Demon Manes
Manes are the weakest, most basic constituents of the demonic host. A single evil soul – typically one of the pettiest, most pathetic sinners – can spawn dozens of manes, their writhing, slime-covered masses heaving en masse out of the filthy Abyssal soil.
Mane, Blood
Family: Devils
Manes are lesser devils who evolved from larvae or formless blobs of tortured flesh into the ravenous spirits of the underworld. Depending on the species, manes may have horns or scales that run down their back with coloration that denotes their species. Manes travel in packs that may be as small as a half dozen or as large as a hundred or even the thousands when under the direct command of greater demons or devils.
Blood manes have a huge vaguely humanoid head on a blood-soaked body that resembles a cross between a fish and some sort of amphibious hound. Sizzling flesh and the coppery stench of coagulating blood assails the nostrils in the presence of this creature of the Styx.
Blood manes are some of the most ferocious in the legions of manes dwelling in the underworld as they are brought up from the souls of war criminals cut down on the battlefield. Blood manes can be found in the Abyss where they participate in cannibalistic acts that leave only the strongest and meanest of their kind to survive.
Medium fiend, neutral evil
Armor Class 16 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 40 ft., swim 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 16 (+3) | 8 (–1) | 12 (+1) | 8 (–1) |
Skills Perception +3, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal, Infernal
Challenge 4 (1,100 XP)
SPECIAL TRAITS
- Amphibious. The mane can breathe air and water.
- Drain Blood. As a bonus action, the blood mane may drain blood from a grappled foe. The foe suffers 6 (3d6) necrotic damage, and the blood mane gains a number of temporary hit points equal to the amount of damage the blood drain causes.
- Pack Tactics. The mane has advantage on an attack roll against a target if at least one of the mane’s allies is within five feet of the mane and the ally isn’t incapacitated.
- Sizzle. A creature that touches the blood mane or hits it with a melee attack while within five feet of it takes 3 (1d6) fire damage.
ACTIONS
- Multiattack. The mane makes one Bite attack and one Claw attack.
- Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and 9 (2d8) fire damage. The target is grappled by the blood mane (Escape DC 14). The blood mane can grapple only one creature at time.
- Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Section 15: Copyright Notice
Tome of Horrors 2020, (C) 2020, Necromancer Games
Mane, Ice
Family: Devils
Medium fiend, neutral evil
Armor Class 16 (natural armor)
Hit Points 37 (5d8 + 15)
Speed 40 ft., swim 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 16 (+3) | 8 (–1) | 12 (+1) | 8 (–1) |
Skills Perception +3, Stealth +5
Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal, Infernal
Challenge 3 (700 XP)
SPECIAL TRAITS
- Amphibious. The mane can breathe air and water.
- Ice Walk. The ice mane can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement.
- Pack Tactics. The mane has advantage on an attack roll against a target if at least one of the mane’s allies is within five feet of the mane and the ally isn’t incapacitated.
ACTIONS
- Multiattack. The mane makes one Bite attack and one Ice Spine attack.
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and 2 (1d4) cold damage, and the target must succeed on a DC 13 Constitution saving throw or gain a level of exhaustion.
- Ice Spine. Ranged Weapon Attack: +5 to hit, range 10/40 ft., one target. Hit: 6 (1d6 + 3) slashing damage and 2 (1d4) cold damage.
ABOUT
Ice manes are a cross between a primate and an albino reptile with piercing blue eyes. Their huge heads are surrounded with icy spikes, and their mouths are filled with rows of frozen fangs that shred opponents like crushed glass. They are most frequently found where icy waters pour into the frozen, lowest rings of Hell. Ice manes hunt in wild packs where they are raised from frozen souls trapped in the icy tributary of Styx. Voracious hunters, ice manes are too stupid to retreat, and too numb to feel pain. They sometimes find their way into the Mortal Realms when summoned by spellcasters or though unattended planar gates near areas of ice floes and frigid waters.
Section 15: Copyright Notice
Tome of Horrors 2020, (C) 2020, Necromancer Games
MANE
Barely self-conscious, these petty demons rove the Abyss in vast gibbering hordes, eating, rutting, vomiting, and spreading their filth. They are easy prey for more powerful demons, who devour them by the dozens or drive the manes before them to spread wanton destruction.
MANE
CR: 1
XP: 400
CE Small outsider (chaotic, demon, evil, extraplanar)
Init: +0; Senses: Darkvision 60 ft.; Perception -4
AC: 14, touch 11, flat-footed 14 (+1 size, +3 natural)
hp: 5 (1 HD)
Fort +0, Ref +2, Will -2
DR 5/cold iron or good; Immune: Electricity, poison; Resist: Acid 10, cold 10, fire 10
Speed: 20 ft.
Melee: Bite +4 (1d4+1), 2 claws +3 (1d3+1)
Special Attacks: Acidic cloud
Str 12, Dex 10, Con 10, Int 3, Wis 3, Cha 3
Base Atk: +1; CMB: +2; CMD: 12
Feats: Weapon Focus (bite)
Skills: Climb +5, Stealth +8
Languages: Abyssal (can’t speak); telepathy 100 ft.
Environment: Any (The Abyss)
Organization: Solitary, swarm (6-15), or horde (10-100)
Treasure: None
Acidic Cloud (Ex): When a mane dies, it dissolves into a cloud of noxious vapor. Any creature within 10 feet of a slain mane that fails a DC 12 Reflex save takes 1d6 points of acid damage. The save DC is Constitution-based and includes a +2 racial bonus.