Demons are creatures and beings from a group of related planes known as the Abyss. These planes are also known as the Nether Realms. The Nether Realms, Hades (see p. 99), and the Shadow Realms (see p. 110) are collectively known as the Infernal Realms.
Demons are extremely chaotic and evil in nature, and revel in the torture and slaughter of those weaker than themselves. They are only held in check through a ruthless hierarchy that is ruled over by a Demon known as Mephistopheles.
Mephistopheles has been known throughout the centuries by a variety of names including Abbadon, Mephisto, Typhon, and Beelzebub. It is said that his hatred is all consuming and that he would bring down his own realm to destroy all of creation.
When a Demon is summoned or evoked, they must be dealt with severely and quickly. Even the slightest hesitation will be interpreted as weakness. This causes the Demon to believe that it can twist and pervert the meaning of the summoner’s commands.
Although Demons are vicious and cruel by their very nature, they do fear the powers of good and of deities. They will often initially recoil from the sight of holy symbols and artifacts of a divine nature.
There is a great enmity between Demons and Devils. All Demons must always attack Devils upon sight, or else they face the wrath of Mephistopheles himself.
All Demons have the following attributes in common:
- Immune to venoms and poisons
- Immune to non-magical weapons (damage from such weapons heals almost instantly)
- Repulsed by Holy Symbol: Demon must make Save vs. Will or avert its gaze and be unable to approach wielder for 1-2 minutes.
- Hurt by Holy Oil and Holy Water as described in the Bless Water/Oil spell description (p. 66).
- Immune to all influence and control spells that are not specifically designed for controlling or influencing demons.
- Possession: Demons of 5th level or higher may attempt to possess the physical form of any living creature. Target must make a Save vs. Will to resist. Possession attacks may only be used against a single individual not more than once per hour. Demons may only make a total number of possession attacks each day equal to its level.
Sample Demons
Lvl: | 10 | Hits: | 107 | Move: | 15’ |
DEF: | 19 | AR: | 15 | ||
Attacks: | 22 Bite (11); 22 Claws (13); Gaze* | ||||
Stats: | Chr: 11(0)/5; Con: 15(1)/6; Dex: 10(0)/5; | ||||
Int: 2(-3)/2; Spd: 13(1)/6; Str: 25(5)/10; | |||||
Will: 13(1)/6; Wis: 12(0)/5 | |||||
Skills: | Perc. (17); Stealth (11); Tracking (12) | ||||
Size: | 10’-12’ long; 1400-2000 lbs | ||||
# Enc: | 1 | ||||
Abilities:
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Basilisks are large lizard-like creatures that somewhat resemble wingless dragons at a distance. However, their bodies are more sinuous than that of a Dragon, and the Basilisk never has any horns or other protrusions. Additionally, the skin of the Basilisk is made of much smaller scales than those of a Dragon and is more like the skin of a snake.
Basilisks are not very intelligent, and often unaware of the destruction their presence wreaks. Basilisks are not immune to their own Gaze ability. Also, any possessions carried or held by the target of the Gaze attack are also transformed to stone.
Myths & Legends
It is widely believed that the petrification caused by the Basilisk is permanent. If the statue created by the Basilisk’s Gaze is damaged, the petrification will be permanent. However, if the statue is repaired, then it can return to its original form when the petrification wears off.
It is also rumored that a cup of Basilisk blood poured over a Basilisk created statue can also restore it to life. This is true, so long as the statue is intact.
Lvl: | 1 | Hits: | 47 | Move: | 10’ |
DEF: | 20 | AR: | 10 | ||
Attacks: | 8 Bite (8) | ||||
Stats: | Chr: 10(0)/5; Con: 13(1)/6; Dex: 10(0)/5; | ||||
Int: 2(-3)/2; Spd: 16(2)/7 Str: 14(1); | |||||
Will: 11(0)/5; Wis: 13(1)/5 | |||||
Skills: | Perc. (9); Stealth (5); Tracking (4) | ||||
Size: | 2’-3’ long, 10-15 lbs | ||||
# Enc: | 2-20 or 20-200 (ant hill) |
Giant Ants build extensive underground tunnel systems, with ant hills that stand 4 to 6 feet tall. They can be found in almost any climate and terrain type, although they seem to prefer warmer zones.
