DEMON
 


 


Demogorgon, (Prince of Demons)
Juiblex (The Faceless Lord)
Manes (Sub-Demon)
Orcus (Prince of the Undead)
Succubus
Type I (Vrock)
Type II (Hezrou)
Type III (Glabrezu)
Type IV (Nalfeshnee, etc.)
Type V (Marilith, etc.)
Type VI (Balor, etc.)
-
Demonette (OSRIC) <>
-
Yeenoghu (Demon Lord of Gnolls)
Fiends (incl Demons)
-
Lolth
-
Rulers of the Abyss
-
-
Demoniac (OSRIC) <Alu-fiend?>
-
-
Alu-demon (Semi-demon)
Babau (Minor Demon)
Baphomet (Demon Lord)
Bar-Lgura (Minor Demon)
Cambion (Semi-demon)
Chasme (Minor Demon)
Dretch (Minor Demon)
Fraz-Urb'luu (Prince of Deception)
Goristro (Major Demon)
Graz'zt (Demon Prince)
Kostchtchie (Demon Lord)
Nabassu (Major Demon)
Pazuzu (Prince of the Lower Aerial Kingdoms)
Rutterkin (Minor Demon)
Quaolnargn
Frost Man
-
Demons && Devils
-
Shadow Demon

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 plone 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 are chaotic && 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 {moterial} 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 onother 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 || 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.
<that is a pentagram>
 

The threat II reward which the conjuring party uses to attempt gaining a demon's service must be carefully handled by the DM.
Demons are repelled by holy (good) relics || artifacts.

Demons' Amulets: Demon lords && princes maintain their vital essences
in small containers -- their souls, so to speak, are thus at once protected
and yet vulneroble 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 exomple, 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, ond 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 ofterwards nor
seek to hunt him out whenever possible.

Q: Why do demon princes hide their
amulets on the Prime Material plane
where PCs can find them? Why don?t
they keep them on the Abyss, out of
a PC's reach?

A: Demon princes hide their amulets all
over the multiverse, not just on the Prime
Material, since they are as much at risk in
the Abyss as anywhere else from both
plane-traveling adventurers and other
demons.
(142.10)

Demons frequently roam the astral and ethereal planes.
Their attention is also attracted by persons in an ethereal state. 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 Teleportation (no error)
Darkness (r. varies) Gate (specifics vary) <>

Q. How long does a darkness spell cast
by a demon last? (Advanced)
A. The darkness cast by a demon is not a
spell, but an inherent ability. Demons
can cast darkness while engaged in
any other activity. Since it can be cast
at will, the darkness so caused will
last as long as the demon wishes.
(Imagine #1)

Demons are affected by the listed attack forms as noted below:
 
Attack Maximum damage Will be:
acid full
cold half
electricity (lightning) half
fire (dragon, magical) half
gas (poisonous, etc.) half
iron weapon full
magic missile full
poison full
silver weapon none*

*unless affected by normal weapons in which case damage will be
according to the weapon type.

Because they hove a special form of telepathy, demons are able to understand every intelligent communication.
Demons with average or better intelligence are likewise able to converse.

<for ease of reference, standard demon abilities, ea. could just be added to each page, with a note that this has been done at the main entry for demons>

Question: The MM says that demons && devils are affected
by iron and silver weapons but then it says that magic weapons
are needed to hit certain demons and devils.
Do iron and silver weapons damage these creatures?

Answer: The forms of attacks which affect all demons && devils are
listed in the general descriptions for each type of creature.
Everything in the list applies to every creature of that type; in
other words, a demon which is described as only being vulnera-
ble to magic weapons is also vulnerable to iron weapons, even
the non-magical type. A demon will take no damage from a silver
weapon, unless the demon is a type which is vulnerable to
non-magical weapons, in which case a silver weapon will have
the same damage potential as a similar weapon made of any
other substance.
    The situation is reversed for devils; all devils are vulnerable to
silver weapons, even those who are otherwise only able to be hit
by magic weapons, and no devil can be damaged by an iron
weapon unless that devil is vulnerable to non-magical weapons.
 

Question: Are demons && devils immune to Sleep && Charm spells, just like the undead are?

