Kryx RPGThemes


Medium fiend (devil)


Damage resistances cold; bludgeoning, piercing, and slashing frofdgdfgm attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities burning, charmed, frightened, poisoned

Speed 3 m.
Skills Divinity +0 (11), Perception +1 (12)
Senses darkvision 20 m.
Languages understands infernal but can’t speak

Devil’s Sight. Magical darkness doesn’t impede the lemure’s darkvision.

Rejuvenation. If it dies in the Nine Hells, the lemure comes back to life with all its health in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.

Spellcasting. The lemure uses Divinity (wis) to cast spells (spell save Difficulty 9, +0 to hit with spell attacks). It can cast the following spells:

1 mana: dampen pain, endless eyes, fleshy maws, lengthen limbs

Actions (1)

Fist. Melee Weapon Attack: +0 to hit. Hit: 2 (1d4) bludgeoning damage.

Lower planessrd


As a reaction, which you use when you take damage, you can dampen the pain. Roll 2d6 + your spellcasting ability and reduce the damage by the result.

You can augment this spell with the following options, expending mana for each option.
  • You can reduce the damage by an additional 3d6 for each additional mana expended.

  • You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is damaged.

1 hour/mana

As an action, a countless amount of eyes grow across your body for the duration. The eyes appear in a form of your choosing such as appearing similar to your own, appearing like an animal’s eyes, or appear milky white. You see in all directions, you have advantage on Perception checks that rely on sight, and you have advantage on saving throws against being blinded.

concentration, 1 minute/mana

As an action, the flesh of a creature that you can touch or see within 10 meters contorts and stretches as growing mouths filled with rows of sharp teeth and hands with vicious claws tear into its flesh. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.

On a failure, it takes 4d6 slashing damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage and and the effect ends.

On a critical success, it takes no damage and the effect ends.


You can increase the damage by 4d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, the arms of a willing creature become tentacles with fingers on the ends, increasing its reach by 1 meter.