Giant Ants are omnivores, willing to eat almost anything. Groups of ants have been known to attack prey that is larger than themselves, and to fiercely defend against any perceived threats to themselves, their nests, and any food.
The following list of creatures is given to provide the GM with a small, but versatile selection of monsters and other adversaries.
Stat Block Overview
The creature stat block is relatively simple:
Name: This is the common name of the creature. Different locations and races may have different names for it.
Level (Lvl): This is the most common level of the creature. Some may be tougher or weaker than the norm.
Hits: This is how many Hit Points that the creature has.
Move: This is how far the creature may move per AP spent. This is where you will also find the movement rate for alternative methods of movement.
Defense (DEF): This is the creature’s Defense rating.
Armor Rating (AR): Many creatures have a natural Armor Rating. This is listed here.
Attacks: This is where the creature’s attack(s) are listed. The format is Attack Bonus, Type of Attack and then the Base Damage that the attack does, in parenthesis.
Stats: Creatures have the same stats as characters. They are listed in alphabetical order, with the stat, then its bonus in parenthesis, followed by a “/” and then the creature’s bonus for Saving Throws.
Skills: We list the creature’s most common skills, and their total bonus in this section.
Size: This is the size of the creature and its rough weight.
# Encountered (# Enc): This tells how many are usually found when they are encountered. The GM is free to adjust according to the situation.
Abilities: A listing of any special abilities that the creature has.
- Ant, Giant
- Basilisk
- Beetle, Giant Stag
- Boar
- Cat, Large
- Cockatrice
- Demon Dog (Barghest)
- Demons (All)
- Devils (All)
- Dragons (Wyrms)
- Goblin
- Golem, Clay
- Hobgoblin
- Kobold
- Ogre
- Orc
- Spider, Giant
- Spirit Entities (All)
- Trapping Plant
- Treant
- Troll
- Undead (All)
- Wasp, Giant
- Werewolf
- Wolf
- Wyvern
There are two possible types of encounters that characters can have. They are as follows:
Planned Encounters
The first is a Planned Encounter. This may something like meeting a stranger at a crossroad who provides the character with information that aids in his adventure. Another example is the climactic battle with the main bad guy of the adventure.
Basically, a planned encounter is any encounter that the GM has planned in advance.
Random Encounters
The GM should roll to check for encounters periodically. If the characters are traveling then the GM should make an Encounter Check once for every 4 hours, or portion thereof, that the party has traveled. This means that if the party is traveling for 5 hours, that the GM should make 2 Encounter Checks.
If the party is camped, the GM should make an Encounter Check for every 8 hours, or portion thereof, that the party is camped. Thus, if the party camps for 12 hours, the GM should make 2 Encounter checks.
To actually make an Encounter Check, the GM rolls 2d10 and adds in a number of modifiers based on the situation. If the result of the Encounter Check is 20 or higher, then the party has been spotted by something. This “something” may then decide to leave them alone, follow them, set a trap for them, or even attack them, depending upon its nature.
If the result is 25 or higher, then the party will meet the “encounter” directly. Some examples of this might be the party entering a clearing just as a Goblin patrol enters from a different direction, or stumbling upon a monster as it is eating something that it has caught.
Encounter Check Modifiers
There are a number of different modifiers that can be applied to an Encounter Check. The actual modifier applied will vary depending upon the situation. Please note that not every modifier will apply in every situation. For example, Terrain modifiers are unlikely to apply in an urban environment.
Party Size:
Weather:
Terrain:
Travel Speed:
Hostile Area:
Population Density: