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Deimos, Demon Lord of Terror, Panic and Dread

Deimos, Demon Lord of Terror, Panic and Dread
  • Alias – Demon Lord of Terror, Panic and Dread
  • Gender – Male
  • Race – Demon
  • Occupation – Ruler of the Abyssal layer of Panic
  • Religion – None
  • Allies – Other demon lords and their minions, creatures who revel in fear and panic
  • Enemies – Good-aligned deities and their followers, brave and courageous adventurers
  • Abode/ Base of operations – The fortress at the heart of the Abyssal layer of Panic, surrounded by twisted and distorted landscapes that embody terror
  • Nationality – None
  • Languages – Abyssal, Greek, Latin, Infernal
  • Alignment – Chaotic Evil
  • Affiliation(s) – The hierarchy of demon lords in the Abyss, worshippers and servants who spread terror and panic in his name
  • Significant others – Ares and Aphrodite parents

Deimos is a Greek god of terror and one of the sons of Ares and Aphrodite. He is often depicted as a small, frightening figure with red eyes and fangs. Despite his diminutive size, Deimos holds a great deal of power in the realm of fear.

From a young age, Deimos was taught to instill terror in the hearts of mortals and even other gods. He relished in the fear he could evoke and soon became one of the most feared gods in the Greek pantheon. He often worked in tandem with his brother Phobos, the god of fear, to strike fear into the hearts of their victims.

Deimos had a deep desire for power and control. He believed that fear was the ultimate weapon, and those who controlled it could control the world. He sought to expand his influence beyond just mortals and began to target the gods themselves. Deimos would often taunt and terrorize the other gods, hoping to gain their respect and eventually their submission.

Despite his fearsome reputation, Deimos was not invincible. He was defeated on several occasions by other gods and mortals who refused to succumb to his terror. These setbacks only fueled Deimos’ desire for power and pushed him to become even more ruthless in his pursuit of it.

Deimos is often described as a small and fearsome figure, standing at only a few feet tall. His skin is dark and covered in scars, his eyes a piercing red that seem to glow in the darkness. He wears armor that appears to be made of bone and carries a variety of weapons, including a sword and a whip. His movements are quick and fluid, and his presence exudes an aura of danger and intimidation. Overall, he is a formidable and menacing figure, one that inspires fear and dread in those who encounter him.

Ultimately, Deimos’ quest for power would be his downfall. His constant scheming and manipulation made him enemies throughout the pantheon, and he was eventually cast out of Olympus. This did not stop Deimos, however. He continued to work from the shadows, seeking to regain his power and influence through any means necessary.

Deimos, God of Terror

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Midjourney

Large fiend (demon), chaotic evil

Armor Class: 18 (natural armor)
Hit Points: 300 (24d10+144)

Speed: 50 ft.

AbilityStrengthDexterityConstitutionIntelligenceWisdomCharisma
Score242022181620
Mod+7+5+6+4+3+5

Skills: Perception +10, Intimidation +12
Senses: darkvision 120 ft., passive Perception 20
Languages: – Abyssal, Greek, Latin, Infernal

Traits:

  • Innate Spellcasting. Deimos’s spellcasting ability is Charisma (spell save DC 20). Deimos can innately cast the following spells, requiring no material components:
    • At will: darkness, fear, detect magic, detect evil and good, detect thoughts
    • 3/day each: dispel magic, dominate person, power word stun, telekinesis
  • Magic Resistance.He has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Deimos’s weapon attacks are magical.
  • Regeneration. Deimos regains 20 hit points at the start of its turn if it has at least 1 hit point.
  • Terrifying Presence. Each creature of Deimos’s choice within 120 feet of it and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Deimos’s Terrifying Presence for the next 24 hours.

