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Published by Cody Burgin, 2021-05-02 13:16:53

Dragon Age 5th Edition - Demons

Dragon Age 5th Edition - Demons

Demonsdemon is an oft-malicious spirit from the Fade been perverted. Pulling a spirit unwillingly into the
that embodies a sin or negative emotion and mortal world, particularly to achieve a goal out of keeping
that feeds on the darker parts of the mortal with its nature, will change a spirit into a demon (however,
psyche like rage, hunger, and desire. a spirit passing willingly through the Veil will not be
changed). Furthermore, an individual anticipating seeing a
AAccording to Solas, a spirit becomes a demon demon will do so, even if the entity is in fact a spirit.
when denied its original purpose. This denial
occurs when a spirit is forced to do Demonic Possession. As with most spirits, demons
something that greatly conflicts with its original nature, or crave to join the living. Some spirits cross the Veil because
it may occur as a spirit explores mortal minds and dreams they desire to experience life, either to indulge in an aspect
and encounters negative thoughts and memories. A of psyche or to fulfill a purpose they embody. Usually spirits
demon's strength and intelligence is dependent on the or demons can only cross over the Fade by attaching
emotions or idea from which it feeds; the more complex the themselves to something in the mortal world. Demons in
concept, the more powerful the demon. particular, cannot make sense of the physical world. They
are unable to tell the living from the dead or the very static
Nature of Demons. Demons are categorized into a nature of the physical universe. As such, it becomes very
hierarchy by human observers that has existed at least confusing for such creatures who are normally accustomed
since the Towers Age, called Brahm's Scale after its to a physicality defined entirely by emotion and memory.
inventor. Rage is the simplest emotion to feed from so rage Thus, demons unable to reconcile with their new reality
demons are often much lower on the power scale. Sloth would look monstrous and wrong in the physical world. If
demons are above rage demons, and are known as masters
of disguise. Desire demons are higher still, and have the spirits are made manifest against their will they become
power to manipulate people without their ever knowing. violent and mad by the shock and turn into demons. Most
Most powerful of all are pride demons. They are fearsome demons seek to immediately seize upon anything they
creatures, known for their intelligence. However, demons perceive as life, jealously attempting to possess it since it is
do not abide by this hierarchy. A rage demon can focus on the most expedient way to keep their sanity intact in the
retribution, which is more powerful and complex mortal world. The only known way to exorcise a demon
motivation than simple anger, while a desire demon without killing its host is to enter the Fade and confront it
focused on lust will be less powerful than one who focuses directly - but this still entails substantial risks. If the host is
on desire for something more complex. There are also killed, the demon returns to the Fade unscathed. Mages,
"terror" demons which rely on more base fears while due to their enhanced influence across the Veil, are in the
"despair" demons work to extinguish feelings of Hope. most danger of being possessed.
Rarer demons include "envy" and "fear".
Abominations are the horrifying result of a demon
Demons do not have genders. Within the Fade, they are possessing a mage. However, demons do not only possess
able to shapeshift and take a form of their choosing. As the living. When a pride demon takes control of the corpse
creatures of an alternate and malleable reality, a demon's of a mage, an arcane horror is born, possessing all the
natural mindset can appear insane to a mortal. spellcasting abilities of a living mage, as well as possessing
the ability to heal and even command other animated
Ultimately, a demon is simply a spirit whose purpose has

corpses. Another powerful possessed corpse is a revenant, with blood magic are more susceptible to demons and
these are usually possessed by a demon of pride or of also risk becoming abominations. It is not unheard of for
desire. Grey Warden mages trapped by darkspawn behind enemy
lines with no hope of rescue or re-enforcement to willingly
Demons often cannot distinguish between a living being surrender themselves to demons and become
and a dead one and will readily take control of either. This abominations in order to slay as many darkspawn as
is one of the reasons for the Chantry's custom of burning possible.
the dead. For weaker demons, corpses make tempting
targets, as the demon cannot sense any resistance. When a Once a demon possessed abomination is created, it will
sloth demon takes possession of a dead body a shambling try to create more abominations. While it is possible to free
corpse is the result. Devouring corpses are held by hunger someone who has been possessed, this is rarely done due
demons and feed upon the living. to the risks involved in such an attempt. One method
involves an independent party entering the Fade and killing
The longer dead also fall prey to possession. A fanged the dominating demon of the possessed. Marethari Talas
skeleton is a skeleton possessed by a hunger demon. says that those who are freed in such a way never truly
Driven by hunger, these skeletons attempt to consume
whatever life they can find and often possess the ability to recover as the soul of the formerly possessed is scarred
drain life energy and mana from their victims. Shambling and describes the liberated host as a wounded animal that
skeletons are possessed by a sloth demon, they are able to could easily fall prey to scavengers. The Avvar employ a
use entropic powers against their opponents. ritual to release themselves from possession but this ritual
involves a spirit voluntarily leaving its host rather than
Demons may occasionally possess non-mortal forms to fighting off a demon. Aside from those listed, death of the
escape the Fade, as well. Trees, for example, may become host is the most convenient way to end possession. The
corrupted. This has the interesting side effect of avoiding mages who are not yet fully possessed can be saved by
the madness usually associated with demonic possession using the Litany of Adralla.
of mortal or sentient beings.
The possession is not physical – the demon is still in the
Despite the numerous examples of demonic possession Fade, but so is the mage's spirit, and the demon is able to
shades prove that demons do not have to possess in order control the body through that captive spirit like a puppet.
to cross over. They are demons in their true form. In time, The demon channels its power through the body, sees
such a demon will learn to drain energy from the psyche of through the mage's eyes and is able to use magic in ways
those it encounters, just as they did in the Fade. Once it has the mage would have never imagined. However, the
drained enough, it has the power to manifest. Such experience of entering the physical realm is overwhelming
creatures do not seek to possess a host and instead exist as to the weaker demons, and abominations are often driven
a shadow, feeding off the minds of those it encounters. mad by the unfamiliar sensations, turning into
monstrosities and going on a rampage. The most powerful
Demon Types demons are able to adapt to the new form and even
maintain the original physical shape of their host in
A number of different types of demons are known to exist, particular, when the possession is accepted willingly.
the most oft encountered of which are presented here.
However it is thought that many more demons exist which Desire
there is as yet no record of - a demon of Remorse is Of all the threats from beyond the Veil, few are more
whispered of but has yet to be confirmed. insidious and deceptively deadly than the desire demon. In
folklore, such demons are characterized as peddlers of lust,
As well as this knowledge of demons is always changing luring their prey into a sexual encounter only to be slain at
and growing as can be seen with the Despair demon, which the culmination. While a desire demon can indeed deal in
had been previously thought to be a demon of Sloth before pleasure, in truth they deal with any manner of desire that
gaining its own designation. humans can possess: wealth, power, and beauty, to name a
few.
Abomination
An abomination is a creature created when a demon Far more intelligent than the bestial hunger and rage
possesses a living being with magical abilities. There are demons, and more ambitious than the demons of sloth,
stories of abominations that have ravaged entire these dark spirits are among the most skilled at tempting
settlements or even gone on to tyrannize a countryside for mages into possession. Many who serve the whims of a
years after their creation. Most of the world does not know, desire demon never realize it. They are manipulated by
however, that the strength of an abomination depends illusions and deceit if not outright mind control, although
entirely on the power of the demon that possesses the these demons are reluctant to resort to such crude
mage. Thus, the magnitude of threat an abomination can measures. Instead, they seem to take great pleasure in
pose is dependent on the type of demon that possesses the corruption. The greater the deceit, the greater their victory.
mage.
Only demons of pride prove more fearsome opponents
In the broadest sense of the term, "abomination" is when roused. Their abilities to affect the mind allow them
sometimes used to refer to the demonic possession of to assume disguises and even alter the environment to their
mage corpses or the product of merging a mage with a purposes, not to mention the great strength and speed they
benevolent spirit. The spirits can also possess almost any possess if they should have to resort to more physical
creature or object, including plants and rocks, however, means. Most often a desire demon will attempt to bargain
these hosts cannot become abominations in the true sense, its way to freedom if overpowered—many stories exist that
as the spirits gain no additional powers through depict mages defeating desire demons to the point where a
possession. wish can be wrested from them. It should be noted that in
such stories the demon almost always gets the upper hand
Possession. Abominations are rare and usually created even when the mage thinks his wish has been granted.
when a weak mage enters the Fade and is exposed to a
demon's influence, such as during the ritual of Harrowing Desire demons use the yearnings of the victims– lust,
employed by the Circle of Magi. Mages who experiment

