Demon Butcher
Demons
Ogres
300 lbs
15

|
|

170 / 170
13
18
35
120
2
5

Clothes, Peasant
Chain Whip
 
Handaxe


  • Natural Armor:
  • Natural Armor +5
    0 gp


  • Passive Abilities:
  • Weapon Size: Large
  • Equipment Size: Large

  • Abilities:
  • Squeal for Me Piggy

  • Quick Abilities:
  • Fresh Meat!
  • Bullwhip
    300 gp

  • Attack Abilities:
  • Ensnaring Whip
    100 gp
  • Pinning Attack
    150 gp
  • Lacerating Strike
    400 gp


  • Monster Bits:
  • 18 Fiendish Essence
    1.5 gp

You see a hulking, bloated demon hunched over a blood-slick table, cleaver buried in a twitching arm. Gore clings to its apron of skin, and it turns, grinning wide, teeth like broken blades.

Environment:

Demons
Creature Sub Type

😈🌪️ Demons: Abyssal Harbingers of Chaos

Demons are the raw, untamed essence of destruction, spawned in the roiling chaos of the Infinite Layers of the Abyss. 🕳️ These malevolent fiends are the embodiment of anarchy, their monstrous forms barely containing the seething energies of madness and ruin. From the lowliest dretch to the cataclysmic balor, demons surge forth as relentless agents of mayhem, driven by an insatiable urge to corrupt, defile, and annihilate. In any campaign, they are the ultimate force of disorder, their presence a storm that threatens to unravel the fabric of existence itself.

🌑 Unveiling the Abyssal Horrors: Origins of Chaos

Demons are born in the darkest depths of creation, where reality frays into a nightmare of endless turmoil. 🌀 The Abyss, a plane of infinite, ever-shifting layers, is their crucible, each layer a twisted reflection of chaos’s boundless nature. Here, demons emerge not from flesh but from the raw stuff of malevolence, their forms sculpted by the Abyss’s capricious will. They are the antithesis of order, their existence a rebellion against structure, harmony, and life itself, making them harbingers of doom in any world they invade.

Game Masters can root demons in their campaign’s cosmology—perhaps the Abyss is a wound in reality, a god’s shattered dream, or a prison for primal evils. Their origins offer flexibility, allowing demons to serve as cosmic threats, local terrors, or the fallout of a failed ritual.

🧬 Soulforge of the Abyss: Twisted Mortal Spirits

Demons are not born but forged, their essence drawn from mortal souls condemned to the Abyss’s torment. 🖤 These souls, stripped of their humanity, are those who in life embraced chaos—bandits who reveled in lawlessness, tyrants who sowed discord, or dreamers consumed by hateful obsessions. In the Abyss, they are unmade and remade, their spirits warped into nightmarish forms that reflect their sins: a glutton’s soul bloated into a gibbering dretch, a warrior’s rage forged into a hulking hezrou. This transformation severs all ties to their mortal past, leaving only a creature of pure, destructive instinct.

GMs can use this transformation to add depth—perhaps a demon retains a flicker of its mortal life, a vulnerability heroes can exploit, or a campaign hinges on preventing a soul’s descent into demonic rebirth. The process grounds demons in mortal folly, making their horror all the more personal.

🗡️ Wayward Believers: Champions of Anarchy

The souls that become demons were often those who rejected order in life, embracing the freedom of chaos or the power of destruction. 🩸 Some were anarchists who burned cities to ash, others philosophers who saw morality as a cage. Their beliefs, twisted by malice, drew them to the Abyss, where their ideals were distilled into pure malevolence. Even hateful thoughts—envy, wrath, despair—can coalesce into demonic forms, birthed from the collective darkness of mortal minds.

This origin allows GMs to craft demons that mirror their world’s conflicts. A setting plagued by rebellion might spawn demons of defiance, while one steeped in betrayal breeds fiends of deceit. Their mortal roots make them relatable yet alien, a twisted reflection of the campaign’s themes.

🦂 Varieties of Demonic Malevolence: A Legion of Terrors

Demons are as diverse as the chaos they embody, their forms a grotesque gallery of horror. 🕷️ Dretches shuffle as mindless, oozing wretches, while quasits skitter as venomous tricksters. Vrocks swoop with vulture-like savagery, and glabrezu tempt with honeyed lies and crushing claws. At the apex stand balors, towering infernos of rage whose mere presence scorches the earth. Each demon is a unique nightmare, its abilities—claws, venom, psychic screams, or reality-warping magic—reflecting the Abyss’s boundless creativity.

GMs can tailor demons to any encounter, from swarms of lesser fiends overwhelming a village to a single marilith cutting through armies with her bladed dance. Their variety ensures no two demonic threats feel the same, keeping players on edge.

👑 The Infernal Hierarchy: Lords of the Abyss

Amid the Abyss’s chaos, a brutal hierarchy reigns, crowned by the Demon Lords—beings of unfathomable power and cruelty. 🧠 Each lord rules a layer of the Abyss, from Demogorgon’s twin-headed madness to Orcus’s necromantic dominion. These titans command legions of lesser demons, their schemes shaking the multiverse as they war against each other and the forces of good. Their cunning rivals their might, weaving plots that span planes, their influence corrupting mortals and fiends alike.

Game Masters can use Demon Lords as campaign-defining villains, their layers serving as deadly dungeons or their cults as insidious threats. A lord’s presence elevates any story, turning a demonic incursion into an apocalyptic struggle.

