Realm of the Powers

Examples of Demons

copyright 1999-2003 by Dan Ashlock

Contents

(Cover)

Demons
   Demonic Posession
   Demonic Powers
      Age Cloth
      Age Leather
      Animate Dead
      Area of Death.
      Binding.
      Breakfall.
      Cause Wounds.
      Chamelion.
      Charm.
      Control Undead.
      Damnation.
      Dispel Magic.
      Disintegration.
      Dross.
      Enslave.
      Fear.
      Headache
      Hellfire Gaze.
      Hellfire Touch.
      Illusion I
      Illusion II
      Illusion III
      Illusion IV
      Invisibility
      Levitation
      Life Disruption
      Magic Missle
      Mind Stray
      Major Antimagic
      Minor Antimagic
      Polymorph Animals
      Polymorph Monsters
      Polymorph Self
      Posession
      Projection
      Seeming
      Sleep
      Slay
      Stun
      Summon Posessions
      Trap Resistance
      Trigger
   Examples of Demons
   Demon Table
      Air Demon
      Arachnox
      Baizocore
      Battarach
      Biherpon
      Blood Melbar
      Blood Nurian
      Blood Xarax
      Ceritop
      C'lebbath
      Doppleganger
      Drakenzahn, Blue
      Drakenzahn, Gray
      Drakenzahn, Green
      Drakenzahn, Red
      Drandatrandanda
      Earth Demon.
      Fluggle
      Froggoth
      Gashghan
      Great Horny Toad
      Harpymaig
      Hawkqurain
      Hellcat
      Hellhawk
      Hellhound
      Hellmoth
      Herpanjai
      Hexaherpon
      Hyradra
      Imp I
      Imp II
      Imp III
      Imp IV.
      Imp V
      Imp VI
      Imp VII
      Imp VIII
      Imp IX
      Jeldar
      Kittenrouge
      Kradrovaagg.
      Lava Demon
      Loupzahn
      Lethal Shrine
      Lyzdark
      Monoherpon.
      Morac.
      Nogd
      Nydong
      Ogremach
      Pentaherpon
      Plorn
      Posessor
      Powworm
      Protodemon
      Quadraherpon
      Quarzhond
      Rakshasa
      Razaar
      Rogre
      Shadow Demon.
      Scackapeede
      Storm Demon
      Swarmer
      Tarkaax
      Triherpon
      Trouble
      Ulthag
      Valradyx
      Wastar
      Water Demon
      Woodmagzul
      Xcarth
      Yyrandrogg
      Zurggoth

Demons

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Demons are creatures from the netherworld called the Abyss. This netherworld is a very strange place in that it is made of the ruins of worlds destroyed by demons. As worlds are destroyed various individual demon lords will open portals and the world will be drawn into the debris of the abyss. Once there the protals enlarge and solidify adding the world to the Abyss and increasing its connectivity.

There are an incredible number of types of demons. There are corrupted elementals that are both elementals and demons, there are races whose worlds were dragged into the Abyss that became demonic in order to survive. There are creatures of all levels of intellect and of diverse ability all called demonic. The only unifying thread is that life in the Abyss induces corruption. Creatures of the Abyss are incredibly self-interested. They do not believe others are real save to the extent they impose their will by force.

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Demonic Posession

A spiritually aware demon or a demon aided by spells can possess a material creature. When this happens the demon's physical body vanishes and the demon's spirit takes over the material creature's body. Typically the material creature can resist with spiritual combat but may not want to as defeat can mean the destruction of the creatures spirit - a permanent victory for the posessing demon. Demidemondand result from mating with a posessed creature (see the section on enchanted creatures in the monster rules).

While in posession the demon may exert their mental and spiritual skills and may use their physical skills with the posessed creatures stats. The demon also retains the creatures physical and mental but not spiritual skills. A demon posessed material creature often has trouble maintaining itself undetected - there are changes of mannerism and the creatures eyes look wrong. Many spells permit characters to remove or encourage the departure of posessing demons. Peruse the magic rules if curious.

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Demonic Powers

Demons often have abilities much like spells but that are innate. The demons have far less choice about using the abilities than they would if they are spells but also have no spell casting roll to slow them down. The abilities have a point cost, rank, and effect. The point cost is the raw cost in design points, the ability rank is a rough measure of the power of the ability, and the effect is the description of the ability. If an offensive demonic ability hits an antimagic it is considered to have the equivalent of 3 mana per ability rank.

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Age Cloth

Points: 17.
Ability Rank: 3.
Effect:

This ability allows the demon, with a missle targeting roll, to cause cloth to age to where it will fall to dust the next time it is stressed, pulled, etc.

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Age Leather

Points: 27.
Ability Rank: 4.
Effect:

This ability allows the demon, with a missle targeting roll, to cause leather to age to where it will fall into patches the next time it is stressed, pulled, etc.

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Animate Dead

Points: 25.
Ability Rank: 3.
Effect:

This ability allows the demon to animate a corpse restoring its innate abilities for up to four days (duration doubles per +1 point) with an upper bound of 300 points (+25 per +1 point). Those 300 points must cover night sight (10 points) immunity to necromantic damage (18 points), +3 edge, point, impact, and magic armor (32 points), and does not bleed (10 points), offset by +3d6 damage from fire (-25 points). These abilities costs a net of 45 points. At the end of the duration the undead make a shock save. If they make it they become self willed berserkers otherwise they deanimate.

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Area of Death.

Points: 55.
Ability Rank: 6.
Effect:

This ability causes all within 5" of the demon to take d100 points of necromantic damage, save versus magic to 1/2 damage. Recall that taking hitpoints of necromantic damage requires a shock save or the victim loses health.

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Binding.

Points: 29.
Ability Rank: 4.
Effect:

This ability allows the demon, with a missle targeting roll, to paralize a creature. The creature may break out with a strength versus strength roll against a strength of 30, minus one strength per round.

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Breakfall.

Points: 7.
Ability Rank: 2.
Effect:

This ability causes the demon to fall at a rate of 1 meter per second whenever it falls more than a three feet. It functions automatically requiring no concentration.

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Cause Wounds.

Points: 13.
Ability Rank: 2.
Effect:

This ability allows the demon to open a wound, 3d6 of edge damage direct to hits with only natural armor as defense, with a missle targeting roll.

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Chamelion.

Points: 92.
Ability Rank: 8.
Effect:

This ability allows the demon to change at will into any type of creature it has encountered that has no more design points than it. The demon cannot turn into a creature with certian skills it happens to need.

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Charm.

Points: 41.
Ability Rank: 5.
Effect:

This ability allows the demon to cause a sentient creature to think of the demon as an old and trusted friend unless that person saves versus insanity. The demon must target the effect unless the target is unsuspecting and the target gets +30 if the demon has attacked or frightened him.

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Control Undead.

Points: 25.
Ability Rank: 3.
Effect:

This ability allows the demon to attempt to control up to four undead (+1 per +1 point) for three days (2x per +1 point). The undead must save versus magic at -40 (-5 per +1 point) to avoid control.

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Damnation.

Points: 17.
Ability Rank: 5.
Effect:

This ability allows the demon to accept the pledge of someone's soul which he will gain when they die. The pledge must be voluntary and allows the demon to grant the person in question 15 design points spendable as experience. In addition a bargian made when the demon accepts the pledge is binding on the demon and the person making the pledge must save versus stress to disobey suggestions or orders from the demon. If the person making the pledge manages somehow to kill the demon he keeps half the points and is no longer damned. The remaining points are made up as fast a possible out of unspent and future experience.

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Dispel Magic.

Points: 45.
Ability Rank: 6.
Effect:

This spell gives the demon a chance to dispell a spell currently in effect. The demons chance is 25% for a rank 5 spell, +/-5 per rank below or above five. If the spell comes from a permanent magic item the demon is -30. The demon can get +15 to his chance to dispell for +5 points. In addition the Thaumaturgy spell "hard to dispell" affects this demonic ability.

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Disintegration.

Points: 55.
Ability Rank: 6.
Effect:

This ability allows the demon to disintegrate 10 cubic meters of contiguous nonliving material per round or, with a missle targeting roll, to do d100 points of magic damage to a living creature. Magic items directly attacked or on the person of a totally disintegrated creature get their intrinsic save not to disintegrate.

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Dross.

Points: 9.
Ability Rank: 2.
Effect:

This ability allows the demon to cast a glamour over junk that makes it look to be of the finest quality. The demon can make bad food look wonderfull, lead coins look like silver, glass baubles look like gems.

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Enslave.

Points: 71.
Ability Rank: 7.
Effect:

This ability allows the demon, with a missle targeting roll, to force a sentient creature to become wholly subject to his will unless that creature saves versus insanity.

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Fear.

Points: 3.
Ability Rank: 1.
Effect:

This ability lets the demon force a victim to feel fear, stress save or hide/flee. A missle targeting roll is required.

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Headache.

Points: 9+1 per -4/-2 added penalty.
Ability Rank: 2.
Effect:

This ability causes a targeted individual to have a headache. This makes the target -20 on skills and rolls that require thought and concentration, e.g. as spell casting or targeting spells, and -10 on skills and rolls requiring agility or dexterity, e.g. hit rolls. The target may save versus magic to halve these penalties. The severity of the headache may be increased with a -4 and -2 to concentration and non concentration based rolls.

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Hellfire Gaze.

Points: 41+2 per added die of damage.
Ability Rank: 5.
Effect:

This ability allows the the demon to cause anyone it gazes at (requires a hit with missle bonus) to burst into hellfire for 4d6 of damage. It may attempt to gaze at everyone within line of sight but subtracts twice the number of targets from each hit roll.

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Hellfire Touch.

Points: 17+2 per added die of damage.
Ability Rank: 3.
Effect:

This ability allows a demon to cause anyone it hits in hand to hand combat to take 4d6 of hellfire damage. They burst into flames when hit.

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Illusion I

Points: 48.
Ability Rank: 3.
Effect:

This ability permits the demon to create an illusion with apparent substance, texture, sound, scent, and voice. The illusion may create up to four illusiory creatures. The creatures may do up to 6d6 up to four times per round between them. The damage may be edge, point, or magic, or impact up to 7d6+2. The creatures have up to 40 hitpoints or up to 80 stamina, trading two stamina per hitpoint. The substances in the illusion may be up to steel hard. The creatures may move as much as 13". The creatures have a bonus of +36 against perceptual integrity and an elusiveness of 74 +/- 5 per level of decreased (increased) size. Illusions or illusiory creatures created with this ability require concentration.

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Illusion II

Points: 50.
Ability Rank: 3.
Effect:

This ability is identical to Illusion I, save that the bonus against perceptual integrity is +42 and the illusions conform to the expectations of those viewing them.

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Illusion III

Points: 54.
Ability Rank: 3.
Effect:

This ability is identical to Illusion II, save that the bonus against perceptual integrity is +54 and the illusion has a duration of 24 rounds beyon the end of the demons concetration.

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Illusion IV

Points: 73.
Ability Rank: 5.
Effect:

This ability is identical to Illusion III, save that the Illusions created are permanent.

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Invisibility

Invisibility.
Points: 39.
Ability Rank: 5.
Effect:

This ability makes the demon invisible. The rank of the effect is higher than that of the spell invisibility because this invisibility does not require saving throws.

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Levitation

Points: 20.
Ability Rank: 2.
Effect:

This demonic ability allows the demon to walk on air or fly at a rate of 5" magically.

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Life Disruption

Points: 28.
Ability Rank: 4.
Effect:

This ability allows the demon to do d3 points of health damage with a missle hit roll, save versus magic to 1 point of health damage.

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Magic Missle

Points: 5 or more.
Ability Rank: 1.
Effect:

This ability allows a demon to create a bolt of force that does d6 points of point damage as a missle. The demon uses his missle bonus at +5 to hit and his missle speed. Each added point of cost allows the demon either an additional missle at -4 delay or +5

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Mind Stray

Points: 9.
Ability Rank: 2.
Effect:

This demonic ability allows a demon to causes a person not in battle or alert to overlook him and daydream, think about something else, or get confused.

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Major Antimagic

Points: 48.
Ability Rank: 5.
Effect:

This establishes a personal shield covering the demon with 40 points of protection against spells. Whenever a spell hits the shield the demon rolls a save versus magic at plus the protection currently in the shield. If he makes the save the shield absorbs the spell and its mana is deducted from the shields points of protection. For each added point of cost this ability gets +4 points of added protection. Putting up the shield requires an attack type action and is usually bought with limited uses per day. The shield moves with the demon.

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Minor Antimagic

Points: 40 or more.
Ability Rank: 4.
Effect:

This establishes a spherical shield covering the seven hexes containing the demon with 40 points of protection against spells. Whenever a spell hits the shield the demon rolls a save versus magic at plus the protection currently in the shield. If he makes the save the shield absorbs the spell and its mana is deducted from the shields points of protection. For each added point of cost this ability gets +4 points of added protection. Putting up the shield requires an attack type action and is usually bought with limited uses per day. The shield does not move and disappears if the demon moves outside of it.

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Polymorph Animals

Points: 29.
Ability Rank: 4.
Effect:

This ability allows the demon to change an animal into another animal that does not cost more design points. The transformation lasts about a day. The animal gets a magic save to resist the change.

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Polymorph Monsters

Points: 55.
Ability Rank: 6.
Effect:

This ability allows the demon to change any creature in the game into another that does not cost more design points. The transformation lasts about a day. The creature gets a magic save to avoid changing and, if it blows it, another to retain its memory.

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Polymorph Self

Points: 20.
Ability Rank: 3.
Effect:

This ability allows the demon to change the shape and appearance of its own body (thought it cannot gain abilities).

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Posession

Points: 29. Ability Rank: 5.
Effect:

This ability allows the demon to do spiritual combat with someone he is touching. If he wins he may dissolve his body and take over theirs. If they are killed the demon will be banished to hell but the demon may leave and reform his body, in the state it was when he posessed the victim, at any time prior to a victims death.

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Projection

Points: 72.
Ability Rank: 7.
Effect:

This ability allows the demon to project an image of its current appearance up to 100'' through anything less thab 1'' of rock or 10cm of metal. This image may communicate and sense as if it were the demon and allows the demon to cast spells or use spell like abilities. It cannot use or be harmed by physical attacks.

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Seeming

Points: 20.
Ability Rank: 3.
Effect:

this ability allows the demon to do minor illusions that modify its appearance and the appearance of small, physical objects. This ability has a roll of +35 versus perceptual integrity to appear real to a skeptic; it cannot modify the appearance of things other than the demon or inanimate objects no more than 1" across that the demon touches or targets. A demon could use it to make magic missles look like knives (even to picking them up if he is knocked out). The demon can use it to make a gem appear as a rock or vice versa; doing this with whole pots of treasure is tricky to do fast - the ability Dross is more appropriate. This ability is also useful to a shapechanging demon in counterfiting gear of someone it is imitating.

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Sleep

Points: 17.
Ability Rank: 3.
Effect:

This ability allows the demon a missle targeting roll to force someone to fall asleep. The target gets a magic save if it has a good reason not to fall asleep, e.g. on watch, in combat.

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Slay

Points: 41.
Ability Rank: 5.
Effect:

This ability allows the demon to do d100 points of necromantic damage with a missle hit roll, save to one half damage.

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Stun

Points: 15.
Ability Rank: 3.
Effect:

This ability allows the demon to force someone targeted with a missle hit roll to save versus unconciousness.

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Summon Posessions

Points: 25.
Ability Rank: 3.
Effect:

This ability allows a demon to summon his personal posessions to his hand so long as they are not in a metal lined container, weigh less than 20 kilograms, and are within 2 k.m. The posessions teleport to hand.

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Trap Resistance

Points: 29.
Ability Rank: 4.
Effect:

This ability allows the demon a luck save to avoid triggering mechanical and magical traps. The save must be made each round a demon might trigger a trap and a seperate save is required for each trap.

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Trigger

Points: 9.
Ability Rank: 1.
Effect:

This ability allows the demon to trigger a magic item with a roll of IN+WS+WP+30. If the item is complex a random effect goes off otherwise it triggers. Blowing the roll merely fails to trigger the item. Blowing the roll by thirty or more triggers the item with spell failure.


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Examples of Demons

In this section we give several examples of demons. The demon table lists them by name with point value and the modifier to a knowledge skill roll for knowing about a given type of demon apriori an encounter.

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Demons

Knowledge
Name Points Skill
Air Demon 435 -80
Arachnox 380 -20
Baizocore 500 -15
Battarch 300 -10
Biherpon 320 -20
Blood Melbar 370 -45
Blood Nurian 345 -35
Blood Xarax 370 -40
Ceritop 300 -5
C'lebbath 300 -10
Doppleganger 310 -60
Drakenzahn, Blue 440 -48
Drakenzahn, Gray 445 -54
Drakenzahn, Green 435 -52
Drakenzahn, Red 425 -50
Drandatrandanda 543 -100
Earth Demon 480 -80
Fluggle 310 -15
Froggoth 290 -0
Gashgahn 330 -50
Great Horny Toad 320 -0
Harpymaig 410 -40
Hawkquirain 375 -25
Hellcat 395 -75
Hellhound 330 -0
Hellmoth 300 -0
Herpanjai 425 -60
Hexaherpon 650 -70
Hyradra 305 -50
Imp I 235 -0
Imp II 260 -0
Imp III 165 -0
Imp IV 305 -30
Imp V 200 -0
Imp VI 210 -5
Imp VII 230 -10
Imp VIII 260 -25
Imp IX 305 -10
continued

Demons, Continued
Knowledge
Name Points Skill
Jeldar 310 -20
Kittenrouge 445 -40
Kradrovaagg 375 -20
Lyzdark 500 -40
Monoherpon 245 -10
Morac 270 -10
Nogd 415 -75
Nydong 375 -50
Ogremach 365 -40
Pentaherpon 570 -60
Plorn 350 -30
Posessor 420 -120
Powworm 315 -20
Protodemon 210 -0
Quadraherpon 510 -50
Quarzhond 450 -60
Rakshasa 400 -60
Razaar 413 -75
Roger 460 -40
Shadow Demon 540 -150
Shekkk II 370 -50
Snackapeede 300 -0
Storm Demon 405 -60
Swarmer 375 -40
Tarkaax 285 -5
Triherpon 445 -30
Trouble 325 -40
Ulthag 335 -20
Valradyx 330 -40
Wastar 400 -40
Water Demon 340 -80
Woodmazgul 335 -10
Xcarth 440 -75
Yyrandrogg 300 -50
Zurggoth 465 -80


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Air Demon(size 1 herpocentauoid demon). 

St 18 Stam 22 Agility 87 Phys. Elu. 95 Cn 22 Hits 37 Bleeding 118 Ment. Elu. 94 In 24 Health 6 Insanity 99 Perc. Int. 98 Ws 12 Luck 42 Dx 20 Ego 39 Magic 114 Impact 15 Ag 20 Mind 39 Perception 85 Edge 8 Ch 4 Sanity 7 Poison 92 Point 8 Bt 4 Shock 137 Fire 17[immu] Wp 24 To Hit 73 Asp 4 Stress 75 Magic 8 Lk 14 Missle 61 Msp 4 Surprise 99 Necro 3 --- Bow 25 Bsp 4 Unconc. 99 Poison 2 222 Spell 42 Csp 0 Knockbk 97 Damage 6 Spirit 37 Ssp 6 Determination 30 Lift 1008 Carry 396 Run:9 Telep:32 Fly:12 Mana 50 Disadvantages Cost Ability Rank Roll 50 Demonic 15 1 levels of growth - -- 20 Distinctive looks 20 2 levels of increased density - -- 40 Enemy, mankind 10 Night Vision - -- 40 Enemy, air elmntls 9 +4 edge, point armor - -- 20 Incapable of trust 8 32" of telportation - -- 20 Bloodthirsty 10 Immune to Fire - -- 10 Contempt for non- 30 Immune to Hellfire - -- demons 6 +2 poison armor - -- 10 Hellspawned menace 13 +39 magic save - -- 25 +2d6 from earthern 32 12" of flight - -- weapons 12 Servile Cloud (5"cloud@6")[4 mana] - -- 0 xp 5 Direct lightning[2 mana] - -- 200 Base 20 Control air elemental, -30 save, - -- --- lasts 3 days, costs 7 mana 435 18 +36 missle - -- 25 +50 to hit - -- --- 213+222=435 Asp Dam Len Bite -2 4d6+1 4 Claw -2 4d6+3 6

Air demons are not air elementals and are hated by air elementals - but they have some control over the element. They can make clouds do their bidding, direct lightning, and control air elementals. They appear as a humanoid torso with a fanged mein, scaly skin, and clawed hands rising from a snaky body looks like a small tornado. The tornado makes only a murmur of sound. The weakness of air demons is, perhaphs, their lack of immunity to lightning.


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Arachnox(size 2 arthrapod demon). 

St 25 Stam 43 Agility 97 Phys. Elu. 90 Cn 25 Hits 47 Bleeding 140 Ment. Elu. 53 In 12 Health 7 Insanity 64 Perc. Int. 65 Ws 12 Luck 24 Dx 20 Ego 22 Magic 84 Impact 19 Ag 20 Mind 12 Perception 25 Edge 14 Ch 4 Sanity 3 Poison 111 Point 14 Bt 2 Shock 180 Fire 19 Wp 18 To Hit 90 Asp 16 Stress 62 Magic 9 Lk 8 Missle 25 Msp 4 Surprise 71 Necro 9 --- Bow 25 Bsp 4 Unconc. 165 Poison 3 163 Spell 12 Csp 0 Knockbk 117 Damage 13 Spirit 13 Ssp 2 Determination 16 Lift 1812 Carry 732 Run:12 Telep:40 Mana 11 Teleport: 0 Disadvantages Cost Ability Rank Roll 50 Demonic 10 arthrapod body type - -- 15 Distinctive looks 30 2 levels of growth - -- 40 Enemy, men 20 2 levels of increased density - -- 20 Ravenous devourer 10 Night Vision - -- 10 Rep: Hellspawn 10 +40" of telportation - -- 10 Afraid of lightning 10 Immune to Fire - -- 20 +3d6 from lightning 16 +48 magic save - -- 15 5 hex aura obv- 27 +9 poison armor - -- iousness, evil 12 +4 Asp - -- 0 xp 30 +60 to hit - -- 200 Base 42 6d6 6 armor 60 deg 9" entangle --- cone; 60 degrees 3/day 380 10 Wall walking --- 217+163=280 Asp Dam Len Bite -2 6d6+2 5

The arachnox looks like a horse sized spider. It is black with red and purple tiger stripes and sick, glowing yellow eyes. Surprisingly it has no poison but it had devastating combat abilities and combat abilities.


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Baizocore(size 3 winged quadrupedal demon). 

St 28 Stam 55 Agility 107 Phys. Elu. 85 Cn 25 Hits 49 Bleeding 154 Ment. Elu. 49 In 12 Health 7 Insanity 62 Perc. Int. 66 Ws 16 Luck 36 Dx 20 Ego 18 Magic 72 Impact 20 Ag 20 Mind 12 Perception 47 Edge 7 Ch 12 Sanity 3 Poison 99 Point 7 Bt 6 Shock 152 Fire 27 Wp 16 To Hit 99 Asp 12 Stress 50 Magic 4 Lk 12 Missle 25 Msp 4 Surprise 69 Necro 4 --- Bow 25 Bsp 4 Unconc. 123 Poison 4 185 Spell 10 Csp 2 Knockbk 137 Damage 17 Spirit 9 Ssp 1 Determination 13 Lift 3130 Carry 1255 Run:19" Fly:15" Telep:36" Mana 9

Disadvantages Cost Ability Rank Roll 50 Demonic 5 winged quadruped body type - -- 25 Hidenous appearance 45 3 levels of growth - -- 40 Enemy, men 30 3 levels of increased density - -- 20 Subject to Orders 10 Night Vision - -- 20 Dark master 9 +36" of telportation - -- 20 Bloodthirsty 10 Immune to Fire - -- 15 Ravening monster 12 +4 poison armor - -- 10 Rep: Hellspawn 10 +30 magic save - -- 25 100 hex aura obv- 20 d3 health drain with hand to hand - -- iousness, evil hit that does hitpoints 25 3d6 from sunlight 47 2d6 acid aura, fails in sunlight - -- 20 +3d6 from mithril 36 Cycle time is 8/4 not 12/8 - -- or silver weapons 20 Vision is wraparound - -- 30 xp 18 +6 Asp - -- 200 Base 33 +66 to hit - -- --- 10 +30 magic save - -- 500 --- 315+185=500 Asp Dam Len Mouth tentacles -5 7d6+2 11 E(health drain) Claws -3 8d6+3 9 P Wings -6 9d6+1 12 I

The baizocore is a demon of the deepest pit. It cannot stand the light of day. In the dark it is a horror with corrosive slime for skin, the appearance of a sixteen foot long slime-green dragon with tentacles around its mouth and twin rows of eyes from its muzzle to the middle of its back. It's main reliance is on attack - it cannot withstand the combined forces of a large group for long - but its demonic speed permits to do this most effectively.


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Battarach(size -1 bird (bat) like demon). 

St 20 Stam 28 Agility 180 Phys. Elu. 136 Cn 10 Hits 10 Bleeding 64 Ment. Elu. 60 In 6 Health 3 Insanity 71 Perc. Int. 63 Ws 6 Luck 46 Dx 23 Ego 36 Magic 87 Impact 9 Ag 25 Mind 6 Perception 50 Edge 5 Ch 8 Sanity 2 Poison 44 Point 5 Bt 8 Shock 104 Fire 2[immu] Wp 23 To Hit 51 Asp 8 Stress 65 Magic 2 Lk 15 Missle 36 Msp 6 Surprise 76 Necro 2 --- Bow 36 Bsp 7 Unconc. 44 188 Spell 5 Csp 2 Damage 6 Spirit 17 Ssp 2 Determination 28 Lift 166 Carry:54 Run:2 Fly:21 Telep:24 Mana 14

Disadvantages Cost Ability Rank Roll 50 Demonic 5 1 level of decreased size - -- 20 Hideous 10 Night Vision - -- 10 1/4 run - clumsy 10 +1 weapons to hit - -- runner 5 hits as +1 weapon - -- 45 Enemy, most humans 10 Immune to fire - -- 15 Fear: bright light 9 +3 Asp - -- 15 Extreme Claus- 10 Wall walking - -- trophobe 12 24" of teleportation - -- 20 Always hungry for 22 +36 magic save - -- blood and slaughter 9 +27 Magic Save - -- 25 3d6 from sunlight 10 +20 to hit - -- 0 xp --- 100 Base 112+188=200 --- 300 Asp Dam Len Bite -1 3d6+1 2

The battarch is a three foot tall bat-shaped demon. It is very stupid and quite violent. It is also incredibly hard to hit and it hates sunlight. Vampiric demon-lore mages frequently cultivate these things as familliars.


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Biherpon (Size 0 demonic humanoid). 

St 23 Stam 36 Agility 68 Phys. Elu. 88 Cn 18 Hits 26 Bleeding 95 Ment. Elu. 51 In 10 Health 5 Insanity 60 Perc. Int. 61 Ws 10 Luck 30 Dx 18 Ego 22 Magic 84 Impact 11 Ag 18 Mind 10 Perception 39 Edge 8 Ch 15 Sanity 3 Poison 67 Point 8 Bt 8 Shock 118 Fire 13[immu] Wp 18 To Hit 74 Asp 8 Stress 50 Magic 4 Lk 10 Missle 19 Msp 3 Surprise 65 Necro 2 --- Bow 19 Bsp 3 Unconc. 67 Posion 3 147 Spell 8 Csp 0 Damage 11 Spirit 11 Ssp 1 Determination 16 Lift 792 Carry 300 Run:7" telep:36" Mana 9

Disadvantages Cost Ability Rank Roll 50 Demonic 20 2 levels of increased density - -- 15 Distinctive looks 10 Night Vision - -- reptilian humanoid 18 +54 magic save - -- 40 Enemy, elves 9 +36" of telportation - -- 20 Subject to Orders 10 Immune to Fire - -- 20 Dark master 9 +3 poison armor - -- 20 Bloodthirsty 9 +3 Asp - -- 15 Cowardly 25 +50 to hit - -- 15 Hungry all the time 13 +5 edge, point - -- 10 Rep: Hellspawn 30 Pyrokinesis - -- 15 5 hex aura obv- 20 Polymorph self - -- iousness, evil --- 0 xp 173+147=320 Asp Dam Len 100 Base Claw -2 5d6+2 5 --- Bite -1 5d6 3 320 Horn -3 5d6+3 5

A biherpon is a man sized demon about the shape of a slender, short tailed tyranosaur with two forward slanting horns. It's skin is red, brown, and black in an complex pattern. The biherpon has red eyes which flare flame yellow when it uses its pyrokinesis ability. While they are proud of their form the biherpon can assume new shapes. They serve Teraherpon, their dark master.


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Blood Melbar(Size -3 demonic humanoid). 

St 21 Stam 33 Agility 112 Phys. Elu. 137 Cn 11 Hits 15 Bleeding 67 Ment. Elu. 47 In 12 Health 3 Insanity 57 Perc. Int. 61 Ws 14 Luck 36 Dx 23 Ego 16 Magic 68 Impact 12 Ag 23 Mind 12 Perception 24 Edge 8 Ch 8 Sanity 3 Poison 49 Point 8 Bt 4 Shock 113 Fire 6[immu] Wp 15 To Hit 92 Asp 8 Stress 97 Magic 2 Lk 12 Missle 34 Msp 6 Surprise 74 Necro 2 --- Bow 34 Bsp 6 Unconc. 89 Poison 1 163 Spell 9 Csp 1 Damage 9 Spirit 7 Ssp 1 Determination 12 Lift 660 Carry 234 Run:7" Telep:36" Mana 8

Disadvantages Cost Ability Rank Roll 50 Demonic 10 arthrapod body type - -- 25 Hideous appearance 15 3 levels of decreased size - -- 40 Enemy, mankind 20 2 levels of increased density - -- 20 Subject to Orders 10 Night Vision - -- 20 Dark master 9 +36" of telportation - -- 20 Bloodthirsty 10 Immune to Fire - -- 15 Cowardly 3 +1 poison armor - -- 10 Rep: Hellspawn 10 +30 magic save - -- 20 Exists on earth for 9 +3 Asp - -- six hours after form 40 4d6 rotting attack, hth, must score - -- 50 Flammible[0] hitpoint damage holy water, 3d6/rnd 30 +60 to hit 0 xp 12 Cycle time is 6 - -- 100 Base 15 Tracking scent - -- --- 14 +42 stress save Asp Dam Len 370 --- Bite -1 3d6+2 1 207+163=370 Claw -1 3d6+1 1

The blood melbar is a demon that can only be summoned by a ritual that involves feeding tainted blood to an animal. Even a small amount is enough. The animal's pelt, skin, feathers, or whatever will turn a sunguinary red. If the animal is killed then the red pelt, with a faint taint of dark magic, is the only unnatural result. On the sixth day that the animal is red, however, it transforms at midnight into the demonic form. This transformation is irreversable. After six hours the demon appears to crumble to dust (but in fact returns to the abyss). These demons appear as tiny insectoid humanoids with multi-hued red carapaces. The blood melbar has a devastating rotting attack. This makes it deadly beyond its size. Blood melbar tend to form from smaller animals.


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Blood Nurian(Size 0 demonic humanoid). 

St 24 Stam 39 Agility 112 Phys. Elu. 122 Cn 18 Hits 26 Bleeding 97 Ment. Elu. 58 In 16 Health 5 Insanity 72 Perc. Int. 75 Ws 16 Luck 30 Dx 23 Ego 22 Magic 82 Impact 16 Ag 23 Mind 18 Perception 39 Edge 11 Ch 8 Sanity 4 Poison 77 Point 11 Bt 4 Shock 150 Fire 11 Wp 18 To Hit 91 Asp 14 Stress 99 Magic 4 Lk 10 Missle 34 Msp 6 Surprise 83 Necro 4 --- Bow 34 Bsp 6 Unconc. 117 Posion 1 198 Spell 20 Csp 2 Damage 12 Spirit 17 Ssp 3 Determination 16 Lift 828 Carry 312 Run:10 Telep:36" Mana 16

Disadvantages Cost Ability Rank Roll 50 Demonic 10 arthrapod body type - -- 25 Hideous looks 20 2 levels of increased density - -- 40 Enemy, mankind 10 Night Vision - -- 20 Incapable of trust 9 +36" of telportation - -- 20 Loves destruction 10 Immune to Fire - -- 10 Enjoys devouring 3 +1 poison armor - -- helpless victims 10 +30 magic save - -- 10 Rep: Hellspawn 11 +33 stress save - -- 20 Exists on earth for 24 +8 Asp - -- six hours after full 28 +56 to hit - -- formation. 12 Cycle time is 6 - -- 50 Flammible [0] --- holy water, 3d6/rnd 147+198=345 put out by fire Asp Dam Len 0 xp Bite -1 2d6+1 3 (cy=6) 100 Base Claw -2 2d6+3 5 (cy=6) --- 345

The blood nurian is a demon that can only be summoned by a ritual that involves feeding tainted blood to an animal. Even a small amount is enough. The animal's pelt, skin, feathers, or whatever will turn a sunguinary red. If the animal is killed then the red pelt, with a faint taint of dark magic, is the only unnatural result. On the sixth day that the animal is red, however, it transforms at midnight into the demonic form. This transformation is irreversable. After six hours the demon appears to crumble to dust (but in fact returns to the abyss). These demons appear as insectoid humanoids with multi-hued red carapaces. Blood Nurian tend to form from near human sized animals.


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Blood Xarax(Size 1 demonic humanoid). 

St 23 Stam 36 Agility 97 Phys. Elu. 95 Cn 23 Hits 40 Bleeding 114 Ment. Elu. 44 In 12 Health 6 Insanity 50 Perc. Int. 58 Ws 14 Luck 36 Dx 20 Ego 12 Magic 74 Impact 16 Ag 20 Mind 12 Perception 21 Edge 11 Ch 10 Sanity 3 Poison 95 Point 11 Bt 4 Shock 158 Fire 16 Wp 12 To Hit 66 Asp 9 Stress 48 Magic 7 Lk 12 Missle 25 Msp 4 Surprise 65 Necro 7 --- Bow 25 Bsp 4 Unconc. 141 Poison 3 154 Spell 6 Csp 1 Knockbk 107 Damage 11 Spirit 4 Ssp 0 Determination 9 Lift 1179 Carry 495 Run:10" Telep:32" Mana 5

Disadvantages Cost Ability Rank Roll 50 Demonic 10 arthrapod body type - -- 25 Hideous looks 15 1 levels of growth - -- 40 Enemy, humans 20 2 levels of increased density - -- 20 Subject to Orders 10 Night Vision - -- 20 Dark master 8 +32" of telportation - -- 20 Loves destruction 10 Immune to Fire - -- 15 Cowardly 9 +3 poison armor - -- 10 Rep: Hellspawn 12 +36 magic save - -- 20 exists for 6 hours 12 +4 Asp - -- after forming 19 +38 to hit - -- 50 Flammible[0], holy 12 cycle time is 6 - -- water 3d6 79 9d6 cone of fire (breath) 9" long - -- 0 xp thirty degrees at apex 100 Base --- Asp Dam Len --- 216+154=370 Bite -2 6d6+2 4 370 Claw -2 7d6 6

The blood xarax is a demon that can only be summoned by a ritual that involves feeding tainted blood to an animal. Even a small amount is enough. The animal's pelt, skin, feathers, or whatever will turn a sunguinary red. If the animal is killed then the red pelt, with a faint taint of dark magic, is the only unnatural result. On the sixth day that the animal is red, however, it transforms at midnight into the demonic form. This transformation is irreversable. After six hours the demon appears to crumble to dust (but in fact returns to the abyss). These demons appear as huge insectoid humanoids with multi-hued red carapaces. Blood xarax tend to form from large animals.


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Ceritop (Size 0 demonic humanoid). 

St 25 Stam 52 Agility 75 Phys. Elu. 93 Cn 15 Hits 20 Bleeding 102 Ment. Elu. 55 In 10 Health 4 Insanity 77 Perc. Int. 80 Ws 20 Luck 30 Dx 25 Ego 32 Magic 70 Impact 13 Ag 15 Mind 10 Perception 51 Edge 3 Ch 5 Sanity 3 Poison 57 Point 3 Bt 6 Shock 114 Fire 9[immu] Wp 20 To Hit 88 Asp 10 Stress 67 Magic 5 Lk 10 Missle 30 Msp 7 Surprise 81 Necro 5 --- Bow 30 Bsp 2 Unconc. 69 180 Spell 10 Csp 4 Damage 13 Spirit 15 Ssp 2 Determination 20 Lift: 858 Carry:306 Run: 6 Mana 11

Disadvantages Cost Ability Rank Roll 50 Demonic 20 2 levels density - -- 20 Hideous 10 Night Vision - -- 15 Aura Obv. 5" 10 +1 weapons to hit - -- 45 Enemy, most humans 5 Hits as +1 weapon - -- 15 Instinct to charge 10 Immune to fire - -- 15 Dislikes being 30 +3 Hand Combat Levels - -- alone 17 +34 to hit - -- 20 Always hungry for 10 20" of teleportation - -- flesh and torture 8 +24 Magic Save - -- 20 +3d6 from cold --- 0 xp 120+180=300 100 Base --- Asp Dam Len 300 Horn -3 6d6+1 5 Claw -2 6d6 5 Bite -1 5d6+2 3

Ceritop demons are reptillian humanoids with a frill of horns around the back of their neck and two needle sharp horns coming out of the side of their head. They also have big, nasty claws and razor filled mouths. They dislike cold and hunt fresh meat continuously.


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C'lebbath(Size 1 demonic humanoid). 

St 20 Stam 30 Agility 90 Phys. Elu. 95 Cn 20 Hits 29 Bleeding 111 Ment. Elu. 59 In 14 Health 5 Insanity 77 Perc. Int. 76 Ws 16 Luck 30 Dx 20 Ego 27 Magic 82 Impact 12 Ag 20 Mind 14 Perception 55 Edge 6 Ch 16 Sanity 4 Poison 78 Point 6 Bt 5 Shock 124 Fire 24 Wp 20 To Hit 49 Asp 4 Stress 63 Magic 5 Lk 10 Missle 25 Msp 4 Surprise 75 Necro 4 --- Bow 25 Bsp 4 Unconc. 97 175 Spell 18 Csp 2 Knockdown 87 Damage 7 Spirit 19 Ssp 3 Determination 20 Lift: 797 Carry:311 Run: 12 Mana 15

Disadvantages Cost Ability Rank Roll 50 Demonic 10 1 level density - -- 20 Hideous 15 1 level size - -- 15 Aura Obv. 5" 13 52" of teleportation - -- 25 Bloodthirsty 10 +1 or better weap to hit - -- 20 Overconfident 5 hits as +1 weapon - -- 25 Enemy - other 5 +15 fire armor - -- demons 5 +5 hellfire armor - -- 45 Enemy - humans 10 Night Vision - -- other than 20 +4 edge, point, impact - -- demon worsh. 12 +36 magic save - -- 0 xp 10 +20 to hit - -- 100 Base 10 +1 HCL - -- --- --- 300 125+175=300

Asp Dam Len Claw -2 5d6 6 Bite -2 4d6+3 4

The C'lebbath is a large, cannon-fodder grade of demon. It's not stupid but it tends to assume it can deal with anything by blinding, mindless violence. The C'lebbath is eight feet tall, extremely burly, with greenish slimy skin with oozing red patches. It has orange claws, teeth, and horns, smells bad, and has a small, silly-looking tail.


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Doppleganger. 

St 23 Stam 36 Agility 92 Phys. Elu. 121 Cn 20 Hits 31 Bleeding 99 Ment. Elu. 49 In 12 Health 5 Insanity 58 Perc. Int. 61 Ws 12 Luck 30 Dx 23 Ego 25 Magic 36 Impact 12 Ag 23 Mind 12 Perception 43 Edge 4 Ch 12 Sanity 3 Poison 74 Point 4 Bt 12 Shock 122 Fire 13[1/4] Wp 16 To Hit 34 Asp 6 Stress 46 Magic 4 Lk 10 Missle 34 Msp 6 Surprise 75 Necro 2 --- Bow 34 Bsp 6 Unconc. 73 190 Spell 10 Csp 0 Damage 11 Spirit 9 Ssp 1 Determination 13 Lift: 792 Carry:312 Run: 11 Mana 9

Disadvantages Cost Ability Rank Roll 50 Demonic 20 2 level density - -- 20 Overconfident 10 Night Vision - -- 15 Perfers indirection 10 40" teleportation - -- and trickery 5 1/4 damage from fire - -- 15 Loves to foment 10 +1 weapons to hit - -- discord 5 hits as +1 weapon - -- 40 Enemy - most men, 20 Polymorph Self - -- elves,dwarves,etc. 20 Seeming - -- 35 Enemy - many demons. 9 Trigger - -- 20 +3d5 from silver or 11 Magic Missle [+25;3 missles@-4] - -- mithril weapons --- 15 Reputation as a 120+190=310 faithless weasle 0 xp Dam Asp Len 100 Base Claw -2 6d6+2 5 --- Bite -1 6d6 3 310

The doppleganger is a demon with a mutable form and a tallent for mimicry. It creates minor illusions that permit it to simulate arms and armor, proper voice and appearance, smell and texture. The creature can vary its appearance from large dwarf to small pony.


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Drakenzahn, Blue(Size 1 winged humanoid demon). 

St 20 Stam 27 Agility 112 Phys. Elu. 131 Cn 20 Hits 31 Bleeding 103 Ment. Elu. 45 In 8 Health 5 Insanity 56 Perc. Int. 59 Ws 14 Luck 30 Dx 25 Ego 18 Magic 66 Impact 10 Ag 25 Mind 8 Perception 33 Edge 8 Ch 15 Sanity 3 Poison 74 Point 8 Bt 5 Shock 111 Fire 16 Wp 16 To Hit 65 Asp 6 Stress 48 Magic 4 Lk 10 Missle 40 Msp 7 Surprise 75 Necro 3 --- Bow 40 Bsp 7 Unconc. 83 198 Spell 2 Csp 1 Knockbk 122 Damage 8 Spirit 5 Ssp 0 Determination 13 Lift:1026 Carry:414 Run:13 Fly:21 Telep:32" Mana 7

Disadvantages Cost Ability Rank Roll 50 Demonic 10 winged humanoid body type - -- 25 Distinctive looks, 15 1 levels of growth - -- Draconic humanoid 20 1 levels of increased density - -- 40 Enemy, mankind 10 Immune to Fire - -- 30 Enemy, dragons 8 +32" of teleportation - -- 20 Incapable of trust 12 +36 magic save - -- 20 Bloodthirsty 11 +4 edge, point - -- 10 Greedy for treasure 10 Night Vision - -- and magic 74 Summon blue drakenzahn, 5% - -- 10 Hellspawned menace 57 26 hexes line of 8d6 lightning - -- 10 Ozone stench 20" damage 3/day 25 +3d6 metal weapons 15 +30 to hit - -- 0 xp --- 200 Base 242+198=440 --- 440 Asp Dam Len Bite -2 4d6+3 4 Claw -2 4d6+1 6

Blue Drakenzahn were created from draconic and demonic stock. They look like draconic humanoids with a draconic head on a scaled, human body and large, leathery batwings. Their breath weapon can be quite annoying. More troublesome is their ability to summon others of their own type. They tend not to do this unless at great need - becuase they find the material plane a horrible place - and are reluctant to share goodies. Given a choice they live hot, blasted, windswept plane.


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Drakenzahn, Gray(Size 1 winged humanoid demon). 

St 25 Stam 43 Agility 70 Phys. Elu. 71 Cn 25 Hits 47 Bleeding 133 Ment. Elu. 55 In 10 Health 7 Insanity 67 Perc. Int. 65 Ws 10 Luck 30 Dx 16 Ego 27 Magic 66 Impact 15 Ag 16 Mind 10 Perception 36 Edge 10 Ch 15 Sanity 3 Poison 103 Point 10 Bt 5 Shock 149 Fire 22[immu] Wp 20 To Hit 82 Asp 11 Stress 57 Magic 5 Lk 10 Missle 13 Msp 2 Surprise 63 Necro 2 --- Bow 13 Bsp 2 Unconc. 107 160 Spell 10 Csp 0 Knockbk 80 Damage 13 Spirit 15 Ssp 2 Determination 20 Lift:1377 Carry:549 Run:8 Fly:16 Telep: 32 Mana 11

Disadvantages Cost Ability Rank Roll 50 Demonic 10 winged humanoid body type - -- 25 Distinctive looks, 15 1 levels of growth - -- Draconic humanoid 20 1 levels of increased density - -- 40 Enemy, mankind 10 Immune to Fire - -- 30 Enemy, dragons 8 +32" of teleportation - -- 20 Incapable of trust 12 +36 magic save - -- 20 Bloodthirsty 13 +5 edge, point - -- 10 Greedy for treasure 10 Night Vision - -- and magic 74 Summon gray drakenzahn, 5% - -- 10 Hellspawned menace 65 14d6 impact breath weapon in a - -- 20 Aura, like static 15" cone, 3/day charge, 20" obv. 30 +60 to hit - -- 20 +3d6 magic damage 18 +6 Asp - -- 0 xp 200 Base --- 445 Asp Dam Len Bite -2 6d6 4 Claw -2 6d6+2 6

Gray Drakenzahn were created from draconic and demonic stock. They look like draconic humanoids with a draconic head on a scaled, human body and large, leathery batwings. Their breath weapon can be quite annoying. More troublesome is their ability to summon others of their own type. They tend not to do this unless at great need - becuase they find the material plane a horrible place - and are reluctant to share goodies. Given a choice they live in blaster, searing rocky wastes.


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Drakenzahn, Green(Size 1 winged humanoid demon). 

St 23 Stam 36 Agility 102 Phys. Elu. 117 Cn 18 Hits 26 Bleeding 105 Ment. Elu. 51 In 10 Health 5 Insanity 60 Perc. Int. 61 Ws 10 Luck 30 Dx 23 Ego 22 Magic 60 Impact 11 Ag 23 Mind 10 Perception 34 Edge 7 Ch 14 Sanity 3 Poison 67 Point 7 Bt 9 Shock 113 Fire 13[immu] Wp 18 To Hit 78 Asp 9 Stress 50 Magic 4 Lk 10 Missle 34 Msp 6 Surprise 75 Necro 2 --- Bow 34 Bsp 6 Unconc. 77 186 Spell 8 Csp 0 Knockbk 112 Damage 11 Spirit 11 Ssp 1 Determination 16 Lift:1188 Carry:450 Run:12 Fly:20 Telep:28 Mana 9

Disadvantages Cost Ability Rank Roll 50 Demonic 10 winged humanoid body type - -- 25 Distinctive looks, 15 1 levels of growth - -- Draconic humanoid 20 1 levels of increased density - -- 40 Enemy, mankind 10 Immune to Fire - -- 30 Enemy, dragons 7 +28" of teleportation - -- 20 Incapable of trust 10 +30 magic save - -- 20 Bloodthirsty 11 +4 edge, point - -- 10 Greedy for treasure 10 Night Vision - -- and magic 52 11 hex, 60deg 9d6 poison breath - -- 10 Hellspawned menace weapon. Does 3d6/round, save 1/2 3/day 10 Obvious - 20" air- 9 +3 Asp - -- borne stench 22 +44 to hit - -- 20 3d6: fresh water 73 Summon green drakenzahn, 5% chance - -- 0 xp --- 200 Base 249+186=435 --- 435 Asp Dam Len Bite -2 5d6+2 4 Claw -2 6d6 6

Green Drakenzahn were created from draconic and demonic stock. They look like draconic humanoids with a draconic head on a scaled, human body and large, leathery batwings. Their breath weapon can be quite annoying. More troublesome is their ability to summon others of their own type. They tend not to do this unless at great need - becuase they find the material plane a horrible place - and are reluctant to share goodies. Given a choice they live in a boiling hot swamp.


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Drakenzahn, Red(Size 1 winged humanoid demon). 

St 25 Stam 43 Agility 87 Phys. Elu. 95 Cn 18 Hits 26 Bleeding 112 Ment. Elu. 57 In 12 Health 5 Insanity 71 Perc. Int. 69 Ws 12 Luck 30 Dx 20 Ego 27 Magic 66 Impact 13 Ag 20 Mind 12 Perception 42 Edge 8 Ch 12 Sanity 3 Poison 69 Point 8 Bt 12 Shock 121 Fire 13[immu] Wp 20 To Hit 80 Asp 8 Stress 59 Magic 5 Lk 10 Missle 25 Msp 4 Surprise 73 Necro 2 --- Bow 25 Bsp 4 Unconc. 79 Poision 2 172 Spell 14 Csp 0 Knockbk 97 Damage 13 Spirit 17 Ssp 2 Determination 20 Lift:657 Carry:243 Run:10 Fly:19 Telep:36 Mana 13

Disadvantages Cost Ability Rank Roll 50 Demonic 10 winged humanoid body type - -- 25 Distinctive looks, 15 1 levels of growth - -- Draconic humanoid 20 1 levels of increased density - -- 40 Enemy, mankind 10 Immune to Fire - -- 30 Enemy, dragons 9 +36" of teleportation - -- 20 Incapable of trust 10 +30 magic save - -- 20 Bloodthirsty 13 +5 edge, point - -- 10 Greedy for treasure 10 Night Vision - -- and magic 31 7 hex, 60deg 12d6 fire breath 3/day - -- 10 Hellspawned menace 94 Summon red drakenzahn, 20% - -- 10 Obvious - 20" air- 6 +2 Asp - -- borne brimstone 25 +50 to hit - -- 10 d6 from immersion --- 0 xp 253+172=425 200 Base --- Asp Dam Len 425 Bite -2 6d6 4 Claw -2 6d6+2 6

Red Drakenzahn were created from draconic and demonic stock. They look like draconic humanoids with a draconic head on a scaled, human body and large, leathery batwings. Their breath weapon can be extrodinarilly annoying. More troublesome is their ability to summon others of their own type. They tend not to do this unless at great need - becuase they find the material plane a horrible place - and are reluctant to share goodies. Given a choice they live on burning sand.


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Drandatrandand(Size 0 humanoid demon). 
St 16     Stam  18           Agility 102   Phys. Elu. 136 
Cn 26     Hits  51          Bleeding 114   Ment. Elu. 66 
In 12    Health  8           Insanity 87   Perc. Int. 80 
Ws 16                            Luck 46 
Dx 25      Ego  36              Magic 111      Impact 10[24] 
Ag 25     Mind  12         Perception 54         Edge 5[21] 
Ch 8     Sanity  3             Poison 111       Point 5[23] 
Bt 18                           Shock 149        Fire 23[25][immu] 
Wp 23   To Hit 103   Asp 15    Stress 75        Magic 7[17] 
Lk 15   Missle  40   Msp 7   Surprise 86        Necro 4[6] 
  ---      Bow  40   Bsp 7   Unconc. 104       Poison 2 
  253    Spell  17   Csp 2                     Damage 4 
        Spirit  23   Ssp 3              Determination 28 
Lift 618    Carry 264   Run:11"   Telep:48"      Mana 16 
Disadvantages           Cost                Ability           Rank Roll 
 50 Demonic              20 2 levels of increased density       -   -- 
 20 Distinctive looks    10 Night Vision                        -   -- 
    six arms, fangs      23 +69 magic save                      -   -- 
 40 Enemy, mankind       12 +48" of telportation                -   -- 
 20 Incapable of trust   10 Immune to Fire                      -   -- 
 20 Bloodthirsty         30 Immune to Hellfire                  -   -- 
 10 Contempt for non-     6 +2 poison armor                     -   -- 
    demons               40 Magic absorption (magic save at     -   -- 
 25 Fanatical sword-       -3 per mana to stam/hit replacement)  
    fighters             23 Expert swordsman                    8   106 
 10 Hellspawned menace   12 Shortsword,cutlass,dagger,poinaird  -   -- 
 15 5 hex aura obv-      30 +60 to hit                          -   --  
    iousness, evil       30 +10 Asp                             -   -- 
 33 xp                   20 +4 Extra limbs (+12 to hit)         -   -- 
300 Base                 24 Cycle time is 8/4                   -   --  
---                     --- 
543                     290+253=543 
                                Asp  Dam  Len 
                    Shortsword  -2   d6+2  6  (expert swordsman) 
                          Claw  -2  3d6+3  5 
                          Bite  -1  3d6+1  3 
The Drandatrandanda are a small order of female demonic sword fighters. Typically large-breasted, graceful blonds with cold haughty expressions and red lips that part to show fangs, their six arms typically have one sword each. A Drandatrandanda would look hot if it didn't look as if it were going to rip your heart out. They are quite dangerous and intimidate groups of other demons into serving them. They care only for swords and swordfighting. They are willing to do one favor for someone who brings them a fine sword (fine means hit plus or extraordinary steel NOT decorations).


 
                       Edge  Point Impact   Fire  Magic  Necro 
01-06   Top of Head     22     22     24     28     23      7 
07-14  Side of Head     14     17     18     24     16      6 
15-20          Face      5      5     10     23      7      4 
21-24          Neck     21     22     27     27     23      7 
25-30        Collar     19     23     22     25     21      7 
31-46         Chest     14     17     18     24     16      6 
47-48  Solar Plexus     14     17     18     24     16      6 
49-61       Stomach     14     17     18     24     16      6 
62-66          Hips     19     23     22     25     21      7 
67-68        Crotch     14     17     18     24     16      6 
69-73     Upper Arm     14     17     18     24     16      6 
74-75         Elbow     18     20     21     28     20      6 
76-79     Lower Arm     17     15     20     27     18      6 
80-81         Wrist     14     17     18     24     16      6 
82-83          Hand     14     17     18     24     16      6 
84-85       Fingers     14     17     18     24     16      6 
86-91     Upper Leg     14     17     18     24     16      6 
92-93          Knee     14     17     18     24     16      6 
94-96         Shins     18     20     21     28     20      6 
97-98        Ankles     13     11     16     27     14      4 
99-00          Feet     13     11     16     27     14      4 
----------------------------------------------------------------- 
Average:                15     17     19     25     17      6 
Penalty: 6 
Encumberance: 144 

Adamant Plate Great Helm 2880.00 Chain Mail Hood 48.00 Plate Mail Gorget 12.00 Adamant Chain Shirt 2940.00 Plate Armor Elbow Gaurd 10.00 Adamant Chain Pants 1080.00 Adamant Plate Bracers 480.00 Adamant Chain Gloves 360.00 Plate Armor Shins 15.00 Plate Armor Boots 20.00 ------- Total 7845.00


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Earth Demon(Size -1 humanoid demon). 

St 25 Stam 44 Agility 60 Phys. Elu. 81 Cn 30 Hits 70 Bleeding 138 Ment. Elu. 77 In 16 Health 9 Insanity 101 Perc. Int. 93 Ws 18 Luck 46 Dx 16 Ego 43 Magic 95 Impact 20[1/4] Ag 16 Mind 18 Perception 68 Edge 9[1/4] Ch 4 Sanity 4 Poison 133 Point 9[1/4] Bt 4 Shock 184 Fire 35[immu] Wp 25 To Hit 76 Asp 10 Stress 86 Magic 9 Lk 15 Missle 13 Msp 2 Surprise 76 Necro 4 --- Bow 13 Bsp 2 Unconc. 112 Poison 2 222 Spell 27 Csp 3 Damage 14 Spirit 31 Ssp 5 Determination 33 Lift 611 Carry 247 Run:4 Telep:24" Mana 24 Disadvantages Cost Ability Rank Roll 50 Demonic 5 1 levels of decreased size - -- 20 Distinctive looks, 30 3 levels of increased density - -- 3' bronze statue 13 +39 magic save - -- 40 Enemy, mankind 10 Night Vision - -- 40 Enemy, earth elmntls 6 +2 poison armor - -- 20 Incapable of trust 6 +24" of telportation - -- 20 Bloodthirsty 10 Immune to Fire - -- 10 Contempt for non- 30 Immune to Hellfire - -- demons 20 Control earth elemental, -30 save, - -- 10 Hellspawned menace lasts 3 days, costs 7 mana 15 5 hex aura obv- 13 Polymorph self, to earthern form - -- iousness, evil only. 25 No stamina 43 1/4 damage from edge, point, impact - -- 0 xp 20 +2 weapons to hit - -- 100 Base 10 hits as +2 weapon - -- --- 27 +54 to hit - -- 350 15 +5 Asp - -- --- 258+222=480 Asp Dam Len Fist -2 5d6+2 3 Claw -2 5d6+2 3

Earth demons look like animated bronze statues about three feet high and stocky when they are not polymorphed. Their appareance as a humanoid in their unmorphed state varies a lot. They are able to do mass conserving changes to different earthern materials and can control earth elementals. They typically surround themselves with elementals. They are not themselves elementals.


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Fluggle(Size -2 humanoid demon). 

St 25 Stam 45 Agility 77 Phys. Elu. 110 Cn 28 Hits 59 Bleeding 130 Ment. Elu. 55 In 12 Health 8 Insanity 71 Perc. Int. 72 Ws 16 Luck 27 Dx 20 Ego 24 Magic 66 Impact 16 Ag 20 Mind 12 Perception 50 Edge 5 Ch 8 Sanity 3 Poison 117 Point 5 Bt 8 Shock 164 Fire 26[immu] Wp 19 To Hit 30 Asp 6 Stress 59 Magic 5 Lk 9 Missle 25 Msp 4 Surprise 72 Necro 4 --- Bow 25 Bsp 4 Unconc. 108 Poison 1 191 Spell 13 Csp 2 Damage 13 Spirit 15 Ssp 2 Determination 18 Lift 930 Carry 384 Telep:28 Run:6 Mana 12

Disadvantages Cost Ability Rank Roll 50 Demonic 10 2 levels of decreased size - -- 25 Hideous looks 20 2 levels of increased density - -- 40 Enemy, elves 10 Night Vision - -- 20 Subject to Orders 7 +28" of telportation - -- 20 Dark master 10 Immune to Fire - -- 20 Loves destruction 3 +1 poison armor - -- 10 Enjoys tormenting 8 +24 magic save - -- helpless victims 36 8d6 impact breath weapon 4" 60 deg. - -- 10 Rep: Hellspawn 15 Chamelion, d3 rounds to adjust, - -- 15 5 hex aura obv- blends with any background iousness, evil --- 0 xp 119+191=310 100 Base Asp Dam Len --- Bite -1 3d6+2 1 310 Claw -1 4d6+3 2

The fluggle is egg-shaped with large clawed feet on short legs, large clawed hands on short arms, and a face that takes up most of one side of its body. The mouth stretches across most of the body, the eyes are saucer sized. The effect is hideous when the fluggle is not holding still, down to the green and purple coloring. When still, the fluggle looks like and egg shaped rock the same color as the area around it. Blending in takes d3 rounds. The fluggles mouth opens onto a rough red interior and can vomit a cloud of force.


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Froggoth(Size -1 quadrupedal demon). 

St 20 Stam 28 Agility 107 Phys. Elu. 105 Cn 16 Hits 22 Bleeding 81 Ment. Elu. 49 In 12 Health 4 Insanity 62 Perc. Int. 66 Ws 16 Luck 36 Dx 20 Ego 18 Magic 78 Impact 9 Ag 20 Mind 12 Perception 47 Edge 6 Ch 12 Sanity 3 Poison 57 Point 6 Bt 6 Shock 100 Fire 11 Wp 16 To Hit 57 Asp 8 Stress 50 Magic 4 Lk 12 Missle 25 Msp 4 Surprise 69 Necro 4 --- Bow 25 Bsp 4 Unconc. 57 Poison 1 151 Spell 10 Csp 2 Damage 8 Spirit 9 Ssp 1 Determination 13 Lift 660 Carry 252 Run:12" Tport:16" Mana 9

Disadvantages Cost Ability Rank Roll 50 Demonic 5 1 levels of decreased size - -- 25 Horrifying looks 20 2 levels of increased density - -- 40 Enemy, humans 10 Night Vision - -- 20 Incapable of trust 4 +16" of telportation - -- 15 Hungary all the time 10 Immune to Fire - -- 15 Loves tormenting 3 +1 poison armor - -- helpless victims 12 +36 magic save - -- 10 Rep: Hellspawn 8 +3 edge, point - -- 15 xp 16 +32 to hit - -- 100 Base 12 +4 Asp - -- --- 39 Summoning Froggoth 5% d6 rounds - -- 290 --- 139+141=290 Asp Dam Len Bite -1 3d6+3 2 Kick -3 4d6+2 4

The froggoth looks like a fat, three foot long frog with a huge, toothy mouth. If has tough, pebbly skin and glowing red eyes. When it ``hops'' it teleports and it can scamper quickly. The froggoth is quite stupid and can summon other froggoth, albiet with a delay and a small chance of success. They need a motive to summon, like enemies between them and good food, and will summon their friends into the middle of the enemies.


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Gashghan(Size 0 humanoid demon). 

St 22 Stam 33 Agility 82 Phys. Elu. 108 Cn 23 Hits 36 Bleeding 111 Ment. Elu. 57 In 12 Health 6 Insanity 75 Perc. Int. 74 Ws 16 Luck 30 Dx 21 Ego 27 Magic 75 Impact 7 Ag 21 Mind 12 Perception 51 Edge 4 Ch 2 Sanity 3 Poison 93 Point 4 Bt 2 Shock 140 Fire 10[immu] Wp 20 To Hit 29 Asp 5 Stress 63 Magic 5 Lk 10 Missle 53 Msp 7 Surprise 75 Necro 4 --- Bow 28 Bsp 5 Unconc. 89 Poison 2 185 Spell 14 Csp 2 Damage 8 Spirit 17 Ssp 2 Determination 20 Lift 399 Carry 159 Run:9 Teleport:44 Mana 13

Disadvantages Cost Ability Rank Roll 50 Demonic 10 Night Vision - -- 20 Horrible looks 11 +44" of telportation - -- 40 Enemy, men 10 Immune to Fire - -- 20 Subject to Orders 16 +4 edge, point - -- 20 Dark master 6 +2 poison armor - -- 20 Loves destruction 11 +33 magic save - -- 10 Contempt for non- 55 Disintegration 10 cu meters of - -- demons inanimate or d100 to living creature 10 Rep: Hellspawn 20 +10 missle bonus - -- 20 20 hex aura of 6 +2 Msp - -- evil (obvious) --- 20 +3d6 from silver 145+185=330 weapons 0 xp Asp Dam Len 100 Base Claw -2 4d6+3 5 --- 330

The gashgahn is a corpse white humanoid with large clawed hands and a small, sensitive mouth. It has red and green viens and bloodshot eyes that give it a horrible appearance. It has modest combat abilities but a devastating magical attack, a black and green disintegration beam projected from the eyes.


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Great Horny Toad(Size one demonic hexapod). 

St 28 Stam 55 Agility 117 Phys. Elu. 95 Cn 28 Hits 59 Bleeding 139 Ment. Elu. 38 In 6 Health 8 Insanity 38 Perc. Int. 46 Ws 8 Luck 30 Dx 20 Ego 12 Magic 80 Impact 18 Ag 20 Mind 6 Perception 26 Edge 5 Ch 6 Sanity 2 Poison 110 Point 5 Bt 6 Shock 158 Fire 26 Wp 12 To Hit 63 Asp 11 Stress 32 Magic 2 Lk 10 Missle 53 Msp 4 Surprise 59 Necro 2 --- Bow 25 Bsp 4 Unconc. 111 Poison 3 149 Spell -6 Csp 1 Knockbk 127 Damage 16 Spirit -2 Ssp 0 Determination 9 Lift 1494 Carry 630 Run:15" Mana 3

Disadvantages Cost Ability Rank Roll 50 Demonic 5 hexapod body type - -- 15 Distinctive looks 15 1 levels of growth - -- 40 Enemy, elves 20 2 levels of increased density - -- 20 Hungary all the time 10 Night Vision - -- 15 Quite stupid 5 +20" of telportation - -- 15 Overconfident 10 Immune to Fire - -- 10 Rep: Hellspawn 9 +3 poison armor - -- 15 5 hex aura obv- 20 +60 magic save - -- iousness, evil 15 +5 Asp - -- 40 Enemy, men 15 +30 to hit - -- 20 No manipulation 14 +28 missle - -- 0 xp 33 4d6 poison eyebeam, save 1/2 - -- 100 Base --- --- 171+149=320 Asp Dam Len 320 Bite -2 6d6+3 4

Great Horny Toads are smart enough to make okay passive guards and are sometimes used as steeds by other demons. They are technically of greater than animal intelligence, but their attitude tends to conceal that. They are ridges and spikes on their horny skin and look a lot like giant horned toads, save that they are hexapods.


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Harpymaig(Size 0 demonic humanoid). 

St 25 Stam 43 Agility 92 Phys. Elu. 122 Cn 23 Hits 38 Bleeding 117 Ment. Elu. 57 In 12 Health 6 Insanity 71 Perc. Int. 69 Ws 12 Luck 46 Dx 23 Ego 27 Magic 84 Impact 11[20] Ag 23 Mind 12 Perception 47 Edge 2[13] Ch 10 Sanity 3 Poison 93 Point 2[15] Bt 6 Shock 146 Fire 14[12] Wp 20 To Hit 86 Asp 11 Stress 59 Magic 5[17] Lk 15 Missle 34 Msp 6 Surprise 79 Necro 2[6] --- Bow 34 Bsp 6 Unconc. 89 Poison 3 221 Spell 14 Csp 0 Damage 12 Spirit 17 Ssp 2 Determination 20 Lift 679 Carry 265 Run:10" Mana 13

Disadvantages Cost Ability Rank Roll 50 Demonic 10 1 levels of increased density - -- 25 Hideous looks 10 Night Vision - -- 40 Enemy, men 10 +40" of telportation - -- 20 Incapable of trust 10 Immune to Fire - -- 15 Loves sword fighting 9 Dagger, shortsword, longsword - -- 15 Contempt for non- 9 +3 poison armor - -- demons 16 +48 magic save - -- 40 Enemy, elves 45 Dispel magic 25 at 5 +/- 5/rnk - -- 10 Rep: Hellspawn 25 +50 to hit - -- 15 5 hex aura obv- 15 +5 Asp - -- iousness, evil 20 +2 weapons to hit - -- 30 xp 10 hits as +2 weapon - -- 150 Base --- --- 189+221=410 410 Asp Dam Len Brk Bite -1 5d6+1 3 Dagger -1 d6 3 9 Shortsword -2 d6+2 6 12 Longsword -5 2d6+2 10 18

The harpymaig are tall, shapely women who have heads that look like harpy-eagles. They are experts with swords and love sword fighting. They compete for magic blades and will be bound to service to obtain them. They typically wear armor forged of tarnril and often carry tarnril blades. The statistics above are for normal blades.


 
                       Edge  Point Impact   Fire  Magic  Necro 
01-06   Top of Head     16     16     22     14     19      6 
07-14  Side of Head     16     16     22     14     19      6 
15-20          Face     12     10     19     12     14      5 
21-24          Neck     18     19     24     15     22      7 
25-30        Collar     13     17     20     11     17      6 
31-46         Chest      9     12     17      9     12      5 
47-48  Solar Plexus      9     12     17      9     12      5 
49-61       Stomach      9     12     17      9     12      5 
62-66          Hips     13     17     20     11     17      6 
67-68        Crotch      9     12     17      9     12      5 
69-73     Upper Arm      9     12     17      9     12      5 
74-75         Elbow     13     17     20     11     17      6 
76-79     Lower Arm     12     10     19     12     14      5 
80-81         Wrist      9     12     19      7      8      3 
82-83          Hand      9     12     19      7      8      3 
84-85       Fingers      9     12     19      7      8      3 
86-91     Upper Leg      9     12     17      9     12      5 
92-93          Knee      9     12     17      9     12      5 
94-96         Shins     16     16     22     14     19      6 
97-98        Ankles     12     10     19     12     14      5 
99-00          Feet     12     10     19     12     14      5 
----------------------------------------------------------------- 
Average:                13     15     20     12     17      6 
Penalty: 6 
Encumberance: 125 

Tarnrill Plate Great Helm 2160.00 Tarnrill Chain Hood 1104.00 Tarnrill Chain Gorget 184.00 Tarnrill Chain Shirt 2254.00 Tarnrill Chain Elbow Gaurd 92.00 Tarnrill Chain Pants 828.00 Tarnrill Plate Bracers 360.00 Dwarven Chain Gloves 24.00 Tarnrill Plate Shins 270.00 Tarnrill Plate Boots 360.00 ------- Total 7636.00


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Hawkqurain. 

St 25 Stam 43 Agility 77 Phys. Elu. 95 Cn 20 Hits 29 Bleeding 113 Ment. Elu. 49 In 12 Health 5 Insanity 62 Perc. Int. 66 Ws 16 Luck 30 Dx 20 Ego 27 Magic 117 Impact 15 Ag 20 Mind 12 Perception 47 Edge 10 Ch 12 Sanity 3 Poison 74 Point 10 Bt 6 Shock 126 Fire 9[immu] Wp 16 To Hit 30 Asp 6 Stress 50 Magic 10 Lk 10 Missle 25 Msp 4 Surprise 69 Necro 4 --- Bow 25 Bsp 4 Unconc. 128 165 Spell 10 Csp 2 Knockdown 87 Damage 12 Spirit 9 Ssp 1 Determination 13 Lift: 972 Carry:378 Run: 12 Mana 9

Disadvantages Cost Ability Rank Roll 50 Demonic 10 1 level density - -- 25 Bloodthirsty 15 1 level size - -- 15 Sadistic 35 +3 Impact, +8 edge, point - -- 10 Likes raptors 10 Immune to fire - -- 20 Bizzare 18 +6 Magic - -- appearance 25 +75 magic save - -- 45 Enemy most 15 +45 unconciousness - -- humans, elves. 20 +2 weapons to hit - -- 40 Enemy, earth 10 hits as +2 weapon - -- demons 10 Night Vision - -- 15 5" aura of evil 12 48" of teleportation - -- 20 Rep: eats 7 Breakfall [2] - -- allies, treats 13 Cause wounds (3d6/nat arm only) - -- others worse edge damage with missle bonus[2] 15 +3d6 from moon 9 Mindstray [2] - -- light 1 +1 Stam - -- 20 +2d6 from cold --- iron 210+165=375 0 xp 100 Base Asp Dam Len --- Bite -2 5d6+3 4 375 Claw -2 6d6+1 6

The hawquarain is an eight foot demon with a golden or black hawk head and a humanoid body. It looks cruel and has red eyes. Hawkquirain often serves as a temple demon. It enjoys torture and blood but has enough self-control to lead a cult effectively. The above is a new-created hawkqurain: it will gain combat abilities as experience accrues.


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Hellcat(Size -2 demonic quadruped). 

St 20 Stam 29 Agility 102 Phys. Elu. 145 Cn 16 Hits 18 Bleeding 81 Ment. Elu. 47 In 10 Health 4 Insanity 64 Perc. Int. 72 Ws 20 Luck 30 Dx 25 Ego 22 Magic 91 Impact 5 Ag 25 Mind 10 Perception 47 Edge 0 Ch 12 Sanity 3 Poison 57 Point 0 Bt 12 Shock 100 Fire 4[immu] Wp 16 To Hit 35 Asp 6 Stress 54 Magic 4 Lk 10 Missle 68 Msp 7 Surprise 77 Necro 5 --- Bow 40 Bsp 7 Unconc. 57 200 Spell 6 Csp 4 Knockdown 82 Damage 6 Spirit 7 Ssp 1 Determination 13 Lift: 330 Carry:126 Run: 14 Mana 7

Disadvantages Cost Ability Rank Roll 50 Demonic 10 2 levels of smaller - -- 15 Very large chocolate 10 Night Vision - -- point siamese cat 20 +2 weapons to hit - -- 30 Enemy, hellhounds 10 Hits as +2 weapon - -- 40 Enemy, many non-evil 15 30" teleportation - -- sentients 10 Immune to Fire - -- 20 no hands 15 +45 Magic Save - -- 15 Loves solitude 14 +28 missle to hit - -- 15 Hates canines 3 Fear - -- 20 Craves victims to 47 Enslavement, requires gaze attack - -- torture and eat with missle hit roll (+1/2 cost) 20 +3d6 from lightning 9 Mind Stray - -- 20 +3d6 from cold 17 Sleep (mssl roll, save if cmbt.) - -- 0 xp 15 Stun (missle roll, sv vs unconc.) - -- 150 Base --- --- 195+200=395 395

Hellcats are siamese cats the size of German Shepards. They are usually solitary and standoffish (but will cooperate to kill hellhounds or aquire victims). They are rich in demonic powers including numerous ways to render the unsuspecting helpless (and a few tricks that work well in combat).


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Hellhawk(Size 0 birdlike demon). 

St 20 Stam 27 Agility 67 Phys. Elu. 100 Cn 20 Hits 27 Bleeding 98 Ment. Elu. 66 In 18 Health 5 Insanity 85 Perc. Int. 91 Ws 20 Luck 67 Dx 20 Ego 27 Magic 102 Impact 8 Ag 20 Mind 22 Perception 86 Edge 3 Ch 14 Sanity 5 Poison 78 Point 3 Bt 4 Shock 124 Fire 8[immu] Wp 20 To Hit 61 Asp 9 Stress 67 Magic 5 Lk 20 Missle 25 Msp 4 Surprise 83 Necro 5 --- Bow 25 Bsp 4 Unconc. 77 204 Spell 26 Csp 4 Damage 6 Spirit 23 Ssp 4 Determination 20 Lift 354 Carry 138 Run:4" Fly:18" Tport:40 Mana 22 Fly: 18 Teleport: 0 Disadvantages Cost Ability Rank Roll 50 Demonic 10 Night Vision - -- 20 Horrible looks 10 +40" of telportation - -- 45 Enemy, mages 10 Immune to Fire - -- 40 Enemy, elves 12 +36 magic save - -- 20 Dark master 6 +2 poison armor - -- 20 Bloodthirsty 18 +36 to hit - -- 15 Cowardly 15 +5 Asp - -- 15 Loves to toy with 15 +3 edge, point, impact - -- victims 40 8d6 stamina drain, 60 degree cone - -- 10 Rep: Hellspawn 7" long, past zero yields uncon. 15 No fine manipulation save at minus excess damage. 0 xp 10 Lethal blow 1 -- 100 Base --- Asp Dam Len --- 146+204=350 Bite -1 3d6+3 3 350 Claw -2 4d6+1 5

The hellhawk appears as a gray hawk with a wingspan of eight feet. It's eyes are solid gray and its voice is grating and unpleasant. Created with a fairly clever mind the gray hawk is used as a scout and commander for detached groups during a war. Its breath weapon can be used to exhaust opponents but it seldom uses it more than once for fear of attracting fire - an exception is when it is cornered. The hellhawk also makes a good possessing demon because it has fairly good spiritual combat statistics and enough of a brain to play a role.


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Hellhound(Size 2 quadrupedal demon). 

St 20 Stam 27 Agility 73 Phys. Elu. 90 Cn 20 Hits 27 Bleeding 112 Ment. Elu. 45 In 10 Health 5 Insanity 53 Perc. Int. 57 Ws 12 Luck 24 Dx 23 Ego 21 Magic 107 Impact 10 Ag 18 Mind 10 Perception 38 Edge 5 Ch 8 Sanity 3 Poison 73 Point 5 Bt 4 Shock 114 Fire 5[immu] Wp 15 To Hit 57 Asp 5 Stress 43 Magic 3 Lk 8 Missle 29 Msp 6 Surprise 72 Necro 2 --- Bow 29 Bsp 3 Unconc. 92 149 Spell 5 Csp 0 Knockdown 93 Damage 6 Spirit 5 Ssp 1 Determination 12 Lift: 678 Carry:276 Run: 15 Mana 6

Disadvantages Cost Ability Rank Roll 50 Demonic 30 2 levels size - -- 20 Giant hound with 28 8d6 60 deg fire cone 4/day, - -- demonic cast agility save to half, 7" 30 Enemy, Hellcats 25 +75 magic save - -- 45 Enemy Men, Elves 25 +5 edge, point, impact - -- 20 No hands 10 Immune to fire - -- 20 Overconfident 10 +1 weapons to hit - -- 15 Pack loyalty 5 Hits as +1 weapon - -- 15 Afraid of cold/ 15 half damage, hellfire - -- ice 13 +26 to hit - -- 15 +3d6 from cold 10 Night Sight - -- attacks 10 20" of teleportation - -- 0 xp --- 100 181+149=330 --- 330 Asp Dam Len Bite -2 4d6+3 5 Claw -3 5d6+1 7

Hellhounds are huge (large horse sized) black canines with reddish brown patches. They smell of sulphur, look like pit bulls, and usually travel in groups unless summoned individually.


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Hellmoth(Size zero demonic arthrapod). 

St 20 Stam 27 Agility 102 Phys. Elu.113 Cn 10 Hits 10 Bleeding 62 Ment. Elu. 39 In 4 Health 3 Insanity 40 Perc. Int. 44 Ws 5 Luck 24 Dx 25 Ego 21 Magic 13 Impact 13 Ag 20 Mind 4 Perception 4 Edge 9 Ch 4 Sanity 2 Poison 46 Point 9 Bt 0 Shock 108 Fire 26 Wp 15 To Hit 35 Asp 10 Stress 46 Magic 2 Lk 8 Missle 35 Msp 7 Surprise 70 Necro 2 --- Bow 35 Bsp 4 Unconc. 107 120 Spell -7 Csp -2 Damage 6 Spirit -1 Ssp 0 Determination 12 Lift: 309 Carry:108 Run: 6 Mana 6 Fly: 9

Disadvantages Cost Ability Rank Roll 30 Trophic Intellect 60 3" 6d6 fire attack (exhaust trail) - -- 20 Hideous 8 +24 fire armor - -- 50 Demonic 10 Night Vision - -- 20 Anadaptive 10 Wallwalking - -- 35 Enemy - most other 38 4d6, 6 armor entangle attack - -- demons 12 +4 Asp - -- 20 Absolutely protect. 7 +21 Unconc. Sv. - -- of other arthr. 20 +4 edge, point, impact - -- that smell right 10 +1 Weapons to hit - -- 25 +3d6 from cold/ 5 Hits as +1 weapon - -- electricity --- 0 xp 180+120=300 100 Base --- Asp Dam Len 300 Bite -1 d5+6 2

Hellmoths are nonsentient demonic lifeforms. Their larval form is the Snackapeede. If they kill a large animal they will lay eggs in it. A Hellmoth has a short lifespan - a few weeks - and they do not eat. They hunt full time for things to lay eggs in.


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Herpanjai (Size 1 herpocentauroid demon). 

St 25 Stam 43 Agility 102 Phys. Elu. 117 Cn 20 Hits 31 Bleeding 111 Ment. Elu. 46 In 12 Health 5 Insanity 52 Perc. Int. 58 Ws 12 Luck 33 Dx 23 Ego 14 Magic 84 Impact 26 Ag 23 Mind 12 Perception 41 Edge 10 Ch 12 Sanity 3 Poison 72 Point 10 Bt 2 Shock 122 Fire 16 Wp 14 To Hit 76 Asp 12 Stress 40 Magic 3 Lk 11 Missle 34 Msp 6 Surprise 73 Necro 3 --- Bow 34 Bsp 6 Unconc. 81 Poison 3 185 Spell 8 Csp 0 Knockbk 112 Damage 13 Spirit 6 Ssp 1 Determination 10 Lift 1278 Carry 504 Slither:11" T-port:60" Mana 7

Disadvantages Cost Ability Rank Roll 50 Demonic 15 1 levels of growth - -- 25 Hideous appearance 20 2 levels of increased density - -- 45 Enemy, mankind 10 Night Vision - -- 20 Greedy for magic 15 +60" of telportation - -- 20 Dark masters 10 Immune to Fire - -- 20 Bloodthirsty 20 +40 to hit - -- 10 Hate sunlight 9 +3 poison armor - -- 20 Blind in sunlight 16 +48 magic save - -- 15 5 hex aura obv- 12 +6 edge, point armor - -- iousness, evil 18 +6 Asp - -- 0 xp 59 6d6 6" cone magic attack, 0 rng - -- 200 Base breath weapon, magic save to 1/2 --- 10 Magic skill 1 40 425 9 Dross (demonic ability) - -- 5 Lightfinger 3 61 --- 240+185=425 Asp Dam Len Bite -2 6d6 4 Claw -2 6d6+2 6

The herpanjai are a race of demons, naturally gifted with magical ability but without the mental skill to become true mages. They can use (and hence covet) magical items. Their breath weapon appears as polychromatic fire, vurling in artistic arabesques. Physically they have twelve foot long snake-like bodies rearing into an almost humanoid erect torso topped by a head part way between draconic and tuarian. They integument is a complex pattern of sickly yellow, slime green, gray, and brown scales.


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Hexaherpon (Size 0 demonic humanoid celestial). 

St 25 Stam 43 Agility 92 Phys. Elu. 122 Cn 25 Hits 49 Bleeding 129 Ment. Elu. 85 In 22 Health 7 Insanity 105 Perc. Int. 113 Ws 24 Luck 46 Dx 23 Ego 36 Magic 143 Impact 24 Ag 23 Mind 33 Perception 90 Edge 13 Ch 23 Sanity 6 Poison 106 Point 13 Bt 20 Shock 160 Fire 27[immu] Wp 23 To Hit 100 Asp 10 Stress 83 Magic 7 Lk 15 Missle 34 Msp 6 Surprise 100 Necro 8 --- Bow 34 Bsp 6 Unconc. 100 Poison 3 302 Spell 37 Csp 6 Damage 14 Spirit 33 Ssp 6 Determination 28 Lift 1170 Carry 457 Run:10" Telep:60" Mana 39

Disadvantages Cost Ability Rank Roll 50 Demonic 30 3 levels of increased density - -- 25 +3d6 from cold 10 Magic skill 1 71 20 Distinctive looks 10 Night Vision - -- giant reptilian 18 +54 magic save - -- 40 Enemy, elves 15 +60" of telportation - -- 40 Enemy, other demonic 20 Control fire elemental, -30 save - -- orders lasts 3 days costs 7 mana 20 Subject to Orders 10 Immune to Fire - -- 20 Dark master 9 +3 poison armor - -- 20 Bloodthirsty 12 +4 Asp - -- 15 Overconfident 32 +64 to hit - -- 15 Hungry all the time 17 +6 edge, point, mipact - -- 10 Rep: Hellspawn 30 Pyrokinesis - -- 25 100 hex aura obv- 20 Polymorph self - -- iosness, evil 31 Summon fire elemental, up to 500 - -- 20 xp points, costs 11 mana 300 Base 30 Immune to hellfire - -- --- 20 Celestial 25 essence - -- 650 7 Bend chance 4 93 3 End magic 3 129 3 Sense essence 3 97 7 Steal essence 5 119 14 Steal mana 6 76 --- 348+302=650 Asp Dam Len Claw -2 6d6+1 3 Bite -1 5d6+3 2 Horn -2 6d6+2 4

A hexaherpon is a human demon about the shape of an overmuscled tyranosaur with a fril of six horns from an outer pair like two texas longhorn horns moving inward to two forward pointing horns near the cente of its head. It's skin is silver, gold, and green in an elegant and mystical pattern. The hexaaherpon has deep green eyes which flare in flames when it uses its pyrokinesis or fire elemental abilities. While they are proud of their form the hexaherpon can assume new shapes. Their ability to control and summon fire elementals can be devestating. They can summon even the dread greater pyrohydra. The hexaherpon serve Teraherpon, their dread master.


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Hyradra (Size 0 herpocentauroid demon). 

St 23 Stam 36 Agility 87 Phys. Elu. 100 Cn 23 Hits 40 Bleeding 110 Ment. Elu. 53 In 12 Health 6 Insanity 64 Perc. Int. 65 Ws 12 Luck 36 Dx 20 Ego 22 Magic 36 Impact 22 Ag 20 Mind 12 Perception 45 Edge 7 Ch 15 Sanity 3 Poison 91 Point 7 Bt 6 Shock 138 Fire 19 Wp 18 To Hit 58 Asp 8 Stress 52 Magic 5 Lk 12 Missle 25 Msp 4 Surprise 71 Necro 3 --- Bow 25 Bsp 4 Unconc. 87 176 Spell 12 Csp 0 Damage 11 Spirit 13 Ssp 2 Determination 16 Lift 822 Carry 330 Run:7" Telep:36" Mana 11

Disadvantages Cost Ability Rank Roll 50 Demonic 20 2 levels of increased density - -- 15 Distinctive looks 10 Night Vision - -- 40 Enemy, men 9 +36" of telportation - -- 20 Incapable of trust 10 Immune to Fire - -- 20 Loves destruction 3 +1 poison armor - -- 15 Cowardly 10 +30 magic save - -- 10 Rep: Hellspawn 8 +3 edge, point - -- 15 5 hex aura obv- 35 Darkness 3" radius, personal immu. - -- iousness, evil 9 +3 Asp - -- 20 Dark master 15 +30 to hit - -- 0 xp --- 100 Base 129+176=305 --- Asp Dam Len Brk 305 Short sword(x2) -2 d6+2 6 12 Tarnril +15 to hit, bloodsword. Claw -2 5d6+2 5

The Hyradra is has a humanoid upper body and a snake-like lower body. Its entire body is covered with tough scales with an excellent armor value. The scales are green, brown, and gray in a complex pattern. Their eyes are yellow and their tongue and lips are green. Hyradra are the guard of the Aristocratic Demon Linthi and are equipped with vicious tarnrill swords that not only are +15 to hit with a rune of accuracy but are treated with the Bloodsword spell of demonic lore. These swords cause an extra d6 per round of bleeding each time these weapons do hitpoint damage. The Hyradra's ability to project darkness they can see through is of great tactical value.


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Imp I (Size -2 humanoid demon with tail sting). 

St 6 Stam 9 Agility 60 Phys. Elu. 91 Cn 6 Hits 6 Bleeding 36 Ment. Elu. 58 In 16 Health 2 Insanity 76 Perc. Int. 83 Ws 20 Luck 24 Dx 16 Ego 10 Magic 105 Impact 4 Ag 16 Mind 18 Perception 63 Edge 3 Ch 6 Sanity 4 Poison 30 Point 3 Bt 0 Shock 60 Fire 1[immu] Wp 18 To Hit 7 Asp 0 Stress 60 Magic 4 Lk 8 Missle 13 Msp 2 Surprise 69 Necro 5 --- Bow 13 Bsp 2 Unconc. 30 84 Spell 20 Csp 4 Knockdown 30 Damage 0 Spirit 17 Ssp 3 Determination 16 Lift: 50 Carry: 14 Run: 6 Mana 16

Disadvantages Cost Ability Rank Roll 50 Demonic 15 3 levels of smaller - -- 25 Butt ugly 15 +3 edge, point, impact - -- 10 Brimstone stench 15 +45 magic save - -- 15 Greedy 10 immune to fire - -- 15 Coward 40 magic absorption to hits/stam - -- 20 Completely dishonest 36 sting, 6d6 poison, 3d6/rnd, - -- 0 xp no save, hand-to-hand 100 11 Magic missle +20, 4 missles - -- --- 9 Mind stray - -- 235 -- 151+84=235

Asp Dam Len Bite -0 d5 0 Claw -3 d6 1 Sting -0 d6+2 0

The imp is a small, annoying demon. The one shown here is about eighteen inches high, has a tail with a nasty stinger, and can generate some minor magical effects.


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Imp II(Size -2 humanoid demon). 

St 8 Stam 10 Agility 64 Phys. Elu. 92 Cn 8 Hits 8 Bleeding 40 Ment. Elu. 52 In 15 Health 3 Insanity 65 Perc. Int. 69 Ws 16 Luck 24 Dx 17 Ego 10 Magic 124 Impact 5 Ag 17 Mind 16 Perception 54 Edge 3 Ch 6 Sanity 4 Poison 32 Point 3 Bt 0 Shock 62 Fire 2[immu] Wp 16 To Hit 23 Asp 1 Stress 50 Magic 4 Lk 8 Missle 30 Msp 3 Surprise 67 Necro 4 -- Bow 16 Bsp 3 Unconc. 32 85 Spell 16 Csp 2 Knockdown 44 Damage 0 Spirit 12 Ssp 2 Determination 13 Lift: 72 Carry: 24 Run: 8 Mana 12

Disadvantages Cost Ability Rank Roll 50 Demonic 10 2 levels of smaller - -- 25 Butt ugly 15 +3 edge, point, impact - -- 10 Brimstone stench 25 +75 magic save - -- 15 Greedy 10 immune to fire - -- 15 Coward 40 magic absorption to hits/stam - -- 20 Completely dishonest 9 Mindstray - -- 15 Rep. completely 30 Invisible to sight, night sight, - -- untrustworthy and thermal vision 10 xp 13 Cause wounds, 3d6 wound vs nat. - -- 100 edge only --- 9 Dross - -- 260 7 +14 to hit - -- 7 +14 missle - -- -- 175+85=260

Asp Dam Len Bite -1 d6+1 1 Claw -2 d6+2 2

An imp is a small, annoying demon. The one shown here is about twenty-eight inches high and stocky, appears as a knarled pinkish humanoid, and can generate some annoying magical effects. It's greatest utility is its ability to vanish and because of this it is sometimes employed as a spy.


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Imp III(Size -3 winged humanoid demon). 

St 6 Stam 9 Agility 63 Phys. Elu. 115 Cn 4 Hits 4 Bleeding 31 Ment. Elu. 47 In 12 Health 2 Insanity 55 Perc. Int. 59 Ws 12 Luck 15 Dx 20 Ego 16 Magic 54 Impact 1 Ag 20 Mind 12 Perception 37 Edge 0 Ch 4 Sanity 3 Poison 23 Point 0 Bt 4 Shock 45 Fire 1[immu] Wp 15 To Hit 15 Asp 1 Stress 43 Magic 3 Lk 5 Missle 25 Msp 4 Surprise 68 Necro 2 --- Bow 25 Bsp 4 Unconc. 31 69 Spell 9 Csp 0 Damage 0 Spirit 7 Ssp 1 Determination 12 Lift 5 Carry 3 Run:2 Fly:13 Telep:20 Mana 8

Disadvantages Cost Ability Rank Roll 50 Demonic 10 winged humanoid body type - -- 15 Distinctive looks 15 3 levels of decreased size - -- 20 Massive coward 10 Night Vision - -- 20 Incapable of trust 5 +20" of telportation - -- 10 Cruel, enjoys 10 Immune to Fire - -- torture and blood 6 +18 magic save - -- 0 xp 9 Trigger - -- 50 Base 39 Invisibility - -- --- -8 -24 agility save 165 --- 96+69=165 Asp Dam Len Bite -0 d5 0 Claw -1 d6 1

This sort of imp is quite small, about a foot tall with a wingspan of almost two feet. In the dark it tends to tuck in its arms and legs and looks like a large bat. In combat, it dies horribly and so tends to be a skulking coward. It attacks, at most, unarmed, lone victims. Typically this sort of imp serves as a spy or ambush-and-flee with its ability to trigger magic items. One of its favorite ricks is hiding in a fire.


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Imp IV(Size -4 humanoid demon). 

St 8 Stam 12 Agility 102 Phys. Elu. 156 Cn 12 Hits 12 Bleeding 47 Ment. Elu. 40 In 8 Health 3 Insanity 44 Perc. Int. 52 Ws 12 Luck 24 Dx 25 Ego 12 Magic 58 Impact 5 Ag 25 Mind 8 Perception 32 Edge 3 Ch 8 Sanity 3 Poison 39 Point 3 Bt 8 Shock 67 Fire 3[immu] Wp 12 To Hit 25 Asp 3 Stress 36 Magic 2 Lk 8 Missle 90 Msp 9 Surprise 71 Necro 2 --- Bow 40 Bsp 7 Unconc. 75 134 Spell -2 Csp 0 Damage 0 Spirit 0 Ssp 0 Determination 9 Lift -144 Carry -60 Run:3 Teleport:20" Mana 3

Disadvantages Cost Ability Rank Roll 50 Demonic 20 4 levels of decreased size - -- 20 Distinctive looks 10 Night Vision - -- 40 Enemy, mankind 5 +20" of telportation - -- 20 Incapable of trust 10 Immune to Fire - -- 10 Sniveling coward 10 +30 magic save - -- 10 Loves to torture 12 +36 unconciousness save - -- helpless victims 15 +3 edge, point, impact (217) - -- 10 Acrophobic 13 Cause wounds 3d6* - -- 20 +3d6 from lightning 3 Fear (stress save or flee)* - -- 25 3d6/sunlight 42 Telekinesis, 20 strength* - -- 0 xp 6 +2 Msp - -- 100 Base 25 +50 missle - -- --- --- 305 171+134=305 *missle hit roll Asp Dam Len Bite -0 d3 0 Claw -0 d5 0

This sort of imp is tiny, eight inches tall and quite skinny. It is grey and black with pale green eyes and decorative spines. It is also quite powerful having many sorts of magical powers. It's greatest delight is to find a small, safe place and fire various missle attacks out of it.


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Imp V(Size -2 winged humanoid demon). 

St 20 Stam 29 Agility 70 Phys. Elu. 86 Cn 20 Hits 27 Bleeding 89 Ment. Elu. 40 In 8 Health 5 Insanity 40 Perc. Int. 48 Ws 8 Luck 24 Dx 16 Ego 12 Magic 66 Impact 5 Ag 16 Mind 8 Perception 23 Edge 3 Ch 8 Sanity 3 Poison 70 Point 3 Bt 6 Shock 105 Fire 8 Wp 12 To Hit 47 Asp 8 Stress 32 Magic 2 Lk 8 Missle 13 Msp 2 Surprise 53 Necro 2 --- Bow 13 Bsp 2 Unconc. 69 99 Spell -2 Csp 1 Damage 6 Spirit 0 Ssp 0 Determination 9 Lift 330 Carry 138 Run:4 Fly:11 Tport:20 Mana 3

Disadvantages Cost Ability Rank Roll 50 Demonic 10 2 levels of smaller - -- 15 Ugly 12 +3 edge, point - -- 5 Faint sulphur odor 10 Immune to fire - -- 15 Greedy 14 +42 magic save - -- 15 Coward 15 +30 to hit - -- 0 xp 15 +5 Asp - -- 100 10 Night vision - -- --- 10 Winged humanoid - -- 200 5 20" of teleportation - -- --- 101+99=200 Asp Dam Len Claw -2 3d6 2 Bite -1 2d6+3 1

This is a fighting imp. It can win a fight with a human man of arms without using demonic powers. This is good because it doesn't have too many. About 20 inches high, husky, with pronnounced claws and fangs this sort of imp has mottled brown and slime-green skin. Its eyes glow pale green, its wings are jet black, and it smell slightly of sulphur.


