
(The Torment of St. Anthony, by Michelangelo.)
Demons are a lot like humans, some of them are devious schemers… and some are just jerks.
Tormentors are the second kind.
Medium outsider (demon)
No. Appearing: 1d6+2
Hit Dice: 2d8 (9 hp); saves as a fighter. Tormentors are immune to poison and disease and resistant to fire.
Armor Class: Medium (Otherworldly flesh + above average Dexterity)
Movement: As a normal, unencumbered human
Demeanor: Gleefully sadistic, boundlessly contemptuous of mortal authorities and institutions. Tormentors have no plan other than to move fast and break things.
Attack:
– Raking claws +1 (1d6 damage) x2. If both claw attacks hit the same target, they become grappled by the tormentor. OR
– Gnashing jaws (2d4 damage). A tormentor can make 2 gnashing jaws attacks against a target it has grappled.
Special:
– Fiery Death: When a tormentor’s hit points are reduced to 0, it explodes, dealing 3d6 damage to everything in a 5-foot radius, leaving behind a cloud of noxious smoke that fills a 10-ft x 10-ft x 10-ft cube. The cloud blocks line of sight and living creatures that start their turn inside it must succeed a Constitution saving throw or be unable to do anything but cough and choke on the fumes. A strong wind will disperse the cloud instantly; otherwise, it will dissipate in 1d4 rounds.
Demonic Detail (roll 1d6):
1 – Wings: The tormentor can fly as fast as they can walk. Flying tormentors like to drop grabbed targets from great heights.
2 – Spikes: The tormentor is covered in long spines. A creature making a melee attack against a spiked tormentor takes 1d4 damage if they miss. As an action, a spiked tormentor can pluck off a spine and hurl it like a dart (+1 ranged attack, 30-foot range, 1d4 damage).
3 – Second Face: The tormentor has another, complete face somewhere on their body. They cannot be surprised and they gain Advantage on saving throws to resist mind-affecting spells and effects.
4 – Club: The tormentor wields a gnarled cudgel (replaces 1 claw attack, +1 to hit, 1d6 damage, when it deals max damage against a living creature, that creature must succeed a Constitution saving throw or be stunned until the start of the tormentor’s next turn).
5 – Taloned Feet: The tormentor has clawed feet as strong and prehensile as their hands. They can move along vertical surfaces as fast as they can walk. Creatures grappled by a tormentor with taloned feet have disadvantage on ability checks to break free.
6 – Proboscis: Instead of gnashing jaws, the tormentor has an extendable, blood-sucking proboscis (melee attack, 1d6 damage and target must succeed a Constitution saving throw or suffer Disadvantage on Strength-based rolls for a number of rounds equal to the damage inflicted).


















