Fresh Finding: Ice Dragon


The demohog is a close relative of the hedgehog. Externally, it differs only by a yellowish glow that emanates from it. However, the demohog possesses weak magical abilities that are denied to hedgehogs.

Glowing Body. The spiny body of a demohog glows so intensely that you can make out the animal's skeleton under its skin. The intensity of the light also allows you to make out the creature's mood. The brighter it shines, the better the animal's condition is. On the other hand, if it is dimly lit, the demohog is not doing well, is scared, or sad.

Scavenger. Demohogs are scavengers and feed on dead animals or the berries of the cadaver blossom. However, the little guys have no objection to fresh meat. Nevertheless, these peaceful animals do not kill their prey themselves but rely on the hunting skills of other creatures, which hopefully leave some of their catch. If that's not the case, the demohog falls back on carcasses that have met their end through illness or old age. The demohog's immunity to disease and many poisons is beneficial here.

Peaceful Lifestyle. Should you encounter a demohog, you need not be concerned. The little hedgehog only attacks to defend itself or when it feels threatened. In this case, it can shoot its sharp spikes around itself (which grow back after a short time) or roll away quickly as a curled-up spiked ball. If it's severe, it uses its weak, magical power and shoots a small, glaring energy bold at its attacker. After that, the demohog's glow is significantly dimmed for some time.

Making Friends. When the little animals have not found anything to eat for a long time, they become increasingly weaker and venture near humanoids, hoping to get something to eat in their garbage or directly from them. The demohogs are then often taken in and pepped up, only to be released after some time. Sometimes they stay with their breeders as pets and enjoy a never-empty stomach and a warm place to sleep. Also, travelers can sometimes meet Demohogs on the way and win them over as loyal companions if they behave cleverly.


small monstrosity

Armor Class
15 (natural armor)
Hit Points
13 (3d6 + 3)
40 ft.
4 (-3)
16 (+3)
12 (+1)
3 (-4)
13 (+1)
6 (-2)
Saving Throws
Con +3
Perception +3
Damage Immunities
Condition Immunities
darkvision 30 ft., passive Perception 13
Proficiency Bonus
1/2 (100 XP)

The demohog's inside glows yellow at different intensities based on its mood. It does not have conscious control of the intensity at which it glows.

Normally, it sheds bright light in a 5 foot radius and dim light for another 5 feet.

If it is particularly energetic (for example because it is happy, surprised, or furious), it sheds bright light in a 10 foot radius and dim light for another 10 feet.

If it is unergetic (for example because it is sad, tired, hungry, or scared), it sheds dim light in a 5 foot radius.


The demohog can use a bonus action to roll into a small spikeball form with all its spikes pointing outwards, or unroll from its spikeball form back into its normal form.

When rolled into its spikeball form, its AC increases by 2, its speed increases by 10 feet, and it is blinded.



Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 3 piercing damage, as the demohog fires one of its spikes toward the target.

Roll (Spikeball Form only).

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.

Energy Bolt (Normal Form only, Recharge 6).

Ranged Spell Attack: +3 to hit, range 5 ft., one target. Hit: 10 (2d8 + 1) force damage and the target must succeed on a DC 11 Wisdom saving throw or be blinded until the end of its next turn, as the demohog furiously releases the yellow-glowing energy within itself and shoots it toward the target.

The demohog's glow trait shows it to be unergetic until this ability recharges.

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