Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 19
Dexterity: 15
Constitution: 19
Intelligence: 21
Wisdon: 14
Charisma: 18
Saving Throws
Saving Throw Bonuses
Intelligence: +9
Wisdom: +6
Constitution: +8
Skills
arcana: +13
deception: +12
history: +9
perception: +6
Offense
Agonizing Burst
Circumstance: Melee, Ranged
9 to hit, reach 10 ft. or range 120 ft., one target. (2d10) force damage. If the target is a creature, the daemogoth regains 5 hit points.
Action
Multiattack
The daemogoth makes three Agonizing Burst attacks. It can use Terrify, if available, in place of one of the attacks.
Action
Terrify {@recharge 4}
The daemogoth targets one creature it can see within 120 feet of itself. The target must make a 17 Wisdom saving throw. On a failed save, the target takes 33 (6d10) psychic damage and is frightened of the daemogoth until the end of the daemogoth's next turn, and the daemogoth regains 5 hit points. On a successful save, the target takes half as much damage and isn't frightened, and the daemogoth doesn't heal.
Trait
Pact of Pain
Using a 10-minute ritual, the daemogoth can forge a magical bond with a willing creature it touches throughout the ritual. The creature becomes bound by the pact until it dies, the daemogoth dies, or the pact is broken by any effect that can remove a curse.
The daemogoth chooses one spell from the necromancy or enchantment school that is 3rd level or lower|spells|level=0;1;2;3|school=N;E. The bound creature can cast that spell using this pact, requiring no material components and using Intelligence as the spellcasting ability. When it casts the spell, the creature takes 7 (2d6) psychic damage, which can't break the creature's concentration on a spell. Once the bound creature casts the spell in this way, it can't do so again until it finishes a long rest.
Trait
Passive Perception
16
Immunities
Damage Immunities
psychic
Immunities
Condition Immunities
frightened
Senses
truesight 120 ft.
Languages
Abyssal
Infernal
telepathy 120 ft.
Slipping through the darkest corners of the world, daemogoths are powerful fiendish creatures that feed on misery and other negative emotions. Some sages refer to daemogoths as tear lickers, owing to the fiends' tendency to lurk near battlefields and other sites of great tragedy to consume the anguish saturating the area.
Daemogoths are creatures of forbidden knowledge and magic, all fueled by their consumption of anguish. They trade magical influence over the lives and minds of others to ambitious mortals in exchange for the mortal's agony.
Daemogoths are alien-looking in the extreme. Their eyes are insectile or smooth and bulbous like gleaming jewels, and they have five arms. They typically wear long robes, which drape low over their forms, and they sport a halo of horns, antlers, or floating stones or crystals.
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e (Daemogoth Titan)
Attributes
Strength: 26
Dexterity: 10
Constitution: 26
Intelligence: 24
Wisdon: 18
Charisma: 20
Saving Throws
Saving Throw Bonuses
Intelligence: +12
Wisdom: +9
Constitution: +10
Skills
arcana: +17
deception: +15
history: +12
perception: +9
Offense
Agonizing Burst
Circumstance: Melee, Ranged
12 to hit, reach 15 ft. or range 120 ft., one target. (3d6 + 7) force damage. If the target is a creature, the titan regains 5 hit points.
Action
Multiattack
The titan makes two Agonizing Burst attacks.
Action
Teleport
The titan teleports to an unoccupied space it can see within 120 feet of itself.
Legendary Action
Attack
The titan makes one Agonizing Burst attack.
Legendary Action
Stalking Nightmare (Costs 2 Actions)
The titan uses Teleport, after which it can target one creature within 20 feet of itself that it can see. The target must make a 20 Constitution saving throw. On a failed save, the target takes 22 (4d10) necrotic damage, and the titan regains 10 hit points. On a successful save, the target takes half as much damage, and the titan doesn't heal.
Legendary Action
Terrorize (Costs 3 Actions)
The titan targets one creature it can see within 120 feet of itself. The target must make a 20 Wisdom saving throw. On a failed save, the target takes 38 (7d10) psychic damage and is frightened of the titan until the end of the target's next turn, and the titan regains 15 hit points. On a successful save, the target takes half as much damage and isn't frightened, and the titan doesn't heal.
Trait
Legendary Resistance (3/Day)
If the titan fails a saving throw, it can choose to succeed instead.
Trait
Pact of Suffering
Using a 10-minute long ritual, the titan can forge a magical bond with a willing creature it touches throughout the ritual. The creature becomes bound by the pact until it dies, the titan dies, or the pact is broken by a wish spell.
The titan chooses one spell from the necromancy or enchantment school that is 8th level or lower|spells|level=0;1;2;3;4;5;6;7;8|school=N;E. The bound creature can cast that spell using this pact, requiring no material components and using Intelligence as the spellcasting ability. When it casts the spell, the creature takes 21 (6d6) psychic damage, which can't break the creature's concentration on a spell. Once the bound creature casts the spell in this way, it can't do so again until it finishes a long rest.
Trait
Passive Perception
19
Immunities
Damage Immunities
psychic
Immunities
Condition Immunities
charmed
frightened
Senses
truesight 120 ft.
Languages
Abyssal
Infernal
telepathy 120 ft.
Daemogoth titans are towering monsters that blight the land around them. A daemogoth grows in power over the course of decades spent feeding on sorrow and draining life from nature. Eventually that growth turns the daemogoth into a titan.
The titans maintain their lesser cousins' ability to trade magical power for a mortal's pain, but they tend to demand more punishing suffering in exchange for their pacts or knowledge.
Barbed Gifts
When a supplicant piques a daemogoth titan's interest, the titan can grant a blessing to the supplicant (see "Supernatural Gifts "in the Dungeon Master's Guide). As long as the creature has the blessing, it must expend and roll two of its Hit Dice whenever it finishes a long rest. It takes psychic damage equal to the total rolled, and its hit point maximum is reduced by an amount equal to the psychic damage taken. This reduction lasts until the creature finishes its next long rest. The creature dies if this effect reduces its hit point maximum to 0. The blessing can be removed only by a wish spell.
5e Tools
Actions/Abilities/Traits: D&D 5e (Daemogoth Titan)