Each type of demon, and especially the high-level demon lords and princes, have many unusual characteristics and extraordinary abilities. Characteristics and abilities which are common to all demons are covered here. See the individual treatment of each demon for specific information.
Demons are able to move from their own plane into those of Tarterus, Hades, or Pandemonium or roam the Astral plane. However, they cannot enter the Material plane without aid (conjuration, gate, or by name speaking or similar means).
Demons frequently roam the Astral and Ethereal planes. Their attention is also attracted by persons in an Ethereal state.
Demons are Chaotic and Evil; the smarter and stronger rule those of their kind who are weaker and less intelligent. The less intelligent will attack without question and fight until slain.
Demons of type V and above are not actually slain when their Material Form is killed in combat; their Material Form being removed from their use, the demon in question is thereby forced back to the plane from whence it originally came, there to remain until a century has passed or until another aids it to go forth again. However, if demons are encountered on their own plane, they can be slain. No demon can ever be subdued.
All are able to divide their attacks amongst two or even three opponents if their means allow.
Demons will never willingly serve anyone or anything. If forced to serve through magic or threat they will continually seek a way to slay their master/captor. Those to whom demons show a liking are typically carried off to the demons' plane to become a slave (although a favored one).
Note that demons can be summoned by characters of any alignment, but controlling a demon is another matter entirely.
A thaumaturgic circle will serve to keep out demons of Types I-V. A special pentacle is required for demons of Type VI or greater.
The threat or reward which the conjuring party uses to attempt gaining a demon's service must be carefully handled by the Dungeon Master.
Demons are repelled by holy (good) relics or artifacts.
If the name of a particularly powerful demon is spoken there is a chance that he will hear and turn his attention to the speaker. A base 5% chance is recommended to the referee. Unless prepared to avoid such attention — or to control the demon — the demon will thereupon immediately kill, by whatever means are most expeditious, the one pronouncing his name.
If demon Types I through VI are encountered in lair there will be 1-6 of the same type 75% of the time and 1-6 mixed types I-VI 25% of the time.
In addition to the separate characteristics and abilities of each sort of demon, these monsters have the following in common:
— Types I-III are affected by non-magical weapons. Type IV and greater are not affected by non-magical weapons.
All demons have these abilities:
Infravision
Darkness (r. varies)
Teleportation (no error)
Gate (specifics vary)
Demons are affected by the listed attack forms as noted below:
acid
cold
electricity (lightning)
fire (dragon, magical)
gas (poisonous, etc.)
iron weapon
magic missile
poison
silver weapon
full
half
half
half
half
full
full
full
none*
* unless affected by normal weapons in which case damage will be according to the weapon type.
Because they have a special form of telepathy, demons are able to understand every intelligent communication. Demons with average or better Intelligence are likewise able to converse.
Demon lords and princes maintain their vital essences in small containers — their souls, so to speak, are thus at once protected and yet vulnerable if some enterprising character should gain the amulet.
Demons with amulets are able to magic jar once per day.
Demons' amulets cannot be detected as such by any magical means, and they do not otherwise appear unusual in any way. The device need not be with the most powerful princes, although the lesser demons typically need to carry theirs on or near their persons.
Possession of an amulet gives the possessor power over the demon to whom it "belongs" for the space of, for example, one adventure, and never more than a day (24 hours). The amulet must then be returned to the demon — or it can be destroyed and thus condemn the prince to abyssment for a year (and he may return thereafter only if summoned). Use of an amulet is very, very dangerous.
Possession of one will double chances of calling the attention of another demon, and any demon not controlled by the device will immediately attack the person possessing such an amulet. If the amulet leaves the hand of the one commanding the demon to whom it belongs, that demon attacks him in its most effective fashion immediately, attempting his utmost to slay and then to carry all that remains to his own domain, i.e. that character is lost and gone forever. On the positive side, however, if the wielder of the amulet carefully repays the demon for aid rendered, adds a considerable sum for having the temerity to dare to command the demon in the first place, and then carefully restores the amulet to the demon, the prince might not bear him a grudge forever afterwards nor seek to hunt him out whenever possible.
Chaotic Evil Large Outsider (avian, demon, extraplanar) (8.5-ft tall, 20-ft wingspan)
FREQUENCY: Common (Abyss)
NO. APPEARING: 1-3 (VII. 1, In Lair: 1-6)
SURPRISE: 33%
SENSES: infravision, see invisible
ARMOR CLASS: 0
MOVE: 12" — fly 18" (Class C, 8/- hp)
HIT DICE: 8 (hp 36)
% IN LAIR: 5%
TREASURE TYPE: B
THAC0: 12
MELEE: 2 claws (1d4 each) and 2 talons (iterative, 1d8 each) and bite (iterative, 1d6)
SPECIAL ATTACKS: dive attack, spell-like abilities - Hits As: +2
SPECIAL DEFENSES: Resist cold/electricity/fire/gas (half)
WEAKNESS: demon weaknesses, turned as special
MAGIC RESISTANCE: 105%
INTELLIGENCE: Low (5-7)
MORALE: fanatical
SAVES: Poison 10, Petrify 11, Wand 9, Breath 12, Spell 10
LANGUAGE: Demonic, Can understand intelligent creatures (but not converse)
LEVEL: VII (XP 1,275 + 10 per hp)
These are among the weakest of their kind; Type 1 demons somewhat resemble a cross between a human and a vulture.
These creatures are very fond of the flesh of the human sort, and they also prize precious metals and stones. Because of their stupidity they are not often prone to listen to bribe offers.
Strength is standard. They may be struck with normal missiles and by normal weapons.
Darkness caused by them is the typical 5-ft radius sort.
In addition these demons have the ability to do any one of the following, one at a time, at will:
— Detect invisible objects,
— Telekinese 2,000 gold piece weight,
— Gate in another Type I demon (10% chance of success).
All demons have these abilities: Infravision, Darkness (r. varies), Teleportation (no error), Gate (specifics vary).
Demons are affected by the listed attack forms as noted below: cold/electricity (lightning)/fire (dragon, magical)/gas (poisonous, etc.) = half damage. Iron weapons = full damage.
Because they have a special form of telepathy, demons are able to understand every intelligent communication. Demons with average or better intelligence are likewise able to converse.
Demons are able to move from their own plane into those of Tarterus, Hades, or Pandemonium or roam the Astral plane. However, they cannot enter the Material plane without aid (conjuration, gate, or by name speaking or similar means).
Chaotic Evil Large Outsider (aquatic, demon, extraplanar) (7-ft+ tall)
FREQUENCY: Common (Abyss)
NO. APPEARING: 1-3 (VII. 1, In Lair: 1-6)
SURPRISE: 33%
SENSES: infravision, see invisible
ARMOR CLASS: -2
MOVE: 6" — swim 12"
HIT DICE: 9 (hp 40)
% IN LAIR: 10%
TREASURE TYPE: C
THAC0: 12
MELEE: claw (1d3) and claw (iterative, 1d3) and bite (iterative, 4d4)
SPECIAL ATTACKS: spell-like abilities - Hits As: +3
SPECIAL DEFENSES: Resist cold/electricity/fire/gas (half)
WEAKNESS: demon weaknesses, turned as special
MAGIC RESISTANCE: 110%
INTELLIGENCE: Low (5-7)
MORALE: +45%
SAVES: Poison 8, Petrify 9, Wand 9, Breath 9, Spell 10
LANGUAGE: Demonic, Can understand intelligent creatures (but not converse)
PSIONIC ABILITY: 100, Attack/Defense: E/F, G
LEVEL: VII (XP 2,000 + 12 per hp)
The next most common type of demon, these foul creatures are a foot shorter than the tall Type I sort, looking somewhat like a gross toad with arms in place of forelegs. Type II demons are like Type I with regard to their appetites. Note that either sort will gladly fight the other for any reason whatsoever.
These demons can be struck by normal weapons or missiles.
The darkness they cause at will is of the variety which covers a 15-ft. radius.
These sorts of additional abilities can be performed by these demons, one at a time, at will:
— Cause fear (as a fear wand),
— Levitate (as an 8th level magic-user),
— Detect invisible objects,
— Telekinese 3,000 gold piece weight,
— Gate in another Type II demon (20% chance of success).
All demons have these abilities: Infravision, Darkness (r. varies), Teleportation (no error), Gate (specifics vary).
Demons are affected by the listed attack forms as noted below: cold/electricity (lightning)/fire (dragon, magical)/gas (poisonous, etc.) = half damage. Iron weapons = full damage.
Because they have a special form of telepathy, demons are able to understand every intelligent communication. Demons with average or better intelligence are likewise able to converse.
Demons are able to move from their own plane into those of Tarterus, Hades, or Pandemonium or roam the Astral plane. However, they cannot enter the Material plane without aid (conjuration, gate, or by name speaking or similar means).
Chaotic Evil Large Outsider (demon, extraplanar) (9.5-ft tall)
FREQUENCY: Uncommon (Abyss)
NO. APPEARING: 1-3 (VII. 1, In Lair: 1-6)
SURPRISE: 33%
SENSES: infravision, see invisible
ARMOR CLASS: -4
MOVE: 9"
HIT DICE: 10 (hp 45)
% IN LAIR: 15%
TREASURE TYPE: D
THAC0: 10
MELEE: bite (1d4+1), 2 claws (1d3 each) and 2 pincers (iterative, 2d6 each)
SPECIAL ATTACKS: spell-like abilities - Hits As: +3
SPECIAL DEFENSES: Resist cold/electricity/fire/gas (half)
WEAKNESS: demon weaknesses, turned as special
MAGIC RESISTANCE: 115%
INTELLIGENCE: Average (8-10)
MORALE: +50%
SAVES: Poison 8, Petrify 9, Wand 9, Breath 9, Spell 10
LANGUAGE: Demonic, Can converse with any intelligent creature
PSIONIC ABILITY: 100, Attack/Defense: E/F
LEVEL: VII (XP 2,400 + 14 per hp)
Towering to well over nine feet in height, this not unusual kind of demon has a ghastly appearance, being broad and strong-looking covered with a wrinkled hide, with a head much like a goat-horned dog, pincers instead of normal hands, and a small pair of human arms protruding from its chest.
