Hellions are minor demons, often used as foot soldiers in Abyssal armies. They are plentiful and dangerous individually, but can wear down more skilled opponents by virtue of numbers.
Hellions are loathsome, grey-skinned beasts with typical "demonic" features- a sinuous tail, sweeping horns, and taloned hands and feet, as well as a vile grin full of sharp teeth and slobber. They often scamper on all fours, but can walk on their feet, adopting an alien gait when they do so. Although they possess little in the way of skill, their numbers and determination can wear down opponents, and Abyssal generals often think nothing of hurling thousands of these at the walls of an opponent to keep them busy while more powerful demons enact their own plans. Hooks:
HELLION Small fiend (demon), chaotic evil Armour Class 14 (natural armour) Hit Points 22 (5d6 + 5) Speed 30ft. Str 13 (+1); Dex 15 (+2); Con 13 (+1); Int 7 (-2); Wis 11 (+0); Cha 7 (-2) Proficiency bonus +2 Damage Resistances cold, fire Damage Immunities poison Senses darkvision 60ft., passive Perception 10 Languages understand abyssal but can't speak Challenge 1 (200 XP) Predator Tactics. The hellion has advantage on an attack roll against a creature if at least one of the hellion's allies is within 5 feet of the creature and isn't incapacitated. In addition, once per round, the hellion deals an additional 7 (2d6) points of damage when it hits a target with a weapon attack and has advantage on the attack roll. ACTIONS Rush. The hellion takes a dash action and then makes one claws attack. Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a Strength saving throw (DC 11) or be knocked prone. Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d6 + 2) slashing damage. HELLION TERVAGANT Small fiend (demon), chaotic evil Armour Class 14 (natural armour) Hit Points 31 (7d6 + 7) Speed 30ft. Str 13 (+1); Dex 15 (+2); Con 13 (+1); Int 7 (-2); Wis 14 (+2); Cha 14 (+2) Proficiency bonus +2 Damage Resistances cold, fire Damage Immunities poison Senses darkvision 60ft., passive Perception 12 Languages abyssal Challenge 2 (450 XP) Fiendish Patron. The hellion tervagant is granted powers by their fiendish master, and can cast the following spells (spell saving throw DC 12, +4 to hit with spell attacks): At will: armour of Agathys, bane, true strike. Predator Tactics. The hellion tervagant has advantage on an attack roll against a creature if at least one of the hellion tervagant's allies is within 5 feet of the creature and isn't incapacitated. In addition, once per round, the hellion tervagant deals an additional 7 (2d6) points of damage when it hits a target with a weapon attack and has advantage on the attack roll. ACTIONS Rush. The hellion takes a dash action and then makes one claw attack. Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d4 + 2) slashing damage. Eldritch Blast. Ranged Spell Attack: +4 to hit, range 300ft., two targets. Hit: 11 (2d8 + 2) force damage, and the target is poisoned until the end of their next turn. THRONG OF HELLIONS Huge mob of small fiends (demons), chaotic evil Armour Class 12 (natural armour) Hit Points 112 (15d12 + 15) Speed 30ft. Str 13 (+1); Dex 15 (+2); Con 13 (+1); Int 7 (-2); Wis 11 (+0); Cha 7 (-2) Proficiency bonus +3 Damage Resistances cold, fire; bludgeoning, piercing, slashing Damage Immunities poison Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60ft., passive Perception 10 Languages understand abyssal but can't speak Challenge 8 (3,900 XP) Bring Down the Prey. The mob of hellions has advantage on melee attacks against any creature whose space it occupies, or any creature whose space it entirely surrounds. In addition, the mob of hellions deals an additional 7 (2d6) points of damage whenever it hits a target with a weapon attack and has advantage on the attack roll. Mob. The mob can occupy another creature's space and vice versa, and the mob can move through any space large enough for a Small creature. The mob can't regain hit points or gain temporary hit points. ACTIONS Bites and Claws. Melee Weapon Attack: +5 to hit, reach 5ft., each target in the mob's space. Hit: 14 (5d4 + 2) slashing damage. Earlier version of the Hellion originally published on 15 June 2019. Comments are closed.
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