Demise (5e Creature)

From D&D Wiki

Jump to: navigation, search
Campaign Setting: Hyrule
Player's Guide
Character Creation
Races
Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Classes
Fighter: brute, darknut, spellsword, archer, tunic
Opportunist: assassin, garo, mystic, skirmisher
Researcher: technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind
Scion: dragon, fairy, poe
Backgrounds & Languages
Feats
Spells
Equipment
Armor
Weapons
Adventuring Gear
Tools and Vehicles
Potions and Poisons
Mounts and Animals
Other Goods and Services
Downtime Activities
World of Hyrule
Astrology
Divisions of the known universe
Geography
Hyrule
Akkala
Central Province
Eldin
Faron
Gerudo
Hebra
Lanaryu
Necluda
The Forsaken
Southern Hyrule
Termina
Holodrum
Labrynna
Islands of the Great Sea
Islands of the Sky
Subrosia
Religion
Gods of Hyrule, their worship, and how they influence the world
History
History of the Light World as known by Hyruleans
Dungeon Master's Guide
Bestiary
This world bears many monsters unique to it
Legendary NPCs
Figures of myth, history, and happenstance
Traps
Ruins, dungeons, and temples are littered with various hazards
Treasure
Marks of Prestige
Blessings
Epic Boons
Artifacts
Optional Rules
Exotic Races
Fragile Weapons
Optional Actions
Prestige Classes
Recovery Hearts
Targeted Attacks
Adventures
Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.

Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Demise[edit]

Large fiend, chaotic evil


Armor Class 28 (demon armor)
Hit Points 527 (34d10 + 340)
Speed 150 ft.


STR DEX CON INT WIS CHA
30 (+10) 26 (+8) 30 (+10) 25 (+7) 25 (+7) 26 (+8)

Saving Throws Str +24, Con +24, Wis +22, Cha +22
Skills Acrobatics +22, Athletics +24, Intimidation +22, Perception +21
Damage Resistances cold, fire, force, necrotic, radiant
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
Senses tremorsense 240 ft., truesight 240 ft., passive Perception 31
Languages all
Challenge 50 (1,220,000 XP)


Legendary Resistance (4/Day). If Demise fails a saving throw, he can choose to succeed instead.

Siege Monster. Demise deals double damage to objects and structures.

Demonic Constitution. Demise has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. Demise can use his Frightful Presence or his Beam. He then makes six attacks.

Sword. Melee Weapon Attack: +24 to hit, reach 10 ft., one target. Hit: 49 (6d12 + 10) Slashing damage.

Claw. Melee Weapon Attack: +24 to hit, reach 5 ft., one target. Hit: 37 (6d8 + 10) Bludgeoning damage.

Fire. Melee Weapon Attack: +24 to hit, reach 20 ft., one target. Hit: 43 (6d10 + 10) fire damage.

Demonic Slash. Melee Weapon Attack: +24 to hit, reach 30 ft., one target. Hit: 31 (6d6 + 10) necrotic damage. If the target is a creature, it must succeed on a DC 32 Strength saving throw or be knocked prone.

Rock. Ranged Weapon Attack: +24 to hit, range 360/1440 ft., one target. Hit: 49 (6d12 + 10) bludgeoning damage.

Frightful Presence. Each creature of Demise’s choice within 240 feet of him and aware of him must succeed on a DC 30 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Demise is within line of sight, 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 Demise's Frightful Presence for the next 24 hours.

Beam (Recharge 5-6) Demise fires a beam in a 240-foot cone. Each creature in that area range must make a DC 32 Constitution saving throw, taking 220 (40d10) fire damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature is reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

LEGENDARY ACTIONS

The Demise 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 Demise regains spent legendary actions at the start of its turn.

Attack. Demise makes one attack.
Defense. Demise gains 15 temporary hit points.

See Religion (Hyrule Supplement)#Ganon.

According to ancient records, the demon Demise, also known as the Demon King, gathered an army of monsters and declared war on the goddess Hylia, most likely seeking to obtain the Triforce and use its power to warp the world to suit his own liking. In the end, after a cataclysmic battle, he was defeated by Hylia and sealed away, ultimately transforming into the Imprisoned. Before his ultimate defeat, however, he laid a curse upon the world, declaring that an incarnation of his hatred would be reborn as a being that would seek to dominate Hyrule in an endless cycle of rebirth. It is widely believed that said being is none other than Ganon himself.


See also[edit]


Back to Main Page5e Homebrew5e Creatures
Back to Main Page5e HomebrewCampaign SettingsHyruleBestiary

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the The Legend of Zelda franchise, and/or include content directly affiliated with and/or owned by Nintendo. D&D Wiki neither claims nor implies any rights to The Legend of Zelda copyrights, trademarks, or logos, nor any owned by Nintendo. 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.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: