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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
This ability lets the demon force a victim to feel fear, stress save or hide/flee. A missle targeting roll is required.
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.
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.
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.
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.
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.
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.
This ability is identical to Illusion III, save that the Illusions created are permanent.
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.
This demonic ability allows the demon to walk on air or fly at a rate of 5" magically.
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.
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
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.
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.
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.
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.
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.
This ability allows the demon to change the shape and appearance of its own body (thought it cannot gain abilities).
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.
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.
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.
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.
This ability allows the demon to do d100 points of necromantic damage with a missle hit roll, save to one half damage.
This ability allows the demon to force someone targeted with a missle hit roll to save versus unconciousness.
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.
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.
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.
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.
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 |
Air Demon(size 1 herpocentauoid demon).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.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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Drakenzahn, Green(Size 1 winged humanoid demon).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.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
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.
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
Earth Demon(Size -1 humanoid demon).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.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
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.
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.
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.
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.
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
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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