Normal attacks will affect this demon type.
It causes darkness in a 10-ft radius when it so wills.
Additional abilities, any one of which can be performed at will, are:
— Fear (as a fear wand),
— Levitate (as a 10th level magic-user),
— cause Pyrotechnics,
— Polymorph self,
— Telekinese 4,000 gold piece weight,
— Gate in another demon of Types I-III (roll for which type) (30% chance of success).
All demons have these abilities: Infravision, Darkness (r. varies), Teleportation (no error), Gate (specifics vary).
Demons are affected by the listed attack forms as noted below: cold/electricity (lightning)/fire (dragon, magical)/gas (poisonous, etc.) = half damage. Iron weapons = full damage.
Because they have a special form of telepathy, demons are able to understand every intelligent communication. Demons with average or better intelligence are likewise able to converse.
Demons are able to move from their own plane into those of Tarterus, Hades, or Pandemonium or roam the Astral plane. However, they cannot enter the Material plane without aid (conjuration, gate, or by name speaking or similar means).
Chaotic Evil Large Outsider (demon, extraplanar) (10.5-ft tall, 10-ft wingspan)
FREQUENCY: Uncommon (Abyss)
NO. APPEARING: 1-3 (VIII. 1, In Lair: 1-6)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: -1
MOVE: 9" — fly 12" (Class E, -/- hp)
HIT DICE: 11 (hp 50)
% IN LAIR: 15%
TREASURE TYPE: E
THAC0: 10
MELEE: claw (1d4, to-hit +2) and claw (iterative 1d4, to-hit +2) and bite (iterative 2d4, to-hit +2)
SPECIAL ATTACKS: +2 bonus to attack rolls, spell-like abilities - Hits As: +4
SPECIAL DEFENSES: material form, Resist cold/electricity/fire/gas (half), DR/cold iron (magic-none)
WEAKNESS: demon weaknesses
MAGIC RESISTANCE: 120%
INTELLIGENCE: Very (11-12)
MORALE: +55%
SAVES: Poison 7, Petrify 7, Wand 5, Breath 8, Spell 6
LANGUAGE: Demonic, Can converse with any intelligent creature
PSIONIC ABILITY: 150, Attack/Defense: A, C, E/F, G, H
LEVEL: VII (XP 3,000 + 16 per hp)
These demons combine the worst features of an ape and a boar, and their small wings appear unable to bear their ponderous ten foot tall bodies.
Some Type IV demons have names, and these can be spoken with if the conjuring party knows the proper one to say; this will make it 90% certain the demon will listen to offers of great rewards for some small service. These demons are also fond of human flesh and blood.
Unlike lower sorts of demons, Type IV can be hit only by weapons and missiles of the magical sort.
Much as a Type III, these demons cause darkness in a 10-ft radius at will.
They have these other abilities which can be employed one per melee round:
— Create illusion (similar to that from an illusion wand),
— Cause fear (as a fear wand),
— Levitate (as a 12th level magic-user),
— Detect magic,
— [Comprehend] languages,
— Dispel magic,
— Polymorph self,
— Telekinese 5,000 gold piece weight,
— Project image,
— use a Symbol of Fear or Discord, and
— Gate in a demon of Type I-IV (dice for which sort) (60% chance).
All demons have these abilities: Infravision, Darkness (r. varies), Teleportation (no error), Gate (specifics vary).
Demons are affected by the listed attack forms as noted below: cold/electricity (lightning)/fire (dragon, magical)/gas (poisonous, etc.) = half damage. Iron weapons = full damage.
Because they have a special form of telepathy, demons are able to understand every intelligent communication. Demons with average or better intelligence are likewise able to converse.
Demons are able to move from their own plane into those of Tarterus, Hades, or Pandemonium or roam the Astral plane. However, they cannot enter the Material plane without aid (conjuration, gate, or by name speaking or similar means).
Chaotic Evil Large Outsider (demon, extraplanar) (7-ft tall, 20-ft long)
FREQUENCY: Rare (Abyss)
NO. APPEARING: 1-3 (VIII. 1, In Lair: 1-6)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: -7
MOVE: 12"
HIT DICE: 7 + 7 (hp 39)
% IN LAIR: 10%
TREASURE TYPE: G
ATTACK AC 0: 12
MELEE: 5 weapons and 1 weapon (iterative) and tail (iterative 2d4) plus constrict
SPECIAL ATTACKS: constrict (2d4), spell-like abilities - Hits As: +2
SPECIAL DEFENSES: material form, Resist cold/electricity/fire/gas (half), DR/cold iron (magic-none)
WEAKNESS: demon weaknesses
MAGIC RESISTANCE: 135%
INTELLIGENCE: High (13-14)
MORALE: +42%
SAVES: Poison 8, Petrify 7, Wand 5, Breath 9, Spell 6
LANGUAGE: Demonic, Can converse with any intelligent creature
PSIONIC ABILITY: 130, Attack/Defense: A, E/F, G, H
LEVEL: VII (XP 3,000 + 12 per hp)
Another of the female demons with a multi-armed female torso atop the body of a great snake. Type V demons are taller than a large man and far more terrible.
