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<blockquote data-quote="Bootchie!" data-source="post: 5590355" data-attributes="member: 43434"><p><strong>Demons I - Generics part III</strong></p><p></p><p><strong>Leviathan</strong></p><p></p><p>Rarity: Extremely Rare</p><p># Appearing: 1</p><p>Wander Chance: 80%</p><p>Intelligence: Average of 4</p><p>Alignment: Chaotic Evil</p><p>HD: 21</p><p>THAC0: 2</p><p>Armor Class: -1</p><p># Attacks: 2 (bite/thrashing)</p><p>Damage: 3-30</p><p>Special Att: Swallow Whole</p><p>Special Def: +1 or better to hit</p><p>Movement: 6" sea</p><p>Magic Tolerance: None</p><p>Size: L</p><p>XP Award: 13,000</p><p></p><p>Combat:</p><p>Leviathans possess enormous jaws capable of smashing a frigate in half with a single bite. They are among the largest and most terrifying creatures ever encountered upon the mortal plane.</p><p></p><p>Notes:</p><p>A gift from the diabolical dukes, the leviathans are teh personal pets of King Amdosias himself. Sometimes, when he is feeling particularly malevolent, Amdosias releases one or more of these creatures into the mortal plane to rampage and destory. Such attacks come perhaps once every ten to twenty years.</p><p></p><p>Special:</p><p>Whenever Leviathan rolls a natural 20 while attacking a target, it has swallowed the target whole. Because it is possible to survive inside such a beast for extended periods of time, clever adventurers sometimes allow themselves to be swallowed as a means for travelling to the Infernus - once teh Leviathan returns to its native waters in the Pit, the adventurers simply escape.</p><p>If a leviathan is attacking an entire ship, a "hit" treat (most vessels as though they are AC 5) instantly sinks any vessel smaller than a frigate, while two hits automatically sinks any larger vessel.</p><p></p><p>Role Playing:</p><p>Leviathans are relentless and unstoppable predators. They are guaranteed to attack any creature or object that attracts their attention.</p><p></p><p>Appearance:</p><p>"More like sharks, deadly beasts swollen with hatred, that are difficult to bansih - many that are summoned remain."</p><p></p><p><strong>Nightmares</strong></p><p></p><p>Rarity: Very uncommon</p><p># Appearing: 1</p><p>Wander Chance: 50%</p><p>Intelligence: Average of 9</p><p>Alignment: Lawful Evil</p><p>HD: 7</p><p>THAC0: 13</p><p>Armor Class: 3</p><p># Attacks: 3 (hoof/hoof/bite)</p><p>Damage: 1-6 (hoof), 1-8 (bite)</p><p>Special Att: breath weapon, trample</p><p>Special Def: +1 or better to hit</p><p>Movement: 18" land [what're the wings for then?]</p><p>Magic Tolerance: None</p><p>Size: L</p><p>XP Award: 2,000</p><p></p><p>Combat:</p><p>IN battle, nighmares fight like well-trained war horses. On any given round, a nightmare can lash out with its two front hooves and then move in for a bite attack, all while its rider fights normally.</p><p>Any creature bitten by a nighmare has a 5% chance of contracting a disease.</p><p></p><p>Notes:</p><p>Nightmares are special steeds created by the Diabolical dukes and princes to serve as mounts. Among the infernal legions are several cavalry troopers, all of them mounted on nightmares.</p><p>Somtimes, particularly favored mortals are given nightmares of their own.</p><p></p><p>Special:</p><p>Nightmares that hit a single target with both their front hooves are allowed to conduct a trampling attack that ifnlicts 1-10 points of damage if it hits.</p><p>Additionally, once per day, a nightmare can breath fire as though it were a dragon. The flame produced by a nighmare occupies a 4" long cone that is 3" wide at its end and inflicts an amount of damage equal to the nightmare's HTK total on all creatures it strikes (save vs. breath weapon for half).</p><p></p><p>Role Playing:</p><p>Though evil and somewhat unpredictable, nightmares are unshakeably loyal to their masters.</p><p></p><p>Appearance:</p><p>Coal black steeds with glowing red eyes.