My parents let me watch way too many horror movies. I can remember watching Halloween when I was maybe, five years old. I watched the Exorcist when I was around seven. After, I remember sitting in my bunk bed, terrified to go to sleep. Because if I did, what would stop a demon from possessing me?
I’ve always loved scary movies. But I’ve also been fascinated by the stories these scary demonic…
Demon possession is one of the oldest traditions of demons and witchcraft. There’s plenty of story, encounter, and roleplaying potential with possessing fiends. A demon can possess and curse a player without its knowledge, or it can whisper evil thoughts in the player’s ear and seize control at a pivotal moment, or it can be a powerful boon to evil players or players desperate for a taste of strength
Possession 101
Any demon with a CR higher than 4 and CHA higher than 13 can gain the ability to possess creatures or objects. To do so, the demon projects itself into the ethereal plane, leaving its corporeal form behind, usually in a safe place.
It then wanders until it finds something or someone to possess and enter its space, if possible. The creature must make a CHA saving throw against a DC equal to 10 + the demon’s CHA modifier. If the demon can cast spells, the DC is instead equal to the demon’s spell save DC. If the creature fails its save the demon possesses the creature. On a successful save, the creature is immune to the demon’s possession ability for 24 hours. Objects automatically fail against possession, but demons cannot possess intelligent objects. The possession ability increases a demon’s challenge rating by 2 as they are a lot harder to deal with when they can turn your allies against you. Useful for adjusting encounters.
What Can a Possessing Demon Do?
Demons have many, many devious options while possessing something. Most of these apply to creatures.
The demon can see and hear everything the creature can sense. If possessing an object, it can sense everything in a 120 ft. radius, but does not have Darkvision or Bilndsight, even if it normally would.
The demon can hide from detection spells with an Arcana check against the detector’s opposed Insight check. It can use this same check to hide from the creature it is possessing, who may be unaware it is even possessed.
The demon is immune to all damage while possessing something. Only creatures on the ethereal plane can interact with the demon and only when it is out of its host. All damage directed at the fiend is dealt to its host instead.
The demon can detect all surface thoughts of its host and can communicate telepathically with its host.
The demon can grant its host a boon if it will accept it. This boon can be a +4 bonus to one of its ability scores (no max), a fly speed of 40 ft., or a +4 bonus to one skill. The demon can change, grant, or remove any of these abilities unless a pact was made with the host. The pact is based on whatever both parties will agree to and is binding.
The demon can enhance a weapon or armor it is possessing to turn it into a magic item. It can create an effect of any magic weapon or armor of Rare quality or lower. A CR 15 or higher demon can create an effect of a Very Rare quality magic weapon or armor.
The demon can attempt to dominate its host with an opposed CHA check against the host. The demon gains a +1 bonus to its CHA check for each prior failed host check that day. If the demon succeeds, it controls the creature in its entirety but maintains its own INT, WIS, and CHA scores. It maintains control for a number of rounds equal to its CHA score + the number of consecutive successful CHA checks made by the demon that day. After this duration, the host must make another save to regain control. If the creature makes three consecutive successful saving throws, the demon cannot attempt to possess the creature for the rest of the day.
A demon can take control an object, turning it into an Animated Object. if the object is a medium object, use the stats for an animated suit of armor. If small, use the stats for the flying sword (but if the object doesn’t have any sharp or pointed edges it deals 1d4 base damage instead of 1d8).
The demon can curse its host if its host doesn’t act the way it wants or if it fails to dominate the creature. This ability can create any curse the DM warrants, as long as it is similar in severity to those outlined in the Bestow Curse spell. A demon possessing an object can cause it to corrupt whoever it touches with a Bestow Curse spell, as well, but the creature may make a WIS save DC 10 + the demon’s CHA modifier to resist the effect.
Spell Interactions
A Dispel Evil and Good or a Banishment spell will oust the possessing demon. Casting Dispel Magic on the fiend’s dormant body will force the demon’s ethereal projection to return to its original body. An ethereal demon still cannot pass through a Magic Circle programmed against it. Protection from Evil and Good will give a possessed creature another save with advantage to oust the demon.