Lower level demons greatly fear the domineering and cruel Type V demons. All of these creatures have names which can be used to aid in negotiations. Demons of this type are likely to desire the sacrifice of strong warriors to them.
Their six arms are all able to use weapons. The favored weapons are swords and battle axes.
They can constrict a victim with their snakey tails as well.
When desiring to do so, they cause darkness in a 5-ft radius.
Other extraordinary abilities, any one of which can be performed as desired are:
— Charm person,
— Levitate (as an 11th level magic-user),
— [Comprehend] languages,
— Detect invisible object[s],
— cause Pyrotechnics,
— Polymorph self,
— Project image, and
— Gate in a Type I (30% chance), Type II (25% chance), Type III (15% chance), Type IV (15% chance), Type VI (10% chance), or one of the Lords or Princes (5%); but the chance of successfully opening such a gate is a mere 50%.
All demons have these abilities: Infravision, Darkness (r. varies), Teleportation (no error), Gate (specifics vary).
Demons are affected by the listed attack forms as noted below: cold/electricity (lightning)/fire (dragon, magical)/gas (poisonous, etc.) = half damage. Iron weapons = full damage.
Because they have a special form of telepathy, demons are able to understand every intelligent communication. Demons with average or better intelligence are likewise able to converse.
Demons are able to move from their own plane into those of Tarterus, Hades, or Pandemonium or roam the Astral plane. However, they cannot enter the Material plane without aid (conjuration, gate, or by name speaking or similar means).
Chaotic Evil Large Outsider (demon, extraplanar) (12-ft tall, 30-ft wingspan)
FREQUENCY: Rare (Abyss)
NO. APPEARING: 1-3 (VIII. 1, In Lair: 1-6)
AURA: immolation (1" radius)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: -2
MOVE: 6" — fly 15" (Class D)
HIT DICE: 8 + 8
% IN LAIR: 20%
TREASURE TYPE: F
THAC0: 12
MELEE: +1 large sword (1d12+1) or large scourge (2d4) plus entangle
SPECIAL ATTACKS: immolation, spell-like abilities - Hits As: +3
SPECIAL DEFENSES: material form, Resist cold/electricity/gas (half), Immune fire, DR/cold iron (magic-none)
WEAKNESS: demon weaknesses
MAGIC RESISTANCE: 130%
INTELLIGENCE: High (13-14)
MORALE: +48%
SAVES: Poison 8, Petrify 7, Wand 5, Breath 9, Spell 6
LANGUAGE: Demonic, Can converse with any intelligent creature
PSIONIC ABILITY: 180, Attack/Defense: A, B, C, E/F, G, H
LEVEL: VII (XP 3,600 + 12 per hp)
Each type VI demon has its own name. (Balor is a Type VI demon of the largest size.) Six are known to exist.
With proper invoking, offerings, and promises Type VI demons might be convinced to co-operate with a character or group for a time. Naturally, the demon will attempt to assume/usurp command at every opportunity.
Most Chaotic Evil monsters are drawn to the strong Evil Charisma of this creature, and of all its kind, the Type VI demon tends towards a more organized Evil (which makes it less than popular with demon lords and princes).
The favored weapons of these monsters are a large +1 sword and a whip with many "tails." The latter weapon is employed to drag the opponent into the flames which the demons are able to create around themselves.
During any combat there is a two-thirds chance (1-4 on a 6-sided die) each melee round that any Type VI demon will immolate and use its whip. The two largest of these demons do 4-24 hit points of damage when a victim is drawn within their flames, the middle-sized and smallest do 3-18 and 2-12 respectively.
They shed darkness in a 10-ft radius at will.
Their other singular abilities are (Each of these terrible abilities can be employed as often as desired, but only one may be used at any given time.):
— Cause fear (as a fear wand),
— Detect magic,
— Read magic,
— [Comprehend] languages,
— Detect invisible objects,
— cause Pyrotechnics,
— Dispel magic,
— Suggestion,
— Telekinese 6,000 gold piece weight,
— use a Symbol of Fear, Discord, Sleep, or Stunning, and
— They also have a 70% chance of successfully gating in a demon of Type III (80%) or Type IV (20%).
All demons have these abilities: Infravision, Darkness (r. varies), Teleportation (no error), Gate (specifics vary).
Demons are affected by the listed attack forms as noted below: cold/electricity (lightning)/fire (dragon, magical)/gas (poisonous, etc.) = half damage. Iron weapons = full damage.