wealth, power – to their advantage. Their abilities to affect The Nightmare has been able to become so strong
the mind allow them to assume disguises and even alter thanks to feeding off the fear caused by the darkspawn and
the environment to their purposes. As a result, many who the Blight. It appears as a gargantuan, deformed spider.
become their prey never realize it. While desire demons
may resort to an outright mind control, they seem to take Terror
greater pleasure in more subtle deceit.
Terror demons are a weaker variety of fear based demon
If overpowered, a desire demon will most likely attempt and come in both a lesser and greater form. They are
to bargain its way to freedom. These deals usually end with subservient to demons of Fear.
the demon gaining an upper hand, even when the mage
believes otherwise. "Imagine, if you will, the most basic impulses possessed by
mankind. Rage? Hunger? Perhaps the most primal is fear.
Despair Even the youngest of us understands this concept, and the
Originally thought to be variants of sloth demons, despair raw power of it drives almost all else. A demon that preys
demons have been classified as perverted spirits of hope. upon fear is not the most sophisticated sort of creature.
They mimic forms they see in the nightmares of mortals,
The despair demon is dressed in tattered black hood and hoping to elicit the response they crave. Some of these
robes. Its skin is grey and very loose, making it appear like demons, however, stumble upon terrors that are much more
a shaved mouse or a rat. To add credence to this, its face deeply rooted: fears of the future, of chaos and disorder, of
has small, mouse-like eyes, a wide mouth, and large rodent- failure. This sort of demon develops a far more refined
like incisors which are all covered by its hand while not in palate, attacking the psyche of their target rather than
combat. It also has unusually large feet and hands, which seeking a simple scare. Beware the fear demon that gorges
appear deformed in various manners. upon the terror of not only a single nightmare but of a
nation, for it will grow to such a size that it dominates the
Envy Fade."
Envy demons are one of the rarer varieties of demon. They
are consumed by the need to not only emulate mortal —From a lecture by renowned templar, Ser Hayward
beings, but become them.
Hunger
The Chantry teaches that envy of the living was the first Hunger demons are characterized by a compulsion to
new thing spirits actually created.[2] Envy demons are consume everything they encounter, including other
among the most insidious spirits of the Fade. They seek out demons. They are extremely rare, even in the Fade. In the
hosts of significant merit, specially those who hold a real world, they are most often encountered when
position of leadership, then study them. They may spend possessing a skeleton (fanged skeletons) or a mage (hunger
weeks doing so[3], carefully observing their target's abominations). Powerful hunger demons can take human
mannerisms and interactions with others. Once they have form.
learned enough to emulate their target's psyche, they
assume their target's physical form and identity. The Pride
original person becomes almost impossible to recognize Pride demons are incredibly powerful demons, the
from the demon, who is a perfect replica of its target. Its corrupted form of wisdom and faith spirits. They are
mannerisms, tics, and opinions are identical to those of the among the most powerful demons known to Thedas, and
original person. The unfortunate soul is usually quietly most insidious.
disposed of thereafter, so as to eliminate any possibility of
controversy. Such is their strength that possessing a corpse doesn't
produce another shambling warrior, but a respectively
Despite their ambition, envy demons are also cowardly. powerful revenant or arcane horror.
They are cautious not to alert those they have deceived to
their true identity. They usually flee if they are exposed, Rage
retreating behind arcane barriers of their devising. Envy Rage demons are one of the most common types of demon.
demons are weakest when they are moving from one body They are fueled by and attracted to rage, but are ultimately
to another. simpler and less devious than their other kin.

Fear Since a spirit's power derives from the complexity of its
Fear demons are the more powerful variety of fear based host concept, rage demons are among the weakest of
demon. They rule over Terror demons as well as Fearlings. malicious spirits. Anger is a simpler emotion than envy or
desire, so its avatars are accordingly simpler. Rage demons
Fearlings rarely resort to deceit, as demons of those aforementioned
types often do, opting instead to assail its target with as
Fearlings are lesser demons in service of a Fear demon. much force as possible until it perishes.
They take the form of the viewer's deepest fear.
Sloth
Fearlings are manifestations of our anxieties and fears. The most difficult assumption for some who study demons
Born in the Fade, they are simple spirits that occasionally to overcome is the notion that a sloth demon is, in and of
slip into the waking world where the Veil is thin. itself, slothful. If that were so, it seems highly unlikely that
any such demons would cross the Veil into our own world,
Nightmare

The Nightmare is a Fear demon of unparalleled size and
power. It is believed that this demon originally started off
with the desire to help: taking fear away so people could
move on. However over time its desire to consume fear and
power twisted it into what it became.

or once here would fight to possess any creature with a will Enraged Corpse
of its own—and we know both these things to not be the
case. Certainly, some demons are lazy and complacent, but A rage demon that has newly crossed from the Fade has a
who knows? Perhaps these creatures even cultivate such a bit more power and may succeed in animating a fresh
reputation. corpse. They are clumsy but shrewd antagonists who are
adept at appearing far less deadly than they actually are.
The truth is that demons of sloth are named so because The decomposition of an enraged corpse varies greatly in
this is the portion of the human psyche that they feed upon. degree and appearance entirely depending on how their
Doubt. Apathy. Entropy. They seek to spread these things. body died. Their rage is such that they prefer strangling
The sloth demon hides in its forms, a master of shapes and their victims.
disguises, always in the last place you look... and from its
hiding place it spreads its influence. A community afflicted Fanged Skeleton
by a demon of sloth could soon become a dilapidated pit
where injustices are allowed to pass without comment, and Fanged skeletons are superficially similar to skeletons, but
none of the residents could be aware that such a change the hunger demon that drives them is a deadlier and more
powerful being, whose terrible will can slowly warp the
has even taken place. The sloth demon weakens, tires, bones of its new body, causing the corpse's’ teeth to grow
tears at the edges of consciousness and would much rather wickedly sharp. They retain more sentience than their
render its victim helpless than engage in a true conflict. lesser brethren and will arm themselves with a weapon if at
Such creatures are best faced only with a great deal of will, all possible. If not, they have no aversion to using their
and only with an eye to piercing their many disguises. teeth and claws, which they fashion by sharpening their
Possessed Corpses finger bones to deadly points. Fanged skeletons will drink
The demons of the Fade have a terrible hunger for the
pleasures of the world that they sense across the gulf of the the blood of their victims, apparently somehow deriving
Veil. Their jealousy causes them to claw at the walls of their sustenance from it by an arcane process the scholars of
perceived prison, forever testing the boundaries of the Ferelden do not understand.
Fade. When a demon finally manages to break through, it
must immediately seek out a form to possess lest it be Revenant
pulled back across the Veil to the Fade. Unfortunately for
the demons, the Veil is weakest in places where there have The arcane horror’s counterpart, the revenant, has battle
been a great many deaths, such as battlefields and skills as great as a horror’s magical skills. A revenant is a
pestilence-ridden villages, and many demons end up form of undead that is created when a powerful demon,
possessing the forms of the dead. The rage and frustration usually of desire or pride, possesses a corpse.
of such beings is near unimaginable. To have finally broken
through to the world of the living with all the delicious Fighting from behind a thick shield and armor, the
pleasures it holds only to be trapped within a corpse that revenant leads its minions by example. Corpses at the
can barely sustain it is infuriating. Almost uniformly these command of a revenant fight with surprisingly strong
demons go insane, abandoning even the strange reasoning tactics. Many patrols have broken as a revenant mowed
of their kind for howling madness. through their ranks, cleaving down several of them with
each swing of its sword.
The type of demon and the condition of the corpse it
inhabits determines the creature this horrifying union Rickety Skeleton
creates. Destroying a possessed body sends the demon
inhabiting it back to the Fade. When a sloth demon takes possession of a skeleton, the
resulting creature is a Rickety Skeleton - a collection of
Arcane Horror remains shaped into human form but with barely enough
power to hold them together.
When a pride demon takes control of the corpse of a mage,
an arcane horror is born. Although they appear to be little Shambling Corpse
more than bones, these are fierce creatures, possessing not
only all the spellcasting abilities of a living mage, but also A Shambling Corpse is an undead being possessed by a
the capacity to heal and even command other animated sloth demon. True to their wellspring, they like to debilitate
corpses. opponents by casting Weakness before charging.

Devouring Corpse

The devouring corpse possesses a ravenous appetite and
will seek to feed on any living thing it finds. Many of these
creatures have also demonstrated the ability to drain the
very life force from their opponents.

Hideous ravenous creatures, devouring corpses tend to
congregate and attack en masse, seeking to consume any
living beings they can reach. Their voracious appetite for
flesh is endless and their hunger for life is so powerful that
some devouring corpses have even shown the ability to
drain their opponents’ life forces merely by being in close
proximity. Devouring corpses typically eschew weapons,
preferring to tear their victims apart and chew on the
bloody chunks as swiftly as possible.

Abomination

Medium monstrosity (demon), neutral evil
Armor Class 13 (natural armour)
Hit Points 91 (14d8 + 28)
Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 15 (+2) 17 (+3) 14 (+2) 8 (-1)

Damage Immunities poison
Damage Resistances lightning
Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 12
Languages Those it knew before being possessed

and any the demon knows.
Challenge 2 (450 XP)

Death Burst. When the abomination dies, it
explodes in a burst of blood and bone as the
demon violently leaves the body. Each creature
within 10 feet of it must make a DC 13 Dexterity
saving throw, taking 7 (2d6) necrotic damage on
a failed save, or half as much damage on a
successful one.
Innate Spellcasting. The abomination's innate
spellcasting ability is Intelligence (spell save DC
13, +5 to hit with spell attacks). It can innately
cast the following spells, requiring no material
components:
At will: charm person, fire bolt, magic missile
2/day each: burning hands, fear, ray of
enfeeblement

Actions

Multiattack. The abomination makes two claw
attacks.
Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.

_

Abomination Variants

The abomination presented here is a catch all for
any demon possessing a living being. If you wish
to present different abominations with different
abilities you can simply lift some of the spells or
spell like abilities from any demon in this PDF
and add it to the abomination stat block.

"In all my studies, I must say that the most intriguing was
my interview with the desire demon. That the creature was
willing to speak with me was a sign that this was no mere
monster, mindlessly driven by its nature, but rather a rational
being as interested in me as I was in it. It took a form that I
would call female, though I had no doubt that it could
appear otherwise. I wondered if it appeared as it did because
I wanted it to or because I expected it to. She... and, indeed, I
could only think of her as such now... smiled warmly at me
and laughed a musical sound that seemed to thrill my old
heart. So frightened was I of this creature's legendary
abilities to twist the hearts of men, and so relieved was I
when I looked across the table into her dark eyes. This was a
fearsome creature of the Fade, but as I spoke with her I
slowly came to realize that this demon was merely as
misunderstood as we mages are, ourselves."

—From the journal of former Senior Enchanter Maleus, once
of the Circle of Rivain, declared apostate in 9:20 Dragon.

Desire Demon 1/day each: cone of cold, stoneskin
Magic Resistance. The desire demon has advantage on
Medium fiend (demon), neutral evil saving throws against spells and other magical
Armor Class 16 (natural armour) effects.
Hit Points 110 (20d8 + 20)
Speed 30ft. Actions

STR DEX CON INT WIS CHA Claws. Melee Weapon Attack: +6 to hit, reach 5ft.,
9 (-1) 16 (+3) 12 (+1) 19 (+4) 17 (+3) 21 (+5) one target. Hit: 10 (1d6 + 3) slashing damage.

Damage Resistances fire; cold; bludgeoning, piercing Charm. One humanoid the desire demon can see
and slashing from non magical attacks. within 30 feet of it must succeed on a DC 16
Wisdom saving throw or be magically charmed for 1
Condition Immunities charmed, poisoned, prone day. The charmed target obeys the desire demons
Skills Arcana +7, Deception +11, Insight +6, verbal or telepathic commands. If the target suffers
any harm or receives a suicidal command, it can
Perception +6, Persuasion +11 repeat the saving throw, ending the effect on a
Senses darkvision 120ft., passive Perception 16 success. If the target successfully saves against the
Languages Abyssal, Common, Elvish, Dwarvish effect, or if the effect on it ends, the target is
Challenge 7 (2,900 XP) immune to this desire demons Charm for the next
24 hours. The desire demon can have only one target
Innate Spellcasting. The desire demon's innate charmed at a time. If it charms another, the effect on
spellcasting ability is Charisma (spell save DC 16, +8 the previous target ends.
to hit with spell attacks). It can innately cast the Draining Kiss. The desire demon kisses a creature
following spells, requiring no material components: charmed by it or a willing creature. The target must
At will: burning hands, charm person, friends, minor make a DC 16 Constitution saving throw against this
illusion, ray of frost magic, taking 26 (4d10 +4) psychic damage on a
3/day each: crown of madness, detect thoughts, failed save, or half as much damage on a successful
disguise self, sleep, tasha's hideous laughter, witch one. The target's hit point maximum is reduced by an
bolt amount equal to the psychic damage taken, and the
2/day each: fear, glyph of warding, plane shift (self desire demon regains hit points equal to that
only), vampiric touch amount. The reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its hit
point maximum to 0.

"Once upon a time, we classified these as demons of sloth,
but we learned that despair demons are something quite
different. They are not the antithesis of justice or valor, but
rather of hope. They form nightmares tearing away the
foundations of self and purpose. When brought into the
world, they are most attracted to places the downtrodden
populate: alienages, slums, prisons, and the like. The miasma
they spread can lead to extreme behavior. We look for a rash
of unexplained suicides, men and women so filled with grief
they lash out. The most intelligent of these creatures are to
be feared, for they not only feed on despair, they understand
its causes... and seek to bring it about. From the shadows
they ruin lives, drinking the tears of those who have no idea
the cause of their misery is not random chance."

