Demotarius
These creatures were created by Baphomet in an attempt to secure victory against the devils in the Blood War. They are primarily used as a backline artillery in the abyssal horde. They are fairly weak up close, and die very quickly, but can deal a decent amount of damage during the time that they are alive. They have an average intelligence and tend to stay in groups of 4-6 other Demotauri. The group will then try to find a friendly group of melee fighters, then follow the fighters until they get into a fight. At that point the group of Demotauri will spread out and keep their distance while trying to assist the melee fighters.
Credit: Doom (2016)
A depiction of a Demotarius preparing to fire a magma blast.
Demotarius
Medium fiend (demon), chaotic evil
- Armor Class 14
- Hit Points 22 (5d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 10 (+0) 9 (-1) 10 (+0) 7 (-2)
- Senses Darkvision 60 ft., passive Perception 10
- Damage Vulnerabilities radiant
- Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities poisoned
- Languages Abyssal
- Challenge 1 (200xp)
Weak Point. If an attack against this creature has an attack roll of 5 or more greater than this creature's AC (rolls of 19+), the attacker severs part the Demotarius's arm, dealing an extra 1d8 slashing damage to the Demotarius. The Demotarius loses it's Magma Blast attack.
Actions
Punch Melee Weapon Attack: +4 to hit, reach 5ft. one target. Hit 3 (1d4 + 1) bludgeoning damage + 3 (1d6) fire damage
Magma Blast. The demotarius releases a beam of superheated plasma in a line that is 45 feet long and 5 feet wide. A creature in the area of effect must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) fire damage.