Devil's Child

species. Community homebrew from D&D Wiki.

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Devil's Child

The traits of a devil's child may vary a lot from one another, though they all have some infernal trait. Many looks similar to tieflings, some appear almost human. Even their size may vary, but most of them are the size of a human. They have marks from birth that brand them for what they are.

Ability Score Increase Your ability scores increase as appropriate for this species.

Size Medium

Speed 30 feet ft.

Languages Common

Creature Type Humanoid

Traits

Hellish Resistance. You are resistant to fire damage.
Full Devil Form. As an action, you can transform into and revert from your full devil form as if you were under the polymorph spell (you don't need components as this is an innate magical ability). Your appearance is based on the form of your parent. When you are in your full devil form you are vulnerable to radiant damage. If you touch holy water you revert to your original form and take 1d8 radiant damage. This transformation lasts for 1 minute. You can use this trait once, regaining use after you finish a long rest . See below for info and stats.
Devil's Sight. : Magical darkness doesn't impede your darkvision.
Intimidating look. : You gain advantage on intimidation checks.
Damage Resistance. : You are resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons. ACTIONS:
Multiattack. The Fire Devil makes two attacks with claws.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage plus 6 (1d4+4) fire damage.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. The creature must then succeed on a DC 16 Dexterity or Strength saving throw or is considered grappled. For every turn the creature is grappled it takes an additional 1d6 cold damage. Winged Devil
Magic Resistance. : You have advantage on saving throws against spells and other magical effects. ACTIONS:
Sting. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


⚠️ D&D Wiki Homebrew

This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.

Source: D&D Wiki

Licensed under GNU Free Documentation License 1.3.

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