Because they have a special form of telepathy, demons are able to understand every intelligent communication. Demons with average or better intelligence are likewise able to converse.
Demons are able to move from their own plane into those of Tarterus, Hades, or Pandemonium or roam the Astral plane. However, they cannot enter the Material plane without aid (conjuration, gate, or by name speaking or similar means).
Chaotic Evil Man-sized Outsider (demon, extraplanar) (7-ft tall)
FREQUENCY: Uncommon (Abyss)
NO. APPEARING: 1-3 (VII. 1, In Lair: 1-6)
SURPRISE: 33% — Others +17% if moving silently
SENSES: infravision
ARMOR CLASS: -3
MOVE: 15" — fly 12" (Class B)
HIT DICE: 7 + 14 (hp 46)
% IN LAIR: 20%
TREASURE TYPE: C
THAC0: 12
MELEE: 2 claws (1d4+1) and gore (iterative 2d4) or by weapon
MISSILE: javelin (1d6)
SPECIAL ATTACKS: back stab (x4), fear touch, spell-like abilities, strong (Str 19), weakness gaze - Hits As: +2
SPECIAL DEFENSES: Resist cold/electricity/fire/gas (half), DR/chopping (half), DR/piercing (half), DR/slashing (half)
WEAKNESS: demon weaknesses, turned as special, vulnerability to cold iron (+2 damage)
MAGIC RESISTANCE: 110%
INTELLIGENCE: Very (11-12)
MORALE: +49%
SAVES: Poison 7, Petrify 8, Wand 7, Breath 8, Spell 8
LANGUAGE: Demonic, Can converse with any intelligent creature
PSIONIC ABILITY: 140, Attack/Defense: A, C, E/F, G, H
LEVEL: VII (XP 2,000 + 12 per hp)
The babau is also called the 1-horned horror or ebony death. This species of demon is tall and appears much as a skeleton in form-fitting black leather. Its extremities are larger than normal, however. Its feet, hands, and head are the size of a hill giant's. The taloned fingers are deadly and a horn-like growth projects from the back of the skull, curving forward and downward.
Babau demons are hated by vrock, hezrou, and glabrezu. Type IV demons particularly hate and fear numbers of them, as babau detest Type IV demons except as food.
A babau prefers a weapon (missiles, magic, etc.) to its natural forms of attack if the former gives it the advantage, for the demon is quite clever. It has a Strength of 19 which it uses to the fullest.
In combat, a babau demon exudes a reddish slime over its whole body. This substance causes cutting, stabbing, and similar attacks to do only half normal damage, as the weapons tend to slide off the demon's body.
It is harmed by all weapon forms, however, and cold-wrought iron inflicts +2 points per hit, in addition to normal damage.
Any creature gazing at the glowing red eyes of a babau demon must save vs. Spell or be affected as if touched by a ray of enfeeblement spell. Gaze range is 20 feet.
A babau demon can cause darkness within a 5-foot radius and it has abilities equal to a 9th-level thief. It is well-known that its preferred mode of attack is to leap upon victims from above.
Pick Pockets—70%
Open Locks—62%
Find/Remove Traps—60%
Move Silently—70%
Hide in Shadows—56%
Hear Noise—30%
Climb Walls—98%
Read Languages—45%
A babau demon can perform at will, 1 per melee round:
— Fear (by touch only),
— Levitate (as a 10th-level magic-user),
— Fly (as an 11th-level magic-user),
— Dispel magic (as a 12th-level magic-user),
— Polymorph self,
— Heat metal (as a 14th-level druid), and
— Gate in another babau demon (25% chance of success).
All demons have these abilities: Infravision, Darkness (r. varies), Teleportation (no error), Gate (specifics vary).
Demons are affected by the listed attack forms as noted below: cold/electricity (lightning)/fire (dragon, magical)/gas (poisonous, etc.) = half damage. Iron weapons = full damage.
Because they have a special form of telepathy, demons are able to understand every intelligent communication. Demons with average or better intelligence are likewise able to converse.
Demons are able to move from their own plane into those of Tarterus, Hades, or Pandemonium or roam the Astral plane. However, they cannot enter the Material plane without aid (conjuration, gate, or by name speaking or similar means).
Chaotic Evil Man-sized Outsider (demon, extraplanar) (5-ft tall, broad)
FREQUENCY: Uncommon (Abyss)
NO. APPEARING: 1-3 (VII. 1, In Lair: 1-6)
SURPRISE: 33% — Others +17
SENSES: infravision
ARMOR CLASS: -3
MOVE: 9" — climb (trees) 15"
HIT DICE: 6 + 6 (hp 33)
% IN LAIR: 10%
TREASURE TYPE: C
THAC0: 13
MELEE: 2 claws (1d6 each) and bite (iterative 2d6)
SPECIAL ATTACKS: fear touch, spell-like abilities, pounce - Hits As: +2
SPECIAL DEFENSES: Resist cold/electricity/fire/gas (half)
WEAKNESS: demon weaknesses, turned as special
MAGIC RESISTANCE: 100%
INTELLIGENCE: Very to High (11-14)
MORALE: +36%
SAVES: Poison 10, Petrify 11, Wand 9, Breath 12, Spell 10
LANGUAGE: Demonic, Can converse with any intelligent creature
LEVEL: VII (XP 1,725 + 10 per hp)
The bar-Igura, or leaping demon, is similar to an orangutan except for its gruesome visage and tushes. Its hands and feet have 6 digits with exceptionally long claws. These distinguish it from the orangutan as well.
