Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Mayfair Games Role Aids Monster Index
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bootchie!" data-source="post: 5590192" data-attributes="member: 43434"><p><strong>Demons 1 - Generics</strong></p><p></p><p><strong>Fiend</strong></p><p></p><p>Rarity: Uncommon</p><p># Appearing: 2-20</p><p>Wander Chance: 40%</p><p>Intelligence: Average of 6</p><p>Alignment: Chaotic Evil</p><p>HD: 4</p><p>THAC0: 17</p><p>Armor Class: 3</p><p># Attacks: 2 (claw/bite) or 1 (weapon)</p><p>Damage: 1-3 (claw)/1-6 (bite)/1-8 (weapon)</p><p>Special Att: None</p><p>Special Def: +1 or better to hit; invisibility</p><p>Movement: 12" land/20" air</p><p>Magic Tolerance: None</p><p>Size: S</p><p>XP Award: 420</p><p></p><p>Combat:</p><p>In combat, Fiends fight with tiny barbed tridents, though they are also capable of using tehir claws and fangs in a pinch. If possible, a lone field will never enter into combat. Instead, the creatures like to gang up on their enemies and swarm all over them. As many as twelves fiends can attack a single man-sized target each round.</p><p></p><p>Notes:</p><p>Fiends are newborn demons awaiting an opportunity to be reincarnated as Malniatu. Because they are relatively powerless, they are ignored by most of the inhabitants of the Infernus. Consequently, fiends tend to gather together in large hunting packs.</p><p></p><p>Special:</p><p>Fiends have all the abilities of a Skill 1 Thief, and the ability to render themselves invisible once per day. Generally, they use these abilities to unbalance a party of adventurers trespassing in the infernus. Typicall, a pack of fiends will follow such a party for mlles, occasionally sneaking into its midst to steal or destroy useful weapons and items.</p><p></p><p>Role Playing:</p><p>Fiends are all trying to attract the attention of their betters to elevate themselves to the rank of full-fledged demon. Confounding adventurers is their favorite method of achieving this goal.</p><p></p><p></p><p><strong>Gatekeepers</strong></p><p></p><p>Rarity: Very uncommon</p><p># Appearing: 1</p><p>Wander Chance: 0%</p><p>Intelligence: Average of 12</p><p>Alignment: Lawful Evil</p><p>HD: 16</p><p>THAC0: 7</p><p>Armor Class: -2</p><p># Attacks: 2 (fists)</p><p>Damage: 1-12 (fists)</p><p>Special Att: eyebeams</p><p>Special Def: +3 or better to hit</p><p>Movement: 6" land</p><p>Magic Tolerance: 20%</p><p>Size: M</p><p>XP Award: 15,000</p><p></p><p>Combat:</p><p>Gatekeepers never wield weapons. When challenged, they must rely upon their stony fists, each of which inflicts 1-12 points of damage per hit.</p><p></p><p>Notes:</p><p>Gatekeepers are magical beings called into existence by upper level demons to protect important portals. Once in place, they will never leave the portals they were assigned to protect, and will use all their abilities to prevent most creatures from entering those portals. Due to a strange flaw inherent in teh spell that creates them, however, gatekeepers will allow any being that can answer a special riddle access to teh portals they guard. Each gatekeeper devises its own special riddle shortly after it is created.</p><p></p><p>Special:</p><p>Twice per day, Gatekeepers can shoot powerful beams of force from their eyes. The beams inflict 3-30 points of damage in a 6" long cone that is 3" wide at its widest point. </p><p>Gatekeepers regenerate HP per round and automatically takeonly half damage from any attack aimed at them.</p><p></p><p>Role Playing:</p><p>Gatekeepers are incredibly single-minded; they are interested only in their duties. Other than stating their special riddles upon request, they never speak.</p><p></p><p></p><p><strong>Imp</strong></p><p></p><p>Rarity: Common</p><p># Appearing: 1</p><p>Wander Chance: 40%</p><p>Intelligence: Average of 15</p><p>Alignment: Chaotic Evil</p><p>HD: 3</p><p>THAC0: 17</p><p>Armor Class: 4</p><p># Attacks: 1 (bite)</p><p>Damage: 1-6</p><p>Special Att: Venom, spell casting</p><p>Special Def: +1 or better to hit</p><p>Movement: 9" land/18" air</p><p>Magic Tolerance: None</p><p>Size: S</p><p>XP Award: 650</p><p></p><p>Combat:</p><p>Imps are rather cowardly and fear combat, but when forced to defend themselves they attack with their fangs. anyone bitten by an imp must save vs. poison or die.