Answer: Not exactly, although the end result is about the same.
Demons && devils are not by nature immune to Sleep && Charm spells —
except for the manes and lemures,
which are specifically described as being immune to both those types of magic. The
rest of the ranks don’t need to be “made” immune to Sleep spells
— they already are, because the spell only affects creatures of
up to 4+4 hit dice, and none of the demons or devils (except for
manes and lemures) has a hit-dice figure lower than 5+5.

    Demons && devils are technically vulnerable to the effects of
a Charm Monster spell, but the percentages aren’t exactly in
favor of the character who tries to use such a spell — and keep it
working after it is cast. Considering the MR of
demons and devils, plus the fact that they get a saving throw
against the spell even if their MR fails, plus the fact
that they can successfully “break” the charm after it is CAST, the
odds are definitely against the spell caster.
    For example,
    consider an 11th-level magic-user trying to snare a “lowly” Type I demon with Charm Monster:
    The demon has a 50% chance (MR) of being unaffected,
    a 35% chance to make a save vs. the spell even if its MR fails,
    and a 45% chance per week thereafter of snapping out of it.
    That all adds up to less than an 18% chance that the spell will succeed and be effective for longer than one week.
The chance of suc-cess is a lot lower for the most powerful demons and devils,
and it would not be improper for a DM to simply rule that the “big names”
(Demogorgon, Juiblex, Orcus, Yeenoghu, Asmodeus, Baalzebul, Dispater, Geryon) are effectively immune to the spell.
The idea of being able to bring one of the demon princes or arch-devils under control by means of a mere 4th-level spell is hard to accept.
<add entry at demon lord and/or prince>

Hiddukel (god of demons)
 



 


1. Demogorgon (Prince of Demons)
2. Juiblex (The Faceless Lord)
3. Manes (Sub-Demon) - r
4. Manes (Sub-Demon) - r
5. Orcus (Prince of the Undead)
6. Succubus - r
7. Succubus - r
6. Type I (Vrock) - c
7. Type I (Vrock) - c
8. Type I (Vrock) - c
9. Type I (Vrock) - c
10. Type II (Hezrou) - c
11. Type II (Hezrou) - c
12. Type II (Hezrou) - c
13. Type II (Hezrou) - c
14. Type III (Glabrezu) - u
15. Type III (Glabrezu) - u
16. Type III (Glabrezu) - u
17. Type IV (d8: 1-2 = Bilwhr, 3-4 = Johud, 5-6 = Nalfeshnee, 7-8 = etc.) - u
18. Type IV (d8: 1-2 = Bilwhr, 3-4 = Johud, 5-6 = Nalfeshnee, 7-8 = etc.) - u
19. Type IV (d8: 1-2 = Bilwhr, 3-4 = Johud, 5-6 = Nalfeshnee, 7-8 = etc.) - u
20. Type V (d10: 1-2 = Aishapra, 3-4 = Kevokulli, 5-6 = Marilith, 7-8 = Rehnaremme, 7-8 = etc.) - r
21. Type V (d10: 1-2 = Aishapra, 3-4 = Kevokulli, 5-6 = Marilith, 7-8 = Rehnaremme, 7-8 = etc.) - r
22. Type VI (d6: 1 = Alzoll, 2 = Balor, 3 = Errtu, 4 = Ndulu, 5 = Ter-soth, 6 = Wendonai) - r
23. Type VI (d6: 1 = Alzoll, 2 = Balor, 3 = Errtu, 4 = Ndulu, 5 = Ter-soth, 6 = Wendonai) - r
24. Yeenoghu (Demon Lord of Gnolls)
25. Random Common Demon (cf. DMG.194)
26. Random Common Demon (cf. DMG.194)
27. Random Common Demon (cf. DMG.194)
28. Random Common Demon (cf. DMG.194)
29. Random Uncommon Demon (cf. DMG.194)
30. Random Uncommon Demon (cf. DMG.194)
31. Random Uncommon Demon (cf. DMG.194)
32. Random Rare Demon (cf. DMG.194)
32. Random Rare Demon (cf. DMG.194)
33. Lolth
34. Abraxas
35. Ahazu (Demon Lord)
36. Ahrimanes
37. Aldinach (Demon Lady)
38. Alrunes (Demon Lady)
39. Anarazel
40. Ansitif
41. Ardat (Demon Lady)
42. Areex
43. Aseroth
44. Asima (Demon Lord)
45. Astaroth
46. Azael (Demon Lord)
47. Barbu (Demon Lady)
48. Bayemon (Demon Lord)
49. Bechard (Demon Lord)
50. Baltazo (Demon Lord)
51. Baphomet (Demon Lord)
52. Cabiri (Demon Lord)
53. Charun (Demon Lord)
54. Dagon
55. Eblis
56. Ereshkigal
57. Fraz-Urb'luu (Prince of Deception)
58. Graz'zt (Demon Prince)
59. Gresili (Demon Lord)
60. Kostchtchie (Demon Lord)
61. Laraie (Demon Lord)
62. Mastiphal
63. Munkir (Demon Lord)
64. Nekir (Demon Lord)
65. Nergel (Demon Lord)
66. Nocticula (female)
67. Obox-ob
68. Pazuzu (Prince of the Lower Aerial Kingdoms)
69. Socothbenoth
70. Soneillon (Demon Lady)
71. Verin (Demon Lord)
72. Zuggtomy (female)
73. Alu-demon (Semi-demon)
74. Alu-demon (Semi-demon)
75. Babau (Minor Demon)
76. Babau (Minor Demon)
77. Babau (Minor Demon)
78. Bar-Lgura (Minor Demon)
79. Bar-Lgura (Minor Demon)
80. Bar-Lgura (Minor Demon)
81. Cambion (Semi-demon) (d2: 1 = Major, 2 = Baron/Marquis)
82. Chasme (Minor Demon)
83. Chasme (Minor Demon)
84. Chasme (Minor Demon)
85. Chasme (Minor Demon)
86. Dretch (Minor Demon)
87. Dretch (Minor Demon)
88. Dretch (Minor Demon)
89. Dretch (Minor Demon)
90. Nabassu (Major Demon)
91. Rutterkin (Minor Demon)
92. Rutterkin (Minor Demon)
93. Rutterkin (Minor Demon)
94. Rutterkin (Minor Demon)
95. Random Common Demon (cf. DMG.194)
96. Random Common Demon (cf. DMG.194)
97. Random Common Demon (cf. DMG.194)
99. Random Common Demon (cf. DMG.194)
100. Goristro