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Imp VI(Size -2 humanoid demon). 

St 18 Stam 24 Agility 68 Phys. Elu. 98 Cn 20 Hits 27 Bleeding 85 Ment. Elu. 40 In 8 Health 5 Insanity 40 Perc. Int. 48 Ws 8 Luck 24 Dx 18 Ego 12 Magic 31 Impact 4 Ag 18 Mind 8 Perception 28 Edge 3 Ch 8 Sanity 3 Poison 70 Point 3 Bt 6 Shock 107 Fire 8 Wp 12 To Hit 39 Asp 3 Stress 32 Magic 2 Lk 8 Missle 19 Msp 3 Surprise 57 Necro 2 --- Bow 19 Bsp 3 Unconc. 69 105 Spell -2 Csp 1 Damage 4 Spirit 0 Ssp 0 Determination 9 Lift 294 Carry 126 Run:5 Tport:20 Mana 3

Disadvantages Cost Ability Rank Roll 50 Demonic 10 2 levels of smaller - -- 15 Ugly 12 +3 edge, point - -- 15 Brimstone stench 10 Immune to fire - -- 15 Greedy 10 Night vision - -- 15 Coward 5 +20" of teleportation - -- 0 xp 45 4d6 one hex fire aura - -- 100 10 +20 to hit - -- --- 3 +9 magic save - -- 210 --- 105+105=210 Asp Dam Len Claw -2 2d6+2 2 Bite -1 2d6+1 1

This is a fairly skilled martial imp that can fill the hex he is sitting in with fire. Anyone in close combat with the imp takes the fire damage and the inp can set a structure ablaze easily. When burning, it is flame colored with jet black eyes. When not burning this imp is brick red with dull red glowing cracks in the skin. Its claws and fanks look like blued steel.


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Imp VII(Size -3 humanoid demon). 

St 12 Stam 15 Agility 78 Phys. Elu. 103 Cn 10 Hits 10 Bleeding 45 Ment. Elu. 44 In 12 Health 3 Insanity 52 Perc. Int. 61 Ws 16 Luck 30 Dx 18 Ego 12 Magic 87 Impact 2 Ag 18 Mind 12 Perception 38 Edge 0 Ch 8 Sanity 3 Poison 33 Point 0 Bt 4 Shock 60 Fire 2 Wp 12 To Hit 13 Asp 2 Stress 40 Magic 2 Lk 10 Missle 47 Msp 7 Surprise 61 Necro 4 --- Bow 19 Bsp 3 Unconc. 33 Poison 1 92 Spell 6 Csp 2 Damage 0 Spirit 4 Ssp 0 Determination 9

Lift 174 Carry 66 Run:4" Fly:10" Tport:16" Mana 5

Disadvantages Cost Ability Rank Roll 50 Demonic 10 winged humanoid body type - -- 15 Distinctive looks, 15 3 levels of decreased size - -- winged imp 10 Immune to Fire - -- 20 Sniveling coward 10 Night Vision - -- 15 Hates working alone 4 +9" of telportation - -- 15 Greedy for victims, 15 +45 magic save - -- wealth, blood, wine 3 +1 poison armor - -- 15 Rep: utterly dis- 10 Snatch, targeting roll to grab away - -- honest up to 2kg object, magic save 0 xp 14 +30 missle hit - -- 100 Base 12 +4 Msp - -- --- 27 3d6 poison attack @ 3d6/round with 230 no save, bolt of green light 8 +2 edge, point armor - -- --- 138+92=230 Asp Dam Len Bite -0 d5 0 Claw -1 d6 1

This sort of imp is a 9-inch tall winged humanoid. Without a tail and posessing modest claws and fangs it usually fights in a standoff mode. They can snatch away weapons and magical items and attack with tiny blasts of poison. This sort of demon likes to land out of reach and ambush. If alone they may avoid attaking anyway, they really prefer to attack in groups.


TOP
 
Imp VIII(Size -3 humanoid demon). 

St 12 Stam 15 Agility 78 Phys. Elu. 103 Cn 10 Hits 10 Bleeding 45 Ment. Elu. 44 In 12 Health 3 Insanity 52 Perc. Int. 61 Ws 16 Luck 30 Dx 18 Ego 12 Magic 72 Impact 2 Ag 18 Mind 12 Perception 38 Edge 0 Ch 8 Sanity 3 Poison 33 Point 0 Bt 4 Shock 60 Fire 2 Wp 12 To Hit 13 Asp 2 Stress 40 Magic 2 Lk 10 Missle 19 Msp 3 Surprise 61 Necro 4 --- Bow 19 Bsp 3 Unconc. 33 Poison 1 92 Spell 6 Csp 2 Damage 0 Spirit 4 Ssp 0 Determination 9 Lift 174 Carry 66 Run:4" Fly:10" Telep:20" Mana 5

Disadvantages Cost Ability Rank Roll 50 Demonic 10 winged humanoid body type - -- 10 Whacky appearance 15 3 levels of decreased size - -- 40 Enemy, men 10 Night Vision - -- 20 Practical joker 5 +20" of telportation - -- 15 Cringing coward 10 Immune to Fire - -- 15 Cannot plan ahead 3 +1 poison armor - -- or consider conse- 10 +30 magic save - -- quences of actions 54 Illusion III (40:80 hit/stam) - -- 10 Rep: Hellspawn 6d6 4x up to 4 critters lasts 24 0 xp rounds past concentration 100 Base +54 vs P.E. --- 39 Invisibility - -- 260 12 +12 to hit +2 Asp - -- --- Asp Dam Len 168+92=260 Bite -0 d5 0 Claw -1 d6 1

This sort of imp spends all sorts of time sneaking and hiding. It expresses itself through its illusion powers rather than directly. It appears as a slimy little naked winged humanoid with a short stumpy tail. Its color ranges from green to slime yellow across the body in blotches.


TOP
 
Imp IX(Size -3 winged humanoid). 

St 12 Stam 15 Agility 70 Phys. Elu. 91 Cn 10 Hits 10 Bleeding 54 Ment. Elu. 70 In 20 Health 3 Insanity 91 Perc. Int. 103 Ws 24 Luck 36 Dx 16 Ego 27 Magic 99 Impact 2 Ag 16 Mind 27 Perception 76 Edge 0 Ch 14 Sanity 5 Poison 41 Point 0 Bt 5 Shock 74 Fire 2 Wp 20 To Hit 19 Asp 4 Stress 71 Magic 5 Lk 12 Missle 47 Msp 2 Surprise 79 Necro 8 --- Bow 13 Bsp 2 Unconc. 41 145 Spell 30 Csp 6 Damage 0 Spirit 25 Ssp 4 Determination 20 Lift 198 Carry 66 Run:3" Fly:9" Tport:20" Mana 26

Disadvantages Cost Ability Rank Roll 50 Demonic 10 winged humanoid body type - -- 10 Evil appearance 15 3 levels of decreased size - -- 35 Enemy, mages 10 Night Vision - -- 25 Enemy, the undead 6 +18 magic save - -- 20 Subject to Orders 5 +20" of telportation - -- 20 Dark master 10 Immune to fire - -- 15 Loves torture 30 Control undead, save at -40, up to - -- 15 Cowardly four undead per attempt, control 10 Rep: Hellspawn lasts for 96 days 5 Faint odor of 20 Invisibility, only when in shadows - -- decay 9 +3 Asp 0 xp 5 +10 to hit - -- 100 Base 13 Cause wounds, 3d6 edge vs intrinsic - -- --- edge armor only 305 Asp Dam Len 17 +34 missle hit bonus - -- Claw -1 d6 1 10 Lethal blow 1 -- Bite -0 d5 0 --- 160+145=305

This is a type of imp called a black imp. It is jet black with blue highlights, especially on its wings, and pale yellow glowing eyes. Unlike most demons it is cool and hard to the touch and, with its eyes closed, can impersonate a statue, though its smell may give it away. Black imps are prized by necromancers because of their ability to control undead for very long periods of time. They can be brough into service with the promise of helpless victims to toy with.


TOP
 
Jeldar(Size zero demonic blootch). 

St 13 Stam 13 Agility 68 Phys. Elu. 88 Cn 23 Hits 42 Bleeding 91 Ment. Elu. 55 In 14 Health 6 Insanity 72 Perc. Int. 76 Ws 18 Luck 24 Dx 18 Ego 22 Magic 101 Impact 13 Ag 18 Mind 14 Perception 55 Edge 10 Ch 3 Sanity 4 Poison 91 Point 10 Bt 2 Shock 124 Fire 20[immu] Wp 18 To Hit 14 Asp 2 Stress 58 Magic 12 Lk 8 Missle 19 Msp 3 Surprise 69 Necro 12 --- Bow 19 Bsp 3 Unconc. 87 Poison 4 134 Spell 16 Csp 3 Damage 3 Spirit 15 Ssp 2 Determination 16 Lift 600 Carry 270 Run:7 Telport:60" Mana 13

Disadvantages Cost Ability Rank Roll 50 Demonic 10 blootch body type - -- 25 Hideous looks 30 3 levels of increased density - -- 40 Enemy, elves 10 Night Vision - -- 20 Subject to Orders 15 +60" of telportation - -- 20 Dark master 10 Immune to Fire - -- 20 Loves destruction 30 Immune to Hellfire - -- 10 Enjoys tormenting 17 +51 magic save - -- helpless victims 54 2" radius 3d6 poison attack at 10 Rep: Hellspawn 3d6 per round, no save, pers. immu 15 5 hex aura obv- --- iousness, evil 166+134=310 0 xp 100 Base Asp Dam Len --- Pseudopod strike -4 3d6+1 7 (impact) 310 Bite -1 3d6 3

The Jeldar is a blootch-demon. It has eyes and mouths that can be extended on stalks and is marbled grey and sickly purple. It can look like a disgusting grey and purple boulder if it wishes. It can emit poison gas each round that puffs out of its mouths.


TOP
 
Kittenrouge(Size zero demonic winged humanoid). 

St 23 Stam 36 Agility 87 Phys. Elu. 100 Cn 25 Hits 43 Bleeding 125 Ment. Elu. 85 In 22 Health 7 Insanity 101 Perc. Int. 105 Ws 20 Luck 58 Dx 20 Ego 36 Magic 129 Impact 7 Ag 20 Mind 33 Perception 81 Edge 3 Ch 24 Sanity 6 Poison 106 Point 3 Bt 18 Shock 151 Fire 12[immu] Wp 23 To Hit 40 Asp 5 Stress 79 Magic 7 Lk 18 Missle 25 Msp 4 Surprise 94 Necro 5 --- Bow 25 Bsp 4 Unconc. 100 283 Spell 61 Csp 9 Damage 9 Spirit 33 Ssp 6 Determination 28 Lift 432 Carry 171 Run:8" Fly:16" Tport:60" Mana 32

Disadvantages Cost Ability Rank Roll 50 Demonic 10 winged humanoid body type - -- 25 Terrifying looks 10 Night Vision - -- 40 Enemy, elves 15 +60" of telportation - -- 40 Enemy, men 10 Immune to Fire - -- 20 Incapable of trust 9 +3 poison armor - -- 15 Loves to toy with 16 +48 magic save - -- men, shapechanged 10 Magic skill 1 65 15 Greedy for power, 40 Houri lore 5 113 blood, treasure 12 +3 edge, point - -- 15 Rep: Man-eating 6 +12 to hit - -- Hellspawn 12 +24 spell hit - -- 25 xp 9 +3 Csp - -- 200 Base 3 Shortsword - -- --- --- 445 162+283=445 Asp Dam Len Bite -1 4d6+2 3 Claw -2 5d5 5 Wing -3 5d6+1 6 Short sword -2 d6+2 6

The kittenrouge looks like a vuluptuous woman with large bat wings growing from her shoulders and a long tail ending a a furry tuft. Her hair is copper red and body, wings, and tail are covered with short fur in red and orange stripes. The face of a kittenroughe is feline with substantial fangs and yellow cat-pupil eyes. Kittenrouge specialize in the corruption and destruction of men and know magic more than sufficient for the task. Houri lore is especially good at reforming the body to conceal incovenient details. Typically a kittenroughe will attempt to get men to kill one another over her at first and then kill off the survivors. She will often have several men on a string to serve as reserves of health (see: Drain intimate).


 
Aura of Menace(-32)3F 
Aura vs Control(-30)4F 
Bedroom Eyes(-7)1 
Bind Intimate(-48)5F 
Bodymorph(-60)3 
Call Intimate(-12)2 
Commanding Voice(-3)3 
Con Man(-60)3 
Control Intimate(-120)5 
Counterfeit Intimate(-24)2 
Enchanting Voice(-6)1 
Enhance Beauty(-24)3F 
Enhance Charisma(-48)5F 
Eyemorph(-96)1 
Featuremorph(-72)2 
Find(-20)2 
Hairmorph(-120)1 
Headache(-9)2F 
Headaches(-6)4F 
Hide(-12)1 
Illness(-120)5F 
Intimate Dream(-240)3 
Intimate Drain(-60)4 
Intimate Mana(-48)1 
Intimate Override(-48)5 
Intimate Tie(-9)2 
Interrogation(-20)3 
Know Intimate State(-24)2 
Lie(-60)2F 
Lifesight(-60)3 
Listen(-6)2 
Lipreading(-6)1 
Mimicry(-30)2 
Othermorph(-12)3F 
Persuasive Voice(-9)2 
Pheromone Speech(-12)4 
Repel(-48)2 
Reverse Polarity(-72)5F 
Seductive Voice(-8)4 
See Emotions(-16)2 
Skinmorph(-128)2 
Sneak(-60)2 
Spy on Intimate(-42)4F 
Sterility(-120)4 
Stun Intimate(-3)1 
Unnatural Fertility(-360)5 


TOP
 
Kradrovaagg(Size two demonic humanoid). 

St 25 Stam 43 Agility 80 Phys. Elu. 98 Cn 25 Hits 47 Bleeding 149 Ment. Elu. 63 In 9 Health 7 Insanity 77 Perc. Int. 69 Ws 9 Luck 39 Helfire 5 Dx 23 Ego 36 Magic 65 Impact 15 Ag 20 Mind 9 Perception 41 Edge 10 Ch 6 Sanity 3 Poison 106 Point 10 Bt 2 Shock 160 Fire 22[immu] Wp 23 To Hit 80 Asp 8 Stress 68 Magic 7 Lk 13 Missle 31 Msp 6 Surprise 79 Necro 2 --- Bow 31 Bsp 4 Unconc. 120 Poison 2 208 Spell 11 Csp 0 Knockbk 100 Damage 13 Spirit 20 Ssp 2 Determination 28 Lift 1872 Carry 732 Run: 12 Telep: 36 Mana 14

Disadvantages Cost Ability Rank Roll 50 Demonic 30 2 levels of growth - -- 20 Distinctive looks 20 2 levels of increased density - -- 40 Enemy, mankind 10 Night Vision - -- 20 Incapable of trust 9 +36" of telportation - -- 20 Homicidal 10 Immune to Fire - -- 10 Contempt for non- 13 +39 magic save - -- demons 6 +2 poison armor - -- 10 Hellspawned menace 6 +6 hellfire armor - -- 20 20 hex aura obv- 20 +5 edge, point - -- iousness, evil 22 +44 to hit - -- 20 +3d6 from lightning 6 +2 Asp - -- 15 Poor manipulation 15 +45 Unconciousness save - -- 0 xp --- 150 Base 167+208=375 --- 375 Asp Dam Len Bite -2 6d6+2 5 Tentacle -8 9d6 15 (edge)

Kadrovagg are 10 foot tall with scaly blue skin, edged tentacles instead of arms, bleary green eyes with brilliant red pupils. They have three-clawed feet and a basically reptillian mein. They are quite stupid and enjoy live food more than any other thing.


TOP
 
Lava Demon(Size 0 quadrupedal demon). 

St 25 Stam 43 Agility 92 Phys. Elu. 122 Cn 25 Hits 47 Bleeding 123 Ment. Elu. 70 In 20 Health 7 Insanity 92 Perc. Int. 105 Ws 25 Luck 58 Dx 23 Ego 27 Magic 83 Impact 15 Ag 23 Mind 27 Perception 82 Edge 5 Ch 20 Sanity 5 Poison 103 Point 5 Bt 16 Shock 154 Fire 22 Wp 20 To Hit 70 Asp 11 Stress 72 Magic 5 Lk 18 Missle 34 Msp 6 Surprise 93 Necro 9 --- Bow 34 Bsp 6 Unconc. 97 276 Spell 30 Csp 7 Damage 13 Spirit 25 Ssp 4 Determination 20 Lift 918 Carry 366 Run:10" Tport:48" Mana 26

Disadvantages Cost Ability Rank Roll 50 Demonic 20 2 levels of increased density - -- 25 Fanged monster made 10 Immune to fire - -- of cooling lava 17 +34 to hit - -- 20 Loves to fry the 10 Night vision - -- living 52 6d6 fire aura - -- 15 Fearless 16 1: radius d6/rnd poison aura fills - -- 15 Resents any form 7 hexes, personal immunity of control 15 +5 Asp - -- 40 Enemy, humans 20 Control earth elemental, -30 save - -- 35 Enemy, earth elem. lasts 3 days, costs 7 mana 15 Intense heat aura 12 +36 magic save - -- with brimstone 12 teleport 48" - -- 25 Rep: slaughtering --- evil killer 184+276=460 Asp Dam Len 20 No manipulation Bite -1 5d6+2 3 0 xp Claw -2 6d6 5 200 Base --- 460

The lava demon is a lean, hound-like creature that looks like it is made of partially cooled lava. The eyes glow red, small cracks in the skin glow red, and thre creature sheds posion and is hot as fire to the touch (note the two aura attacks). In addition to the basically hound like shape the lava demon has small decorative horns and lacks a tail.


TOP
 
Loupzahn(Size 0 humanoid demon). 

St 25 Stam 43 Agility 92 Phys. Elu. 122 Cn 23 Hits 38 Bleeding 123 Ment. Elu. 66 In 12 Health 6 Insanity 83 Perc. Int. 75 Ws 12 Luck 39 Dx 23 Ego 36 Magic 84 Impact 11[19] Ag 23 Mind 12 Perception 50 Edge 2[12] Ch 10 Sanity 3 Poison 96 Point 2[13] Bt 6 Shock 152 Fire 14[20] Wp 23 To Hit 76 Asp 11 Stress 71 Magic 7[20] Lk 13 Missle 34 Msp 6 Surprise 82 Necro 2[4] --- Bow 34 Bsp 6 Unconc. 92 Poison 3 235 Spell 17 Csp 0 Damage 12 Spirit 23 Ssp 3 Determination 28 Lift 693 Carry 265 Run:10 Telep:40 Mana 16

Disadvantages Cost Ability Rank Roll 50 Demonic 10 1 levels of increased density - -- 15 Distinctive looks 10 Night Vision - -- wolf headed man 9 +3 poison armor - -- 40 Enemy, elves 10 +40" of telportation - -- 40 Enemy, men 16 +48 magic save - -- 20 Subject to Orders 10 Immune to Fire - -- 20 Dark master 60 Dispell magic on a 90 or less for - -- 20 Bloodthirsty rank 1, -5 per added rank of spell 10 Contempt for non- 30 +3 or better weapons to hit - -- demons 15 hits as +3 weapon - -- 10 Rep: Hellspawn 20 +40 to hit - -- 15 5 hex aura obv- 15 +5 Asp - -- iousness, evil --- 0 xp 205+235=440 200 Base Asp Dam Len --- Bite -1 5d6+1 3 440 Fist -2 6d6 4 Brk Tarnril Scimitar -4 3d6+1 8 21 (+20 to hit) Permanant Deathblade +5d6 necromantic damage, half done to healing Permanent Rune:Accuracy +20 to hit

The Loupzahn are a band of very similar demons, wolf headed over-muscled men. They serve as the guard of an aristocratic demon who is also a wolf-headed man. Their arms and armor are supplied by their dark master and their ability to dispel magic renders them effective against enhanced humans.


 
                       Edge  Point Impact   Fire  Magic  Necro 
01-06   Top of Head     16     16     22     23     24      5 
07-14  Side of Head     16     16     22     23     24      5 
15-20          Face     12     10     19     21     19      4 
21-24          Neck     19     18     28     25     28      6 
25-30        Collar     13     17     20     20     22      5 
31-46         Chest      9     12     17     18     17      4 
47-48  Solar Plexus      9     12     17     18     17      4 
49-61       Stomach      9     12     17     18     17      4 
62-66          Hips     13     17     20     20     22      5 
67-68        Crotch      9     12     17     18     17      4 
69-73     Upper Arm      9     12     17     18     17      4 
74-75         Elbow     15     16     25     22     24      5 
76-79     Lower Arm     12     10     19     21     19      4 
80-81         Wrist      9     12     17     18     17      4 
82-83          Hand      9     12     17     18     17      4 
84-85       Fingers      9     12     17     18     17      4 
86-91     Upper Leg      9     12     17     18     17      4 
92-93          Knee      9     12     17     18     17      4 
94-96         Shins     16     16     22     23     24      5 
97-98        Ankles     12     10     19     21     19      4 
99-00          Feet     12     10     19     21     19      4 
----------------------------------------------------------------- 
Average:                12     13     19     20     20      4 
Penalty: 6 
Encumberance: 139 

Tarnrill Plate Great Helm 2160.00 Tarnrill Chain Hood 1104.00 Tarnrill Mail Gorget 256.00 Tarnrill Chain Shirt 2254.00 Tarnrill Mail Elbow Gaurd 128.00 Tarnrill Chain Pants 828.00 Tarnrill Plate Bracers 360.00 Tarnrill Chain Gloves 276.00 Tarnrill Plate Shins 270.00 Tarnrill Plate Boots 360.00 ------- Total 7996.00


TOP
 
Lethal Shrine(Size 2 structural demon). 

St 25 Stam 43 Agility 64 Phys. Elu. 74 Cn 30 Hits 72 Bleeding 155 Ment. Elu. 53 In 12 Health 9 Insanity 68 Perc. Int. 70 Ws 16 Luck 36 Dx 20 Ego 22 Magic 72 Impact 24 Ag 16 Mind 12 Perception 49 Edge 12 Ch 12 Sanity 3 Poison 126 Point 12 Bt 6 Shock 170 Fire 41 Wp 18 To Hit 60 Asp 6 Stress 56 Magic 4 Lk 12 Missle 21 Msp 4 Surprise 71 Necro 4 --- Bow 21 Bsp 2 Unconc. 135 187 Spell 12 Csp 2 Knockbk 84 Damage 15 Spirit 13 Ssp 2 Determination 16 Lift 2808 Carry 1188 Run:0 Mana 11

Disadvantages Cost Ability Rank Roll 50 Demonic 30 2 levels of growth - -- 25 Hideous looks 40 4 levels of increased density - -- 45 Enemy, mages 10 Night Vision - -- 20 Loves destruction 10 Immune to Fire - -- 20 Cowardly, conceals 65 Can summon an imp, up to 260 points - -- nature in d6 rounds with a 20% success rate 10 Enjoys tormenting 25 Structural body dispersed 30, - -- helpless victims natural weap. 30, sense organs 12 10 Rep: Hellspawn 13 Cause wounds, 3d6 edge, no armor - -- 15 5 hex aura obv- 15 +30 to hit - -- iousness, evil 10 +30 magic save - -- 20 Sessile 20 Seeming - -- 20 Vulnerable, altar 17 Regenerate one hitpoint/rnd holds dispersed 3 +1 Asp hitpoints --- 0 xp 248+187=435 Asp Dam Len 200 Base Edged tentacle -8 4d6 15 --- 435

This sort of demon appears to be a shrine (a building). Various rooms mar have tentacles that come out of the walls, floor, or celling. Likewise some doors and cupboards do a cause wounds when touched. This demon can summon imps but may beed several tries. Its sensory organs are concealed in decorative ``stonework''. See the body type modifier Structural Body for details.


