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Hiszilisks

Source: The Gods Are Bastards - Web Serial
Type: Lesser Demon
Hierarchy: Lower Tiers (swarm combatants, limited sentience)
Minimum Warlock Level: 10

Physical Description

Hiszilisks are dire wasp-like demons—large insectoid demons resembling massive wasps. They are individually fragile but attack in coordinated swarms, using their numbers to overwhelm enemies. Despite individual fragility, their swarm tactics make them particularly dangerous, as they can overwhelm even powerful opponents through coordinated swarm attacks.

Their appearance combines the features of wasps with demonic characteristics, making them unsettling and dangerous. They are highly venomous, with stings that cause excruciating pain and potentially fatal reactions. Their hive-mind coordination suggests limited individual sentience but effective pack intelligence, allowing them to coordinate complex swarm tactics.

Role in Hell

Hiszilisks occupy the lower tiers of Hell's hierarchy as swarm combatants and aerial harassers. They are not sentient individuals but function effectively as a coordinated swarm. Their role is to overwhelm enemies through sheer numbers and coordinated attacks, making them valuable in situations where individual power is less important than overwhelming force.

They often work in large swarms under the command of more intelligent demons, following basic commands and using their swarm tactics to engage enemies. Their effectiveness comes from their numbers and coordination rather than individual power.

Making a Pact

What Hiszilisks Want

Hiszilisks seek (as a swarm): - A hive leader: They want a master who can coordinate and direct the swarm - Hunting opportunities: They value chances to attack and overwhelm prey - Protection for the swarm: They appreciate a master who can protect the swarm from threats - Swarm unity: They value maintaining and growing the swarm

What They Get from the Pact

Through the pact, Hiszilisks gain: - A hive master: The warlock becomes the coordinator and leader of the swarm - Purpose: The warlock provides direction and hunting opportunities - Protection: The warlock can protect the swarm from more powerful threats

Contract Difficulty

Negotiation DC: Easy (DC 12 Charisma check)

Hiszilisks are relatively easy to contract with due to their limited individual sentience. They respond to clear leadership and direct commands. However, their swarm nature means the pact is made with the swarm as a whole rather than individual demons.

Demon Summon

When you summon your pacted Hiszilisks, a swarm of 3d6 Hiszilisks appears. The swarm can aid you in the following ways:

  • Swarm Combat: The Hiszilisks can engage enemies in coordinated swarm attacks, overwhelming targets through numbers
  • Aerial Harassment: The swarm can fly and harass enemies from the air, making hit-and-run attacks
  • Tracking: The swarm can track creatures by scent and movement, following trails and locating targets
  • Area Denial: The swarm can occupy areas and prevent enemies from passing through

The swarm can remain summoned for a number of hours equal to your warlock level. They follow simple, direct commands related to attacking, tracking, or guarding. As a swarm, they respond best to commands that utilize their numbers and coordination. They will resist commands that require individual action or complex tactics beyond swarm behavior.

Example Stat Block

name: Hiszilisk Swarm
size: Large
type: fiend
subtype: demon
alignment: unaligned
ac: 15
hp: 110
hit_dice: 13d10 + 39
speed: 10 ft., fly 60 ft.
stats: [12, 18, 16, 3, 14, 8]
skillsaves:
  - perception: 6
damage_resistances: fire, poison, bludgeoning, piercing, and slashing
damage_immunities: 
condition_immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
senses: darkvision 60 ft.
languages: —
cr: 10
traits:
  - name: Swarm
    desc: "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points."
  - name: Pack Tactics
    desc: "The swarm has advantage on an attack roll against a creature if at least one of the swarm's allies is within 5 feet of the creature and the ally isn't incapacitated."
actions:
  - name: Multiattack
    desc: "The swarm makes two sting attacks."
  - name: Sting
    desc: "Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 27 (6d6 + 6) piercing damage plus 21 (6d6) poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way."

Greater Hiszilisk Swarm

If a warlock contracts with Hiszilisks at level 10 and keeps them alive until reaching level 15, they evolve into a Greater Hiszilisk Swarm—a larger, more dangerous swarm with enhanced venom, improved coordination, and devastating swarm tactics.

name: Greater Hiszilisk Swarm
size: Huge
type: fiend
subtype: demon
alignment: unaligned
ac: 17
hp: 216
hit_dice: 16d12 + 112
speed: 15 ft., fly 80 ft.
stats: [14, 20, 24, 5, 16, 10]
skillsaves:
  - perception: 9
damage_resistances: fire, poison, cold, lightning; bludgeoning, piercing, and slashing
damage_immunities: necrotic
condition_immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
senses: darkvision 90 ft., blindsight 30 ft.
languages: —
cr: 15
traits:
  - name: Swarm
    desc: "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points."
  - name: Pack Tactics
    desc: "The swarm has advantage on an attack roll against a creature if at least one of the swarm's allies is within 5 feet of the creature and the ally isn't incapacitated."
  - name: Overwhelming Swarm
    desc: "Creatures that start their turn in the swarm's space have disadvantage on saving throws against the swarm's attacks and take 14 (4d6) poison damage. Additionally, ranged attacks against creatures in the swarm's space have disadvantage."
  - name: Hive Coordination
    desc: "The swarm gains advantage on attack rolls for each other ally swarm within 60 feet (maximum +3 to attack rolls)."
actions:
  - name: Multiattack
    desc: "The swarm makes three sting attacks."
  - name: Sting
    desc: "Melee Weapon Attack: +11 to hit, reach 0 ft., one target in the swarm's space. Hit: 35 (10d6) piercing damage plus 35 (10d6) poison damage. The target must make a DC 19 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 8 hours, even after regaining hit points, and is paralyzed while poisoned in this way."
  - name: Venom Cloud (Recharge 5-6)
    desc: "The swarm releases a cloud of toxic venom in a 20-foot radius centered on itself. Each creature in the area must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. The area becomes lightly obscured with poisonous mist for 1 minute."
  - name: Swarm Frenzy (Recharge 5-6)
    desc: "The swarm enters a feeding frenzy for 1 minute. During this time, the swarm's sting attacks deal an additional 10 (3d6) piercing damage, and creatures have disadvantage on saving throws against the swarm's venom."

Related: Magical Patrons/Infernal/Demons | Mechanics/Classes/Warlock | Infernal Magic Overview | Mana | Magic System Interactions