Chasme
Chasme
Chasme Game Tokens
Elevate your tabletop experience with our free Chasme game tokens at Mistcharter Maps! Download now to immerse your players in the eerie, unsettling world of the lower planes with our meticulously crafted, high-quality artwork. Bring the chilling presence of the Chasme to your adventures and watch as your stories come to life.
Token pack includes 250x250px square and round game tokens.
Chasme Key Stats
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Challenge Rating
6
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Type
Fiend (Demon)
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Size
Large
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Habitat
Cave
Explore our Cave maps for more inspiration -
AC
15
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HP
The Chasme has 84 hit points and uses 13d10 dice to roll that hp.
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Chasme Introduction
In the dim, oppressive air of the Abyss, where shadows twist and the very ground seems to writhe with malevolence, there exists a creature of such grotesque horror that its mere presence can drive the bravest of souls to despair. The Chasme, a loathsome fusion of insect and demon, buzzes through the fetid air, its droning wings a harbinger of doom. Its body, a grotesque mockery of a fly, is covered in bristling hairs and oozing sores, each a testament to the corruption that festers within its very being.
The Chasme's head is a nightmarish visage, with bulbous, multifaceted eyes that glisten with a sickly, otherworldly light. Its proboscis, long and needle-like, drips with venom potent enough to send even the hardiest adventurer into a deathly slumber. As it hovers, its limbs, spindly and clawed, twitch with a predatory eagerness, ready to rend flesh from bone.
These vile creatures are often found in the deepest, most desolate layers of the Abyss, where the air is thick with the stench of decay and the ground is littered with the bones of the damned. They are drawn to places of suffering and despair, where they can feed on the misery of the living and the souls of the lost. Legends speak of Chasmes serving as enforcers for more powerful demons, their presence a sign of impending doom for those who dare to defy the will of the Abyss.
In the annals of lore, tales abound of the Chasme's insidious nature. It is said that their droning wings can lull even the most vigilant into a deep, unnatural sleep, leaving them vulnerable to the creature's insidious predations. Some whisper that the Chasme is a harbinger of the end times, a creature whose appearance signals the coming of a great and terrible darkness.
As you stand on the precipice of this forsaken realm, the air grows heavy with the promise of dread. The distant, rhythmic hum of wings echoes through the shadows, a chilling reminder that in the Abyss, even the air itself conspires against you. Beware the Chasme, for it is a creature born of nightmare, and its hunger knows no bounds.
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Chasme Skills & Traits
Skills
- Stealth +5
- Perception +4
Senses
- Darkvision 120 ft.
- Passive Perception 14
Languages
- Abyssal
- Telepathy 120 ft.
Abilities
- Magic Resistance: The chasme has advantage on saving throws against spells and other magical effects.
- Spider Climb: The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
- Proboscis: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
- Draining Kiss: The chasme kisses a creature charmed by it or a willing creature. The target must make a DC 14 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
- Drone (Recharge 5-6): The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn within 30 feet of the chasme and can hear the drone must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect ends if the creature takes damage or if someone uses an action to shake the creature awake.
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Battle Tips for Chasme
The Chasme is a formidable demon that combines the traits of a fly and a humanoid, making it a unique and challenging opponent for adventurers. As a Dungeon Master, utilizing the Chasme effectively can create memorable and intense encounters. Here are some tips on how to use the Chasme in battle:
Using the Chasme in Battle
- Leverage Its Flight: The Chasme's ability to fly gives it a significant advantage in combat. Use its flight to keep it out of reach of melee attackers, allowing it to harass the party from above with its proboscis attack.
- Exploit Its Draining Kiss: The Chasme's Draining Kiss can incapacitate a character quickly. Target spellcasters or healers to disrupt the party's strategy and force them to adapt.
- Utilize Its Drone Ability: The Chasme's drone can put characters to sleep, making them easy targets. Use this ability strategically to take out key players or to create chaos within the party.
Coordinating Multiple Chasmes
- Swarm Tactics: When using multiple Chasmes, have them swarm a single target to quickly overwhelm and eliminate them. This can be particularly effective against isolated or vulnerable party members.
- Divide and Conquer: Use the Chasmes' speed and flight to divide the party, forcing them to split their focus and resources. This can create opportunities for other creatures or traps to be more effective.
- Cover Each Other: Have Chasmes take turns using their drone ability, ensuring that at least one is always active while others attack or reposition. This can keep the party constantly on the defensive.
Fleeing and Retreat Tactics
- Strategic Retreat: If the battle turns against the Chasmes, use their flight to retreat to a more advantageous position, such as a narrow corridor or a high vantage point, where they can regroup and launch a counterattack.
- Feign Weakness: Have a Chasme feign weakness or injury to lure the party into a trap or ambush, allowing other creatures to join the fray or for the Chasmes to regroup and attack from a different angle.
- Use the Environment: Encourage the Chasmes to use the environment to their advantage, such as flying through narrow passages or over obstacles that the party cannot easily traverse, to escape or reposition.
By using these tactics, a Dungeon Master can create a dynamic and challenging encounter with the Chasme, testing the party's ability to adapt and strategize under pressure.
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