Bar-Igura shun most other types of demons. They prefer to hunt and terrorize with their own fellows only. When accompanied by other demons, bar-Igura tend to lead and manipulate the less intelligent and attempt to contravene the desires of the greater demons.
At all times a bar-Igura has infravision. Normal weapons have full effect upon this type of demon.
A bar-gura shambles along the ground, but where it can employ both arms and legs—in a forest, among rafters, or where ropes or vines are thick—it moves far more rapidly.
When it desires, a bar-lgura can change its coloration to any of the following hues: black, brown, gray, green, orange, purple, or red. Transformation requires 1 round.
A bar-Igura can spring from all fours and cover 40 feet.
In addition to clawing and biting attacks, this demon can use the following spell-like powers, 1 at a time, at will (levels as hit dice):
— Darkness (10-foot radius),
— Create water (as 6th-level cleric),
— Cause fear by touch,
— Detect illusion,
— Detect invisible,
— Dispel magic,
— Entangle,
— Plant growth,
— Telekinese 2,500 gp weight, and
— Teleport without error.
— If severely threatened, a bar-Igura has a 25% chance to gate in another of its kind.
Twice per day a bar-Igura can use the following powers:
— Change self,
— Invisibility, and
— Spectral force.
All demons have these abilities: Infravision, Darkness (r. varies), Teleportation (no error), Gate (specifics vary).
Demons are affected by the listed attack forms as noted below: cold/electricity (lightning)/fire (dragon, magical)/gas (poisonous, etc.) = half damage. Iron weapons = full damage.
Because they have a special form of telepathy, demons are able to understand every intelligent communication. Demons with average or better intelligence are likewise able to converse.
Demons are able to move from their own plane into those of Tarterus, Hades, or Pandemonium or roam the Astral plane. However, they cannot enter the Material plane without aid (conjuration, gate, or by name speaking or similar means).
Chaotic Evil Small Outsider (demon, extraplanar) (3 to 4-ft tall)
FREQUENCY: Common (Abyss)
NO. APPEARING: 2-8 (In Lair: 5-20)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 2
MOVE: 9"
HIT DICE: 4 (hp 18)
% IN LAIR: 15%
TREASURE TYPE: J, K, L, M
THAC0: 15
MELEE: 2 claws (1d4 each) and bite (iterative 1d4+1)
SPECIAL ATTACKS: spell-like abilities - Hits as: normal
SPECIAL DEFENSES: Resist cold/electricity/fire/gas (half)
WEAKNESS: demon weaknesses, turned as special
MAGIC RESISTANCE: 85%
INTELLIGENCE: Semi- to Low (2-7)
MORALE: +20%
SAVES: Poison 13, Petrify 13, Wand 11, Breath 15, Spell 12
LANGUAGE: Demonic, Can understand intelligent creatures (but not converse)
LEVEL: IV (XP 175 + 4 per hp)
Dretch have round, rubbery bodies and thin, spindly arms and legs. Their small heads are set squarely upon their shoulders. Their hair is sparse and bristly, ears are lopped and stick out, eyes are slanted downward and the nose appears squashed. The mouth is slack and slobbering with many small fangs.
Dretch are the most common and least powerful of all demons, being scarcely capable of dealing with a quasit on equal terms. Their numbers enable them to hold their own against most other minor demons, however.
Normal attack mode is a bite and 2 clawing attacks. In addition to their normal attack mode, dretch can, at will, perform the following spell-like powers, 1 per round:
— Darkness (5-foot radius),
— Scare,
— Stinking cloud once per day,
— Telekinese 500 gp weight,
— Teleport once per day.
— A dretch may gate in a Type I demon (5% chance of success).
All demons have these abilities: Infravision, Darkness (r. varies), Teleportation (no error), Gate (specifics vary).
Demons are affected by the listed attack forms as noted below: cold/electricity (lightning)/fire (dragon, magical)/gas (poisonous, etc.) = half damage. Iron weapons = full damage.
Because they have a special form of telepathy, demons are able to understand every intelligent communication. Demons with average or better intelligence are likewise able to converse.
Demons are able to move from their own plane into those of Tarterus, Hades, or Pandemonium or roam the Astral plane. However, they cannot enter the Material plane without aid (conjuration, gate, or by name speaking or similar means).