—From a lecture by renowned hunter, Ser Hayward of the
Templar Order

Despair Demon Innate Spellcasting. The despair demon's innate
spellcasting ability is Charisma (spell save DC 14, +6
Medium fiend (demon), chaotic evil to hit with spell attacks). It can innately cast the
Armor Class 15 (natural armour) following spells, requiring no material components:
Hit Points 90 (18d8) At will: chill touch, ray of frost, vicious mockery
Speed 0ft., fly 40ft. (hover) 3/day each: darkness, misty step, shatter
1/day each: lightning bolt, slow
STR DEX CON INT WIS CHA Magic Resistance. The despair demon has advantage
8 (-1) 14 (+2) 10 (+0) 15 (+2) 10 (+0) 17 (+3) on saving throws against spells and other magical
effects.
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing and Actions

slashing from non magical attacks. Corrupting Touch. Melee Weapon Attack: +5 to hit,
Damage Immunities cold, necrotic reach 5ft., one target. Hit: 12 (3d6 + 2) necrotic
Condition Immunities charmed, exhaustion, damage.

frightened, paralyzed, poisoned, prone Mournful Cry. The despair demon releases a tortured
Senses blindsight 30ft., darkvision 120ft., passive scream. Any creature within 60ft of the despair
demon that can hear it must make a Wisdom saving
Perception 12 throw. On a failed save the creature is frightened for
Languages Abyssal, Common, Elvish 1 minutes or until it takes damage. While frightened
Challenge 5 (1,800 XP) the creature's speed is 0, and it can't benefit from
Aura of Despair. Any creature within 5 feet of the any bonus to its speed. On a successful save, the
despair demon has disadvantage on attack rolls made creature's speed is halved for 1 minute or until the
against the despair demon. creature takes damage. If the saving throw is
Incorporeal Movement. The despair demon can move successful or if the effect ends, the creature is
through other creatures and objects as if they were immune to the despair demon's Mournful Cry for the
difficult terrain. It takes 5 (1d10) force damage if it next 24 hours.
ends its turn inside an object.

Envy Demon "Envy demons are equal parts arrogance and cowardice.
They isolate their victims to study them at length, seeking to
Large fiend (demon), neutral evil become them. Once the demon is satisfied it knows its
chosen subject, it takes on their form, leaving the poor soul
Armor Class 16 (natural armour) to rot. Envy is never satisfied, however. The demon's
Hit Points 102 (12d10 + 36) bottomless cravings to be more—more powerful, more
Speed 30ft. skilled, more inspired—cause it to seek fresh prey, leaving a
trail of stolen identities behind.
STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 16 (+3) 11 (+0) 14 (+2) 16 (+3) This transition is when Envy is weakest, for it is vulnerable
as it moves from body to body, slavishly copying the habits
Condition Immunities Charmed of the old identity until it finds another mortal to mimic.
Skills Deception +6, Insight +5, Stealth +7, This is why I am writing this down. The man cowering before
me wanted so badly to know what a demon thinks, wants,
Perception +5 feels. He would document everything. Everything. He resists,
Senses darkvision 60ft., passive Perception 15 a prisoner in his own home, but I already know this. I hunger
Languages Abyssal, Common, Elvish, Dwarvish for knowledge as he does. As I will."
Challenge 8 (3,900 XP)
—Scroll found on the body of "Scholar Esmar Treviento,"
Shapechanger. The envy demon can use its action by the templars who hunted him down.
to polymorph into a Medium or large humanoid it
has seen, or back into its true form. Its statistics,
other than its size, are the same in each form.
Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies.
Ambusher. The envy demon has advantage on
attack rolls against any creature it has surprised.
Nimble Escape. The envy demon can take the
Disengage or Hide action as a bonus action on
each of its turns.
Surprise Attack. If the envy demon surprises a
creature and hits it with an attack during the first
round of combat, the target takes an extra 10
(3d6) damage from the attack.

Actions

Multiattack. The envy demon makes four claw
attacks.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 10 (2d6 + 3) slashing damage.
Fade Step. The envy demon rips a hole in The
Fade and teleports up to 60 feet to an
unoccupied space that it can see. It can then
immediately make a single claw attack against a
target within reach, or use its Nimble Escape
ability.

Fear Demon one pincers attack or one horror attack.
Claws. Melee Weapon Attack: +8 to hit, reach 5ft.,
Medium fiend (demon), neutral evil one target. Hit: 18 (4d6 + 4) slashing damage.
Armor Class 15 (natural armour) Pincers. Melee Weapon Attack: +8 to hit, reach 5ft.,
Hit Points 204 (24d8 + 96) one target. Hit: 22 (4d8 + 4) piercing damage.
Speed 0ft., fly 40ft. (hover) Horror. Ranged Spell Attack: +8 to hit, range 120ft.,
one target. Hit: 22 (4d10) psychic damage. The
STR DEX CON INT WIS CHA target must succeed on a DC 17 Wisdom saving
19 (+4) 12 (+1) 18 (+4) 17 (+3) 12 (+1) 13 (+1) throw or become frightened until the end of its next
turn. A frightened creature must take the Dash action
Damage Resistances bludgeoning, piercing and to move away from the fear demon by the safest
slashing from non magical attacks. route.
Horrifying Visage. Each creature of the fear demon's
Damage Immunities cold, necrotic choice that is within 60 feet of the fear demon that
Damage Vulnerabilities electricity, radiant can see it must succeed on a DC 17 Wisdom saving
Condition Immunities charmed, exhaustion, throw or become frightened for 1 minute. A
frightened target can repeat the saving throw at the
frightened, paralyzed, poisoned, prone end of each its turns, ending the effect on a success.
Skills Perception +5 If a target's saving throw is successful or the effect
Senses blindsight 120ft., passive Perception 15 ends for it, the target is immune to the fear demon's
Languages Abyssal, Common, Elvish Horrifying Visage for the next 24 hours.
Challenge 12 (8,400 XP) Summon Fearlings (Recharge 5-6). The fear demon
summons 3 (1d4+1) Fearling allies from The Fade,
Magic Resistance. The fear demon has advantage on which appear in unoccupied spaces within 30 feet of
saving throws against spells and other magical the fear demon. The fearlings remain until they are
effects. defeated.
Feeds on Fear. Once per turn, the fear demon can deal
an extra 14 (4d6) necrotic damage to a creature it Reactions
hits with a melee attack if that creature is frightened.
The fear demon regains hit points equal to the If the fear demon takes damage from a melee
damage dealt. weapon attack it can use the following ability as a
reaction
Actions
Fade Step. The fear demon rips a hole in The Fade and
Multiattack. The fear demon can use its Horrifying teleports up to 60 feet to an unoccupied space that
Visage. It then makes two claw attacks, and either it can see.