TOP
 
Lyzdark(Size 2 arthrapod demon). 

St 28 Stam 55 Agility 112 Phys. Elu. 112 Cn 28 Hits 63 Bleeding 164 Ment. Elu. 66 In 12 Health 8 Insanity 87 Perc. Int. 80 Ws 16 Luck 39 Dx 23 Ego 36 Magic 90 Impact 29 Ag 23 Mind 12 Perception 34 Edge 22 Ch 20 Sanity 3 Poison 131 Point 22 Bt 1 Shock 208 Fire 33[immu] Wp 23 To Hit 93 Asp 10 Stress 85 Magic 11 Lk 13 Missle 34 Msp 6 Surprise 82 Necro 11 --- Bow 34 Bsp 6 Unconc. 182 Poison 3 268 Spell 17 Csp 2 Knockbk 132 Damage 18 Spirit 23 Ssp 3 Determination 28 Lift 3186 Carry 1260 Telep:60 Run:14 Mana 16

Disadvantages Cost Ability Rank Roll 50 Demonic 10 arthrapod body type - -- 25 Hideous looks 30 2 levels of growth - -- 45 Enemy, mages 40 4 levels of increased density - -- 20 Incapable of trust 10 Night Vision - -- 20 Bloodthirsty 15 +60" of telportation - -- 10 Enjoys tormenting 10 Immune to Fire - -- helpless victims 30 Immune to Hellfire - -- 10 Rep: Hellspawn 9 +3 poison armor - -- 20 20 hex aura obv- 16 +48 magic save - -- iousness, evil 26 poison with bite, must do hits, - -- 0 xp 6d6 @ 3d6 per round, no save 300 Base 27 +54 to hit - -- --- 9 +3 Asp - -- 500 --- 232+268=500

Asp Dam Len Bite -2 7d6+4 5 (poison) Fist -3 9d6 6

The lyzdark looks like an enormous scorpion save that it has gigantic human arms instead of claws and a knob instead of a sting on its tail. The chitin is purplish-black, its eyes glow violet, and inside its mandibles is a human mouth. It's poison bite more than compensates for the lack of the sting. The tail may also strike as a fist. It can use weapons and tools but seldom does. It is a kill, kill, kill type demon.


TOP
 
Monoherpon(Size -1 demonic humanoid). 

St 20 Stam 28 Agility 60 Phys. Elu. 81 Cn 12 Hits 16 Bleeding 70 Ment. Elu. 47 In 8 Health 3 Insanity 53 Perc. Int. 55 Ws 8 Luck 21 Dx 16 Ego 20 Magic 54 Impact 8 Ag 16 Mind 8 Perception 33 Edge 7 Ch 12 Sanity 3 Poison 44 Point 7 Bt 6 Shock 88 Fire 7[immu] Wp 17 To Hit 57 Asp 6 Stress 45 Magic 4 Lk 7 Missle 13 Msp 2 Surprise 58 Necro 2 --- Bow 13 Bsp 2 Unconc. 44 Poison 3 100 Spell 3 Csp 1 Damage 8 Spirit 7 Ssp 1 Determination 15 Lift 642 Carry 228 Run:5" Telep:36" Mana 8

Disadvantages Cost Ability Rank Roll 50 Demonic 5 1 levels of decreased size - -- 15 Distinctive looks 20 2 levels of increased density - -- one horned reptil- 10 +30 magic save - -- lian humanoid 9 +3 poison armor - -- 40 Enemy, elves 10 Night Vision - -- 15 Paranoid t 9 +36" of telportation - -- 15 Hungry all the time 10 Immune to Fire - -- 10 Overconfident 13 +5 edge, point armor - -- 0 xp 9 +3 Asp - -- 100 Base 20 +40 to hit - -- --- 30 Pyrokinesis, 5d6 - -- 245 --- 145+100=245 Asp Dam Len Bite -1 3d6+3 2 Claw -2 4d6 3 Horn -2 4d6+1 3

A monoherpon is a small, tough, stupid demon. It seldom teleports except to get past a barrier or to escape when wounded. A monoherpon looks like a small therapod dinosaur with a single horn. It skin is gray, brown, and black in an ugly pattern. The monoherpon has red eyes which flare flame yellow when it uses its pyrokinesis ability.


TOP
 
Morac(Size 0 demonic winged humanoid). 

St 25 Stam 43 Agility 87 Phys. Elu. 100 Cn 15 Hits 18 Bleeding 93 Ment. Elu. 57 In 12 Health 4 Insanity 75 Perc. Int. 74 Ws 16 Luck 30 Dx 20 Ego 27 Magic 66 Impact 10 Ag 20 Mind 12 Perception 46 Edge 1 Ch 6 Sanity 3 Poison 57 Point 1 Bt 2 Shock 109 Fire 7[immu] Wp 20 To Hit 62 Asp 10 Stress 63 Magic 5 Lk 10 Missle 25 Msp 4 Surprise 73 Necro 4 --- Bow 25 Bsp 4 Unconc. 57 163 Spell 14 Csp 2 Damage 12 Spirit 17 Ssp 2 Determination 20 Lift 643 Carry 229 Run:8 Fly:17 Telep:28 Mana 13

Disadvantages Cost Ability Rank Roll 50 Demonic 10 winged humanoid body type - -- 20 Distinctive looks 10 1 levels of increased density - -- 40 Enemy, mankind 10 Night Vision - -- 20 Incapable of trust 7 +28" of telportation - -- 20 Bloodthirsty 10 Immune to Fire - -- 10 Contempt for non- 3 +1 poison armor - -- demons 8 +24 magic save - -- 10 Hellspawned menace 16 +32 to hit - -- 15 5 hex aura obv- 21 6d6 touch of hellfire (w/hth) - -- iousness, evil 12 +4 Asp - -- 0 xp --- 100 Base 107 --- Asp Dam Len 270 Bite -1 5d6+1 3 Claw -2 5d6+3 5

Morac demons are medium tough, of moderate intellegence, but are nevertheless cannon fodder because of their blood-thirsty, homicidal attitude. They have black skin veined with red and their ability to generate hellfire by touch lets them rot bonds, chains, doors, etc. They are winged humanoids with glowing green eyes, a (not too useful) pointed tail, and short horns.


TOP
 
Nogd (Size 0 humanoid demon). 

St 20 Stam 27 Agility 102 Phys. Elu. 136 Cn 16 Hits 22 Bleeding 81 Ment. Elu. 49 In 12 Health 4 Insanity 62 Perc. Int. 66 Ws 16 Luck 67 Dx 25 Ego 18 Magic 69 Impact 9[13] Ag 25 Mind 12 Perception 47 Edge 3[6] Ch 12 Sanity 3 Poison 57 Point 3[7] Bt 8 Shock 100 Fire 11[13][immu] Wp 16 To Hit 51 Asp 7 Stress 50 Magic 4[7] Lk 20 Missle 50 Msp 7 Surprise 79 Necro 4[9] --- Bow 50 Bsp 7 Unconc. 57 Poison 4 218 Spell 10 Csp 2 Damage 8 Spirit 9 Ssp 1 Determination 13 Lift 660 Carry 252 Run:11 Teleport:32 Mana 9

Disadvantages Cost Ability Rank Roll 50 Demonic 20 2 levels of increased density - -- 20 Horrible looks 10 Night Vision - -- 45 Enemy, mages 8 +32" of telportation - -- 20 Subject to Orders 10 Immune to Fire - -- 20 Dark master 12 +4 poison armor - -- 20 Greedy, avaricious 9 +27 magic save - -- 10 Enjoys tormenting 20 Seeming - -- helpless victims 9 Dross - -- 10 Rep: Hellspawn 10 Magic skill 1 44 20 +3d6 from silver 20 Lethal blow 2 -- 0 xp 12 Dagger, shortsword, knife, bow 1 -- 200 Base 23 +16 to hit, +10 missle, +10 bow - -- --- 3 +1 Asp - -- 415 3+3 Sneak+Climb 3 65 Asp Dam Len 3+3 Conceal self+Conceal object 3 65 Fist -2 5d6 4 7 Lightfinger+Set/remove trap 5 75 5 Lockpick 4 70 --- 197+218=415

A Nogd is a demon created from a damned theif after he dies. It is strictly controlled by a powerful demon and is used as a spy, scout, or agent provacater. It looks like a hideous dead corpse when it is not concentrating on its seeming ability. On important missions Nogd are often given special weapons and tools - note they can trigger magic items with their magic skill.


 
            Asp  Dam  Len  Brk 
     Dagger -1    d6   3    9 
Short Sword -2   d6+2  6    12 
            Msp        Rng 
      Knife -1    d6  -1/1" 
            Bsp            Load 
R. Shortbow -2  3d6+1 -1/3" -7 

Edge Point Impact Fire Magic Necro 01-06 Top of Head 9 12 15 14 10 10 07-14 Side of Head 9 12 15 14 10 10 15-20 Face 4 5 12 13 5 10 21-24 Neck 11 15 15 13 12 4 25-30 Collar 9 12 15 13 10 8 31-46 Chest 5 5 12 12 6 8 47-48 Solar Plexus 5 5 12 12 6 8 49-61 Stomach 5 5 12 12 6 8 62-66 Hips 6 6 14 14 7 12 67-68 Crotch 4 5 12 13 5 10 69-73 Upper Arm 5 5 12 12 6 8 74-75 Elbow 5 5 12 12 6 8 76-79 Lower Arm 5 5 12 12 6 8 80-81 Wrist 4 5 12 13 5 10 82-83 Hand 4 5 12 13 5 10 84-85 Fingers 4 5 12 13 5 10 86-91 Upper Leg 4 5 12 13 5 10 92-93 Knee 4 5 12 13 5 10 94-96 Shins 4 5 12 13 5 10 97-98 Ankles 4 5 12 13 5 10 99-00 Feet 4 5 12 13 5 10 ----------------------------------------------------------------- Average: 6 7 13 13 7 9 Penalty: 2 Encumberance: 39

Leather Full Helm 4.00 Chain Mail Hood 48.00 Chain Mail Gorget 8.00 Studded Leather Shirt 19.60 Leather Pants 3.60 Studded Leather Bracers 1.60 Leather Gloves 1.20 Leather Boots 0.80 ------- Total 86.80


TOP
 
Nydong(Size -1 humanoid demon). 

St 20 Stam 28 Agility 60 Phys. Elu. 81 Cn 20 Hits 31 Bleeding 106 Ment. Elu. 88 In 22 Health 5 Insanity 105 Perc. Int. 107 Ws 20 Luck 46 Dx 16 Ego 39 Magic 141 Impact 10 Ag 16 Mind 33 Perception 87 Edge 4 Ch 6 Sanity 6 Poison 82 Point 4 Bt 6 Shock 132 Fire 16 Wp 24 To Hit 17 Asp 3 Stress 83 Magic 8 Lk 15 Missle 13 Msp 2 Surprise 87 Necro 5 --- Bow 13 Bsp 2 Unconc. 81 203 Spell 38 Csp 4 Damage 8 Spirit 35 Ssp 6 Determination 30 Lift 732 Carry 276 Tport:60" Run:5" Mana 43

Disadvantages Cost Ability Rank Roll 50 Demonic 5 1 levels of decreased size - -- 20 Horrible mein 20 2 levels of increased density - -- 45 Enemy, mages 10 Night Vision - -- 20 Paranoid, trecherous 15 +60" of telportation - -- 15 Greedy for magic 10 Immune to Fire - -- 15 Cowardly 20 +60 magic save - -- 35 Enemy, fire elem. 30 +3 weapons to hit - -- 10 Rep: Hellspawn 10 Magic Skill 1 68 15 5 hex aura obv- 40 Fire element 5 116 iousness, evil 12 +24 spell to hit - -- 0 xp --- 150 Base 172+203=375 --- Asp Dam Len 375 Claw -2 4d6 3 Bite -1 3d6+3 2

The nydong are an order of demons that break the standard mold and actually learn an area of magic. They are squat, fat toad-like humanoids with no neck. They have gray, scaly skin with black highlight, yellow eyes with green pupils, and toothy mouths. They are quite bad at hand combat and tend to teleport to range and throw spells.


spells

 
Absorb Fire(-75)4F                Transport via Fire(-6)5F 
Aconsumption(-40)2                Unquenchable Flame(-24)4 
Area of Fire(-16)4F               Vaporize(-4)5F 
Armor of Brass(-60)5              Viscous Fire(-12)4 
Bind Fire(-60)5                   Wall of Brass(-20)5 
Breathe Smoke(-24)1               Wall of Fire(-60)4 
Burn Rock(-15)5F                  Wall of Smoke(-18)3 
Burn Water(-12)4                  Weld(-18)3 
Burning Wind(-60)5F 
Call Smoke(-12)1F 
Cloak of Fire(-20)4 
Color Fire(-24)1 
Control Fire(-16)2 
Control Fire Elemental(-8)4F 
Delayed Ignition(-120)2 
Dismiss Smoke(-24)2 
Exorcism of Fire(-120)5 
Fireball(-12)3F 
Firebolt(-6)2F 
Fireproof(-30)2 
Flammability(-8)3 
Fluid Fire(-60)4 
Fuse(-20)4 
Gaze of Fire(-8)4F 
Goblin Chaser(-12)3F 
Harden Smoke(-8)4 
Heat(-30)3 
Heat Metal I(-9)2F 
Heat Metal II(-9)4F 
Ignite(-3)1 
Invisible Flame(-40)4 
Protection/Fire Elementals(-45)3 
Protection from Fire(-30)3 
Pyrotechnics(-20)3F 
Resist Fire(-120)4 
Smoke(-6)3 
Smoke See(-12)2 
Smoke Trap(-120)5 
Sparks(-6)2F 
Summon Fire Elemental(-600)5 
Touch of Fire(-12)3F 
Transparent Smoke(-24)3 


TOP
 
Ogremach(Size 2 centauroid demon). 

St 25 Stam 43 Agility 107 Phys. Elu. 104 Cn 23 Hits 40 Bleeding 128 Ment. Elu. 42 In 10 Health 6 Insanity 52 Perc. Int. 63 Ws 18 Luck 30 Dx 22 Ego 12 Magic 78 Impact 14 Ag 22 Mind 10 Perception 41 Edge 4 Ch 6 Sanity 3 Poison 85 Point 4 Bt 6 Shock 132 Fire 19[immu] Wp 12 To Hit 90 Asp 11 Stress 42 Magic 2 Lk 10 Missle 31 Msp 5 Surprise 67 Necro 4 --- Bow 31 Bsp 5 Unconc. 101 171 Spell 2 Csp 3 Knockbk 127 Damage 13 Spirit 2 Ssp 0 Determination 9 Lift 1716 Carry 708 Run:17 Telep:32 Mana 3

Disadvantages Cost Ability Rank Roll 50 Demonic 5 centauroid body type - -- 25 Hideous looks 30 2 levels of growth - -- 45 Enemy, mages 20 2 levels of increased density - -- 20 Subject to Orders 10 Night Vision - -- 20 Dark master 8 +32" of telportation - -- 20 Bloodthirsty 10 Immune to Fire - -- 10 Contempt for non- 12 +36 magic save - -- demons 56 4d6 edge damage aura - -- 10 Rep: Hellspawn 15 +5 Asp - -- 15 5 hex aura obv- 28 +56 to hit - -- iousness, evil --- 0 xp 196+171=365 150 Base --- Asp Dam Len 365 Fist -3 7d6+3 6 Kick -5 9d6 9

Ogremach are shaped like centaurs but with blades of bone sticking out all over the place in fans and sprays. The bone is drizzled with redish or grenish slime. The Ogremach's eyes glow a hot red. Ogremach are shock troops employed by various aristocratic demons. They live to slaughter.


TOP
 
Pentaherpon (Size 1 demonic humanoid). 

St 25 Stam 43 Agility 92 Phys. Elu. 117 Cn 25 Hits 47 Bleeding 139 Ment. Elu. 79 In 20 Health 7 Insanity 99 Perc. Int. 101 Ws 20 Luck 46 Dx 23 Ego 36 Magic 128 Impact 21 Ag 23 Mind 27 Perception 80 Edge 11 Ch 20 Sanity 5 Poison 106 Point 11 Bt 18 Shock 160 Fire 22[immu] Wp 23 To Hit 94 Asp 10 Stress 79 Magic 7 Lk 15 Missle 34 Msp 6 Surprise 96 Necro 5 --- Bow 34 Bsp 6 Unconc. 110 Poison 3 279 Spell 33 Csp 4 Knockbk 102 Damage 13 Spirit 31 Ssp 5 Determination 28 Lift 1404 Carry 549 Run:12" Telep:48" Mana 32

Disadvantages Cost Ability Rank Roll 50 Demonic 20 2 levels of increased density - -- 25 +3d6 from cold 15 1 level of increased size - -- 20 Distinctive looks 10 Night Vision - -- giant reptilian 18 +54 magic save - -- 40 Enemy, elves 12 +48" of telportation - -- 40 Enemy, other demonic 20 Control fire elemental, -30 save - -- orders lasts 3 days costs 7 mana 20 Subject to Orders 10 Immune to Fire - -- 20 Dark master 9 +3 poison armor - -- 20 Bloodthirsty 12 +4 Asp - -- 15 Overconfident 29 +58 to hit - -- 15 Hungry all the time 17 +6 edge, point, mipact - -- 10 Rep: Hellspawn 30 Pyrokinesis - -- 25 100 hex aura obv- 20 Polymorph self - -- iosness, evil 29 Summon fire elemental, up to 400 - -- 20 xp points, costs 10 mana 250 Base 30 Immune to hellfire - -- --- 10 Magic skill 1 65 570 --- 278+279=557 Asp Dam Len Claw -2 6d6 5 Bite -1 5d6+2 3 Horn -3 6d6+1 5

A pentaherpon is a nine foot tall demon about the shape of a fairly husky tyranosaur with two texas longhorn style horns, two forward pointing horns at 45 degrees and a single horn in the center of its forehead. It's skin is red, gold, and green in an elegant and mystical pattern. The pentaherpon has pale green eyes which flare in flames when it uses its pyrokinesis or fire elemental abilities. While they are proud of their form the pentaherpon can assume new shapes, albiet always huge. Their ability to control and summon fire elementals can be devestating. They can summon most fire elementals, even smoke wraiths and greater magma slugs. The serve Teraherpon, their dread master.


TOP
 
Plorn (Size 1 demonic blootch). 

St 24 Stam 39 Agility 92 Phys. Elu. 117 Cn 20 Hits 31 Bleeding 109 Ment. Elu. 46 In 12 Health 5 Insanity 52 Perc. Int. 58 Ws 12 Luck 33 Dx 23 Ego 14 Magic 66 Impact 24 Ag 23 Mind 12 Perception 41 Edge 17 Ch 12 Sanity 3 Poison 72 Point 17 Bt 2 Shock 120 Fire 13 Wp 14 To Hit 35 Asp 6 Stress 40 Magic 9 Lk 11 Missle 34 Msp 6 Surprise 73 Necro 9 --- Bow 34 Bsp 6 Unconc. 81 Poison 2 183 Spell 8 Csp 0 Knockbk 102 Damage 12 Spirit 6 Ssp 1 Determination 10 Lift 1224 Carry 486 Run:12" Telep:40" Mana 7

Disadvantages Cost Ability Rank Roll 50 Demonic 10 blootch body type - -- 20 Horrible looks 15 1 levels of growth - -- 45 Enemy, nature 20 2 levels of increased density - -- 20 Permanently hungry 10 Night Vision - -- 20 Dark master 10 +40" of telportation - -- 20 Loves destruction 10 Immune to Fire - -- 15 Cowardly 6 +2 poison armor - -- 10 Rep: Hellspawn 10 +30 magic save - -- 25 100 hex aura obv- 70 2d6 acid aura - -- iousness, evil 6 +12 to hit - -- 0 xp --- 125 Base 167+183=350 --- 350

The plorn looks like several tussocks of rotting grass in a six foot circle. It is a blootch and its main offensivve ability is its acid aura. It eats almost anything and it aura pisses off almost any natural creature, inteligent or not.


TOP
 
Posessor (Size 0 humanoid demon, without arms/legs). 

St 6 Stam 6 Agility 28 Phys. Elu. 38 Cn 6 Hits 6 Bleeding 49 Ment. Elu. 100 In 25 Health 2 Insanity 117 Perc. Int. 165 Ws 25 Luck 18 Dx 6 Ego 24 Magic 193 Impact 1 Ag 6 Mind 43 Perception 102 Edge 0 Ch 25 Sanity 7 Poison 37 Point 0 Bt 6 Shock 74 Fire 1[immu] Wp 25 To Hit 0 Asp -2 Stress 93 Magic 14 Lk 6 Missle 0 Msp -2 Surprise 122 Necro 14 --- Bow 0 Bsp -2 Unconc. 37 131 Spell 45 Csp 7 Damage 0 Spirit 40 Ssp 7 Determination 33 Lift: 147 Carry: 36 Run: 5 Mana 59

Disadvantages Cost Ability Rank Roll 50 Demonic 10 Magic Skill 1 77 25 Horrifying appearance 29 Posession [5] - -- 10 Brimstone stench 30 +90 magic save - -- 25 Hates being in its 10 immune to fire - -- own body 30 +5 magic, necro armor - -- 20 Abject coward 40 magic absorption to hits/stam - -- 15 Dishonest, opprutun- no save, hand-to-hand istic 15 Life Sense - -- 15 Rep. completely 20 +40 perceptual integrity - -- untrustworthy 15 +45 surprise save - -- 35 Enemy, followers of 65 Fire magic 6 135 the White Lady 15 +15 DP - -- 15 Enemy, any other 10 +10 mana - -- posessor, rest. -- custom 289+131=420 25 Dread master 25 No stamina 30 No arms of legs 30 No natural senses 0 xp 100 --- 420

A posessor is a hopless, helpless blob of immobile flesh. Looking like a mutilated human it lives to take control of a sentient creature. When it does it's dark powers accrue to the sentient and the resulting creature is fearsome. Typically they know all fire spells.


TOP
 
Powworm (Size 0 humanoid arthrapod). 
St 12     Stam  12            Agility 66   Phys. Elu. 58 
Cn 20     Hits  31           Bleeding 81   Ment. Elu. 49 
In 8     Health  5           Insanity 56   Perc. Int. 57 
Ws 8                             Luck 24 
Dx 12      Ego  22              Magic 84       Impact 12 
Ag 12      Mind  8         Perception 14         Edge 10 
Ch 4     Sanity  3             Poison 86        Point 10 
Bt 2                            Shock 141        Fire 13 
Wp 18    To Hit 32   Asp 4     Stress 58        Magic 5 
Lk 8     Missle  4   Msp 0   Surprise 51        Necro 5 
  ---       Bow  4   Bsp 0    Unconc. 125      Poison 3 
   75     Spell  4   Csp 1                     Damage 2 
         Spirit  9   Ssp 1              Determination 16 
Lift 444    Carry 192  Run:4  Telep:20           Mana 9 

Disadvantages Cost Ability Rank Roll 50 Demonic 10 arthrapod body type - -- 20 Horrible looks 20 2 levels of increased density - -- 40 Enemy, elves 10 Night Vision - -- 40 Enemy, men 5 +20" of telportation - -- 20 Always hungry 10 Immune to Fire - -- 20 Loves destruction 20 +60 magic save - -- 15 5" aura of evil 9 +3 poison armor - -- 10 Rep: Hellspawn 13 +4 edge, point, impact - -- 0 xp 56 12d6 12" impact breath weapon 3/day - -- 100 Base 51 8" 180 degree 6d6 12 def. entagle - -- --- 3/day. 315 12 +4 Asp - -- 14 +28 to hit - -- 10 wall walking - -- --- Asp Dam Len 240+75=315 Bite -1 2d6+3 3

The powworm is a demonic arthrapod that can vomit forth a blast of force from its mouth or explode thick, clinging webs from its abdomen. Other than that, they have relatively weak combat abilities. They compensate for this by congregating in groups with crossfire position. They tend to web up their den in a distinctive manner. Powworm are brown with red joints and look like man sized centipeeds.


