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### 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.