Typhon, Father of Monsters, is chained beneath a lone mountain by the powers of good. Typhon desires escape, but thus far, no known power can free him.
The Children of Typhon are the cult that worships the Father of Monsters. They seek untapped knowledge and power in their attempts to free him.
Recently, Typhon gifted the True Daughters sect of the cult with a new type of demon bred within the depths of Typhon’s prison.
It was sent to serve the True Daughters. While hazardous enough alive, the true danger of these fiends emerges after they are slain.
The skin of this fiend is a sickly yellow, mottled with patches of orange, green, and black. Under a crown of squirming feelers, two bulbous, black eyes stare over a lamprey-like mouth filled with narrow fangs and dripping a foul saliva. The joints of its long limbs bend in either direction, and each ends in a splayed, six-clawed hand.
Medium Fiend (Demon), Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 102 (12d8+48)
Speed 40 ft., climb 40 ft.
|17 (+3)||13 (+1)||18 (+4)||10 (+0)||14 (+2)||15 (+2)|
Skills Athletics +5, Intimidation +4, Perception +4, Stealth +3, Survival +4
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Common, Infernal
Challenge 4 (1,100 XP) Proficiency Bonus +2
Compression. The transmogrification demon can move through any space large enough for a Small creature without squeezing, and can squeeze through any space large enough for a Tiny creature.
Death Throes. When the transmogrification demon dies, it explodes. Each creature within 30 feet of it must make a DC 14 Dexterity saving throw, taking 7 (2d6) bludgeoning and 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. A creature damaged by Death Throes must make a DC 14 Constitution saving throw. On a failed save, it suffers a mutation.
Roll 1d4+1 to determine the number of mutations, then roll the indicated number of times on the Mutations Table. If a creature fails the save by 5 or more, add 25 to the result of one roll and consult the table using the new number. There is no effect on a successful save. A remove curse or greater restoration spell cast on the creature removes the effects.
Multiattack. The transmogrification demon makes two attacks, one with its bite and another with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) piercing damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Drain. If the transmogrification demon begins its round grappling a creature, it can take an action to magically drain one natural (not granted by a spell or item) resistance or immunity from the creature. The demon automatically does its bite damage to the creature, and one randomly selected immunity or resistance ceases to function for 1 minute. The demon then gains this immunity or resistance for 1 minute. If the damage drops the creature to 0 hit points, the demon gains the trait for 1 hour, and the creature (if still alive) loses this ability for 1 hour.
When applying mutations to an affected creature, feel free to add additional cosmetic features, such as a bestial odor, changes in eye or skin color, fur, a growling voice, small horns, or other monstrous features as you see fit.
Major Mutation Table
|01–10||Amphibious. The creature grows gills (or lungs, if aquatic) allowing it to breathe both air and water.|
|11–20||Bestial. The creature tends toward violence. When faced with hostility (including insults, shouting, and similar nonviolent actions), the creature’s first instinct is to attack. If violence would not be the creature’s preferred response, they can make a DC 10 Charisma saving throw. On a success, they repress their violent responses. The DC of the saving throw increases by 2 for every mutation the creature possesses, other than this one.|
|21–30||Bite. The creature’s jaws strengthen and their teeth grow larger. They gain a bite attack that deals 1d8 damage (1d6 if Small-sized) on a successful attack. If the creature already has a bite attack, add one die to the damage amount (1d6 becomes 2d6, for example).|
|31–40||Camouflage. The creature’s skin can change color to match their surroundings, giving advantage on Dexterity (Stealth) checks made to hide.|
|41–50||Claws. The creature grows claws that do 1d6 damage (1d4 if Small-sized) on a successful attack. If the creature already has a claw attack, add one die to the damage amount (1d6 becomes 2d6, for example).|
|51–60||Darkvision. The creature’s eyes adapt to darkness, granting darkvision with a range of 60 feet. If the creature already has darkvision, increase the range by 30 feet.|
|61–70||Natural Armor. The creature’s armor class is never less than 12 + its Dexterity modifier. The mutation that provides this natural armor (scales, thickened skin, bony projections, etc.) is up to the GM. If this effect is rolled again, increase the base Armor Class provided by 2.|
|71–80||Quadrupedal. The creature’s body becomes more suited to going on all fours. Their land speed increases by 10 feet if they move on all fours, but is reduced by 10 feet if they walk only on two legs. If the creature already has four or more legs, ignore this result and reroll.|
|81–90||Resistance. Roll a d6. The creature becomes resistant to (1) acid, (2) cold, (3) fire, (4) lightning, (5) thunder, or (6) nonmagical bludgeoning, piercing, or slashing damage.|
|91–95||Wings. The creature gains a fly speed equal to its land speed. If the creature already has a fly speed, increase it by 20 feet.|
|96–00||Roll twice more on this table.|