“Demons” translated into 3E from Mayfair Games' Demon Supplements
by Jason D. Kemp
email:flynnwd@mail.com
updated 10/30/2000

Standard Infernal Abilities (starting with Type I demons and higher)

Plane Shift: Demons can shift between planes at will, but are bound by the Compact when present in the plane prime, unless summoned here against their will.

Alter Self: Demons can alter their appearance, as per the spell Alter Self, at will.

Detect Alignment: Demons can detect alignments up to 120 feet in a manner similar to the spell Detect Good, with the exception that this abiilty provides information about the specific alignments within the area of effect.

Magic Circle Against Good: Demons act as if they carry a permanent magic circle against good (i.e. +2 deflection bonus to AC, +2 resistance bonus on saves, blocks any attempts to exercise mental control or possess the demon, and prevents bodily contact by summoned or conjured creatures of a non-evil alignment.)

Immunity: Demons are immune to Poison and Disease.

Darkvision: Demons can see up to 60 ft in the dark.

Temptation: Demons have the capacity to tempt mortals into corruption, a quarter (or more) of their souls at a time. Most is done through roleplay, but should it become necessary to shift to game mechanics, the mortal can resist temptation with a Will save at a DC equal to (10 + 1/2 the demon's hit dice + the demon's charisma modifier.)

Possession: Demons can possess and use all thoughts, memories and abilities of the victim, similarly to the effects of Dominate Person. The victim may resist the effects of Possession by making a Will save against a DC of (15 + the demon's charisma modifier.) Should the demon fail to possess the victim, the demon may not attempt to possess the victim again for five days.

Suggested Additional Abilities:
(Derived from the Monster Manual entries under 'Demon' and 'Devil')

Resistance: Demons possess an innate resistance of 20 versus Acid, Cold, Electricity and Fire, unless otherwise noted in their description.

Innate Spell Ability: Demons gain innate spell abilities as per the half-fiend template found in Appendix 3 of the Monster Manual, based on their hit dice.

Standard Additional Abilities For Infernal Lords:

Immortality: Demon lords slain on the plane prime reform in the Infernus, and may not re-enter the plane prime for a specific period of time, as specified in the Compact.

Teleportation: Demon lords can teleport without error, as per the spell of the same name, at will, as a standard action.

Gate: Once per day, demon lords can gate 2d6 of their followers to their location.

Some Typical Demons

Malniatu (Type I Demon): CR 4; Small Outsider (Infernal); HD 4d8; Hp 18; Init +2 (+2 Dex); Spd 30 ft, fly 50 ft (good); AC 17 (+2 Dex, +5 natural); Atk 2 claws +5 melee (1d6+2 each), bite +3 melee (1d8+1); SA Darkness at will; SQ Standard infernal abilities, damage reduction 10/+1; AL CE; SV Fort +4, Ref +6, Will +4; Str 12, Dex 15, Con 10, Int 8, Wis 10, Cha 9.
Skills: Bluff +6, Disguise +6, Intimidate +6, Spot +7. Feats: Multiattack, Weapon Focus (claws).
SA-Darkness: Can produce Darkness at will, as a 4th level sorcerer.
SQ-Standard infernal abilities: See list of standard infernal abilities; Damage reduction 10/+1. 

Mobrodo (Type 2 Demon): CR 5; Medium Outsider (Infernal); HD 6d8+6; Hp 33; Init +1 (+1 Dex); Spd 40 ft; AC 17 (+1 Dex, +6 natural); Atk 2 claws +9 melee (1d8+2 each), bite +6 melee (1d12+1); SA Roar; SQ Standard infernal abilities, damage reduction 10/+1; AL CE; SV Fort +6, Ref +6, Will +5; Str 15, Dex 13, Con 13, Int 9, Wis 10, Cha 10.
Skills: Bluff +9, Disguise +9, Intimidate +9, Spot +9. Feats: Multiattack, Weapon Focus (claws).
SA-Roar: Four or more Mobrodo can roar in unison as a Full Round action, forcing all within earshot to make a Fortitude save (DC 13) or be unable to perform any action except clutch their heads in agony.
SQ-Standard infernal abilities: See list of standard infernal abilities; Damage reduction 10/+1. 

Falshan (Type 3 Demon): CR 6; Medium Outsider (Infernal); HD 8d8+16; Hp 52; Init +2 (+2 Dex); Spd 30 ft, fly 50 ft (good); AC 20 (+2 Dex, +8 natural); Atk 2 claws +11 melee (1d8+3 each), forked tail +10 melee (3d6+1); SA Breath weapon; SQ Standard infernal abilities, scent, damage reduction 15/+2; AL CE; SV Fort +8, Ref +8, Will +7; Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 12.
Skills: Bluff +12, Disguise +12, Intimidate +12, Listen +12, Sense Motive +7, Spot +12, Wilderness Lore +12. Feats: Multiattack, Weapon Focus (forked tail).
SA-Breath weapon: As a standard action, Falshan can breathe fire in a 20ft cone, and must wait 1d6 rounds between attacks. (2d10 points of damage, Reflex DC 15 halves.)
SQ-Standard infernal abilities: See list of standard infernal abilities; Scent-See description in DMG or MM; Damage reduction 15/+2.
Special Note: Instead of forcing the Falshan to use trident+1 as their weapon of choice due to the damage listed for the attack, the author chose to re-interpret that as a forked tail attack. For purists, simply change the forked tail attack to: trident +11 melee (1d8+3), change the reach to 10 ft, to encompass the change in weapon selection, and change the weapon focus feat to trident.

Lamazu (Type 4 Demon): CR 8; Large Outsider (Infernal); HD11d8+33; Hp 82; Init +1 (+1 Dex); Spd 30 ft, fly 50 ft (good); AC 21 (+2 Dex, +10 natural, -1 size); Atk primary weapon +15/+10/+5, secondary weapons +15 melee (by wpn+6) or bite +17 melee (1d8+6 and energy drain); Face 5ftX5ft; Reach 10 ft; SA Energy drain; SQ Standard infernal abilities, damage reduction 15/+2; SR 14; AL CE; SV Fort +10, Ref +9, Will +9; Str 23, Dex 15, Con 17, Int 15, Wis 15, Cha 15.
Skills: Bluff +16, Disguise +16, Intimidate +16, Listen +16, Sense Motive +16, Spot +16, Tumble +14, Use Magical Device +16. Feats: Combat Reflexes, Multidexterity, Multiweapon Fighting.
SA-Energy drain: Lamazu drain two energy levels with a successful bite attack, Fortitude DC 17 negates.
SQ-Standard infernal abilities: See list of standard infernal abilities; Damage reduction 15/+2. 
Special Note: Lamazu are listed as small creatures, but their size comparison diagram and the fact that they can use four medium-sized weapons in their four arms implies that they are larger in stature, so the author chose to interpret them as Large creatures. For purists, change the size to Small, change AC to 21 (+2 Dex, +8 natural, +1 size); and grant +2 to all attack bonuses listed, due to the differences in size.

Mephorum (Type 5 Demon): CR 9; Large Outsider (Infernal); HD 14d8+42; Hp 105; Init +7 (+3 Dex, +4 Imp Init); Spd 40 ft, fly 60 ft (good), mist 15 ft; AC 23 (+3 Dex, +11 natural, -1 size); Atk 2 talons +22 melee (2d8+8 each); Face 5 ft X 5 ft; Reach 10 ft; SA Memory mist; SQ Standard infernal abilities, damage reduction 15/+2; SR 16; AL CE; SV Fort +12, Ref +12, Will +12; Str 26, Dex 17, Con 17, Int 18, Wis 18, Cha 18.
Skills: Appraise +19, Bluff +21, Disguise +21, Innuendo +21, Intimidate +21, Listen +21, Search +21; Sense Motive +21, Spot +21, Use Magical Device +21. Feats: Combat Reflexes, Flyby Attack, Improved Initiative, Weapon Focus (talons).
SA-Memory Mist: As a free action, Mephora can assume a mist form that grants Spd 15 ft movement, damage reduction 25/+4, and a standard attack involving surrounding a victim and forcing them to relive their most painful memories (inflicts 2d10, Will (DC 21) negates.)
SQ-Standard infernal abilities: See list of standard infernal abilities; Damage reduction 15/+2. 

Fiend (Lesser Demon): CR 4; Small Outsider (Infernal); HD 4d8; Hp 18; Init +2 (+2 Dex); Spd 30 ft, fly 50 ft (good); AC 17 (+2 Dex, +4 natural, +1 size); Atk claw +4 melee (1d3), bite +2 melee (1d6) OR weapon +4 melee (by weapon); SQ Standard infernal abilities, invisibility, damage reduction 10/+1; AL CE; SV Fort +3, Ref +5, Will +2; Str 10, Dex 14, Con 10, Int 6, Wis 6, Cha 6.
Skills: Disable Device +3, Hide +9, Move Silently +9, Open Lock +3, Pick Pocket +9. Feats: Multiattack, Dodge.
SQ-Standard infernal abilities: See list of standard infernal abilities; Invisibility: once per day, as per the spell of the same name, as cast by a 4th level sorcerer; Damage reduction 10/+1.