<redo this table -- it is too heavily weighted towards demon lords, princes, et. al.>

LIST OF DEMON LORDS & PRINCES


 

1. Demogorgon (Prince of Demons)
2. Juiblex (The Faceless Lord)
3. Orcus (Prince of the Undead)
4. Yeenoghu (Demon Lord of Gnolls)
5. Lolth
6. Abraxas
7. Ahazu (Demon Lord)
8. Ahrimanes
9. Aldinach (Demon Lady)
10. Alrunes (Demon Lady)
11. Anarazel
12. Ansitif
13. Ardat (Demon Lady)
14. Areex
15. Aseroth
16. Asima (Demon Lord)
17. Astaroth
18. Azael (Demon Lord)
19. Barbu (Demon Lady)
20. Bayemon (Demon Lord)
21. Bechard (Demon Lord)
22. Baltazo (Demon Lord)
23. Baphomet (Demon Lord)
24. Cabiri (Demon Lord)
25. Charun (Demon Lord)
26. Dagon
27. Eblis
28. Ereshkigal
29. Fraz-Urb'luu (Prince of Deception)
30. Graz'zt (Demon Prince)
31. Gresili (Demon Lord)
32. Kostchtchie (Demon Lord)
33. Laraie (Demon Lord)
34. Mastiphal
35. Munkir (Demon Lord)
36. Nekir (Demon Lord)
37. Nergel (Demon Lord)
38. Nocticula (female)
39. Obox-ob
40. Pazuzu (Prince of the Lower Aerial Kingdoms)
41. Socothbenoth
42. Soneillon (Demon Lady)
43. Verin (Demon Lord)
44. Zuggtomy (female)



 

-
3RD21ST wrote:
Hello Gary,

Good to see that you are up and about promoting the hobby. Best wishes for you as far as your health is concerned.

