily stunned. Then, while it is still reeling, it must be stabbed with a holy weapon or else burned with sacred fire and light; doing so destroys both the daemon prince’s body and soul, ending its threat once and for all.

Variant: Aligned Daemon Princes

This daemon prince is aligned with one of the four Chaos Gods and has received that god’s Mark. It gains one of the following four traits.
These traits do not affect the daemon prince’s challenge rating.

Mark of Khorne. The daemon prince has advantage on Strength saving throws.

Mark of Nurgle. The daemon prince has advantage on Constitution saving throws.

Mark of Slaanesh. The daemon prince has advantage on Dexterity saving throws. Whenever the daemon prince takes damage from a melee weapon attack, the daemon prince gains advantage on the first melee weapon attack roll it makes on its next turn.

Mark of Tzeentch. The daemon prince is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell saving throw DC 19, spell attack bonus +11). The daemon prince knows the following sorcerer spells:
Cantrips (at will): chill touch, fire bolt, message, prestidigitation, true strike
1st level (4 slots): magic missile, witch bolt
2nd level (3 slots): hold person, misty step
3rd level (3 slots): fireball, slow

Back to Main Page5e Homebrew5e Creatures

Home of user-generated,
homebrew pages!