My Dad’s Monster Manual – Shadow Demon

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The playtest for this book has begun, but today I wanted to show off a unique monster my dad came up with. By unique, I mean there is only one of these creatures. My father created an archdevil named Donafur. I wanted to share him with you all because his beefy challenge rating of 26 means not many groups are actually going to get to playtest this bad boy. I’ve found higher level creatures need a lot of care, so I figured I would share this critter with the internet because the internet is always willing to give an opinion (for which I am always grateful, save for those criticisms that mean-spirited).

Anyway, without further ado, I give you my dad’s take on the shadow demon: an archdevil named Donafur.

Donafur (Shadow Demon)

This is Donafur. He wants to build his own separate Hell.

Lucian J. Introcaso

Donafur is an archdevil exiled from the Nine Hells. The fiend’s skin is so dark it absorbs light and his long arms end in wicked claws. Normally Donafur appears to be about seven feet tall, but he can grow nearly fifty feet.

A Hell of His Own. Donafur fled the Nine Hells after a failed attempt to depose Asmodeus. He dare not return to his home plane for fear of what punishment awaits him. The ambitious Donafur cannot leave his dreams of ruling the Nine Hells behind, so he plots to create his own infernal realm by conquering another plane and reshaping it.

Soul Trader. To take over a plane Donafur requires an army. In true devil fashion Donafur and his agents make deals with mortals to acquire their souls. Donafur offers love, treasure, power, and anything else he can to seal the deal. In life these mortals bound to Donafur create cults to encourage others to pledge their loyalties to the devil. When the mortals die, Donafur turns their souls into nettlehams, a kind of devil loyal only to him.

Unlike Asmodeus, deals are the only way Donafur can amass an army. This fact makes Donafur willing to offer more than other devils. If he gets wind of a mortal about to make a deal with another devil, his agents might swoop in last minute with a better offer.

Donafur believes all mortals can be tempted into selling their souls. It’s just a matter of finding the right offer. If he’s wrong, his hubris may be his undoing. If he’s right, a second Hell is just around the corner.

Donafur

Medium fiend (devil), lawful evil


Armor Class 21 (natural armor)

Hit Points 517 (45d8 + 315)

Speed 50 ft., fly 150 ft.


STR DEX CON INT WIS CHA
24 (+7) 27 (+8) 25 (+7) 28 (+9) 27 (+8) 30 (+10)

Saving Throws Int +17, Wis +16, Cha +18

Skills Arcana +17, Deception +18, Perception +16

Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered

Damage Immunities fire, poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses truesight 120 ft., passive Perception 26

Languages all, telepathy 120 ft.

Challenge 26 (90,000 XP)


Innate Spellcasting. Donafur’s innate spellcasting ability is Charisma (spell save DC 26; +18 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: charm person, chill touch (as 17th-level caster), detect thoughts, fireball, invisibility (self only), zone of truth

3/day each: antipathy/sympathy, dominate monster, mass suggestion, wall of ice

Legendary Resistance (3/Day). If Donafur fails a saving throw, he can choose to succeed instead.

Light Absorption. If Donafur chooses, he absorbs all light within 60 feet of him, making this area completely dark.

Magic Weapons. Donafur’s weapon attacks are magical.

Magic Resistance. Donafur has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Donafur uses Change Size then makes two attacks.

Change Size. Donafur can grow from a Medium size creature to a Gargantuan one or shrink from Gargantuan to Medium size. While Gargantuan, he deals an extra d12 slashing damage with claw attacks and his reach for the claw attacks increase 10 feet (included in the attacks).

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft. (Medium) or 20 ft. (Gargantuan), one target. Hit: 27 (3d12 + 8) slashing damage, or 34 (4d12 + 8) slashing damage if Donafur is Gargantuan, plus 16 (3d10) psychic damage. If the target is a creature, it also makes saving throws against enchantment spells cast by Donafur with disadvantage until the end of Donafur’s next turn.

Psychic Bolt. Ranged Spell Attack: +18 to hit, range 120 ft., one target. Hit: 44 (8d10) psychic damage, and the target is charmed by Donafur.

Legendary Actions

Donafur can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Donafur regains spent legendary actions at the start of its turn.

Chill Touch. Donafur casts chill touch.

Incorporeal Movement. Donafur moves his speed without provoking opportunity attacks. He can move through other creatures and objects as if they were difficult terrain. Donafur takes 5 (1d10) force damage if he ends this movement inside an object. If he is still inside an object at the end of his turn, he takes the damage again.

Save Servant (Costs 3 Actions). Donafur touches the remains of a nettleham that has died within the last minute. The nettleham returns to life with half its hit points restored.

What Do You Think?

So how did Pop do? Let me know in the comments below. Maybe I should show off the nettleham next?

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