Demon, Awgwa

Large fiend (demon), neutral evil

Armor Class 15 (natural armor) Hit points 66 (12d8+12)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 13 (+1) 15 (+2) 12 (+1) 20 (+5)

Skills Deception +10, Insight +6, Perception +6, Persuasion +10, Stealth +8
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from non-magical attacks
Senses darkvision 60 ft., passive Perception 16
Languages Abyssal, Common, Infernal, telepathy 60 ft.

Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Invisibility. The awgwa is invisible.
  • Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don’t even need to be on the same plane of existence.

ACTIONS

  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  • Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
  • Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
  • Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
  • Rock. Ranged Weapon Attack: +4 to hit, range 50/100 ft., one target. Hit: 7 (2d6 + 1) bludgeoning damage.
  • Daemonic Influence. Each awgwa is assigned to an emotion, which determines its abilities:
    • Selfish Pack Tactics. The selfish awgwa has disadvantage on an attack roll against a creature if at least one of the awgwa’s allies is within 5 feet of the creature and the ally isn’t incapacitated. The selfish otherwise has advantage on attack rolls.
    • Envious Company. The envy awgwa has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls.
    • Aura of Hate. While the hatred awgwa isn’t incapacitated, it and all fiends within 30 feet of it deal 4 extra damage whenever they hit with a melee weapon attack. This extra damage is of the same type as the weapon’s damage type.
    • Rising Malice. If another creature deals damage to the malice awgwa, the awgwa’s attack rolls have advantage until the end of its next turn, and the first time it hits with a claw attack on its next turn, the attack’s target takes an extra 10 (3d6) psychic damage. On its turn, the awgwa has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn.
    • Repentant Debt. As a bonus action, the repentant awgwa targets a creature charmed by it that it can see within 30 feet of it. The awgwa deals 11 (2d10) necrotic damage to the target, and the awgwa gains temporary hit points equal to the damage dealt.

ABOUT

This large horned demon has a coarse, scowling countenance.

Awgwas are invisible to most beings but immortals, can pass swiftly through the air from one part of the world to another, and have the power to influence minds to do their wicked will. Their homes are in rocky, mountainous places, from whence they sally forth to accomplish their wicked purposes. The one of their number that can think of the most horrible deed for them to do is elected the King Awgwa, and all the Awgwa obey his orders. Sometimes these creatures live to become a hundred years old, but usually they fight so fiercely among themselves that many are destroyed in combat, and when they die that is the end of them.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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