Actions:

  • Multiattack. Deimos can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws or a combination with his weapons.
  • Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (3d10+7) piercing damage.
  • Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6+7) slashing damage.
  • Sword Strike. Deimos makes a melee weapon attack with his sword. On a hit, the target takes 22 (3d10 + 7) slashing damage.
  • Whip Lash. He makes a melee weapon attack with his whip. On a hit, the target takes 15 (2d6 + 7) slashing damage and must make a DC 20 Strength saving throw or be knocked prone.
  • Frightful Presence. Each creature of Deimos’s choice within 120 feet of it and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Deimos’s Frightful Presence for the next 24 hours.
  • Teleport. Deimos magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Legendary Actions:

Deimos 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. Deimos regains spent legendary actions at the start of its turn.

  • Attack. Deimos makes one claw attack.
  • Move. Deimos moves up to its speed without provoking opportunity attacks.
  • Terrifying Scream (Costs 2 Actions). Deimos Screams, and each creature of its choice within 60 feet of it and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Deimos’s Terrifying Screams for the next 24 hours.
  • Divine Terror (Costs 3 Actions). Deimos channels terror and fear into a devastating melee attack. Deimos makes a melee weapon attack with advantage. On a hit, the target takes an extra 28 (8d6) psychic damage and must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Deimos’s Divine Terror for the next 24 hours.

Challenge Rating: 24 (62,000 XP)

Lair Actions: Deimos can use one lair action on initiative count 20 (losing initiative ties), and can’t use the same lair action two rounds in a row.

  • Wave of Terror. Deimos unleashes a wave of terror, causing all creatures within the lair to make a Wisdom saving throw (DC 20) or become frightened for 1 minute. The creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.
  • Shadowy Visions. Deimos fills the lair with frightening and disorienting visions, causing all creatures within the lair to make a Wisdom saving throw (DC 20) or become confused for 1 minute. A confused creature can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior. On a 1-4, it does nothing; on a 5-6, it takes no action but moves in a random direction; on a 7-10, it makes a melee or ranged attack against a randomly determined creature within its reach or does nothing if it can’t attack.
  • Nightmarish Terrain. Deimos transforms the lair into a twisted and terrifying landscape, causing the ground to shift and writhe beneath the feet of all creatures within the lair. Any creature that moves more than 5 feet on its turn must make a Dexterity saving throw (DC 20) or fall prone. Additionally, the difficult terrain caused by the nightmarish terrain reduces the movement speed of all creatures within the lair by half.

About

Deimos is a short, muscular demon with crimson skin, sharp claws, and glowing eyes that pierce through darkness. His terrifying presence alone can cause brave warriors to cower in fear, and his regenerative powers make him almost impossible to defeat in combat. He delights in causing chaos and destruction, reveling in the terror and suffering he inflicts upon mortal beings. His appearance alone is enough to strike fear into the hearts of those who behold him, and his power is nearly unmatched in the Abyss.

Currently in the World

Deimos, the god of terror, has been active in the shadows in the 1450s. His main goal is to cause chaos and fear, and he has been manipulating events behind the scenes to achieve this.

In Europe, the Hundred Years’ War is raging on, and Deimos has been whispering into the ears of commanders, urging them to commit acts of brutality and terrorize the enemy. He delights in the chaos and destruction caused by the conflict and revels in the suffering of those caught in the crossfire.

But Deimos’ influence extends beyond Europe. In the Americas, he has been subtly stoking the flames of violence and conflict between different indigenous groups, sowing fear and mistrust. He enjoys the spectacle of human violence and sees it as a form of worship.

Deimos is not content to simply cause chaos, however. He has a deeper goal in mind. The fear and terror he inspires strengthens his own power, and he seeks to amass enough power to challenge the other gods themselves. He dreams of a world consumed by fear, where he reigns supreme and all bow before him.

Deimos’ physical form is seldom seen, but when he does reveal himself, he is a towering figure, draped in black robes and surrounded by an aura of terror. His eyes burn with a sickly green light, and his very presence can inspire fear in even the bravest of warriors.

As the 1450s draw to a close, Deimos’ influence only continues to grow. His dark whispers are heard in the halls of power, and his shadow looms over every conflict and struggle. The world may not yet know his name, but it will soon learn to fear it.

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