Also I have a question for you concerning the true names of the demon princes and arch devils. There are a handful, give or take a few, of spells that will cause such beings considerable pain and/or discomfort if used in conjunction with their true name. My question is, did you ever jot down the true names of demon princes and arch devils? I am just dying to know what some of their real names are. Having the eye for detail that you do, my guess is that you did do this for many if not all of them. My next guess would be that you could count on one hand the ones who appear in the various monster encyclopedias under their true name. I refuse to believe that you would ever make something that easy for players. However, as a DM, I would very much like to know what those names are. Is there a way for me to find out what those true names are, other than convince you that I should not be kept on a need to know basis for said information? :D

Best Wishes,
Rob


Howdy Rob!

To be succinct, i created out of whole cloth the true names of very few demons.
Only if a powerful PC was bent on encountering such an entity did I spend time to develop such details.

If you are planning to have a list of true names,
then I suggest you make them up based on the commonly known name(s) of the demon in question, and keep that list well hidden from prying eyes.
Imagine you being in the same boat as Rumplestiltskin 

Cheers,
Gary
 
 


predavolk wrote:
Hi Gary, a few questions about demons in 1st Ed if you don't mind.

1- What was the inspiration for their telekinetic abilities?
2- IF you were DMing them, would you allow them to use their spell-like powers at the same time as melee attacks (i.e., they'd be "free" uses) and could they be interrupted like spells?

Thanks.
 

I am rather tired of AD&D questions, but as there seems to be no one else answering them, I will galdly do so for a fellow gamer. 

The telekinetic abilities of demons were inspired by accounts of demonic possession.
I simply elaborated on that theme.

I definately did not contemplate the use of spell-like powers as an attack form that could take place as these monsters attacked physically.

Cheers,
Gary

<underline added>
 


Working downwards, I envisaged that the Demon Lords numbered somewhat greater than the number of layers of the Abyss.
However, as the place is of Chaos, as with all numbers there some uncertainty must always exist.
So anywhere from 600 to 800 of them might exist at a given time, the larger layers having more than one.
 
 


When I am less busy I'll see about the humor on the website you note.

As for playing an evil-race character as non-evil, sure! Why not, as there is variation of such outlook in most fantasy races.
The general alignment category speaks to the racial propensity and the bent of the majority of it, but certainly a lot of individuals can be different.

That does not apply to it inherantly evil entities such as vampires, let alone demons and devils.
There the modification might be in orderliness (Law-Chaos) and the degree of Evil, the dilligence with which the wicked and malign is pursued.
Just as there are truly evil people with no redeeming qualities whatsoever, so too all such creatures of Evil, for they epitomize that trait.

Cheers,
Gary
 


Setting aside the debate of nature versus nurture, there are always abberations, and with intelligent creatures change is possible.
Consider how many monks and priests were martyred in the conversion of the Friesains to Christianity, but eventually they prevailed.
Contrast that with non-intelligent species, a wolverine for example.
The likelihood of one not being an aggressive hunter-killer is infinitismal.

"Outsiders" is not a term that properly connotes non-human origination. It implies that the world is the inner, central place.
Demons and devils are creatures of pure evil, just as there those of pure good.
Neither sort of entity can ever be anything else in my view. It is akin to the wolverine example given above.

"Minorities" aren't that in their own country, and RPGs, D&D in particular, are played in thre majority of nations of the world.
It is social-economic class that is the determanant, not ethnicity.
Most gamers are highly literate and of the middle class.
About a quarter of them are connected to information technology.
In all, males outnumber females by about 9 to 1--so there's the minority that publishers would most like to attract to RPGs 

Cheers,
Gary

Cheers,
Gary
 

Quote:
Originally Posted by CRGreathouse
I have some questions about monster origins--if you don't mind, Gary. I'd really like to know where the ideas came from originally: legends, thought processes, inspirations, etc.

What can you (will you) tell us about the Umber Hulk? They're my favorite D&D monsters, really. What inspired you? I like the fact that they look like ordinary monsters, but they're actually intelligent and have a particular 'culture' of their own.