Chaotic Evil Small Outsider (extraplanar) (3-ft tall)
FREQUENCY: Rare
NO. APPEARING: 4-16
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 7
MOVE: 3"
HIT DICE: 1 (hp 4)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 19
MELEE: 2 claws (1d2 each) and bite (iterative 1d4)
SPECIAL ATTACKS: none - Hits As: +1
SPECIAL DEFENSES: reanimate, Resist cold/electricity/fire/gas (half), undead traits, DR/cold iron (magic-none)
WEAKNESS: demon weaknesses, turned as special
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +5%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LANGUAGE: none but demons can use telepathy to command them
LEVEL: I (XP 18 + 1 per hp)
Those dead which go to the 666 layers of the demonic abyss become manes. The most evil of them are confined in the tiers of flames Gehenna. They are only semi-intelligent and attack any non-demon with nails and teeth. Killing them simply dissipates them into stinking clouds of vapor which reform into manes in one day. Demon lords and princes sometimes feed upon these creatures, destroying them utterly.
Certain manes will be used to form shadows or ghasts, (qqv), depending upon the greatness of their evil in material life. They can also be sent forth by a lord or prince to exist on the material plane for a day. These are typically those from Gehenna.
Treat them as undead with regard to sleep, charm, and similar spells.
Chaotic Evil Small Outsider (demon, extraplanar) (2-ft tall)
FREQUENCY: Uncommon (Abyss)
NO. APPEARING: 1 (V. 1)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 2
MOVE: 15"
HIT DICE: 3 (hp 14) — regenerate 1 hp/round
% IN LAIR: 0%
TREASURE TYPE: Q (x3)
THAC0: 16
MELEE: claw (1d2) plus Dexterity drain, and claw (iterative 1d2) plus Dexterity drain, and bite (iterative 1d4)
SPECIAL ATTACKS: burning itch, fear - Hits As: +1
SPECIAL DEFENSES: Resist spells, Immune to cold, electricity, and fire, DR/cold iron (magic-none)
WEAKNESS: demon weaknesses, turned as special
MAGIC RESISTANCE: 80%
INTELLIGENCE: Low (5-7)
MORALE: +15%
SAVES: Poison 13, Petrify 13, Wand 11, Breath 15, Spell 12
LANGUAGE: Demonic, Can converse with any intelligent creature
LEVEL: V (XP 325 + 3 per hp)
While the quasit is rare on the Material plane, they are not on the planes of Pandemonium and the Abyss. The quasit is a larva changed into a minor demon form to serve as familiar to a Chaotic Evil magic-user or cleric. Although Intelligence is Low, quasits are sly and cunning, and in certain situations they are able to call upon the thinking power of a demon lord.
A quasit is able to polymorph itself into the shape of any two of the following creatures, this power being given to it by its demon lord: giant centipede, bat, frog, or wolf. The magical powers of a quasit are held by its polymorphed form also.
They regenerate at 1 hit point per melee round.
The attack mode of an unpolymorphed quasit is by means of its claws and fangs. The wounds caused by its claws cause a burning itch which drain 1 from its opponent's Dexterity each time it is wounded unless a saving throw versus poison is made. Dexterity loss remains for 2-12 melee rounds.
All quasits detect both good and magic.
They can become invisible at will, and once per day they can send out a blast of fear in a 3" radius.
Only magical or cold iron weapons will harm these monsters.
Cold, fire, and lightning do not affect them.
For purposes of spell attack upon them, quasits are considered as 7 hit dice creatures.
Once the quasit becomes a familiar, it passes along to its "master" the following:
Telepathic communication which enables the character to use all senses (including infravision) of the familiar, even up to a mile away.
The quasit's presence within 1" of its "master" allows the latter the quasit's magic resistance ([80%]) and also enables regeneration at 1 hit point per melee round.
When the quasit is within a mile of its "master," the latter gains an additional level of ability. If the quasit is farther away, the character loses 1 level, and if the quasit is killed, the loss to the character is 4 levels.
Finally, in addition to its normal advice, the quasit is able to contact a Lower plane once per week in order to help its "master" decide some course of action. This contact is like a commune spell, but 6 questions are allowed.
The major aim of a quasit is to enable its "master" to wreak greater and more Chaotic Evil. It also wishes to destroy Lawful Evil humans in order to steal their souls for the demons, as the quasit will be rewarded accordingly when (and if) it returns to the planes of the Abyss. At the time of its "master's" death the quasit must grab the soul and rush back to there, and if it has not been actively Evil prior to that, its demon lord might change the quasit to a manes or larva or send it forth as a quasit again rather than making it into a Type I or II demon.
