Kankhradahg
Source: The Gods Are Bastards - Web Serial
Type: Military and Combat Specialist
Hierarchy: Military and Combat Specialists (shock troops and frontline fighters)
Minimum Warlock Level: 5
Physical Description
Kankhradahg demons are ape-like demon bodies with crocodile-like snouts, creating a unique combination of reptilian and primate features. They are towering demons, approximately eight feet tall, with powerful muscular builds. Their muscular build has bulging muscles visible beneath exposed skin, showing immense physical power.
They typically wear leather wraps encasing their bodies from just below their arms to just above their knees, with spiked iron bracers. This combination of reptilian snouts and ape-like bodies makes them distinctive and deadly combatants. Their unique blend of primate agility and reptilian bite power makes them formidable adversaries in combat.
Role in Hell
Kankhradahg are brutal combat demons used as shock troops and frontline fighters in demonic armies. They frequently lead demonic assaults during invasions, though "lead" here means they are sent ahead as the vanguard rather than commanding others. They are sapient (capable of basic reasoning and understanding commands) but non-sentient (lacking true consciousness or subjective experience), and are barely above animals in terms of cognitive capability. They cannot speak and cannot command other demons, functioning more as powerful, barely-controlled weapons of war.
They are highly aggressive and brutal, warlike demons with exceptional combat skills. Their unique combination of features makes them distinctive on the battlefield, where they are feared for their combat prowess and savagery, but they are not respected as leaders or commanders.
Making a Pact
What Kankhradahg Want
Kankhradahg demons seek (insofar as their limited sapience allows): - Combat opportunities: They desire chances to fight and engage in battle - Clear commands: They need simple, direct orders they can understand and follow - Protection: As barely-sapient beings, they may form basic attachments to those who provide them with direction
What They Get from the Pact
Through the pact, Kankhradahg gain: - A master: The warlock becomes someone who provides direction and purpose - Combat opportunities: The warlock gives the Kankhradahg chances to fight and engage in combat - Protection and care: The warlock provides basic needs and protection for the barely-sapient demon
Contract Difficulty
Formation Method: Physical demonstration (Strength check or physical contest)
Kankhradahg cannot speak and cannot negotiate in any traditional sense. The pact must be formed through actions, gestures, and demonstrations of physical strength. The warlock must prove themselves physically powerful enough to earn the Kankhradahg's acceptance through dominance displays, combat demonstrations, or overwhelming physical force. This is less a negotiation and more establishing dominance over a barely-sapient being.
Demon Summon
When you summon your pacted Kankhradahg demon, it appears in its full combat form and can aid you in the following ways:
- Frontline Assault: The demon can charge into battle, break enemy lines, and engage in devastating melee combat
- Shock Troop: The Kankhradahg can be sent ahead as a vanguard or used to break through enemy formations
- Intimidation: Its brutal appearance and combat prowess can intimidate enemies
- Physical Tasks: The demon can perform heavy physical tasks requiring immense strength
The demon can remain summoned for a number of hours equal to your warlock level, and it will follow simple, direct commands related to combat. The Kankhradahg cannot speak and cannot command other creatures. It responds to clear, simple orders and demonstrations of strength. It may resist commands that are too complex for its limited sapience to understand.
Example Stat Block
name: Kankhradahg
size: Large
type: fiend
subtype: demon
alignment: chaotic evil
ac: 15 (natural armor)
hp: 95
hit_dice: 10d10 + 40
speed: 40 ft.
stats: [20, 12, 18, 6, 11, 8]
skillsaves:
- athletics: 8
- intimidation: 2
damage_resistances: cold, fire, lightning
damage_immunities: poison
condition_immunities: charmed, frightened, poisoned
senses: darkvision 60 ft.
languages: —
cr: 6
traits:
- name: Brutal
desc: "A melee weapon deals one extra die of its damage when the Kankhradahg hits with it (included in the attack)."
- name: Relentless
desc: "If the Kankhradahg takes 15 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead."
actions:
- name: Multiattack
desc: "The Kankhradahg makes two melee attacks: one with its claws and one with its bite."
- name: Claw
desc: "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage. If the target is a Medium or smaller creature, it must make a DC 16 Strength saving throw or be knocked prone."
- name: Bite
desc: "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 7 (2d6) acid damage."
Greater Kankhradahg
If a warlock contracts with a Kankhradahg at level 5 and keeps it alive until reaching level 10, the demon evolves into a Greater Kankhradahg—a massive, more powerful version with enhanced brutality and devastating combat abilities.
name: Greater Kankhradahg
size: Huge
type: fiend
subtype: demon
alignment: chaotic evil
ac: 17 (natural armor)
hp: 168
hit_dice: 16d12 + 64
speed: 40 ft., climb 30 ft.
stats: [24, 12, 20, 6, 12, 9]
skillsaves:
- athletics: 12
- intimidation: 4
damage_resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
damage_immunities: poison
condition_immunities: charmed, frightened, poisoned
senses: darkvision 90 ft.
languages: —
cr: 11
traits:
- name: Brutal
desc: "A melee weapon deals two extra dice of its damage when the Kankhradahg hits with it (included in the attack)."
- name: Relentless
desc: "If the Kankhradahg takes 25 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. This ability can only be used once per short rest."
- name: Rampage
desc: "When the Kankhradahg reduces a creature to 0 hit points with a melee attack on its turn, the Kankhradahg can take a bonus action to move up to half its speed and make a claw attack."
actions:
- name: Multiattack
desc: "The Kankhradahg makes three attacks: two with its claws and one with its bite."
- name: Claw
desc: "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 7) slashing damage. If the target is a Large or smaller creature, it must make a DC 20 Strength saving throw or be knocked prone."
- name: Bite
desc: "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d6 + 7) piercing damage plus 14 (4d6) acid damage. If the target is a Medium or smaller creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Kankhradahg can't bite another target."
- name: Frenzy (Recharge 5-6)
desc: "The Kankhradahg enters a brief frenzy. For 1 minute, the Kankhradahg can make one additional claw attack when it takes the Multiattack action. The frenzy ends early if the Kankhradahg is incapacitated."
Related: Magical Patrons/Infernal/Demons | Mechanics/Classes/Warlock | Infernal Magic Overview | Mana | Magic System Interactions