Demon, Spree

This wild gnome’s shaggy hair is matted on one side with blood. It has razorlike claws, and its teeth are filed to points.

Gnomes who die while succumbing to vile, homicidal desires sometimes return as murderous, demonic creatures.

Instigators of Madness. Spree demons have a similar appearance to gnomes, but they look even more deranged. They seek to infect others with their murderous desires and inflict curses on those they harm. A single spree demon can incite violence that cripples a city for weeks, but they prefer to group up to spread mayhem all the quicker.


Small fiend (demon), chaotic evil
Armor Class 15 (natural armor)
Hit Points 84 (13d6 + 39)
Speed 30 ft.
11 (+0) 17 (+3) 16 (+3) 10 (+0) 8 (-1) 15 (+2)

Saving Throws Dex +6, Wis +2
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities frightened, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal, Common, Gnomish
Challenge 5 (1,800 XP)

Frothing Rage. The spree demon has advantage on attacks if it saw another spree demon make a successful attack within the last minute.

Spree Madness. If a creature confused by the spree demon’s claw attack reduces a target to 0 hp, the confused creature must make a successful DC 14 Wisdom saving throw or gain a short-term madness (see the System Reference Document 5.1). If a creature fails this saving throw again while already suffering from a madness, it gains a long-term madness instead.


Multiattack. The spree demon makes two claw attacks. If both attacks hit the same target, the target must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. While frightened this way, the creature believes it has shrunk to half its normal size. All attacks against the creature do an extra 7 (2d6) psychic damage, and the creature’s attacks do half damage. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 10 (3d6) poison damage, and the creature must make a DC 14 Constitution saving throw. On a failure, the target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn for 1 minute. This works like the confusion spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.

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