⚔️ The Eternal Struggle: Chaos Against Cosmos

Demons are the eternal foes of order and virtue, their existence a relentless assault on the multiverse’s balance. 🌌 They corrupt the pure, shatter the just, and unravel the laws that bind reality. Every demon, from the lowliest manes to the mightiest lord, seeks to drown the world in chaos, their actions a tide that erodes hope and harmony. Heroes who face them are not merely fighting monsters but defending the very fabric of existence, their battles a stand against oblivion.

GMs can frame this struggle to suit their narrative—demons as invaders breaching a holy realm, saboteurs undermining a fragile peace, or tempters luring heroes to ruin. Their opposition to order makes them versatile antagonists, their chaos a catalyst for epic quests.

📜 Unraveling the Abyssal Mystery: Secrets of Demonology

To combat demons, heroes must delve into the forbidden art of demonology, unearthing secrets buried in ancient tomes or whispered by mad seers. 🧙‍♂️ Scholars seek the Abyss’s vulnerabilities—banishment rituals, wards forged in celestial light, or names that bind demons to obedience. Adventurers hunt relics to sever demonic anchors or lore to weaken a lord’s power. This pursuit is fraught with peril, for the Abyss’s knowledge corrupts as readily as its denizens, tempting the wise with power that leads to damnation.

Game Masters can make demonology a campaign’s heart, with players racing to uncover a lord’s true name or crafting a weapon to slay an unkillable fiend. The mystery ensures demons remain enigmatic, their defeat a triumph of knowledge and courage.

🌑 Engines of Anarchy

Demons are the pulse of chaos, their every act a scream against the ordered world. 😈 In any setting, they adapt—raging through war-torn planes as harbingers of ruin, or slinking through civilized lands as corruptors of the soul. In worlds like Zin, where shadows breed ancient evils, demons might pour from rifts in forgotten depths, their chaos threatening to drown the land in blood. They are the ultimate challenge, their malevolence a fire that tests heroes’ resolve, forcing them to confront not just monsters but the darkness within themselves.

To face a demon is to battle the Abyss itself, a foe that knows no restraint and seeks no mercy. Heroes who triumph may banish a lord or seal a rift, but the Abyss endures, its laughter a promise of chaos yet to come. 🌪️

  • Special Senses:
  • Fiendsight: +60

  • Damage Type Immunity:
  • Poison

  • Immune to Status Effect:
  • Poisoned

Ogres
Creature Sub Type

💥 Ogres: Chaotic Behemoths of the Wild

Towering at 9 to 10 feet tall and weighing close to a half-ton, ogres are lumbering titans of destruction. Built like siege engines and fueled by hunger and rage, they roam the wilds with a blend of dumb confidence and reckless violence. Their minds are dull, their bodies terrifyingly powerful, and their idea of diplomacy is smashing things until they stop moving.

😡 Rage-Fueled Tempers

An ogre’s wrath is legendary. A stray insult, mocking tone, or even an accidental glance can ignite their fury like dry straw to fire. When angered, they erupt into destructive tantrums, bellowing, smashing, and crushing everything in sight until there’s nothing left standing—except them.

🪓 Nomadic Marauders

Ogres don’t stay in one place long—not because they’re wanderers by nature, but because they eat everything in reach. Once an area’s been stripped of food (and victims), they lumber off in search of new prey. Their “homes” are caves, hollow trees, or stolen farmhouses. A lonely cabin on the edge of civilization? That’s prime ogre real estate—provided the previous owners are dead.

🤜 Notorious Bullies

These brute bullies often team up with other monsters like goblins, trolls, or orcs, enjoying the perks of being the muscle in any crew. They especially idolize giants, obeying them with wide-eyed loyalty in hopes of approval. Within the ordning (giant-kind’s rigid social ladder), ogres rank low, but they’ll do anything to climb—even if that means fetching, fighting, or flailing at the giants’ command.

🍖 Gruesome Gluttony

Ogres eat everything. And not delicately. Their favorite delicacies include dwarves, halflings, and elves, usually chased down for sport before being eaten raw. If anything is left—bones, skin, gear—they might wear it proudly like a twisted fashion statement. Ogre couture? Think “spine-chic with a skull necklace.”

💰 “Treasure” Hoarders

What do ogres hoard? Junk. Lots of it. A cracked shield, a shiny fork, a boot full of moldy cheese—all priceless in ogre eyes. They especially love shiny objects, even if they don’t understand their value. Offer them a glittering bauble or a weapon sized for their frame, and you just might earn their trust (or at least delay getting eaten).

🧠 Legendary Stupidity

Make no mistake: ogres are dumb. Counting past ten? Only with their fingers. Reading? Forget it. Their language is crude and their worldview simpler than a club to the face. Tricksters beware—ogres might fall for your lies, or they might decide the safest option is to crush first and ask no questions later.

🪵 Primitive Wanderers

Wrapped in filthy pelts and wielding makeshift clubs from uprooted trees, ogres aren’t exactly refined. They drift along the edges of civilization, raiding livestock, pantries, and peasants. Sometimes they travel in small bands, which operate more like chaotic mobs than true tribes. When two bands meet, they might trade members like livestock—or just beat each other senseless.

🎲 Using Ogres in Your Campaign

Ogres bring chaos, brutality, and dark hilarity to any encounter. Whether your party tries to outwit, bargain with, or brawl through them, ogres offer memorable moments filled with tension, absurdity, and danger. A single ogre can cause a mess; a band of them is a rolling catastrophe.

So sharpen your wit, your steel, or both—because ogres are never just a “random encounter.”

They’re a wrecking ball in the shape of a humanoid.

  • Immune to Status Effect:
  • Food Poisoning

  • Skill Roll DIS:
  • Sneak

d100
Mod
ADV/DIS
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To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information