![]() Demorogon has a small but strong cult of worshippers from several races.Īccording to Volo’s Guide to Monsters and the Player’s Handbook, Warlocks who make a pact with Demogorgon typically keep quasit familiars and are rewarded boons for their devotion. Demogorgon is also a creator and experimenter, having constructed retrievers, ettins, and the first death knight. With magical abilities and servants that allow him to avoid direct conflict, Demogorgon relishes in control of other beings, disease, and fear. Hethradiah, the right head, is impulsive, feral, and destructive. The left head, named Aameul, is charismatic, cunning, and deceptive. Crowned with two baboon heads atop his shoulders, Demogorgon is a dual creature who endures his own internal dissonance. I was a young fool, ‘tis true, but those were dark days.”ĭemogorgon: Considered a demon lord and lesser Abyss deity, Demogorgon, the Prince of Demons, has earned his title by defeating all who challenge him for his honorific. To quote Elminster from Volo’s Guide to Monsters, “The hags put a spell on me, three times three, and made me their slave for a thousand days. A bold player may use this patronage to seed her own demise without the promise of redemption. Hags rarely hope to get anything out of the bargain except sheer elation at watching a mortal fall, though they sometimes have pragmatic intentions. However, hags are unequalable as keepers of forbidden knowledge discovered through dark divinations and arcane pacts.Ī Warlock may find himself bound to a hag patron through a bargain that results in a compromise of a Warlock’s morals and complicitness in their own corruption. Often unfathomable in their motivations, a hag is selfish, savage, unpredictable, and volatile. ![]() Evil sustains the hag, and manipulated souls do their bidding, finding joy in the misfortune they sow. A player might be interested in tailoring their powers to the theme of a cold and dark winter, such as Armor of Agathys, Darkness, Banishment, Elemental Weapon with cold damage type or means to control other mortal creatures, who are also pawns to the Frost Prince.Īncient hags: Sustained by maleficence, hags are the embodiment of ugliness, the repugnant counter to the Fey. Disappointment would risk an instant severance of power. A player might expect this patron to be petulant and expectant. Perhaps to punish the warm fey he shunned or other mortal beings, symbols of the one who stole his companion. Why would he make a pact with one? Perhaps to use them as pawns, easy fodder, in his obsession with finding his lost lover. The Prince is known for his control over winter elements.įrom this source, it can be assumed that the Frost Prince hates mortals. Now ruler over the Vale of Long Night within the Feywild, a moon-enshrouded and ice-covered winter citadel, the Prince of Frost built his fortress out of arctic tears of sorrow, adorning the palace with ice statues of frozen mortals. Making a pact with the Raven Queen, she pleaded with the deity to cast her and her mortal lover’s souls far into the future to avoid the Sun Prince, who grew embittered and literally frosty. ![]() Once known as the Sun Prince, lord of the realm of summer and warmth, he tragically lost the love of his life who grew bored of the revelry of the fey and gave her heart to a mortal folk hero. Prince of Frost: In Dragon Magazine Issue #374, we learn that the Prince of Frost is an icy-blue eladrin with a cruel nature. A Dungeon Master may decide why a patron accepted the pact, but together, player and Dungeon Master should develop a backstory that lays out goals, motivations, events that led to the pact, and what plans a patron may have for a Warlock. When developing a Warlock, a player should consider what specifically drove them to making a pact with a patron. All of these scenarios require careful planning with a Dungeon Master and a basic understanding of their patron. A patron could interrupt an adventure with their own instructions a patron might have an overarching goal for the Warlock for the entire campaign a patron could be a complete mystery to the character and may be slowly revealed throughout the story. ![]() The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.”Ī player and their Dungeon Master should decide together how much of an impact the Warlock’s patron will have on the character’s motivations and goals as well as the campaign as a whole. From the class description, we know that Warlocks often make pacts with fiends, hags, and high-power monsters, but “more often, the arrangement is similar to that between a master and an apprentice.
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