</p><p></p><p></p><p><strong>Scourge</strong></p><p></p><p>Rarity: Uncommon</p><p># Appearing: 1-10</p><p>Wander Chance: 30%</p><p>Intelligence: Average of 8</p><p>Alignment: Chaotic Evil</p><p>HD: 8</p><p>THAC0: 13</p><p>Armor Class: 0</p><p># Attacks: 2 (fists) or 1 (weapon)</p><p>Damage: 1-6 (fist), 1-20 (weapon)</p><p>Special Att: Paralyze</p><p>Special Def: +2 or better to hit; resistance to fire, cold, acid, electricity and disease.</p><p>Movement: 12" land</p><p>Magic Tolerance: None</p><p>Size: M</p><p>XP Award: 2,000</p><p></p><p>Combat:</p><p>Scourges are incredibly strong (STR 23) and agile. In battle, they usually fight with fiery lashes, but can call upon their fists if they must. A scourge's lash strikes for 2-20 points of damage per hit and forces the target struck to make a saving throw or fall paralyzed as though touched by a ghoul.</p><p></p><p>Notes:</p><p>Scourges were created by the more powerful demons to oversee the activities of lesser demons and torment the mortal souls that find their way into the infernus.</p><p></p><p>Special:</p><p>Because of certain charms cast upon them at the time they were created, the Scourges take half damage from fire, cold, electricity, and acid-based attacks. They are completely immune to disease.</p><p></p><p>Role Playing:</p><p>Scourges are single-minded creatures, interested only in inflicting pain upon their designated victims. They never speak and never shirk their responsibilities. If attacked while carrying out their duties, they always fight to the death.</p><p></p><p>Appearance:</p><p>Well-muscled hooded demonlings bearing fiery lashes and barbed blades. They were created to oversee fiends and torment hte enemies of the diabolical dukes.</p><p></p><p><strong>Shapeless Horror</strong></p><p></p><p>Rarity: Very Uncommon</p><p># Appearing: 1</p><p>Wander Chance: 80%</p><p>Intelligence: Average of 2</p><p>Alignment: Chaotic Evil</p><p>HD: 13</p><p>THAC0: 7</p><p>Armor Class: 1</p><p># Attacks: 3 (pseudo-pods)</p><p>Damage: 1-12 (pods) + 1-4 (heat)</p><p>Special Att: Heat, confusion</p><p>Special Def: +1 or better to hit</p><p>Movement: 3" land</p><p>Magic Tolerance: None</p><p>Size: L</p><p>XP Award: 8,000</p><p></p><p>Combat:</p><p>Shapeless horrors are huge, teaming blobs of protoplasm. In battle, they form pseudopods from their malleable flesh and use them to lash out at opponents. Each pod that hits inflicts 1-12 points of damage plus an additional 1-4 points of damage due to heat (characters protected by a <em>resist fire</em> spell or ring of fire resistance do not suffer heat damage).</p><p></p><p>Notes:</p><p>Shapeless horrors were created by the diabolical dukes long ago to wander the plains of the Infernus in search of trespassers. They are often mistakenly summoned onto the mortal plane by inexperienced wizards hoping to summon a demon lord.</p><p></p><p>Special:</p><p>Upon seeing a shapeless horror, all characters must save vs. magic or fall stricken with <em>confusion</em> (skill 4 wizard).</p><p>Any mage attempting to summon a demon who is rushed or somehow lacking the necessary components for his or her conjuration has a 10% chance of summoning a shapeless horror instead of his intended target.</p><p></p><p>Role Playing:</p><p>Shapeless horrors are mindless creatures that know only destruction. When accidentally released on the mortal plane, they begin a destructive rampage that only once the creature is killed or returned to the Infernus.</p><p></p><p></p><p><strong>Soulhounds</strong></p><p></p><p>Rarity: Uncommon</p><p># Appearing: 2-12</p><p>Wander Chance: 40%</p><p>Intelligence: Average of 5</p><p>Alignment: Chaotic Evil</p><p>HD: 5</p><p>THAC0: 15</p><p>Armor Class: 3</p><p># Attacks: 1 (bite)</p><p>Damage: 3-18 (bite)</p><p>Special Att: None</p><p>Special Def: Fiery shield, +1 or better to hit</p><p>Movement: 18" land/24" air</p><p>Magic Tolerance: None</p><p>Size: M</p><p>XP Award: 650</p><p></p><p>Combat:</p><p>Soulhounds are vicious and relentless predators. Their powerful jaws are capable of rending an iron gate asunder or shearing a sword in half.</p><p></p><p>Notes:</p><p>Soulhounds were magically created by powerful diabolical dukes several eons ago. They serve their demonic masters as pets, watchdogs, and companions. Contrary to rumor, they are not capable of breathing fire.</p><p></p><p>Special:</p><p>When enraged, soulhounds are surrounded by flickering shield of fire that automatically inflicts 1-4 points of damge per round against any character in melee range who fails to save vs. breath weapon.</p><p>In addition, Soulhounds possess unusually acute senses that allow them to track a target as a Skill 18 Ranger. Because of their senses, soulhounds are surprised only on a roll of 1.</p><p></p><p>Role Playing:</p><p>Although they are of animal intelligence, soulhounds are recognizably malevolent, a fact that leads many observors to falsely overestimate their intellice.</p><p></p><p></p><p><strong>Succubus/Incubus</strong></p><p></p><p>Rarity: Very uncommon</p><p># Appearing: 1</p><p>Wander Chance: 10%</p><p>Intelligence: Average of 16</p><p>Alignment: Chaotic Evil</p><p>HD: 8</p><p>THAC0: 13</p><p>Armor Class: 2</p><p># Attacks: 3 (talon/talon/bit)</p><p>Damage: 1-6 (talon), 1-8 (bite)</p><p>Special Att: Magic drain</p><p>Special Def: +1 or better to hit</p><p>Movement: 12" land/20" air</p><p>Magic Tolerance: None</p><p>Size: M</p><p>XP Award: 3,000</p><p></p><p>Combat:</p><p>Although succubi try to avoid combat wherever possible, they can use their razor sharp talons and fangs to defend themselves.</p><p></p><p>Notes:</p><p>Succubi were created by Decarabria, Lord of Emptiness, to tempt mortal magic-users susceptible to the sin of Lust. Male succubi are known as incubi.</p><p></p><p>Special:</p><p>Succubi appear to their victims each night in the form of an alluring woman (or man, if incubi). If the victim fails to save vs. magic, he or she can succumb to the creatures charms and loses the ability to cast 1-10 total spell Skill levels during the next day (the exact spell levels lost are at teh magic-user's discretion). Once the succubus has drained a total of 50 spell levels in this fashion, the victim has succumbed to the sin of lust adn submitted to Decarabria. If a victim either submits or successfully resists the succubus on three successive nights, the beast moves on to a new victim.</p><p>Particularly potent succubi can appear to a victim in the victims dreams and don't need to physically appear at all.</p><p></p><p>Role Playing:</p><p>Succubi are sly and vicious. They will use any means at their disposal to force a target to submit.</p><p></p><p>["succubi are capable of wielding diabolical magics permitting them to fly, render themselves invisible, and drain life force from their victims."]</p><p></p><p>All done with Demons Vol. 1!</p></blockquote><p></p>
[QUOTE="Bootchie!, post: 5590355, member: 43434"] [b]Demons I - Generics part III[/b] [B]Leviathan[/B] Rarity: Extremely Rare # Appearing: 1 Wander Chance: 80% Intelligence: Average of 4 Alignment: Chaotic Evil HD: 21 THAC0: 2 Armor Class: -1 # Attacks: 2 (bite/thrashing) Damage: 3-30 Special Att: Swallow Whole Special Def: +1 or better to hit Movement: 6" sea Magic Tolerance: None Size: L XP Award: 13,000 Combat: Leviathans possess enormous jaws capable of smashing a frigate in half with a single bite. They are among the largest and most terrifying creatures ever encountered upon the mortal plane. Notes: A gift from the diabolical dukes, the leviathans are teh personal pets of King Amdosias himself. Sometimes, when he is feeling particularly malevolent, Amdosias releases one or more of these creatures into the mortal plane to rampage and destory. Such attacks come perhaps once every ten to twenty years. Special: Whenever Leviathan rolls a natural 20 while attacking a target, it has swallowed the target whole. Because it is possible to survive inside such a beast for extended periods of time, clever adventurers sometimes allow themselves to be swallowed as a means for travelling to the Infernus - once teh Leviathan returns to its native waters in the Pit, the adventurers simply escape. If a leviathan is attacking an entire ship, a "hit" treat (most vessels as though they are AC 5) instantly sinks any vessel smaller than a frigate, while two hits automatically sinks any larger vessel. Role Playing: Leviathans are relentless and unstoppable predators. They are guaranteed to attack any creature or object that attracts their attention. Appearance: "More like sharks, deadly beasts swollen with hatred, that are difficult to bansih - many that are summoned remain." [B]Nightmares[/B] Rarity: Very uncommon # Appearing: 1 Wander Chance: 50% Intelligence: Average of 9 Alignment: Lawful Evil HD: 7 THAC0: 13 Armor Class: 3 # Attacks: 3 (hoof/hoof/bite) Damage: 1-6 (hoof), 1-8 (bite) Special Att: breath weapon, trample Special Def: +1 or better to hit Movement: 18" land [what're the wings for then?] Magic Tolerance: None Size: L XP Award: 2,000 Combat: IN battle, nighmares fight like well-trained war horses. On any given round, a nightmare can lash out with its two front hooves and then move in for a bite attack, all while its rider fights normally. Any creature bitten by a nighmare has a 5% chance of contracting a disease. Notes: Nightmares are special steeds created by the Diabolical dukes and princes to serve as mounts. Among the infernal legions are several cavalry troopers, all of them mounted on nightmares. Somtimes, particularly favored mortals are given nightmares of their own. Special: Nightmares that hit a single target with both their front hooves are allowed to conduct a trampling attack that ifnlicts 1-10 points of damage if it hits. Additionally, once per day, a nightmare can breath fire as though it were a dragon. The flame produced by a nighmare occupies a 4" long cone that is 3" wide at its end and inflicts an amount of damage equal to the nightmare's HTK total on all creatures it strikes (save vs. breath weapon for half). Role Playing: Though evil and somewhat unpredictable, nightmares are unshakeably loyal to their masters. Appearance: Coal black steeds with glowing red eyes. [B]Scourge[/B] Rarity: Uncommon # Appearing: 1-10 Wander Chance: 30% Intelligence: Average of 8 Alignment: Chaotic Evil HD: 8 THAC0: 13 Armor Class: 0 # Attacks: 2 (fists) or 1 (weapon) Damage: 1-6 (fist), 1-20 (weapon) Special Att: Paralyze Special Def: +2 or better to hit; resistance to fire, cold, acid, electricity and disease. Movement: 12" land Magic Tolerance: None Size: M XP Award: 2,000 Combat: Scourges are incredibly strong (STR 23) and agile. In battle, they usually fight with fiery lashes, but can call upon their fists if they must. A scourge's lash strikes for 2-20 points of damage per hit and forces the target struck to make a saving throw or fall paralyzed as though touched by a ghoul. Notes: Scourges were created by the more powerful demons to oversee the activities of lesser demons and torment the mortal souls that find their way into the infernus. Special: Because of certain charms cast upon them at the time they were created, the Scourges take half damage from fire, cold, electricity, and acid-based attacks. They are completely immune to disease. Role Playing: Scourges are single-minded creatures, interested only in inflicting pain upon their designated victims. They never speak and never shirk their responsibilities. If attacked while carrying out their duties, they always fight to the death. Appearance: Well-muscled hooded demonlings bearing fiery lashes and barbed blades. They were created to oversee fiends and torment hte enemies of the diabolical dukes. [B]Shapeless Horror[/B] Rarity: Very Uncommon # Appearing: 1 Wander Chance: 80% Intelligence: Average of 2 Alignment: Chaotic Evil HD: 13 THAC0: 7 Armor Class: 1 # Attacks: 3 (pseudo-pods) Damage: 1-12 (pods) + 1-4 (heat) Special Att: Heat, confusion Special Def: +1 or better to hit Movement: 3" land Magic Tolerance: None Size: L XP Award: 8,000 Combat: Shapeless horrors are huge, teaming blobs of protoplasm. In battle, they form pseudopods from their malleable flesh and use them to lash out at opponents. Each pod that hits inflicts 1-12 points of damage plus an additional 1-4 points of damage due to heat (characters protected by a [I]resist fire[/I] spell or ring of fire resistance do not suffer heat damage). Notes: Shapeless horrors were created by the diabolical dukes long ago to wander the plains of the Infernus in search of trespassers. They are often mistakenly summoned onto the mortal plane by inexperienced wizards hoping to summon a demon lord. Special: Upon seeing a shapeless horror, all characters must save vs. magic or fall stricken with [I]confusion[/I] (skill 4 wizard). Any mage attempting to summon a demon who is rushed or somehow lacking the necessary components for his or her conjuration has a 10% chance of summoning a shapeless horror instead of his intended target. Role Playing: Shapeless horrors are mindless creatures that know only destruction. When accidentally released on the mortal plane, they begin a destructive rampage that only once the creature is killed or returned to the Infernus. [B]Soulhounds[/B] Rarity: Uncommon # Appearing: 2-12 Wander Chance: 40% Intelligence: Average of 5 Alignment: Chaotic Evil HD: 5 THAC0: 15 Armor Class: 3 # Attacks: 1 (bite) Damage: 3-18 (bite) Special Att: None Special Def: Fiery shield, +1 or better to hit Movement: 18" land/24" air Magic Tolerance: None Size: M XP Award: 650 Combat: Soulhounds are vicious and relentless predators. Their powerful jaws are capable of rending an iron gate asunder or shearing a sword in half. Notes: Soulhounds were magically created by powerful diabolical dukes several eons ago. They serve their demonic masters as pets, watchdogs, and companions. Contrary to rumor, they are not capable of breathing fire. Special: When enraged, soulhounds are surrounded by flickering shield of fire that automatically inflicts 1-4 points of damge per round against any character in melee range who fails to save vs. breath weapon. In addition, Soulhounds possess unusually acute senses that allow them to track a target as a Skill 18 Ranger. Because of their senses, soulhounds are surprised only on a roll of 1. Role Playing: Although they are of animal intelligence, soulhounds are recognizably malevolent, a fact that leads many observors to falsely overestimate their intellice. [B]Succubus/Incubus[/B] Rarity: Very uncommon # Appearing: 1 Wander Chance: 10% Intelligence: Average of 16 Alignment: Chaotic Evil HD: 8 THAC0: 13 Armor Class: 2 # Attacks: 3 (talon/talon/bit) Damage: 1-6 (talon), 1-8 (bite) Special Att: Magic drain Special Def: +1 or better to hit Movement: 12" land/20" air Magic Tolerance: None Size: M XP Award: 3,000 Combat: Although succubi try to avoid combat wherever possible, they can use their razor sharp talons and fangs to defend themselves. Notes: Succubi were created by Decarabria, Lord of Emptiness, to tempt mortal magic-users susceptible to the sin of Lust. Male succubi are known as incubi. Special: Succubi appear to their victims each night in the form of an alluring woman (or man, if incubi). If the victim fails to save vs. magic, he or she can succumb to the creatures charms and loses the ability to cast 1-10 total spell Skill levels during the next day (the exact spell levels lost are at teh magic-user's discretion). Once the succubus has drained a total of 50 spell levels in this fashion, the victim has succumbed to the sin of lust adn submitted to Decarabria. If a victim either submits or successfully resists the succubus on three successive nights, the beast moves on to a new victim. Particularly potent succubi can appear to a victim in the victims dreams and don't need to physically appear at all. Role Playing: Succubi are sly and vicious. They will use any means at their disposal to force a target to submit. ["succubi are capable of wielding diabolical magics permitting them to fly, render themselves invisible, and drain life force from their victims."] All done with Demons Vol. 1! [/QUOTE]
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