Damon | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Damon CR: 7

Medium humanoid(demon), chaotic evil
Armor Class: 15
Hit Points: 152 16d12+48
Speed: 45 ft

STR

22 +6

DEX

15 +2

CON

16 +3

INT

13 +1

WIS

17 +3

CHA

18 +4

Saving Throws: Strength (+10), Constitution (+7), Wisdom (+7)
Skills: Athletics (+10), Intimidation (+8), Nature (+7), Perception (+7), Survival (+7), Insight (+5)
Damage Resistances: Cold, Fire, Lightning, Necrotic, Poison; Bludgeoning, Slashing, and Piercing from Nonmagical Attacks.
Condition Immunities: Charmed and Frightened
Senses: Truesight 120ft
Languages: Common, Abyssal, Infernal, Ignan
Challenge Rating: 7

1st Level (4 slots).
2nd Level (3 slots).
3rd Level (2 slots).


Blood Frenzy. When Damon would become bloodied he instead drops to half health and gains the following benefits for the next minute. This ability activates only once per battle.

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee Strength attack you gain a bonus to the damage roll equal to your Strength modifier.
  • You have resistance to Bludgeoning, Slashing, and Piercing damage.
  • You have immunity to Cold, Fire, Lightning and Necrotic damage.
Hellish Smite. When Damon hits a creature with an unarmed melee attack he can expend a spell slot to deal fire damage to the target, in addition to the attacks damage. The extra damage is 9 (2d8) fire damage for a 1st level spell slot, plus 5 (1d8) fire damage for each spell slot beyond the 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is of a good alignment.
Magic Resistance. Damon has advantage on saving throws against spells and other magical affects.
Regeneration. Damon regains 20 hit points at the start of its turn if it has at least 1 hit point.

Actions

Bite. Melee Unarmed Attack. +10 to hit, 5ft reach, one target. Hit 12 (1d12+6) magical piercing damage, plus 9 (2d8) fire damage. If the attack reduces the target to 0 hit points, the target is stable but Poisoned and Paralyzed for 1 hour, even after regaining hit points. The target must make a DC 18 Wisdom saving throw. On a failure, the creature becomes afflicted by Infernal Desire while poisoned in this way.
Claw. Melee Unarmed Attack. +10 to hit, 5ft reach, one target. Hit 15 (2d8+6) magical slashing damage. On a hit, if the creature is prone it becomes grappled as well.
Pounce. Melee Unarmed Attack. +10 to hit, 30ft reach. one target. Hit 15 (2d8+6) magical bludgeoning damage. On a hit, Damon moves to an unoccupied space within 5ft of the target. If Damon moved 15ft or more in this way the creature must make a DC 18 Strength saving throw. On a failure, the creature is knocked prone.
Vicious Strike. Melee Unarmed Attack. +10 to hit, 5ft reach, one target. Hit 15 (2d8+6) magical bludgeoning damage. On a hit, the creature must make a DC 18 Strength saving throw. On a failure, the creature drops an item that they are holding to the ground or they are knocked back 15ft.
Intimidate. Target creature within 5ft which is grappled or prone must make a DC 18 Wisdom saving throw. On a failure, the creature becomes frightened of Damon and his hellhounds for an hour. The creature must use it movement to move as far away from them as possible. The creature may make a DC 18 Wisdom saving throw at the end of each of its turn to end the effect early.
Hellfire (Recharge 5-6). Damon exhales fire in a 15ft cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failure, the creature takes 21 (6d6) fire damage and 21 (6d6) necrotic damage.
Howl (1/day). Damon lets out a fearsome howl affecting all creatures within 120ft which can hear him. Each Hellhound gains 23 (5d8) temporary hit points and gains advantage on melee attack rolls against each creature which heard the howl until end of turn.

Reactions

Hellish Rebuke. As a reaction, when a creature within melee range deals damage to you may cause them to erupt in flames. The creature must make a DC 18 Dexterity saving throw. On a failure, the creature takes 11 (2d10) fire damage. On a success, the creature takes half the damage.
Hellish Command. As a reaction, when a hellhound under Damon's command fails a saving throw or misses an attack you may fuel them with demonic energy. The creature takes 11 (2d10) fire damage and may reroll its saving throw or attack roll but must keep the new roll. If this is the first time Damon used Hellish Command this round it doesn't use his reaction.


Created by

TheFaithfulSecretary.

Statblock Type

Monster

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