TOP
 
Protodemon(Size 0 humanoid demon). 

St 23 Stam 36 Agility 46 Phys. Elu. 58 Cn 23 Hits 40 Bleeding 108 Ment. Elu. 41 In 4 Health 6 Insanity 42 Perc. Int. 45 Ws 4 Luck 30 Dx 12 Ego 18 Magic 57 Impact 12 Ag 12 Mind 4 Perception 24 Edge 8 Ch 8 Sanity 2 Poison 89 Point 8 Bt 6 Shock 134 Fire 19 Wp 16 To Hit 45 Asp 6 Stress 38 Magic 4 Lk 10 Missle 4 Msp 0 Surprise 45 Necro 1 --- Bow 4 Bsp 0 Unconc. 118 95 Spell -6 Csp 3 Damage 11 Spirit 1 Ssp 0 Determination 13 Lift 810 Carry 330 Run:8 Mana 7

Disadvantages Cost Ability Rank Roll 50 Demon 20 2 levels of increased density - -- 20 Extremely ugly 10 Night sight - -- 20 Hungry for flesh 10 Immune to fire - -- 15 Very stupid 11 +4 edge, point - -- 5 Smell of sulphur 4 +4" running - -- 0 xp 15 +30 to hit - -- 100 Base 9 +3 Asp - -- --- 11 +33 unconciousness save - -- 210 15 +45 magic save - -- 10 Regeneration 1 hp/hour - -- --- 115+95=210 Asp Dam Len Fist -2 5d6+3 4 (impact) Bite -1 5d6 3 (edge)

Protodemons come in a variety of hideous colors. They are melted-looking humanoids with irregular features. They are short, thick, and strong bodied. They are also remarkably stupid. Protodemons are formed out of damned spirits and can be transformed by various forces in the abyss into other demons. They are farmed by some sorts of demons and used as cannon fodder by others.


TOP
 
Quadraherpon (Size 1 demonic humanoid). 

St 25 Stam 43 Agility 92 Phys. Elu. 117 Cn 23 Hits 40 Bleeding 133 Ment. Elu. 79 In 20 Health 6 Insanity 99 Perc. Int. 101 Ws 20 Luck 46 Dx 23 Ego 36 Magic 127 Impact 14 Ag 23 Mind 27 Perception 80 Edge 10 Ch 20 Sanity 5 Poison 96 Point 10 Bt 15 Shock 152 Fire 19[immu] Wp 23 To Hit 86 Asp 9 Stress 79 Magic 7 Lk 15 Missle 34 Msp 6 Surprise 96 Necro 5 --- Bow 34 Bsp 6 Unconc. 102 Poison 3 273 Spell 33 Csp 4 Knockbk 102 Damage 13 Spirit 31 Ssp 5 Determination 28 Lift 906 Carry 354 Run:12" Telep:48" Mana 32

Disadvantages Cost Ability Rank Roll 50 Demonic 20 2 levels of increased density - -- 20 +2d6 from cold 15 1 level of increased size - -- 20 Distinctive looks 10 Night Vision - -- giant reptilian 18 +54 magic save - -- 40 Enemy, elves 12 +48" of telportation - -- 40 Enemy, other demonic 20 Control fire elemental, -30 save - -- orders lasts 3 days costs 7 mana 20 Subject to Orders 10 Immune to Fire - -- 20 Dark master 9 +3 poison armor - -- 20 Bloodthirsty 9 +3 Asp - -- 15 Overconfident 25 +50 to hit - -- 15 Hungry all the time 13 +6 edge, point - -- 10 Rep: Hellspawn 30 Pyrokinesis - -- 20 20 hex aura obv- 20 Polymorph self - -- iosness, evil 26 Summon fire elemental, up to 300 20 xp points, costs 9 mana 200 Base --- --- 237+273=510 Asp Dam Len 510 Claw -2 6d6 5 Bite -1 5d6+2 3 Horn -3 6d6+1 5

A quadraherpon is a nine foot tall demon about the shape of a fairly husky tyranosaur with two texas longhorn style horns and two more central forward pointing horns. It's skin is red, yellow, and green in an elegant and somewhat mezmerizing pattern. The quadraherpon has pale yellow eyes which flare in flame when it uses its pyrokinesis or fire elemental abilities. While they are proud of their form the qudaherpon can assume new shapes, albiet always huge. Their ability to control and summon fire elementals can be devestating. Flame wyvvern and salamanders are among their favoirte slaves. They serve Teraherpon, their dark master.


TOP
 
Quarzhond(Size 0 blootch demon). 

St 25 Stam 43 Agility 68 Phys. Elu. 88 Cn 30 Hits 72 Bleeding 129 Ment. Elu. 44 In 12 Health 9 Insanity 54 Perc. Int. 65 Ws 18 Luck 30 Dx 18 Ego 12 Magic 82 Impact 34 Ag 18 Mind 12 Perception 45 Edge 26 Ch 6 Sanity 3 Poison 120 Point 26 Bt 6 Shock 160 Fire 37[immu] Wp 12 To Hit 88 Asp 7 Stress 42 Magic 21 Lk 10 Missle 19 Msp 3 Surprise 61 Necro 21 --- Bow 19 Bsp 3 Unconc. 109 Poison 6 159 Spell 6 Csp 3 Damage 15 Spirit 4 Ssp 0 Determination 9 Lift 1350 Carry 594 Telep:48 Fly: Mana 5

Disadvantages Cost Ability Rank Roll 50 Demonic 10 blootch body type - -- 20 Horrible looks 40 4 levels of increased density - -- 45 Enemy, mages 10 Night Vision - -- 20 Incapable of trust 12 +48" of telportation - -- 20 Loves destruction 10 Immune to Fire - -- 10 Enjoys tormenting 12 +36 magic save - -- helpless victims 20 Sees in all directions at once - -- 10 Rep: Hellspawn 32 6d6 blinding attack in a 6" 30 - -- 20 20 hex aura obv- degree cone, yellow eye iousness, evil 20 Levitation 20 +3d6 from silver 35 4d6 sleep attack in a 7" 30 degree 25 No manipulation, cone, grey eye locomotor limbs 53 6d6 fire attack in a 5" 60 degree 10 xp red eye 200 Base 31 +62 to hit --- 6 +2 Asp 450 --- 291+159=450 Asp Dam Len Bite -1 6d6 3

The quarzhond is a flying sphere with six eyes. Three are large and capable of projecting magical area attacks; yellow - blinding, grey - sleep, and red - fire. These magical eyes are equally spaced and glow faintly. The other three eyes are small and green, between the three major eyes. The quarzhond has a toothy mouth on its south pole capable of delivering a vicious bite to a blinded opponent. It is covered with armor plates stronger than steel.


Hit Table for Quarzhond
Roll Location Effect
01-10 Special eye 2x damage, lost eye roll
11-12 Normal eye 2x damage, lost eye roll
13-90 body none
91-00 mouth 1 1/2x damage


TOP
 
Rakshasa(Size 0 humanoid demon). 

St 20 Stam 27 Agility 92 Phys. Elu. 122 Cn 20 Hits 29 Bleeding 95 Ment. Elu. 62 In 18 Health 5 Insanity 76 Perc. Int. 83 Ws 18 Luck 30 Dx 23 Ego 22 Magic 62 Impact 7 Ag 23 Mind 22 Perception 67 Edge 7 Ch 18 Sanity 5 Poison 76 Point 7 Bt 20 Shock 120 Fire 12 Wp 18 To Hit 31 Asp 5 Stress 58 Magic 4 Lk 10 Missle 34 Msp 6 Surprise 87 Necro 4 --- Bow 34 Bsp 6 Unconc. 75 218 Spell 24 Csp 3 Damage 7 Spirit 19 Ssp 3 Determination 16 Lift 522 Carry 207 Run:10 Mana 19

Disadvantages Cost Ability Rank Roll 50 Demon 10 1 levels of increased density - -- 40 Enemy, elves 54 Illusion III - steel hard 4x - -- 40 Enemy, humans critters 40/80 hits/stam 13" move 20 Practical joker 74 base elu. 6d6 4/rnd damage 15 Overconfident Expectation, 24 rounds performance 15 Loves to betray 39 Invisibility - -- 15 Rep: Hellspawn 10 night vision - -- 20 +2d6 iron weapons 8 32" of teleportation - -- 20 +3d6 mithril or 9 +3 Asp - -- silver weapons 16 +32 to hit - -- 15 xp 9 mindstray - -- 150 Base 12 +5 edge, point - -- --- 9 trigger - -- 400 6 +18 magic save - -- --- 182+218=400 Asp Dam Len Bite -1 4d6 3 Fist -2 4d6+3 4

The Rakshasa appears as a tiger-headed woman. It has substantial powers of illusion. These illusions have some persistance but, on the whole,require concentration. Rakshasa can trigger magic items but have only modest skill in targeting them. They serve as spies for powerful masters when they must but prefer to take over human communities and rule them to ensure a steady supply of prey.


TOP
 
Razaar(Size 1 humanoid demon). 
St 28     Stam  55            Agility 102  Phys. Elu. 136 
Cn 23     Hits  40           Bleeding 118  Ment. Elu. 45 
In 8     Health  6           Insanity 56   Perc. Int. 59 
Ws 14                            Luck 30 
Dx 25      Ego  18              Magic 66       Impact 16 
Ag 25      Mind  8         Perception 38         Edge 10 
Ch 15    Sanity  3             Poison 89        Point 10 
Bt 5                            Shock 144        Fire 19[immu] 
Wp 16   To Hit  83   Asp 10    Stress 48        Magic 4 
Lk 10   Missle  40   Msp 7   Surprise 75        Necro 3 
  ---      Bow  40   Bsp 7    Unconc. 85 
  226     Spell  2   Csp 1                     Damage 16 
         Spirit  5   Ssp 0              Determination 13 
Lift:990 Carry:390 Run:11 Telep:32               Mana 7 

Disadvantages Cost Ability Rank Roll 50 Demonic 20 2 levels of increased density - -- 25 Horrible appearance 10 Night Vision - -- blades everywhere 12 +36 magic save - -- 40 Enemy, elves 8 +32" of telportation - -- 20 Subject to Orders 10 Immune to Fire - -- 20 Dark master 12 +6 edge, point - -- 20 Bloodthirsty 64 4d6 aura edge damage fills one hex - -- 10 Enjoys tormenting 20 Invisibility to sight - -- helpless victims 20 +40 to hit - -- 10 Rep: Hellspawn 6 +2 Asp - -- 15 5 hex aura obv- --- iousness, evil 187+226=413 8 xp 200 Base Asp Dam Len --- Claw -1 6d6+1 3 413 Bite -2 6d6+3 5

Razaar are humanoids covered with blades. These blades range from a few inches to a foot long. It walks with arms and legs waving and splayed; hence the damage aura. It's color if that of black iron with grease on it with grey steel blade tips. Its eyes are absorptive black with a grey pupil. They act as demonic assasins, dispatched to kill the inconvienient.


TOP
 
Rogre(Size 1 humanoid demon). 

St 25 Stam 43 Agility 92 Phys. Elu. 122 Cn 25 Hits 49 Bleeding 129 Ment. Elu. 85 In 22 Health 7 Insanity 105 Perc. Int. 113 Ws 24 Luck 46 Dx 23 Ego 36 Magic 89 Impact 18 Ag 23 Mind 33 Perception 90 Edge 7 Ch 23 Sanity 6 Poison 106 Point 7 Bt 20 Shock 160 Fire 27[immu] Wp 23 To Hit 92 Asp 6 Stress 83 Magic 7 Lk 15 Missle 34 Msp 6 Surprise 100 Necro 8 --- Bow 34 Bsp 6 Unconc. 100 302 Spell 37 Csp 6 Damage 14 Spirit 33 Ssp 6 Determination 28 Lift 1170 Carry 457 Run:10" Telep:40" Mana 39

Disadvantages Cost Ability Rank Roll 50 Demonic 30 3 levels of increased density - -- 20 Horrible looks 10 Night Vision - -- 45 Enemy, mages 10 +40" of telportation - -- 20 Subject to Orders 10 Immune to Fire - -- 20 Dark master 5 Sneak 3 61 20 Bloodthirsty 10 +30 magic save - -- 10 Enjoys tormenting 28 +56 to hit - -- helpless victims 6 +2 Asp - -- 10 Rep: Hellspawn 20 Seeming - -- 15 5 hex aura obv- 20 Lethal blow 2 -- iousness, evil 9 Short sword, scimitar, longsword 1 -- 0 xp --- 250 Base 158+302=460 --- Asp Dam Len 460 Fist -3 7d6+1 5 impact Horns -4 7d6 6 point

A roger has the appearance of an ogre with a ram's head. The roger are warriors with some skill in infiltration. Their have minor powers of illusion and can move quietly. Rogers love to use magic swords and will often go out of their way to acquire them.


TOP
 
Shadow Demon(Size 0 non-corporeal humanoid demon). 

St 25 Stam 43 Agility 102 Phys. Elu. 136 Cn 25 Hits 43 Bleeding 129 Ment. Elu. 66 In 12 Health 7 Insanity 83 Perc. Int. 75 Ws 12 Luck 39 Dx 25 Ego 36 Magic 114 Impact 9 Ag 25 Mind 12 Perception 50 Edge 3 Ch 12 Sanity 3 Poison 106 Point 3 Bt 12 Shock 160 Fire 12[immu] Wp 23 To Hit 74 Asp 7 Stress 71 Magic 7 Lk 13 Missle 64 Msp 7 Surprise 86 Necro 7 --- Bow 40 Bsp 7 Unconc. 100 280 Spell 17 Csp 0 Damage 11 Spirit 23 Ssp 3 Determination 28 Lift 468 Carry 183 Run:11 Teleport: 20" Mana 16

Disadvantages Cost Ability Rank Roll 50 Demonic 10 Night Vision - -- 20 Distinctive looks 5 +20" of telportation - -- flame-eyes wraith 10 Immune to fire - -- 40 Enemy, mankind 26 +78 magic save - -- 30 Enemy, Xcarth 30 Noncorporeal - -- 20 Incapable of trust 16 6" of phasing movement - -- 20 Bloodthirsty 6 6" of flying movement - -- 10 Contempt for non- 12 +3 edge, point armor - -- demons 15 +5 necromantic armor - -- 10 Hellspawned menace 38 1/4 damage edge, point, imp. - -- 15 5 hex aura obv- 30 +3 or better weapons to hit - -- iousness, evil 15 hits as +3 weapon - -- 50 No hitpoints 3 Fear (missle based, stress save) - -- 25 3d6 from direct 17 +34 to hit - -- sunlight 12 +24 missle bonus - -- 0 xp 15 +5 Asp - -- 250 Base --- --- 260+280=540 540 Asp Dam Len Claw -2 5d6+2 5

Shadow demons look very much like wraiths save that their eyes have a reddish glow that becomes hellfire orange-and-black when they are angry. They are very strange demons with some undead like powers. Immensely powerful and able to penetrate almost everywhere they are also rare and live in a very strange part of the abyss.


TOP
 
Snackapeede(Size 1 demonic arthrapod). 

St 23 Stam 36 Agility 88 Phys. Elu. 83 Cn 28 Hits 57 Bleeding 132 Ment. Elu. 39 In 4 Health 9 Insanity 39 Perc. Int. 43 Ws 4 Luck 24 Dx 18 Ego 24 Magic 12 Impact 16 Ag 18 Mind 4 Perception 3 Edge 10 Ch 4 Sanity 2 Poison 123 Point 10 Bt 0 Shock 182 Fire 47 Wp 15 To Hit 44 Asp 5 Stress 45 Magic 11 Lk 8 Missle 19 Msp 3 Surprise 56 Necro 11 --- Bow 19 Bsp 3 Unconc. 164 125 Spell -7 Csp -3 Knockdown 98 Damage 10 Spirit -1 Ssp 0 Determination 12 Lift: 938 Carry:405 Run:23 Mana 6

Disadvantages Cost Ability Rank Roll 30 Trophic Intellect 10 1 level density - -- 20 Hideous 15 1 level size - -- 50 Demonic 55 Splitting (25+dam or less) - -- 20 Anadaptive 10 +20 to hit - -- 35 Enemy - most other 10 +30 fire armor - -- demons 10 Night Vision - -- 20 Absolutely protect. 17 +17"running - -- of other arthr. 10 Wall walking - -- that smell right 38 4d6 armor 6 entangle attack - -- 25 Pupates in 95+ -- weather 175+125=300 0 xp 100 Base --- Asp Dam Len 300 Bite -2 5d6+1 4

The snackapeede is a 12-15 foot long centipede with huge exaggerated jaws and a spider-silk organ on the back that can throw tangle bombs. When hit hard there is a 25+damage done chance on d100 that the snackapeede will split at a segment boundry. At the split new jaws deploy from the front of one segment and new spinnerettes from the rear of the other creating two snakapeeds with 5 fewer hitpoints than the original. Snackapeedes are nonsentient demonic life forms and do not occur naturally in the maerial world. Snackapeedes with eight or more body segments that eat a lot cocoon up and metemorphosize into Hellmoths. Those with less than eight segments just heal. Snackapeedes do not rejoin and will attack one another in the absence of other potential food - save that snackapedes from the same brood protect one another. The eggs that hatch into snackapedes are large and dull brown.


TOP
 
Storm Demon(Size 0 winged Humanoid). 

St 23 Stam 36 Agility 102 Phys. Elu. 122[+lots] Cn 18 Hits 22 Bleeding 98 Ment. Elu. 55 In 10 Health 5 Insanity 69 Perc. Int. 67 Ws 12 Luck 30 Dx 23 Ego 27 Magic 59 Impact 7 Ag 23 Mind 10 Perception 38 Edge 4 Ch 12 Sanity 3 Poison 69 Point 4 Bt 12 Shock 117 Fire 6 Wp 20 To Hit 74 Asp 9 Stress 59 Magic 5[e- immu] Lk 10 Missle 34 Msp 6 Surprise 77 Necro 2 --- Bow 34 Bsp 6 Unconc. 69 Poison 1 200 Spell 10 Csp 0 Damage 9 Spirit 15 Ssp 2 Determination 20 Lift 402 Carry 150 Run:10 Fly:18 Telep:32" Mana 11

Disadvantages Cost Ability Rank Roll 50 Demonic 10 winged humanoid body type - -- 20 Horrible looks 10 Night Vision - -- 40 Enemy, men 8 +32" of telportation - -- 20 Subject to Orders 10 Immune to Fire - -- 20 Dark master 3 +1 poison armor - -- 20 Loves destruction 9 +27 magic save - -- 10 Contempt for non- 22 1/4 damage from lightning - -- demons 35 Vortex shield, +100 elusiveness 10 Rep: Hellspawn against missles, +50 hand to hand 15 5 hex aura obv- personal immunity iousness, evil 16 +4 edge, point - -- 0 xp 43 8d6 lightning attack with claw - -- 200 Base 20 +40 to hit - -- --- 9 +3 Asp - -- 405 10 Lethal blow - -- --- 205+200=405

Asp Dam Len Claw -2 5d6 5 (+8d6 lightning)

The storm demon appears as a winged humanoid with grey skin with little purple sparks wandering over it. It loves storms and will fly in them destroying as it goes. It can create a vortex around itself that deflects things; it is immune to the deflection. It can run, fly, and teleport. It can deliver a devistating shock with either claw.


TOP
 
Swarmer (Size one demonic arthrapod). 
St 25     Stam   43            Agility  87  Phys. Elu. 87 
Cn 20     Hits   31           Bleeding 113  Ment. Elu. 49 
In 12   Health    5           Insanity  63  Perc. Int. 68 
Ws 17                             Luck  24 
Dx 23      Ego   27              Magic  77      Impact 19 
Ag 16     Mind   12         Perception  28        Edge 13 
Ch  2   Sanity    3             Poison  84       Point 13 
Bt  2                            Shock 156        Fire 13[immu] 
Wp 16   To Hit 82   Asp   9     Stress  61       Magic  5 
Lk  8   Missle 27   Msp   6   Surprise  75       Necro  5 
   ---     Bow 27   Bsp   2    Unconc. 133 
   160   Spell 10   Csp   3  Knockdown  97      Damage 13 
        Spirit  9   Ssp   1              Determination 13 
Lift: 1296    Carry:504          Run: 5           Mana  9 
                                 Fly: 7 
Disadvantages           Cost                 Ability             Rank Roll 
 50 Demonic              20 2 levels of density                    -   -- 
 20 Almost mindless      15 1 level size                           -   -- 
    acting alone         10 Body type arthrapod.                   -   -- 
 15 Hates non-hive       10 Night vision                           -   -- 
    members              10 Immune to fire                         -   -- 
 15 Cares nothing for    15 1/2 damage, hellfire                   -   -- 
    own life             30 Group Mind                             -   -- 
 35 Enemy other demons   10 Wall walking                           -   -- 
 40 Enemy men,elves,     20 Vision is wraparound                   -   -- 
    etc.                 27 8d6 pain attack, no range              -   -- 
 40 Absolute master,        bite: vs WP, save vs stress at minus 
    hive queen              amount over WP.  Blow=only move 
 15 10 minute 20" scent     Blow 30=writhe in pain 
    based obviousness    23 +46 to hit                             -   -- 
 20 Rep: eats worlds      9 +3 Asp                                 -   -- 
 25 3d6 from contact      5 20" teleportation                      -   -- 
    with water           11 +33 magic save                         -   -- 
  0 xp                  --- 
100 Base                215+160=375 
---                                 Asp  Dam  Len 
375                                 -2   6d6   4  (8d6 pain) 

The swarmers are a hive mind demonic arthrapod. They are insects unless within a few miles of a queen. The queens are helpless as individuals supplying intellegence but otherwise requiring service in all other matters. A hive starts with swarmers burrowing into the ground with an egg. When the queen hatches it eats, quickly grows, and becomes smart enough to start the swarmers building defenses; it also lays eggs. Swarmers eat meat. When they clear an area they swarm to form new hives.


TOP
 
Tarkaax(Size 0 demonic humanoid). 

St 18 Stam 22 Agility 60 Phys. Elu. 76 Cn 12 Hits 12 Bleeding 65 Ment. Elu. 45 In 8 Health 3 Insanity 50 Perc. Int. 53 Ws 8 Luck 24 Dx 16 Ego 18 Magic 24 Impact 4 Ag 16 Mind 8 Perception 32 Edge 4 Ch 6 Sanity 3 Poison 43 Point 4 Bt 6 Shock 83 Fire 3[immu] Wp 16 To Hit 47 Asp 6 Stress 42 Magic 4 Lk 8 Missle 13 Msp 2 Surprise 57 Necro 2 --- Bow 13 Bsp 2 Unconc. 43 89 Spell 2 Csp 1 Damage 4 Spirit 5 Ssp 0 Determination 13 Lift 282 Carry 102 Run:6 Telep:32 Mana 7

Disadvantages Cost Ability Rank Roll 50 Demonic 10 Night Vision - -- 15 Distinctive looks 8 +32" of telportation - -- 40 Enemy, elves 10 Immune to Fire - -- 20 Incapable of trust 20 Seeming - -- 20 Bloodthirsty 76 Summon tarkaax, 50/100 success - -- 15 Cowardly 16 +32 to hit - -- 10 Rep: Hellspawn 9 +3 Asp - -- 15 5 hex aura obv- 16 +4 edge, point - -- iousness, evil 20 lethal blow 2 -- 0 xp 9 dross - -- 100 Base --- --- 196+89=285 285 Asp Dam Len Bite -1 3d6+1 3 Claw -2 3d6+3 5

Tarkaax are pretty pathetic demons. They are bigger than imps and have seeming and dross powers and so can infiltrate. Their ability to summon other tarkaax is limited by their cowardice - if one summons another into an untentable position then they have to put up with years of whining. When not deisguised by seeming they have brick red skin and sick grey-green eyes. They typically wear only a loincloth and have fanged mouths and clawed hands.


