(Mongoose) - The Slayer's Guide to Demons

Mongoose_Matt

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Hi guys,

The latest entry in the Slayer's Guide series has just landed on my desk - weighing in at 128 pages and written by Alejandro Melchor, The Slayer's Guide to Demons has arrived.

In common with the large-size Slayer's Guides, Demons loosely follows the 'standard' format but adds a few sparkles of its own. Demonic Physiology takes a look at traits common among all the demonic families, details on how to detect demonic taint (useful for you witch hunters), and the use of demonic names to gain power over abyssal creatures. The value of souls is inspected, along with just why demons need to collect them, and rules are provided for those daring enough to invade the mind of demon without sufficient preparation.

The Abyss looks at the home territory of demonkind, along with its many layers and methods (insane) adventurers can use to access them. Full encounter tables are provided, along with a generation system allowing GMs to create a new layer (including nature of terrain, climate, weather, layer ruler, etc. . .) almost on the fly. Several layers are also provided in detail to kick GMs off in their abyssal scenarios, including the Wasteland of Gates, the Elemental Wastes, Necrodus: The Dead Lands and the Shadow Fortress, among others.

There is perhaps nothing more chaotic than a chaotic evil demon, but even they must have some structure in their society, and this is covered neatly within Demonic Society. The nature of leadership and hordes within the Abyss is covered and a large section has been given over to the demonic families, covering both those families you know of in the Core Rulebooks and a few of the lesser ones. The chapter is rounded off with a look at the nature and function of archdemons, demon lords and even gods within the Abyss. Nasty stuff. . .

Methods of Warfare covers the entire demonic arsenal and its application against enemies ranging from other demons to celestial invasion and, of course, incursions by mortal adventurers. Their powerful summoning abilities are explored and guidelines given on how to use them to their most devastating effect. The use of demonic essence and soulforged items are also detailed, giving demonkind yet more weapons for their armoury - your players are not going to know what hit them. . .

However, not all demons are locked into the Abyss and adventurers need not travel too far from home in order to find one. Demonic Cults looks at the formation of a cult, how demons can give their sponsorship or patronage, and how a small cult can rapidly grow in power and capability when they call (or even summon) the demons they worship.

Roleplaying with Demons takes all the ideas of the previous chapters and gives you all the tools you need to seriously increase the demon-factor in your games. Prestige classes ranging from Cult Leaders and Demonologists to Heralds of the Abyss are provided for both mortals and demonkind, while a new range of demon-only feats and spells will keep players guessing as to the true powers of the enemies they fight. Adapted from EA Demonology, rules are also provided for binding demons into material objects (and it does not have to be a sword - think of the possibilities of a demonic golem. . . ).

Scenario Hooks and Ideas gives four pages of jump off points for GMs looking to introduce demons into their campaigns in a fashion players may not immediately expect, leading to Twilight's Haven a small mini-scenario to kick you straight into the thick of things, supported by maps on the inside covers.

The Slayer's Guide to Demons winds up with Creatures of the Abyss, a host of new additions to the demonic ranks, divided into the families that dominate their society. As well as some obscure additions to the families in the Core Rulebooks, entirely new groups of demons have been added, along with new templates such as the Damned Soul, Imbued, Half-Demon, Soulless and Archdemon.

The Slayer's Guide to Demons is priced at $19.95 for 128 pages and is available in your local shops, well, now!
 

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