New Spells
Summon Possessing Demon: 7th level conjuration spell. Wizard or Warlock. Instantaneous duration. Casting time 1 action. 30 ft. range. You summon a random demon with the possession ability to possess either a creature or object that you designate within range. The demon may make a WIS save to resist being summoned if it wishes (it might be curious or perfectly fine with being summoned. The demon is not under your control and will act however it wishes. It can even leave the targeted creature or object to attempt to possess the caster! This spell requires one soul and a gem worth 1000 gp to act as a conduit for the ethereal demon, both of which are expended with the casting of the spell.
Exorcism: 3rd level abjuration spell. Cleric. Instantaneous duration. Casting time 1 minute. 60 ft. range. Wis save negates and prevents all further Exorcism attempts on it for 24 hours. Targets one creature that is possessing or inhabiting another creature such as a spirit, demon, or creature using the Magic Jar spell. Each round that the caster spends casting Exorcism requires concentration, and the targeted creature is aware that it is being exorcised and who is attempting to do so. All attempts it makes to control its host are made with advantage during the casting of the spell. If the caster’s concentration is broken before the spell is cast, the spell fails. If the spell is cast successfully and the possessor fails their WIS save, the possessor leaves its host and cannot possess the same host ever again.
Impotent Possessor: 6th level abjuration spell. Wizard, Sorcerer or Cleric. Indefinite duration. Casting time 1 action. 30 ft. range. WIS save negates. Targets one creature that is possessing or inhabiting another creature such as a spirit, demon, or creature using the Magic Jar spell. If the possessing creature fails its save, it becomes powerless inside of the creature or object it is possessing. It can speak telepathically with its host and sense everything it normally could in its host, but can make no other actions except to leave its host.
Imprison Possessor: 5th level abjuration spell. Wizard, Sorcerer or Cleric. Indefinite duration. Casting time 1 action. 30 ft. range. WIS save negates. Targets one creature that is possessing or inhabiting another creature such as a spirit, demon, or creature using the Magic Jar spell. If the possessing creature fails its save, it becomes trapped in the creature or object it is currently possessing. It can still grant its regular boons, curses, or take control of the host.
Aberrate: 1st level transmutation spell. Wizard, Warlock or Sorcerer. 1 hour duration. Casting time 1 action. Touch range. CON save negates. The affected creature becomes an aberration for the duration and their flesh twists and mutates into a hideous mockery of itself. The creature’s AC becomes 18 for the duration and neither their DEX modifier or armor affect their AC. The caster must be either a demon or currently possessed by a demon.
Flesh Ripper: 3rd level evocation spell. Cleric. Instantaneous duration. Casting time 1 action. 60 ft. range. The caster makes a ranged spell attack against a creature in range. If hit, the creature takes 5d10 damage. On a critical hit, the creature also takes 1 bleeding damage each round until they are magically healed, as the wound will not heal normally. The caster must be either a demon or currently possessed by a demon.
Abyssal Might: 4th level conjuration spell. Cleric, Wizard, Warlock, or Sorcerer. 1 hour duration. Casting time 1 action. Personal range. The caster summons evil energy from the Abyss and imbues themselves with might. The caster gains advantage on weapon attack rolls and checks and saves involving STR, DEX, and CON. The caster must be either a demon or currently possessed by a demon.
New Item: Amulet of Integrity
Amulet, Rare item.
A creature wearing this item (even if they are not attuned to it) cannot become possessed or inhabited by another creature like a spirit, demon, or someone using the Magic Jar spell. This does not remove a creature’s possessor if the creature was already possessed. The wearer also gains +1 WIS while if they attune to the item (max 22).
Here we have two pieces of concept art from two different artists. It might be hard to tell which one is Richard Whitters as they’re both really, really good. In fact, Richard said the other one took his breath away.
“The comprehensive motility is staggering. It definitely captures Juiblex’s globular je ne sais quoi.”
And that’s not easy to do. I mean, he’s globular. Imagine getting him to sit still for a portrait.
While we’re talking about our up-and-coming artist, Richard sent her take on Orcus to a few more well-known fantasy artists for feedback. Remember this stellar work of art?
Here’s what our panel had to say:
Richard’s feedback: “Not terrible.”
Wayne Reynolds: “Did you copy this from another artist?”
Tyler Jacobson: “Well, I would have to say, from my trained eye, that you should try not to use tracing paper so much. Try to free hand the images as much as you can. In the future, when you trace images out of Richard's sketch book, try to change it 25-50%. For example, add swords or a top hat or a chicken or even a set of shiny shoes to go with his belt. And Finally, you should sign your work.”
We support all artists here. We’d love to see your take on your favorite Demon Lord.