What about the diobolic heirarchy (Type I, II, ... or their named equivilents)? Were those designed wholecloth, or did you find inspiration in particular sources? Dante seems a natural influence...?
Hail CRGreathouse,


Allow me to preface my answers with a brief statement regarding my reading.
From the time I was about five I was read fairy tales and read them.
Soon thereafter I added fables and legends, and by age 12 I was an avid fan of fantasy and SF stories, reading a book a day.
Along with that I read a lot of mythology and history (fact and fiction), some Westerns, Murder and Oriental mystery stories, horror, occult, and action yarns.
Later on, in searching for new creatures to add to the D&D monster roster I devoted a lot of research time to folklore.

The umber hulk a creation made from the whole cloth of my imagination.
they were meant to be a considerable challenge to potent PCs, so they were given the abilities you appreciate.

The demon types I, II, III, etc. were similarly devised using mainly my imagination.
The devils were a mix of imagination and Dante's writing.

Cheers,
Gary
 

Quote:
Originally Posted by Gray Mouser
Hey Gary I was recently reading through the Monster Manual and MM II, specifically regarding Demons and Devils. Under the entry for Demons the table lists them as receiving full damage from iron weapons, whereas Devils are immune to such weapons. I've noticed this before, but don't recall having it come into play.


that's correct.

Quote:
Originally Posted by Gray Mouser
My question is, does this mean that demons are immune to the average sword made from steel? I assume that a magic sword made from steel would affect the demon. Also, would both demons and devils be immune from wooden weapons (such as a club or staff) barring any magical bonuses?


Yes, only magic weapons (and cold-wrought iron ones) affect demons. That includes steel ones and wooden weapons, unless one is a rakshasa, they being subject to wod as other demonic types are to iron.

Quote:
Originally Posted by Gray Mouser
One last question, did you ever have any PC's who faced demons who were armed with iron weapons, or did they simply use magical ones?

Gray Mouser


Iron weapons affect demons, and so yes, I have DMed a cleric PC in a party that used an iron mace to harm a demon, a low level one of Type I or II, I don't recall which it was.

Cheers,
Gary

Quote:
Originally Posted by Gray Mouser
2) Can all demons and devil possess someone or only certain types (presumably the more powerful ones)?


It is up to the DM, but I'd say that those of 5th rank or above can attempt possession as if casting a magic jar spell.
 

Quote:
Originally Posted by Soel
Hello, Gary!

I don't know if you've covered this question before (very likely, I'd guess,) but I would like to ask you about your initial inspiration for coming up with differing distinctions for the fiendish creatures. Mainly, what caused you (taking an assumption it was your idea to do this,) to separate the classical demon into demons and devils and others?

I can understand having a hell, but I guess another part of the question is, why were other lower planes of existence created?

Thanx in advance!


Howdy Soel,

The separation of demons and devils followed rather naturally from the use of the alignments.
Demons in mythology are typically depicted as being brutish and chaotic, while devils are more orderly and cunning, so there you have the distinction.

The lower planes were a drawn from mythology as well, those being the realms of evil, the evil dead, and whatever was malign.

Cheers,
Gary


Yuletide Felicitations Gray Mouser

You have the differences between demons and devils I envisaged well in hand.

Demons are also unpredictable, not prone to follow instructions save through fear and force.
A major one might well not cause death and desituction, but rather do something wealsome on a whim...or be exceptionally cruel.

Devils are far more predictable and orderly in their evil activities. Of course they too are subject to force and fear, but they need not be supervised continually to be assured of their acting as instructed, because their own nature is regimentation and obedience to those more powerful and malicious.

Christmas best wishes,
Gary


The many monsters I devised for the A/D&D games came from a variety of sources including mythology, legends, medieval bestiaries, folklore, fairy tales, and authored fiction.
The demon names were dug up form medieval sources in the main.
 

Quote:
Originally Posted by JamesM

...

With all that as preamble: What was your original intention here, if you recall?
What did those parenthetical names represent?
I am assuming the Types IV-VI names are just that -- proper names of individual demons -- but what about the Types I-III demons?

Thanks kindly.


Feel free to address me as Gary if you like. We are fellow gamers after all 

Anyway, the Type I through III demons being both rather stupid and also cannon fodder were not individually named, each sort being one of the vrock, herzou, etc.
The higher ranking demons had no species name but rather personal names.

So calling all Type VI demons Balor is not what was meant.

Cheers,
Gary

<added entry links>