Fearling Terror Demon

Medium fiend (demon), chaotic evil Large fiend (demon), chaotic evil
Armor Class 13 Armor Class 15 (natural armour)
Hit Points 11 (2d8 + 2) Hit Points 135 (14d10 + 28)
Speed 13ft. Speed 30ft

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3) 16 (+3) 17 (+3) 15 (+2) 8 (-1) 14 (+2) 5 (-3)

Damage Vulnerabilities electricity, radiant Damage Resistances bludgeoning, piercing and
Condition Immunities frightened slashing from non magical attacks.
Skills Perception +3, Stealth +7
Senses blindsight 10ft., darkvision 60ft., passive Damage Vulnerabilities radiant
Condition Immunities frightened
Perception 13 Senses blindsight 120ft., passive Perception 12
Languages - Languages Abyssal
Challenge 1/4 (50 XP) Challenge 7 (2,900 XP)

Fear Made Flesh. The fearling appears to those Feeds on Fear. Once per turn, the fear demon can
who look upon it as their greatest fear. Each deal an extra 7 (2d6) necrotic damage to a
creature within 30 feet of the fearling that can creature it hits with a melee attack if that creature
see it must succeed on a DC 13 Wisdom saving is frightened. The terror demon regains hit points
throw or become frightened for 1 minute. A equal to the damage dealt.
frightened target can repeat the saving throw at
the end of each its turns, ending the effect on a Actions
success. If a target's saving throw is successful or
the effect ends for it, the target is immune to Multiattack. The terror demon makes three claw
Fear Made Flesh ability of all fearlings for the next attacks.
24 hours. Claws. Melee Weapon Attack: +6 to hit, reach
Spider Climb. The fearling can climb difficult 10ft., one target. Hit: 10 (2d6 + 3) slashing
surfaces, including upside down on ceilings, damage.
without needing to make an ability check. Inflict Fear. Each creature of the terror demon's
choice that is within 10 feet of the terror demon
Actions and aware of it must make on a DC 15 Wisdom
saving throw. On a failed save the creature takes
Multiattack. The fearling makes two bite attacks. 11 (2d10) psychic damage and becomes
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., frightened until the end of its next turn.
one target. Hit: 4 (1d6 + 1) piercing damage Fade Step. The envy demon rips a hole in The
Fade and teleports up to 60 feet to an
unoccupied space that it can see. Any creature
within 10 feet of the terror demon must make a
DC 15 Strength saving throw or become prone.

Nightmare the target is a creature it is grappled (escape DC 19).
Until the grapple ends, the target is restrained and
Gargantuan fiend (demon), neutral evil the fear demon can't bite another target.
Frightful Presence. Each creature of the fear demon's
Armor Class 19 (natural armour) choice that is within 120 feet of the fear demon and
Hit Points 333 (18d20 + 144) aware of it must succeed on a DC 19 Wisdom saving
Speed 60ft. throw or become frightened for 1 minute. A
frightened target can repeat the saving throw at the
STR DEX CON INT WIS CHA end of each its turns, ending the effect on a success.
23 (+6) 15 (+2) 27 (+8) 18 (+4) 22 (+6) 14 (+2) If a target's saving throw is successful or the effect
ends for it, the target is immune to the fear demon's
Saving Throws Dex +8, Cha +8 Frightful Presence for the next 24 hours.
Damage Resistances bludgeoning, piercing and Summon Fearlings (Recharge 5-6). The fear demon
summons 7 (2d4+2) Fearling allies from The Fade,
slashing from non magical attacks. which appear in unoccupied spaces within 30 feet of
Damage Immunities cold, necrotic the fear demon. The fearlings remain until they are
Damage Vulnerabilities electricity, radiant defeated.
Condition Immunities charmed, exhaustion, Swallow. The fear demon makes one bite attack
against a Large or smaller creature it is grappling. If
frightened, paralyzed, poisoned, prone the attack hits, the target takes the bite's damage,
Skills Arcana +11, Deception +16, Religion +11, the target is swallowed, and the grapple ends. While
swallowed, the creature is blinded and restrained, it
Perception +20 has total cover against attacks and other effects
Senses blindsight 120ft., passive Perception 30 outside the fear demon, and it takes 35 (10d6) acid
Languages Abyssal, Common, Elvish, Dwarvish damage at the start of each of the fear demon's
Challenge 23 (50,000 XP) turns.
If the fear demon takes 60 damage or more on a
Feeds on Fear. Once per turn, the fear demon can deal single turn from a creature inside it, the fear demon
an extra 21 (6d6) necrotic damage to a creature it must succeed on a DC 20 Constitution saving throw
hits with a melee attack if that creature is frightened. at the end of that turn or regurgitate all swallowed
Keen Sight. The fear demon has advantage on creatures, which fall prone in a space within 10 feet
Wisdom (Perception) checks that rely on sight. of the fear demon. If the fear demon dies, a
Legendary Resistance (3/Day). If the fear demon fails a swallowed creature is no longer restrained by it and
saving throw, it can choose to succeed instead. can escape from the corpse by using 30 feet of
Magic Resistance. The fear demon has advantage on movement, exiting prone.
saving throws against spells and other magical
effects. Legendary Action
Spider Climb. The fear demon can climb difficult
surfaces, including upside down on ceilings, without The fear demon can take 3 legendary actions,
needing to make an ability check. choosing from the options below. Only one
legendary action option can be used at a time and
Actions only at the end of another creature's turn. The fear
demon regains spent legendary actions at the start of
Multiattack. The fear demon can use its Frightful its turn.
Presence. It then makes five attacks: four with its
claws, and one with its bite. It can use its Swallow Attack. The fear demon makes one claw attack.
instead of its bite. Chomp (Costs 2 Actions). The fear demon makes one
Claws. Melee Weapon Attack: +13 to hit, reach 20ft., bite attack or uses its Swallow.
one target. Hit: 15 (2d8 + 6) slashing damage. Born of Fear (Costs 2 Actions). The fear demon uses
Bite. Melee Weapon Attack: +13 to hit, reach 10ft., its Summon Fearlings action if it can. Alternatively
one target. Hit: 19 (2d12 + 9) piercing damage. If the fear demons Summon Fearlings action
automatically recharges.

Hunger Demon Inconsistencies

Medium fiend (demon), chaotic evil You may have noticed that the image below is
Armor Class 13 (natural armour) not a hunger demon (but it is a cool image).
Hit Points 52 (8d8 + 16) When creating this PDF the inconsistencies and
Speed 30ft. discrepancies within the Dragon Age lore
became apparent. Over the course of three
STR DEX CON INT WIS CHA games and numerous books and comics there
17 (+3) 12 (+1) 15 (+2) 8 (-1) 12 (+1) 4 (-3) have been changes to the lore. This is most
apparent with darkspawn from Dragon Age:
Damage Resistances bludgeoning, piercing and Origins to Dragon Age 2, but also affects
slashing from non magical attacks. demons as they are presented in Dragon Age:
Inquisition. I have tried to include as many
Damage Immunities poison creatures that appear in the Dragon Age games
Damage Vulnerabilities cold as possible and have typically tried to find a nice
Condition Immunities poisoned, prone balance in the lore between the three games. If
Senses darkvision 60ft., passive Perception 11 there are inconsistencies I apologise.
Languages Abyssal
Challenge 3 (700 XP)

Blood Healing. As a bonus action the hunger
demon can make a bite attack against an
unconscious or slain enemy, regaining 7 (2d6) hit
points.

Actions

Multiattack. The hunger demon makes one claw
attack and one bite attack.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 10 (2d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 6 (1d6 + 3) piercing damage, plus
7 (2d6) necrotic damage. The hunger demon
regains hit points equal to the amount of necrotic
damage dealt with this attack.

