Remove these ads. Join the Worldbuilders Guild

Demori

Demori are the mortal descendants of the Demonic beings who once walked the planes of existence. Bearing the unmistakable mark of hell, they are often feared and misunderstood by others. Their appearances are as varied as the demonic lineages they descend from—some are sleek and graceful with subtle horns, while others tower with bulging muscles and thick, leathery skin.

The origins of the Demori are a topic of uneasy speculation. Whether they are born from ancient pacts or the lingering presence of demonic energies, their connection to the infernal plane is undeniable. Despite their fearsome heritage, many struggle to overcome their dark lineage and seek their own place in the world.

ability score increase: Your Charisma score increases by 2, Choose any other Score to increase by 1.
age: Demori mature at the same rate as humans but can live Slightly Longer often reaching 150 years in age.
Size: Medium
speed: 30 ft.
Languages: You can speak, read and write one language based on the region of your upbringing and have a natural understanding of Demonic.
race features:
  • Vitality. You gain an additional 10 hit points at 1st level.
  • Mixed Heritage. Your bloodline is not purely Demonic— it is shaped by other ancestries. This mix manifests in unique physical or magical traits. Choose two racial traits from another race and Subrace, representing your mixed heritage. You cannot select Ability Score Increases in this way. If one of the chosen traits is similar to a trait you already possess (such as Darkvision or a resistance), only the stronger version of the two applies. Traits that grant spellcasting use your Intelligence as the spellcasting ability, unless otherwise stated. The DM has final approval on trait combinations to ensure balance within the campaign.
  • Darkvision. You can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Hellish Nature. When you create this Character choose one of the Following Damage Types: Fire, Acid, Cold, Force, Poison or Necrotic. You count as Resistant against your Chosen Damage type.
  • Infernal Concord. Your blood carries the legacy of ancient infernal deals. You can forge magically binding pacts, much like the fiends of old. Once per long rest, you may initiate a Pactbinding Ritual with a willing creature within 30 feet. You and the target must clearly agree to specific terms—tasks, promises, or services. A pact can only be sealed if both sides can logically and feasibly fulfill their part. Coerced, impossible, or unclear agreements cannot be bound. You may have a number of active pacts equal to your Charisma modifier (minimum 1). A pact ends when fulfilled, if both sides agree to dissolve it, or if one party dies.
  • Boons: While the pact is upheld, both parties gain a minor magical benefit tied to the pact (e.g., advantage on Insight against shared enemies, +1 to a relevant skill, limited telepathy). The boon is set by the DM with player input.
  • Violation: If either party knowingly breaks the pact, they take 4d10 psychic damage and are cursed Until the Other party involved in the pact releases them or for a Maximum of 7 days (e.g., disadvantage on a chosen ability or saving throw). Only remove curse, greater restoration, or wish can lift this curse early.


Created by

Ossas.

Statblock Type

Race/Species

Link/Embed