TOP
 
Triherpon (Size 0 demonic humanoid). 

St 25 Stam 43 Agility 92 Phys. Elu. 122 Cn 23 Hits 40 Bleeding 117 Ment. Elu. 70 In 20 Health 6 Insanity 87 Perc. Int. 95 Ws 20 Luck 46 Dx 23 Ego 27 Magic 118 Impact 14 Ag 23 Mind 27 Perception 77 Edge 9 Ch 18 Sanity 5 Poison 93 Point 9 Bt 12 Shock 146 Fire 19[immu] Wp 20 To Hit 86 Asp 9 Stress 67 Magic 5 Lk 15 Missle 34 Msp 6 Surprise 93 Necro 5 --- Bow 34 Bsp 6 Unconc. 89 Poison 3 252 Spell 30 Csp 4 Damage 13 Spirit 25 Ssp 4 Determination 20 Lift 906 Carry 354 Run:10" Telep:48" Mana 26

Disadvantages Cost Ability Rank Roll 50 Demonic 20 2 levels of increased density - -- 15 Distinctive looks 10 Night Vision - -- reptilian humanoid 15 +45 magic save - -- 40 Enemy, elves 12 +48" of telportation - -- 40 Enemy, other demonic 20 Control fire elemental, -30 save - -- orders lasts 3 days costs 7 mana 20 Subject to Orders 10 Immune to Fire - -- 20 Dark master 9 +3 poison armor - -- 20 Bloodthirsty 9 +3 Asp - -- 15 Overconfident 25 +50 to hit - -- 15 Hungry all the time 13 +5 edge, point - -- 10 Rep: Hellspawn 30 Pyrokinesis - -- 15 5 hex aura obv- 20 Polymorph self - -- iosness, evil --- 35 xp 193+252=445 Asp Dam Len 150 Base Claw -2 6d6 5 --- Bite -1 5d6+2 3 445 Horn -3 6d6+1 5

A triherpon is a man sized demon about the shape of a fairly husky tyranosaur with two texas longhorn style horns and a single forward pointing horn in the center of its head. It's skin is red, yellow, and black in an complex and elegant pattern. The triherpon has orange eyes which flare flame yellow when it uses its pyrokinesis ability. While they are proud of their form the triherpon can assume new shapes. Their ability to control fire elementals can be devestating hen fire elementals are present. They serve Teraherpon, their dark master.


TOP
 
Trouble(Size -1 winged humanoid demon). 

St 18 Stam 23 Agility 87 Phys. Elu. 105 Cn 12 Hits 12 Bleeding 64 Ment. Elu. 45 In 10 Health 3 Insanity 53 Perc. Int. 57 Ws 12 Luck 36 Dx 20 Ego 16 Magic 62 Impact 8[16] Ag 20 Mind 10 Perception 33 Edge 4[12] Ch 8 Sanity 3 Poison 42 Point 4[13] Bt 4 Shock 76 Fire 3[10] Wp 15 To Hit 53 Asp 8 Stress 43 Magic 3[15] Lk 12 Missle 25 Msp 4 Surprise 66 Necro 2[12] --- Bow 25 Bsp 4 Unconc. 42 123 Spell 5 Csp 0 Damage 4 Spirit 5 Ssp 1 Determination 12 Lift 279 Carry 102 Run:7" Fly:14" Telep:36 Mana 6

Disadvantages Cost Ability Rank Roll 50 Demonic 10 winged humanoid body type - -- 15 Horrible appearance 5 1 levels of decreased size - -- 40 Enemy, humans 10 Night Vision - -- 20 Practical joker 9 +36" of telportation - -- 15 Loves destruction 10 Immune to Fire - -- 15 Loves to fight 10 +30 magic save - -- 10 Rep: Hellspawn 6 Dagger, shortsword - -- 25 +3d5 from metal 12 +4 Asp - -- weapons 12 +24 to hit - -- 35 Flammible, metal atk 20 +4 epi armor - -- threshhold 10. 13 Cause wounds, 3d6 - -- 0 xp 25 Control undead, -40 save, 3 days, - -- --- up to four undead 325 42 12d6 final strike when unconcious - -- 5" radius filled with fire 10 +20 missle hit - -- 8 +24 stress save - -- --- Asp Dam Len Brk 202+123=325 Bite -1 2d6+3 3 n/a Claw -2 3d6 3 n/a Dagger -1 d6+1 3 12 Shortsword -2 d6+3 6 16

The trouble are a warrior clade of demons. They train and fight in triads using teleportation and flight with tactiacal effect. The trouble have gray batwings, mustard-yellow skin and glowing violet eyes. They wear demoinskin armor (the equivalent of dragonskin but it rots in sunlight) and wield deadly blades.


 
                       Edge  Point Impact   Fire  Magic  Necro 
01-06   Top of Head     13     15     17     11     17     14 
07-14  Side of Head     13     15     17     11     17     14 
15-20          Face     10     11     14      8     12     10 
21-24          Neck     13     15     17     11     17     14 
25-30        Collar     13     15     17     11     17     14 
31-46         Chest     10     11     14      8     12     10 
47-48  Solar Plexus     10     11     14      8     12     10 
49-61       Stomach     10     11     14      8     12     10 
62-66          Hips     13     15     17     11     17     14 
67-68        Crotch     10     11     14      8     12     10 
69-73     Upper Arm     10     11     14      8     12     10 
74-75         Elbow     10     11     14      8     12     10 
76-79     Lower Arm     10     11     14      8     12     10 
80-81         Wrist     10     11     14      8     12     10 
82-83          Hand     10     11     14      8     12     10 
84-85       Fingers     10     11     14      8     12     10 
86-91     Upper Leg     10     11     14      8     12     10 
92-93          Knee     10     11     14      8     12     10 
94-96         Shins     13     15     17     11     17     14 
97-98        Ankles     10     11     14      8     12     10 
99-00          Feet     10     11     14      8     12     10 
----------------------------------------------------------------- 
Average:                12     13     16     10     15     12 
Penalty: 1 
Encumberance: 33 

Dragon Leather Full Helm 400.00 Dragon Leather Hood 480.00 Dragon Leather Gorget 80.00 Dragon Leather Shirt 980.00 Dragon Leather Pants 360.00 Dragon Leather Bracers 80.00 Dragon Leather Gloves 120.00 Dragon Leather Shins 60.00 Dragon Leather Boots 80.00 ------- Total 2640.00


TOP
 
Ulthag(Size 2 snakelike demon). 

St 23 Stam 36 Agility 142 Phys. Elu. 112 Cn 20 Hits 31 Bleeding 118 Ment. Elu. 43 In 8 Health 5 Insanity 47 Perc. Int. 51 Ws 8 Luck 24 Dx 23 Ego 16 Magic 78 Impact 12 Ag 23 Mind 8 Perception 31 Edge 4 Ch 10 Sanity 3 Poison 73 Point 4 Bt 4 Shock 120 Fire 16[immu] Wp 15 To Hit 64 Asp 8 Stress 39 Magic 3 Lk 8 Missle 34 Msp 6 Surprise 70 Necro 2 --- Bow 34 Bsp 6 Unconc. 92 Poison 4 165 Spell 1 Csp 1 Knockbk 162 Damage 11 Spirit 3 Ssp 0 Determination 12 Lift 1572 Carry 624 Run:13 Telep:36 Mana 6

Disadvantages Cost Ability Rank Roll 50 Demonic 30 2 levels of growth - -- 20 Horrible looks 20 2 levels of increased density - -- 40 Enemy, men 10 Night Vision - -- 20 Incapable of trust 9 +36" of telportation - -- 20 Bloodthirsty 10 Immune to Fire - -- 10 Enjoys tormenting 12 +4 poison armor - -- helpless victims 18 +54 magic save - -- 10 Rep: Hellspawn 40 9d6 poison at 3d6/rnd, hand-to-hand - -- 15 5 hex aura obv- no save, tail sting iousness, evil 15 +30 to hit - -- 20 +3d6 from silver 6 +2 Asp - -- 20 +3d6 from magic --- damage 170+165=335 10 xp 100 Base Asp Dam Len --- Bite -2 6d6 5 335 Sting -2 5d6+3 3 poison

Ulthag are five hex long snakes with a poison hook (sting) on the tip of their tail. They have serrated teeth, featurless black eyes, and a green and black pattern of scales that jars on those who view it. They are fully sentient and live to kill.


TOP
 
Valradyx(Size -2 demonic winged humanoid). 

St 25 Stam 45 Agility 87 Phys. Elu. 110 Cn 23 Hits 40 Bleeding 111 Ment. Elu. 47 In 12 Health 6 Insanity 59 Perc. Int. 64 Ws 16 Luck 24 Dx 20 Ego 16 Magic 42 Impact 14 Ag 20 Mind 12 Perception 41 Edge 4 Ch 10 Sanity 3 Poison 88 Point 4 Bt 4 Shock 131 Fire 19[immu] Wp 15 To Hit 62 Asp 10 Stress 47 Magic 3 Lk 8 Missle 25 Msp 4 Surprise 68 Necro 4 --- Bow 25 Bsp 4 Unconc. 84 161 Spell 9 Csp 2 Damage 13 Spirit 7 Ssp 1 Determination 12 Lift 876 Carry 354 Run:6 Telep:40 Fly:15 Mana 8

Disadvantages Cost Ability Rank Roll 50 Demonic 10 winged humanoid body type - -- 25 Hideous looks 10 2 levels of decreased size - -- 45 Enemy, mages 20 2 levels of increased density - -- 20 Incapable of trust 10 Night Vision - -- 20 Bloodthirsty 10 +40" of telportation - -- 10 Enjoys tormenting 10 Immune to Fire - -- helpless victims 11 +33 magic save - -- 10 Rep: Hellspawn 40 9d6 @ 3d6/round, no save poison 15 5 hex aura obv- hand to hand in tail sting - -- iousness, evil 5 Extra limb, tail - -- 35 xp 15 6d6 mana destruction, hand-to-hand - -- 100 Base with claw attack --- 16 +32 to hit - -- 330 12 +4 Asp - -- --- 169+161=330 Asp Dam Len Bite -1 4d6+1 1 Claw -1 4d6+2 2 (6d6 mana destruction, 5DP/point returned) Sting -1 5d6 1 (9d6 poison @ 3d6/rnd, hth, no save)

The valradyx is a two feet tall humanoid with a fat belly, large batwings, a mobile tail with a sting. It has claws on hand and foot. Its eyes are a pale grey with a faint glow; the skin is black save that the inside of the wings are blood red. Valradyx tend to attack in groups.


TOP
 
Wastar(Size 0 demonic blootch). 

St 12 Stam 12 Agility 54 Phys. Elu. 71 Cn 16 Hits 18 Bleeding 72 Ment. Elu. 70 In 20 Health 4 Insanity 87 Perc. Int. 95 Ws 20 Luck 30 Dx 20 Ego 27 Magic 124 Impact 6[1/4] Ag 12 Mind 27 Perception 77 Edge 4[1/4] Ch 12 Sanity 5 Poison 61 Point 4[1/4] Bt 12 Shock 99 Fire 4[immu] Wp 20 To Hit 17 Asp 6 Stress 67 Magic 6 Lk 10 Missle 17 Msp 4 Surprise 87 Necro 6 --- Bow 17 Bsp 0 Unconc. 61 Poison 2 150 Spell 30 Csp 4 Damage 0 Spirit 25 Ssp 4 Determination 20 Lift 216 Carry 84 Run:4" Fly:5" Mana 26 Teleport: 0 Disadvantages Cost Ability Rank Roll 50 Demonic 10 blootch body type - -- 15 Distinctive looks 10 Night Vision - -- 45 Enemy, mages 10 +40" of telportation - -- 20 Incapable of trust 10 Immune to Fire - -- 20 Bloodthirsty 30 Immune to Hellfire - -- 15 Cowardly 17 +51 magic save - -- 10 Rep: Hellspawn 75 1/4 from edge, point, impact - -- 15 5 hex aura obv- 56 2" radius 1 point health destruct, - -- iousness, evil aura. 20 +3d6 from silver 12 +4 Asp - -- 90 xp 20 Levitation, 5" - -- 100 Base --- --- 250+150=400 400

The wastar is a ball of red light three feet across with a sea-urchin like pattern of yellow light inside it. The yellow spines reach out two hexes defining the radius of the health destruction. The wastar is partially transparent to matter (hence the 1/4 damage). It emits little heat and is capable of picking up and carrying things. The wastar enjoys the effect that generates health destruction. Wastar are especially valued as gaurdian demons because they can kill off intruders so efficiently.


TOP
 
Water Demon(Size 0 demonic blootch). 

St 23 Stam 36 Agility 97 Phys. Elu. 118 Cn 23 Hits 36 Bleeding 133 Ment. Elu. 59 In 14 Health 6 Insanity 77 Perc. Int. 76 Ws 16 Luck 30 Dx 24 Ego 27 Magic 88 Impact 18 Ag 24 Mind 14 Perception 55 Edge 12 Ch 12 Sanity 4 Poison 93 Point 12 Bt 12 Shock 142 Fire 7[immu] Wp 20 To Hit 72 Asp 6 Stress 63 Magic 12 Lk 10 Missle 37 Msp 6 Surprise 83 Necro 12 --- Bow 37 Bsp 6 Unconc. 109 Poison 4 226 Spell 18 Csp 2 Knockbk 117 Damage 9 Spirit 19 Ssp 3 Determination 20 Lift 834 Carry 330 Run:15 Tport:40 Swim:7 Mana 15

Disadvantages Cost Ability Rank Roll 50 Demonic 10 blootch body type - -- 25 Hideous looks 30 2 levels of growth - -- 40 Enemy, elves 10 Night Vision - -- 40 Enemy, water elem. 10 +40" of telportation - -- 20 Dark master 10 Immune to Fire - -- 20 Bloodthirsty 14 +42 magic save - -- 10 Enjoys tormenting 9 +3 poison armor - -- helpless victims 35 Control water elementals, -30 save - -- 10 Rep: Hellspawn control lasts 3 days 20 20 hex aura obv- 50 takes 1/4 damage from edge, point, - -- iousness, evil weapons/attacks (flows around). 185 xp 68 5d6 cold attack, aura, in hexes w/ - -- 100 Base the demon, i.e. 1" radius w/growth. --- 5 Breathes water or air - -- 525 18 +36 to hit - -- 20 +2 or better weapons to hit - -- 10 hits as +2 weapon - -- --- 299+226=525

Water demons have the blootch body type and appear as a mass of self-mobile, polluted water that is able to form a snake head, like a black cotton mouth with red crests over each eye. They can control and are hated by water elementals. They may chill their bodies and so make a quite inconvenient area attack near themselves.


TOP
 
Woodmagzul(Size 3 demonic humanoid). 

St 28 Stam 55 Agility 77 Phys. Elu. 85 Cn 28 Hits 59 Bleeding 159 Ment. Elu. 38 In 6 Health 8 Insanity 38 Perc. Int. 46 Ws 8 Luck 30 Dx 20 Ego 12 Magic 20 Impact 18 Ag 20 Mind 6 Perception 26 Edge 5 Ch 6 Sanity 2 Poison 110 Point 5 Bt 6 Shock 158 Fire 26[immu] Wp 12 To Hit 33 Asp 6 Stress 32 Magic 2 Lk 10 Missle 25 Msp 4 Surprise 59 Necro 2 --- Bow 25 Bsp 4 Unconc. 131 149 Spell -6 Csp 1 Knockbk 107 Damage 16 Spirit -2 Ssp 0 Determination 9 Lift 2490 Carry 1050 Run:14" Tport:48" Mana 3

Disadvantages Cost Ability Rank Roll 50 Demonic 45 3 levels of growth - -- 25 Utterly hideous 20 2 levels of increased density - -- 40 Enemy, nat. lore. 10 Night Vision - -- 40 Enemy, elves 16 +48 magic save - -- 20 Utterly solitary 12 +48" of telportation - -- 15 Drawn to fire 10 Immune to Fire - -- 15 Lives to destroy 12 +4 Poison armor - -- woodlands, trees 20 Regenerate up to 4 hits/round if - -- 10 Rep: Hellspawn dead wood is available 20 20 hex aura obv- 10 +1 weapons to hit - -- iousness, evil 6 +2 Asp - -- 0 xp 25 +50 to hit - -- 100 Base --- --- 186+149=335 Asp Dam Len 335 Fist -3 9d6+1 7 Kick -5 5d6+3 10

The woodmagzul are demonic spirits with an affinity for dead wood and a hatred of trees and forests. They construct bodies out of dead wood and can merge more dead wood with their bodies to achieve a weird sort of regeneration. Standing still a woodmagzul looks like an ugly dead tree without much of a crown left. They form humanoid bodies and strike with large hands and feet of wood. They are incapable of planning or cooperation and simply ravage an area until destroyed. They are most annoyingly fireproof in spite of being made of wood.


TOP
 
Xcarth(Size 0 demonic humanoid). 
St 16     Stam  18            Agility 60  Phys. Elu. 76 
Cn 16     Hits  22           Bleeding 84  Ment. Elu. 79 
In 20    Health  4           Insanity 99  Perc. Int. 101 
Ws 20                            Luck 39 
Dx 16      Ego  36             Magic 103       Impact 14 
Ag 16     Mind  27         Perception 80         Edge 9 
Ch 16    Sanity  5             Poison 64        Point 9 
Bt 8                           Shock 109        Fire 11[immu] 
Wp 23   To Hit  39   Asp 6     Stress 79        Magic 7 
Lk 13   Missle  13   Msp 2   Surprise 82        Necro 5 
  ---      Bow  13   Bsp 2    Unconc. 64       Poison 4   
  180    Spell  33   Csp 4                     Damage 4 
        Spirit  31   Ssp 5             Determination 28 
Lift 558    Carry 204    Run:6  Telep:32        Mana 32 
Disadvantages           Cost                Ability           Rank Roll 
 50 Demonic              20 2 levels of increased density       -   -- 
 20 Distinctive looks    10 Night Vision                        -   -- 
 40 Enemy, mankind        8 +32" of telportation                -   -- 
 20 Incapable of trust   10 Immune to Fire                      -   -- 
 20 Loves death/killing  30 Immune to Hellfire                  -   -- 
 10 Contempt for non-    12 +4 poison armor                     -   -- 
    demons               10 +30 magic save                      -   -- 
 10 Hellspawned menace   20 +6 edge, point, impact              -   --  
 20 20 hex aura obv-     14 Animate dead (4 day 300 pt)(5 mana) -   -- 
    iousness, evil       14 Control Undead (4, -40 save)(5 mana)-   -- 
 20 +3d6 lightning       55 d6 hitpoint transfer, fills seven   -   -- 
 25 3d6 from sunlight       closest hexes, aura, magic save 
  5 d6 from running         to no damage, to hits then mana 
    water                13 +26 to hit                          -   -- 
  0 XP                   12 +4 Asp                              -   -- 
200 Base                 32 Major Antimagic (40 points, as pers -   -- 
---                         armor, save and deduct, costs 
440                         5 mana to activate). 
                        --- 
                        260+180=440      Asp  Dam  Len 
                                    Claw -2  3d6+3  5 
                                    Bite -1  3d6+1  3 
The Xcarth is a humanoid demon with grey skin over large bones, sort of an extra-neat zombie look. It has substantial necromantic ability, able to control all but the most powerful undead, and able to animate dead bodies. A necromantic field allows the Xcarth to heal by draining hitpoints out of nearby living creatures. Finally the Xcarth is able to protext itself from magic. It's abilities, while not spells, draw on its own mana.


TOP
 
Yyrandrogg(Size -2 demonic humanoid). 

St 16 Stam 20 Agility 68 Phys. Elu. 98 Cn 25 Hits 47 Bleeding 96 Ment. Elu. 44 In 12 Health 7 Insanity 48 Perc. Int. 56 Ws 12 Luck 24 Dx 18 Ego 12 Magic 84 Impact 10 Ag 18 Mind 12 Perception 39 Edge 5 Ch 8 Sanity 3 Poison 95 Point 5 Bt 8 Shock 125 Fire 22 Wp 12 To Hit 19 Asp 3 Stress 36 Magic 2 Lk 8 Missle 19 Msp 3 Surprise 61 Necro 2 --- Bow 19 Bsp 3 Unconc. 89 124 Spell 6 Csp 0 Damage 4 Spirit 4 Ssp 0 Determination 9 Lift:546 Carry:258 Run:5 Telep:60 Mana 5

Disadvantages Cost Ability Rank Roll 50 Demonic 10 2 levels of decreased size - -- 15 Distinctive looks 20 2 levels of increased density - -- 40 Enemy, men 10 Night Vision - -- 20 Prankster 15 +60" of telportation - -- 20 Dark master 10 Immune to Fire - -- 20 Loves tricking 16 +48 magic armor - -- victims to doom 9 +3 poison armor - -- 10 Contempt for non- 25 19" radius supress elements. demons 60 8d6 breath weapon, cold, 8" in a - -- 10 Rep: Hellspawn 60 degree cone, 8/day 15 5 hex aura obv- 1 +2 to hit iousness, evil --- 0 xp 176+124=300 100 Base --- 300 Asp Dam Len Fist -2 2d6+2 2 Kick -3 2d6+3 3

Yyrandrogg look like small, blocky men made of dirty snow. They are not especially immune to cold (and have the normal demonic immunity to fire) and so sometimes try to convey the impression they are water elementals. One humorous fact about them is that they supress elemental magic. Any elemental based spells in items must make their intrinsic save or be drained. Elemental spells in progress die when they hit the field. Elemental spells cast in the radius fizzle unless the caster saves versus magic, then the spell rolls spell failure.


TOP
 
Zurggoth(Size -2 demonic humanoid). 

St 30 Stam 64 Agility 142 Phys. Elu. 92 Cn 30 Hits 68 Bleeding 202 Ment. Elu. 47 In 12 Health 9 Insanity 55 Perc. Int. 59 Ws 12 Luck 24 Dx 23 Ego 16 Magic 36 Impact 20 Ag 23 Mind 12 Perception 42 Edge 12 Ch 8 Sanity 3 Poison 123 Point 12 Bt 8 Shock 174 Fire 29[immu] Wp 15 To Hit 83 Asp 11 Stress 43 Magic 3 Lk 8 Missle 34 Msp 6 Surprise 74 Necro 2 --- Bow 34 Bsp 6 Unconc. 172 211 Spell 9 Csp 0 Knockbk 202 Damage 18 Spirit 7 Ssp 1 Determination 12 Lift:4392 Carry:1824 Run:21 Telep:36 Mana 8 Teleport: 0 Disadvantages Cost Ability Rank Roll 50 Demonic 90 6 levels of growth - -- 25 Hideous looks 20 2 levels of increased density - -- 45 Enemy, mages 10 Night Vision - -- 20 Incapable of trust 9 +36" of telportation - -- 20 Loves destruction 10 Immune to Fire - -- 10 Contempt for non- 16 +48 magic save - -- demons 9 +3 poison armor - -- 10 Rep: Hellspawn 21 +42 to hit - -- 25 100 hex aura obv- 9 +3 Asp - -- iousness, evil 16 +6 edge, point - -- 0 xp 44 7d6 point breath weapon (spines) - -- 260 Base in a 10" 60 degree cone --- --- 465 254+211=465 Asp Dam Len Bite -2 9d6+3 9 Tail attack -7 11d6+2 16

The zurggoth are enormous snakes about 60 feet long and five feet thick near the center. They extend over 12" in combat. Their breath weapon is a bit of a surprise, spraying needle like spines. Their appearance tends to be as a viper with a wedge shaped head.