Pride it also catches fire.
Frost Bolt. Ranged Spell Attack: +9 to hit, range 60ft.,
Huge fiend (demon), neutral evil one target. Hit: 11 (2d10) cold damage. The target
must make a DC 18 Constitution saving throw. On a
Armor Class 17 (natural armour) failed save the target is frozen in place and
Hit Points 200 (16d12 + 96) considered restrained until the end of their next turn
Speed 40ft. or they take fire damage.
Fire Burst (Recharge 5-6). A burst of flame explodes
STR DEX CON INT WIS CHA out in a 20 foot sphere centred on the pride demon.
25 (+7) 10 (+0) 22 (+6) 15 (+2) 19 (+4) 14 (+2) Each creature the pride demon chooses within the
sphere must make a DC 18 Dexterity saving throw,
Saving Throws Dex +5, Int +7, Wis +9 taking 21 (6d6) fire damage on a failed save, or half
Damage Immunities bludgeoning, piercing and as much damage on a successful one.
Frost Burst (Recharge 5-6). A blast of ice explodes out
slashing from non magical attacks. in a 20 foot sphere centred on the pride demon.
Damage Resistances lightning Each creature the pride demon chooses within the
Condition Immunities charmed, frightened, grappled, sphere must make a DC 18 Dexterity saving throw.
On a failed save the target takes 14 (4d6) cold
paralyzed damage and is restrained until the end of their next
Skills Arcana +12, Religion +7, Perception +9, turn or they take fire damage, on a successful save
the target takes half as much damage.
Persuasion +12 Mana Burst (Recharge 5-6). A wave of antimagic
Senses darkvision 120ft., passive Perception 19 energy bursts out in a 30 foot sphere centered on
Languages Abyssal, Common, Elvish, Dwarvish the the pride demon. Any spells of 3rd level or lower
Challenge 15 (13,000 XP) that are ongoing (including summoned creatures) or
are affecting a creature within the sphere end. For
Keen Hearing and Sight. The pride demon has each spell of 4th level or higher affecting a creature,
advantage on Wisdom (Perception) checks that rely the pride demon must make a Wisdom saving throw
on hearing and sight. with a DC equal to 10 + the spell's level. On a
Legendary Resistance (3/Day). If the pride demon fails success the spell ends. Summoned creatures
a saving throw, it can choose to succeed instead. targeted by this effect must succeed on their own
Magic Resistance. The pride demon has advantage on saving throws or be dismissed.
saving throws against spells and other magical
effects. Legendary Actions
Siege Monster. The pride demon deals double
damage to objects and structures. The pride demon can take 3 legendary actions,
choosing from the options below. Only one
Actions legendary action option can be used at a time and
only at the end of another creature's turn. The pride
Multiattack. The pride demon makes two attacks with regains spent legendary actions at the start of its
its claws, and either a fire bolt or a frost bolt attack. turn.
Alternatively the pride demon can make one claw
attack and either a fire burst, frost burst, or mana Attack. The pride demon makes a claw attack.
burst attack. Move. The pride demon moves up to its speed.
Claws. Melee Weapon Attack: +12 to hit, reach 10ft., Hubris (Costs 2 Actions). The pride demon makes one
one target. Hit: 16 (2d8 + 7) slashing damage. of its three burst attacks. Alternatively it can choose
Fire Bolt. Ranged Spell Attack: +9 to hit, range 60ft., to automatically recharge one of its burst attacks.
one target. Hit: 22 (4d10) fire damage. If the target
is a flammable object that isn't being worn or carried,

Lesser Rage Demon Rage Demon

Medium fiend (demon), chaotic evil Medium fiend (demon), chaotic evil
Armor Class 13 (natural armour) Armor Class 15 (natural armour)
Hit Points 45 (6d8 + 18) Hit Points 85 (10d8 + 40)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 8 (-1) 19 (+4) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 11 (+0)

Damage Resistances bludgeoning, piercing and Damage Resistances bludgeoning, piercing and
slashing from non magical attacks. slashing from non magical attacks.

Damage Immunities fire, poison Damage Immunities fire, poison
Damage Vulnerabilities cold Damage Vulnerabilities cold
Condition Immunities poisoned, prone Condition Immunities poisoned, prone
Senses darkvision 60ft., passive Perception 10 Senses darkvision 60ft., passive Perception 10
Languages Abyssal Languages Abyssal
Challenge 2 (450 XP) Challenge 5 (1,800 XP)

Aura of Fire. At the start of each of the rage Aura of Fire. At the start of each of the rage
demon's turns, each creature within 5 feet of it demon's turns, each creature within 5 feet of it
takes 3 (1d6) fire damage, and flammable objects takes 3 (1d6) fire damage, and flammable objects
in the aura that aren't being worn or carried in the aura that aren't being worn or carried
ignite. A creature that touches the rage demon or ignite. A creature that touches the rage demon or
hits it with a melee attack within 5 feet of it takes hits it with a melee attack within 5 feet of it takes
3 (1d6) fire damage. 3 (1d6) fire damage.

Actions Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5ft., Multiattack. The rage demon makes two claw
one target. Hit: 6 (1d6 + 3) slashing damage. If attacks. Alternatively it can use Hurl Flame.
the target is a creature or a flammable object, it Claws. Melee Weapon Attack: +7 to hit, reach 5ft.,
ignites. Until a creature takes an action to douse one target. Hit: 11 (2d6 + 4) slashing damage. If
the fire, the target takes 5 (1d10) fire damage at the target is a creature or a flammable object, it
the start of each of its turns. ignites. Until a creature takes an action to douse
Hurl Flame. Ranged Spell Attack: +1 to hit, range the fire, the target takes 5 (1d10) fire damage at
120ft., one target. Hit: 11 (2d10) fire damage. If the start of each of its turns.
the target is a flammable object that isn't being Hurl Flame. Ranged Spell Attack: +3 to hit, range
worn or carried, it also catches fire. 120ft., one target. Hit: 22 (4d10) fire damage. If
the target is a flammable object that isn't being
worn or carried, it also catches fire.

"Encountered in the Fade, the true form of a rage demon is a Greater Rage Demon
frightening sight: a thing of pure fire, its body seemingly
made of amorphous lava and its eyes two pinpricks of Medium fiend (demon), chaotic evil
baleful light radiating from its core. The abilities of such a Armor Class 17 (natural armour)
demon center on the fire it generates. It burns those who Hit Points 117 (14d8 + 54)
come near, and the most powerful of its kind are able to lash Speed 30ft.
out with bolts of fire and even firestorms that can affect
entire areas. Fortunately, even powerful rage demons are STR DEX CON INT WIS CHA
less intelligent than most other varieties. Their tactics are 20 (+5) 12 (+2) 19 (+4) 8 (-1) 12 (+1) 13 (+1)
simple: attack an enemy on sight with as much force as
possible until it perishes. Some rage demons carry over their Saving Throws Dex +5, Int +2, Wis +4
heat-based abilities into possessed hosts, but otherwise the Damage Resistances bludgeoning, piercing and
true form is mostly seen outside of the Fade when it's
specifically summoned by a mage to do his bidding." slashing from non magical attacks.
Damage Immunities fire, poison
—Transcript of a lecture given by Vheren, Templar- Damage Vulnerabilities cold
Commander of Tantervale, 6:86 Steel Condition Immunities poisoned, prone
Senses darkvision 60ft., passive Perception 11
Languages Abyssal
Challenge 10 (5,900 XP)

Aura of Fire. At the start of each of the rage
demon's turns, each creature within 5 feet of it
takes 7 (2d6) fire damage, and flammable objects
in the aura that aren't being worn or carried
ignite. A creature that touches the rage demon or
hits it with a melee attack within 5 feet of it takes
7 (2d6) fire damage.

Actions

Multiattack. The rage demon makes three claw
attacks. Alternatively it can use Hurl Flame twice.
Claws. Melee Weapon Attack: +8 to hit, reach 5ft.,
one target. Hit: 15 (3d6 + 4) slashing damage. If
the target is a creature or a flammable object, it
ignites. Until a creature takes an action to douse
the fire, the target takes 10 (2d10) fire damage at
the start of each of its turns.
Hurl Flame. Ranged Spell Attack: +4 to hit, range
120ft., one target. Hit: 22 (4d10) fire damage. If
the target is a flammable object that isn't being
worn or carried, it also catches fire.
Fireball (Recharge 5-6). The rage demon hurls a
ball of flame to a point it chooses within 150ft,
which erupts into an explosion of flame. Each
creature in a 20-foot-radius sphere centred on
that point must make a DC 16 Dexterity saving
throw. A target takes 28 (8d6) fire damage on a
failed save, or half as much damage on a
successful one. The fire spreads around corners.
It ignites flammable objects in the area that aren't
being worn or carried.