</p><p></p><p>Notes:</p><p>Imps or homonculi (as they are sometimes known), were created by the diabolical dukes long ago to run special errands, and to function as pets and entertainers. After the creature somehow acquired teh ability to breed, their ranks swelled immeasurably. They are among teh most populous residents of the infernus.</p><p></p><p>Special:</p><p>Imps have the spell casting ability of Skill 4 Wizards, though they never know particularly useful offensive spells.</p><p></p><p>Role Playing:</p><p>Imps love to cause mischief and plot out elaborate practical jokes. Most try to gain favor of a Demon Lord or Mephorum who can protect them against the butts of their jokes.</p><p></p><p></p><p><strong>Infernal Wyrm (Demonic Dragon)</strong></p><p></p><p>Rarity: Extremely rare</p><p># Appearing: 1</p><p>Wander Chance: 5%</p><p>Intelligence: Average of 18</p><p>Alignment: Chaotic Evil</p><p>HD: 20-23</p><p>THAC0: 2</p><p>Armor Class: -4</p><p># Attacks: 3 (claw/claw/bite)</p><p>Damage: 1-12 (claw), 1-20 (bite)</p><p>Special Att: Breath weapon, spell use</p><p>Special Def: +1 or better to hit; resistance to damage</p><p>Movement: 15" land/24" air</p><p>Magic Tolerance: 20%</p><p>Size: L</p><p>XP Award: 15,000</p><p></p><p>Combat:</p><p>Like most dragons, the infernal wyrm relies upon its claws and formidable fangs in combat. Due to its reservoir of powerful venom, any creature it bites must save vs. poison or die.</p><p></p><p>Notes:</p><p>No one knows where these creatures came from, though their connection with demonkind is undeniable. Some believe the diabolical wyrms were once servants of an infernal arch-duke, though others believe they were arch-dukes themselves once.</p><p></p><p>Special:</p><p>Three times per day, the wyrm can breathe out a cone-shaped void (6" long, 4" wide at its widest point) that forces any creature it touches to save vs. death at -2. Even those craetures who make their saves take 5-14 points of damage from the void's icy chill.</p><p>All diabolical wyrms also have spellcasting abilities equal to a Wizard with a skill level equal to the wyrms HD minus ten.</p><p></p><p>Role Playing:</p><p>Diabolical wyrms are a twisted, otherworldy reflection of the dragons inhabiting the prime material plane. They have the same basic interests as mortal dragons, but they are markedly more malevolent and cruel.</p></blockquote><p></p>
[QUOTE="Bootchie!, post: 5590192, member: 43434"] [b]Demons 1 - Generics[/b] [B]Fiend[/B] Rarity: Uncommon # Appearing: 2-20 Wander Chance: 40% Intelligence: Average of 6 Alignment: Chaotic Evil HD: 4 THAC0: 17 Armor Class: 3 # Attacks: 2 (claw/bite) or 1 (weapon) Damage: 1-3 (claw)/1-6 (bite)/1-8 (weapon) Special Att: None Special Def: +1 or better to hit; invisibility Movement: 12" land/20" air Magic Tolerance: None Size: S XP Award: 420 Combat: In combat, Fiends fight with tiny barbed tridents, though they are also capable of using tehir claws and fangs in a pinch. If possible, a lone field will never enter into combat. Instead, the creatures like to gang up on their enemies and swarm all over them. As many as twelves fiends can attack a single man-sized target each round. Notes: Fiends are newborn demons awaiting an opportunity to be reincarnated as Malniatu. Because they are relatively powerless, they are ignored by most of the inhabitants of the Infernus. Consequently, fiends tend to gather together in large hunting packs. Special: Fiends have all the abilities of a Skill 1 Thief, and the ability to render themselves invisible once per day. Generally, they use these abilities to unbalance a party of adventurers trespassing in the infernus. Typicall, a pack of fiends will follow such a party for mlles, occasionally sneaking into its midst to steal or destroy useful weapons and items. Role Playing: Fiends are all trying to attract the attention of their betters to elevate themselves to the rank of full-fledged demon. Confounding adventurers is their favorite method of achieving this goal. [B]Gatekeepers[/B] Rarity: Very uncommon # Appearing: 1 Wander Chance: 0% Intelligence: Average of 12 Alignment: Lawful Evil HD: 16 THAC0: 7 Armor Class: -2 # Attacks: 2 (fists) Damage: 1-12 (fists) Special Att: eyebeams Special Def: +3 or better to hit Movement: 6" land Magic Tolerance: 20% Size: M XP Award: 15,000 Combat: Gatekeepers never wield weapons. When challenged, they must rely upon their stony fists, each of which inflicts 1-12 points of damage per hit. Notes: Gatekeepers are magical beings called into existence by upper level demons to protect important portals. Once in place, they will never leave the portals they were assigned to protect, and will use all their abilities to prevent most creatures from entering those portals. Due to a strange flaw inherent in teh spell that creates them, however, gatekeepers will allow any being that can answer a special riddle access to teh portals they guard. Each gatekeeper devises its own special riddle shortly after it is created. Special: Twice per day, Gatekeepers can shoot powerful beams of force from their eyes. The beams inflict 3-30 points of damage in a 6" long cone that is 3" wide at its widest point. Gatekeepers regenerate HP per round and automatically takeonly half damage from any attack aimed at them. Role Playing: Gatekeepers are incredibly single-minded; they are interested only in their duties. Other than stating their special riddles upon request, they never speak. [B]Imp[/B] Rarity: Common # Appearing: 1 Wander Chance: 40% Intelligence: Average of 15 Alignment: Chaotic Evil HD: 3 THAC0: 17 Armor Class: 4 # Attacks: 1 (bite) Damage: 1-6 Special Att: Venom, spell casting Special Def: +1 or better to hit Movement: 9" land/18" air Magic Tolerance: None Size: S XP Award: 650 Combat: Imps are rather cowardly and fear combat, but when forced to defend themselves they attack with their fangs. anyone bitten by an imp must save vs. poison or die. Notes: Imps or homonculi (as they are sometimes known), were created by the diabolical dukes long ago to run special errands, and to function as pets and entertainers. After the creature somehow acquired teh ability to breed, their ranks swelled immeasurably. They are among teh most populous residents of the infernus. Special: Imps have the spell casting ability of Skill 4 Wizards, though they never know particularly useful offensive spells. Role Playing: Imps love to cause mischief and plot out elaborate practical jokes. Most try to gain favor of a Demon Lord or Mephorum who can protect them against the butts of their jokes. [B]Infernal Wyrm (Demonic Dragon)[/B] Rarity: Extremely rare # Appearing: 1 Wander Chance: 5% Intelligence: Average of 18 Alignment: Chaotic Evil HD: 20-23 THAC0: 2 Armor Class: -4 # Attacks: 3 (claw/claw/bite) Damage: 1-12 (claw), 1-20 (bite) Special Att: Breath weapon, spell use Special Def: +1 or better to hit; resistance to damage Movement: 15" land/24" air Magic Tolerance: 20% Size: L XP Award: 15,000 Combat: Like most dragons, the infernal wyrm relies upon its claws and formidable fangs in combat. Due to its reservoir of powerful venom, any creature it bites must save vs. poison or die. Notes: No one knows where these creatures came from, though their connection with demonkind is undeniable. Some believe the diabolical wyrms were once servants of an infernal arch-duke, though others believe they were arch-dukes themselves once. Special: Three times per day, the wyrm can breathe out a cone-shaped void (6" long, 4" wide at its widest point) that forces any creature it touches to save vs. death at -2. Even those craetures who make their saves take 5-14 points of damage from the void's icy chill. All diabolical wyrms also have spellcasting abilities equal to a Wizard with a skill level equal to the wyrms HD minus ten. Role Playing: Diabolical wyrms are a twisted, otherworldy reflection of the dragons inhabiting the prime material plane. They have the same basic interests as mortal dragons, but they are markedly more malevolent and cruel. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Mayfair Games Role Aids Monster Index
Top