Demons reside in Hell, but can gain access to the mortal realm when someone breaks a Law of Tael. Rarely will a demon enter the world in its own form; more often it possesses a mortal, an animal, or an object. From there it will spread its influence, attempting to sway mortals from worship of Tael towards worship of itself or its master Xeno.
When a demon enters the realm, it immediately spreads corruption, both spiritually and physically. The corruption can be recognized as disease, pox, blight, madness, and other maladies of the flesh and soul.
Your job as a Hound of St. Hestian is to locate sites of demonic corruption, drive back the demons, and settle the communities through judgement and might so that corruption will not come again to its people.
A demon can be defeated in three ways:
A demon can be banished back to Hell. As long as those who completed the ritual still live, the demon cannot return to the mortal realm.
A demon can be bound to an object or animal. The demon’s physical form is destroyed, and it soul now inhabits an object, such as a jar, bell, sword, or cloak, or an animals, such as a cat, worm, or horse. The demon is bound to follow the orders of those who bound it, though its power is much reduced, and it may still attempt to escape or do evil. The demon remains bound until its owner dies, at which point it is released.
A demon can be killed. Its mortal form is slain, and it is reborn in its realm as a lesser demon. However, if the demon regains enough power in Hell, it can return to the mortal realm.
To slay the demon, the characters must first conjure the demon (see below), then reduce the demon to 0 hit points.
To banish or bind a demon, the characters must perform a ritual with three parts: conjure, restrain, and provoke. If all three conditions are met, the demon is successfully banished or bound.
The demon must be called forth to appear in its form upon the mortal realm. There are three ways to do this.
True Name: When a demon hears its true name spoken, it must appear before the speaker. When a character speaks a demon’s true name, they must make a Charisma Saving Throw DC 10 + Demon’s CR. If failed, the character is marked by the demon, and the demon has advantage to all attacks rolls and ability checks against the character. Furthermore, the character has disadvantage to all attack rolls, saving throws, and ability checks against the demon. This mark lasts for 24 hours.
Hidden Form: A demon can be conjured if characters locate and call out its hidden form. The demon must make a Charisma Saving Throw with a DC equal to the Speaker’s Charisma Score + Level. On a success it remains hidden. On a failure, the demon appears in its true form.
Cry of the Faithful: A demon can be conjured if someone faithful to the demon calls for it. If the worshiper has doubt in their heart, they must make a Deception Check vs the demon’s Insight. On a failure, the worshiper is struck blind, deaf, dumb, or is otherwise permanently disfigured, maimed, or disabled, or is charmed by the demon and may become hostile to the characters.
The demon must be prevented from returning to its realm. There are three ways to do this.
Magic Circle: Using consecrated charcoal, hallowed earth, holy water, or other blessed materials, a character draws a magic circle upon the ground. The character makes an Arcana Check. A conjured demon appears within the circle, and to leave or touch the circle must succeed at a Charisma Saving Throw equal to the result of the Arcana Check. If the physical material of the circle is broken or removed, the magic effect is ended.
Brand: With a cold iron brand, consecrated charcoal, holy water, or other blessed material, a character makes a sacred mark upon the flesh of the demon. A character must succeed at a melee attack roll against the demon. On a success, the demon is branded. As an action, the demon or an ally of the demon may attempt to clean or cut away the brand.
Fetters: Using cold iron chains, rope woven from relics, hands tattooed with holy scripture, or other blessed materials, a character attempts to physically bind the demon. A character must be grappling the demon, and then use an action to apply the fetters. On its turn, the demon may attempt to destroy or free itself from its restraints.
A demon must be bullied, convinced, or tricked into banishment or bondage. There are three ways to do this. A demon with more than half its hit points has advantage to all saving throws versus provocations.
Declare the Divinity of the Word: A character may use the divine words of Tael’s Scripture to convince a demon to be banished or bound. The character, quoting from sacred text, makes a Persuasion Check. If the demon fails to meet this check with a Wisdom Saving Throw, and is currently conjured and restrained, then it is successfully banished or bound.
Convoke the Wrath of the Righteous: A character calls forth the divine wrath of Tael, frightening the demon into banishment or bondage. The character, displaying the awesome might of Tael, makes an Intimidation Check. If the demon fails to meet this check with a Charisma Saving Throw, and is currently conjured and restrained, then it is successfully banished or bound.
Answer Falsehood with Falsehood: A character may attempt to trick a demon into banishment or bondage. A character, playing to a devil’s natural weaknesses and greed, makes a Deception Check. If the demon fails to meet this check with an Intelligence Saving Throw, and is currently conjured and restrained, then it is successfully banished or bound.