Sloth Demon "And I looked at the creature and it had become me. A
veritable copy of my form, of my very mind, stared back at
Medium fiend (demon), lawful evil me as if from within a mirror. I thought surely that this was a
trick, an illusion meant to put me off guard... but as I
Armor Class 17 (natural armour) engaged the thing with my sword it fought me with
Hit Points 72 (16d8) maneuvers that I recognized. It parried as I parried; it swung
Speed 30ft. as I swung. It spoke to me and said things that only I could
know. I... I think this demon of sloth has no form or identity
STR DEX CON INT WIS CHA of its own. It is envy as much as sloth, I believe, and mine
12 (+1) 9 (-1) 10 (+0) 19 (+4) 13 (+1) 17 (+3) was not the first shape it stole that day."

Damage Resistances bludgeoning, piercing and — An excerpt from a transcribed deposition of Tyrenus,
slashing from non magical attacks. templar-commander of Cumberland, 3:90 Towers.

Condition Immunities charmed, poisoned, prone
Skills Arcana +7, Deception +6, Insight +4,

Perception +4, Persuasion +6
Senses blindsight 120ft., passive Perception 14
Languages Abyssal, Common, Elvish
Challenge 4 (1,100 XP)

Innate Spellcasting. The sloth demon's innate
spellcasting ability is Intelligence (spell save DC
13, +5 to hit with spell attacks). It can innately
cast the following spells, requiring no material
components:
At will: charm person, friends, message, ray of
sickness
3/day each: detect thoughts, ray of enfeeblement,
sleep
1/day each: plane shift (self only), hypnotic
pattern, slow
Magic Resistance. The sloth demon has advantage
on saving throws against spells and other magical
effects.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 10 (2d8 + 1) slashing damage.
Instead of dealing damage, the sloth demon can
grapple the target (escape DC 11).
Drain Life. Melee Weapon Attack: +4 to hit, reach
5ft., one willing creature or a creature that is
grappled by the sloth demon, incapacitated,
restrained or charmed. Hit: 14 (4d6) necrotic
damage. The target's hit point maximum is
reduced by an amount equal to the necrotic
damage taken, and the sloth demon regains hit
points equal to that amount. The reduction lasts
until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum
to 0.

Arcane Horror

Medium undead (pride demon), neutral evil

Armor Class 13 (leather)
Hit Points 88 (16d8 + 16)
Speed 0ft., fly 30ft. (hover)

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 21 (+5) 15 (+2) 18 (+4)

Saving Throws Con +5, Str +3, Wis +6
Damage Immunities bludgeoning, piercing and

slashing from non magical attacks.
Damage Resistances cold, poison
Damage Vulnerabilities radiant, fire
Condition Immunities charmed, frightened,

paralyzed, poisoned
Skills Arcana +9, Perception +6
Senses Darkvision 60ft., passive Perception 16
Languages Understands Abyssal and all languages

the corpse knew in life but can't speak.
Challenge 9 (5,000 XP)

Aura of Undeath. Any undead creature within 10
feet of the arcane horror at the start of its turn
regains 5 hit points.
Keen Hearing and Sight. The arcane horror has
advantage on Wisdom (Perception) checks that
rely on hearing and sight.
Magic Resistance. The arcane horror has
advantage on saving throws against spells and
other magical effects.
Spellcasting. The arcane horror is a 10th-level
spellcaster. Its spellcasting ability is Intelligence
(spell save DC 17, +9 to hit with spell attacks).
The arcane horror has the following wizard spells
prepared:
Cantrips (at will): acid splash, chill touch, fire bolt,
mage hand, shocking grasp
1st level (4 slots): burning hands, false life,
grease, mage armour
2nd level: (3 slots): misty step, shatter
3rd level (3 slots): fear, fireball, lightning bolt,
vampiric touch
4th level (3 slots): banishment, blight, evard's
black tentacles
5th level (2 slots): cone of cold

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.

Devouring Corpse Enraged Corpse

Medium undead (hunger demon), chaotic evil Medium undead (rage demon), chaotic evil
Armor Class 12 Armor Class 10
Hit Points 95 (10d8 + 40) Hit Points 68 (8d8 + 32)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 16 (+2) 13 (+4) 10 (+0) 8 (-1) 5 (-3) 20 (+5) 11 (+0) 16 (+4) 8 (-1) 9 (-1) 5 (-3)

Damage Resistance cold Damage Vulnerabilities bludgeoning
Damage Immunities poison Damage Immunities poison
Condition Immunities exhausted, frightened, Condition Immunities exhausted, frightened,

poisoned poisoned
Senses darkvision 60ft., passive Perception 9 Senses darkvision 60ft., passive Perception 8
Languages Understands Abyssal and all languages Languages Understands Abyssal and all languages

the corpse knew in life but can't speak. the corpse knew in life but can't speak.
Challenge 3 (700 XP) Challenge 4 (1,100 XP)

Blood Healing. As a bonus action the devouring Blood Frenzy. the Enraged Corpse has advantage
corpse can bite an unconscious or slain enemy, on melee attack rolls against any creature that
regaining 7 (2d6) hit points. doesn't have all its hit points.
Overwhelm. If the enraged corpse moves at least
Actions 20 feet straight toward a creature and then hits it
with a claw attack on the same turn, that target
Multiattack. The devouring corpse makes two must succeed on a DC 15 Strength saving throw
attacks, only one of which can be a bite. or be knocked prone. If the target is prone, the
Alternatively it can use its feed ability. enraged corpse can make one strangle attack
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., against it as a bonus action.
one target. Hit: 10 (2d6 + 3) slashing damage.
Instead of dealing damage the devouring corpse Actions
can grapple the target (escape DC 13)
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., Multiattack. The enraged corpse makes three
one willing creature, or a creature that is grappled attacks, only one of which can be a strangle
by the fanged skeleton, incapacitated, or attack.
restrained. Hit: 12 (2d8 + 3) piercing damage, Claw. Melee Weapon Attack: +6 to hit, reach 5ft.,
plus 7 (2d6) necrotic damage. The devouring one target. Hit: 11 (2d6 + 4) slashing damage.
corpse regains hit points equal to the amount of Instead of dealing damage the fanged skeleton
necrotic damage dealt with this attack. can grapple the target (escape DC 15)
Feed (Recharge 5-6). The devouring corpse drains Strangle. If the enraged corpse has grappled a
the life energy of those around it. Any creature target it can begin to strangle it. At the start of
within 10 feet of the devouring corpse must the target's next turn they are considered to be
make a DC 13 Constitution saving throw. On a suffocating and can survive for a number of
failed save the target suffers 7 (2d6) necrotic rounds equal to their Constitution modifier. If the
damage and it's hit point maximum is reduced by enraged skeleton takes damage the grappled
an amount equal to the necrotic damage taken, target can make DC 15 escape attempt as a
and the devouring corpse regains hit points equal reaction.
to that amount. The reduction lasts until the
target finishes a long rest. The target dies if this
effect reduces its hit point maximum to 0.