Chaotic Evil Man-sized Outsider (demon, extraplanar) (5 to 7-ft tall)
FREQUENCY: Common (Abyss)
NO. APPEARING: 1-4 (In Lair: 3-12)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 1
MOVE: 12"
HIT DICE: 5 + 1 (hp 24)
% IN LAIR: 20%
TREASURE TYPE: L (x10), M (x5), O, Q
THAC0: 15
MELEE: 2 claws (1d6+1 each) or by weapon
SPECIAL ATTACKS: spell-like abilities - Hits as: normal
SPECIAL DEFENSES: Resist cold/electricity/fire/gas (half)
WEAKNESS: demon weaknesses, turned as special
MAGIC RESISTANCE: 95%
INTELLIGENCE: Average (8-10, high cunning)
MORALE: +26%
SAVES: Poison 11, Petrify 11, Wand 9, Breath 13, Spell 10
LANGUAGE: Demonic, Can converse with any intelligent creature
LEVEL: V (XP 425 + 6 per hp)
Rutterkin are humanoid and resemble ugly humans. They are hairless or nearly so, with pointed skulls, large features, and backward-pointing ears. Bodies and limbs are misshapen.
Rutterkin are among the weakest but most bullying sort of demonkind. Whether they actually believe themselves superior or whether they swagger to make up for their inferiority is immaterial. They are hated and abused by most sorts of demons and return the favor whenever opportunity presents itself, especially with respect to a dretch, a lone vrock, or a single hezrou.
Although rutterkin have fair attack ability with their clubbed fists, they prefer to use a variety of strange polearms and weird weapons.
Favorites are:
A snap-tongs device which inflicts 2d4 points upon hitting and then continues to inflict like damage each round until the opponent breaks free (spending a round not attacking but scoring a total equal to a hit);
A polearm with a double crescent head (S/M = 1d10, L = 1d12);
A saw-toothed flatchet (broad sword, +1 damage against unarmored opponents); and
3-armed blades thrown from an atlatl-like device (S/M = 1d6+2, L = 1d4+2) which have a range of 15".
In addition to normal attacks, rutterkin can, at will, use the following spell-like powers, once per round:
— Darkness (5-foot radius),
— Fear by touch,
— Fly,
— Telekinese 1,000 gp weight,
— Teleport once per day.
— Rutterkin can gate in chasmes (15% chance of success), their only demon allies.
All demons have these abilities: Infravision, Darkness (r. varies), Teleportation (no error), Gate (specifics vary).
Demons are affected by the listed attack forms as noted below: cold/electricity (lightning)/fire (dragon, magical)/gas (poisonous, etc.) = half damage. Iron weapons = full damage.
Because they have a special form of telepathy, demons are able to understand every intelligent communication. Demons with average or better intelligence are likewise able to converse.
Demons are able to move from their own plane into those of Tarterus, Hades, or Pandemonium or roam the Astral plane. However, they cannot enter the Material plane without aid (conjuration, gate, or by name speaking or similar means).
Chaotic Evil Man-sized Outsider (demon, extraplanar, shape changer) (6-ft tall)
FREQUENCY: Rare (Abyss)
NO. APPEARING: 1 (VII. 1)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 0
MOVE: 12" — fly 18" (Class C)
HIT DICE: 6 (hp 27)
% IN LAIR: 5%
TREASURE TYPE: I, Q
THAC0: 13
MELEE: 2 claws (1d3 each)
SPECIAL ATTACKS: energy drain, spell-like abilities - Hits As: +2
SPECIAL DEFENSES: Resist cold/electricity/fire/gas (half), DR/+1 (magic-none)
WEAKNESS: demon weaknesses, turned as special
MAGIC RESISTANCE: 125%
INTELLIGENCE: Exceptional (15-16)
MORALE: +30%
SAVES: Poison 11, Petrify 11, Wand 9, Breath 13, Spell 10
LANGUAGE: Demonic, Can converse with any intelligent creature
PSIONIC ABILITY: 140, Attack/Defense: D/G, I
LEVEL: VII (XP 2,100 + 6 per hp)
A succubus in its natural form appears very much like a tall and very beautiful human female — although the bat-like wings immediately show the observer its true character.
These female demons are usually not found in numbers, for they prefer to act alone. Succubi rule lower demons through wit and threat. Succubi cannot be harmed by any sort of normal weaponry.
Succubus can cause darkness in a 5-ft radius.
The kiss of the succubus drains the victim of one energy level, and all succubi are able to perform any one of the following feats at will:
— Become ethereal (as if using the oil of that name),
— Charm person,
— ESP,
— Clairaudience,
— Suggestion (as the spell),
— Shape change (to any humanoid form of approximately their own height and weight only), or
— Gate in a type IV (70% chance), type VI (25%), or one of the lords or princes (5% chance) — there is only'a 40% chance of such a gate opening, however.
All demons have these abilities: Infravision, Darkness (r. varies), Teleportation (no error), Gate (specifics vary).
Demons are affected by the listed attack forms as noted below: cold/electricity (lightning)/fire (dragon, magical)/gas (poisonous, etc.) = half damage. Iron weapons = full damage.
Because they have a special form of telepathy, demons are able to understand every intelligent communication. Demons with average or better intelligence are likewise able to converse.
Demons are able to move from their own plane into those of Tarterus, Hades, or Pandemonium or roam the Astral plane. However, they cannot enter the Material plane without aid (conjuration, gate, or by name speaking or similar means).