Fanged Skeleton Frenzied Skeleton

Medium undead (hunger demon), chaotic evil Medium undead (rage demon), chaotic evil
Armor Class 14 (armour scraps) Armor Class 13 (armour scraps)
Hit Points 60 (8d8 + 24) Hit Points 45 (6d8 + 18)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 16 (+2) 13 (+3) 8 (-1) 6 (-2) 5 (-3) 17 (+4) 14 (+1) 16 (+3) 4 (-3) 6 (-2) 5 (-3)

Damage Vulnerabilities bludgeoning Damage Vulnerabilities bludgeoning
Damage Immunities poison Damage Immunities poison
Condition Immunities exhausted, frightened, Condition Immunities exhausted, frightened,

poisoned poisoned
Senses darkvision 60ft., passive Perception 8 Senses darkvision 60ft., passive Perception 8
Languages Understands Abyssal and all languages Languages Understands Abyssal and all languages

the corpse knew in life but can't speak. the corpse knew in life but can't speak.
Challenge 1 (200 XP) Challenge 2 (450 XP)

Blood Healing. As a bonus action the fanged Rampage. When the frenzied skeleton reduces a
skeleton can bite an unconscious or slain enemy, creature to 0 hit points with a melee attack on its
regaining 7 (2d6) hit points. turn, the frenzied skeleton can take a bonus
action to move up to half its speed and make a
Actions greatsword attack.

Multiattack. The fanged skeleton makes two Actions
attacks, only one of which can be a bite.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., Multiattack. The frenzied skeleton makes two
one target. Hit: 6 (1d6 + 3) slashing damage. attacks.
Instead of dealing damage the fanged skeleton Greatsword. Melee Weapon Attack: +6 to hit,
can grapple the target (escape DC 13) reach 5ft., one target. Hit: 11 (2d6 + 4) slashing
Longsword. Melee Weapon Attack: +5 to hit, damage.
reach 5ft., one target. Hit: 7 (1d8 + 3) slashing
damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one willing creature, or a creature that is grappled
by the fanged skeleton, incapacitated, or
restrained. Hit: 7 (1d8 + 3) piercing damage, plus
7 (2d6) necrotic damage. The fanged skeleton
regains hit points equal to the amount of necrotic
damage dealt with this attack.

An entire unit of men, all slain by one creature. I didn't
believe it at first, your Perfection, but it appears that this is
so. We have a survivor, and while at first I thought his
rantings pure exaggeration... it appears to be no simple
skeleton. The descriptions of the creature's abilities were
eerily similar to those our brothers at Marnas Pell
encountered almost a century ago: men pulled through the
air to skewer themselves on the creature's blade, and attacks
so quick that it was able to assault multiple opponents at
once. No, your Perfection, what we have here is indeed a
revenant and nothing less.” ― From a letter to Divine Amara
III, 5:71 Exalted

Revenant Spike. As a bonus action the revenant can make a
longsword attack against a prone target, dealing an
Medium undead (desire demon), neutral evil extra 21 (6d6) damage to the target if the attack is
Armor Class 20 (plate mail and shield) successful.
Hit Points 170 (20d8 + 80)
Speed 30ft. Actions

STR DEX CON INT WIS CHA Multiattack. The revenant makes three melee attacks.
20 (+5) 14 (+2) 18 (+4) 15 (+2) 16 (+3) 18 (+4) Alternatively it can use its pull ability and make a
longsword attack.
Saving Throws Str +9, Wis +7
Damage Resistances necrotic Longsword. Melee Weapon Attack: +9 to hit, reach
Damage Vulnerabilities fire 5ft., one target. Hit: 9 (1d8 + 5) slashing damage, or
Damage Immunities cold, poison 10 (1d10 + 3) slashing damage if used with two
Condition Immunities charmed, exhausted, hands.
Shield Bash. Melee Weapon Attack: +9 to hit, reach
frightened, paralyzed, poisoned, stunned, prone 5ft., one target. Hit: 7 (1d4 + 5) bludgeoning
Senses darkvision 60ft., passive Perception 13 damage. If the target is Large or smaller, it must
Languages Understands Abyssal and all languages the succeed on a DC 15 Strength saving throw or be
knocked prone.
corpse knew in life but can't speak. Fade Pull. The revenant targets one creature it can see
Challenge 10 (5,900 XP) within 60 feet. The target must make DC 15 Strength
Aura of Weakness. Any creature who tries to attack saving throw or be pulled through The Fade to an
the revenant with a weapon attack that uses Strength unoccupied space beside the revenant, ignoring any
must make a DC 15 Constitution saving throw. On a obstructions in its path.
failed save that attack deals only half damage.
Regeneration. The revenant regains 10 hit points at Reactions
the start of its turn. If the revenant takes fire damage,
this trait doesn't function at the start of the Parry. The revenant adds 3 to its AC against one
revenant's next turn. The revenant's body is melee attack that would hit it. To do so, the revenant
destroyed only if it starts its turn with 0 hit points must see the attacker and be wielding a melee
and doesn't regenerate. weapon.

Rickety Skeleton Shambling Corpse

Medium undead (sloth demon), chaotic evil Medium undead (sloth demon), chaotic evil
Armor Class 13 (armour scraps) Armor Class 11
Hit Points 18 (4d8) Hit Points 55 (10d8 + 10)
Speed 20ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 14 (+1) 10 (+0) 10 (+0) 6 (-2) 9 (-1) 17 (+2) 16 (+1) 13 (+1) 12 (+2) 10 (+0) 8 (-1)

Damage Vulnerabilities bludgeoning Damage Resistance cold
Damage Immunities poison Damage Immunities poison
Condition Immunities exhausted, frightened, Condition Immunities exhausted, frightened,

poisoned poisoned
Senses darkvision 60ft., passive Perception 8 Senses darkvision 60ft., passive Perception 10
Languages Understands Abyssal and all languages Languages Understands Abyssal and all languages

the corpse knew in life but can't speak. the corpse knew in life but can't speak.
Challenge 1/4 (50 XP) Challenge 1 (200 XP)

Actions Blood Healing. As a bonus action the devouring
corpse can bite an unconscious or slain enemy,
Multiattack. The rickety skeleton makes two regaining 7 (2d6) hit points.
attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5ft., Actions
one target. Hit: 4 (1d6 + 1) slashing damage. The
target must make a DC 13 Constitution saving Multiattack. The devouring corpse makes two
throw or become stunned until the end of its claw attacks, or one weaken attack.
next turn. Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 9 (2d6 + 2) slashing damage.
Weaken. Ranged Spell Attack: +4 to hit, range
60ft., one target. Hit: 11 (2d10) necrotic
damage, and the target deals only half damage
with weapon attacks that use Strength until the
spell effect ends. At the end of each of its turns
the target can make a DC 13 Constitution saving
throw to end this effect.

Notes & Credits

Created by Emmet Byrne (/u/Emmetation).
This creation was intended as a conversion of the demon

creatures found in Green Ronin's Dragon Age AGE system,
but was also influenced by the creature's abilities as
depicted throughout the Dragon Age video game series.. It
is intended for use in the Dragon Age setting and as such
much of the lore may not make sense for a standard D&D
campaign.

All artwork is property of their respective owners, and
was sourced primarily from the Dragon Age Wiki and the
official Bioware Dragon Age sites.

Text descriptions are a combination of my own as well as
those found on the Dragon Age Wiki
(http://dragonage.wikia.com/wiki/Dragon_Age_Wiki), and
in Green Ronin's Dragon Age RPG.

Shameless Self-Promotion
I run a website with a friend of mine all about table top
gaming and craft beer. There are weekly articles and a
monthly podcast. Feel free to check us out:

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