Appendix D:
Demons && Devils
Random Generation of Creatures from the Lower Planes

by Dorian Cleavenger


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Appendices
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DMG

At times i t might be useful to have an unrecognizable creature of evil from
the planes of the Abyss, Tarterus, Hades, Gehenna, or Hell. It i s no great
matter to sit down and design a fairly interesting one given an hour or so,
but time or desire lacking, the following will enable you to create one or
several such monsters in but a few minutes. The format is straight from the
AD&D MONSTER MANUAL for ease of recording and handling the
creature(s) developed.

FREQUENCY: Common, uncommon, or rare (d6: I, 2-3, 4-6)
NO. APPEARING: 1 to 2-8 (circumstances must dictate)
ARMOR CLASS: 0 to -3 (d4)
MOVE: 6", 9", 12", 15", or 18"
    (d8, 6-8 = roll d4 for move ond creature also has swimming or flying ability;
        roll d6, 1-2 = swimming, 3-6 = flying, ond os o rule these speeds will be greater than land move speed add 1-4 3" increments os you see fit or by random determination using d4)
HIT DICE. 7 to 10
    (d4 + 6, roll a second d4, and on a 4 the creature has 1-4 odditionol hit points per hit die, as determined by another roll of the d4)
% IN LAIR: (circurnstonces must dictate)
TREASURE TYPE: low value if any (circumstances must dictote)
NO. OF ATTACKS: See APPEARANCE TABLE below
DAMAGE/ATTACK: See ATTACK TABLE below
SPECIAL ATTACKS: See SPECIAL ATTACKS TABLE below
SPECIAL DEFENSES: See SPECIAL DEFENSES TABLE below
MAGIC RESISTANCE: 5% per hit die (to vary use d6, 1 = -5%, 2 = -10%, 3 = +5%, 4 = +10%, 5 = +15%, and 6 = STANDARD magic resistance)
INTELLIGENCE: Low, average, very, or high (d4)
ALIGNMENT: According to plane of origin
SIZE: S, M, or 1 (d8, I = S, 2-4 = M, 5-8 = 1)
PSlONlC ABILITY: Nil (90%) or 96 - 115 (d20 + 95)
    Attack/Defense Modes: A-D (d4) / F-H (d6, 1-2 = F, 3-4 = F and G, 5-6 = F, G, and H)
LEVEL/X.P. VALUE: <add XP values for special abilities? actually whole page should be C#, randomly generated>

Appearance Table:

HEAD
1. bat-like
2. bird-like*
3. crocodilian
4. horse-like
5. human-like
6. monkey-like
7. snake-like
8. weasel-like

OVERALL VISAGE
1. gibbering - drooling
2. glaring - menacing
3. rotting
4. skeletal
5 . twitching - moving
6. wrinkled - seamed

EYE COLOR
1. amber
2. black
3. blue
4. green
5. metallic
6. orange-red

NOSE (if necessary)
1. flat, misshapen
2. huge, bulbous
3. slits only
4. snouted
5. tiny
6. trunk-like

HEAD ADORNMENT
1. antlers
2. crest or peak
3. horns (1 -4)
4. knobs
5. ridge(s)
6. ruff
7. spines
8. none

EARS
1 . dog-like
2. elephant-like
3. human, tiny
4. human, huge
5. trumpet-like
6. none

EYES (d6, 1 = 1, 2-4 = 2,5-6 = 3-4)
1. small, multi-faceted
2. small, slitted
3. swivel-socketed
4. stalked
5. huge, flat
6. huge, protruding

MOUTH (d6, 1 = tiny, 2-3 = average, 4-6 = huge)
1. fanged
2. mandibled**
3. sucker-like**
4. toothed, small or ridged
5. toothed, large
6. tushed

BODY ATTRIBUTES (d6, 1-4 = bipedal,5-6 = quadrupedal, et al.)

Bipedal Torso
1. ape-like
2. bear-like
3. bird-like
4. human-like
5. pig-like
6. rat-like

Quadrupedal or Other Torso
1. amoeba-like
2. bison-like
3. cat-like
4. crab-like
5. horse-like
6. insect-like
7. serpent-like or reptilian
8. spider-like

General Characteristics (roll twice)
 
1. fat 2. broad
2. long 2. muscled
3. short 3. narrow
4. thin 4. rubbery

<fat = poison save bonus? see saving throw section in the DMG>

Tail (d6, 1-4 = tail)
1 . barbed **
2. dog-like
3. goat-like
4. horse-like
5. lion-like
6. pig-like
7. prehensile
8. stingered **

Body Odor
1. bloody
2. fishy
3. fecal
4. gangrenous
5. moldy
6. sweaty
7. urine
8. vomit

Skin
1. bald/smooth
2. furred
3. hairy/bristled
4. leathery/leprous
5. scaled
6. slimy
7. warted/bumpy
8. wrinkled/folded

Predominant Color
1. blackish
2. bluish
3. brownish
4. grayish - whitish
5. greenish
6. orangy
7. pinkish
8. purplish
9. reddish
10. yellowish - tannish

Back
1. humped/hunched
2. maned
3. normal
4. spiked/spined/ridged

Wings, if Any
1 . bat-like
2. bird-like
3. insect-like
4. membranous or fan-like

ARMS (2 or 4 if bipedal; 2,4, or 6 if otherwise)
1. animal-like
2. human-like
3. insect-like
4. tentacles

HANDS (d6,l-3 = all alike, 4-6 = different)
1 .clawed
2. human-nailed
3. pincered
4. toloned
5. tentacle-fingered
6. withered and bony

LEGS AND FEET (as applicable)

<>
LEGS
1. clawed
2. hooved
3. human-like
4. insect-like
5. snake-like
6. suctioned
7. taloned
8. webbed (all swimmers)

FEET
* 1 . duck-like
2. hawk-like
3. owl-like
4. pelican-like
5. stork-like
6. turkey-like

<*=?>

**Optionally poisoned (or 4 in 6)
        1. +1 on save
        2. normal
        4. -1 on save
        5. -2 on save
        5. insanity for 1-4 rounds
        6. weakness; 1 point per hit die permanently lost

A bit of imaginative creation is helpful in using the tables above. For
example, if the creature's body is amoeba-like, you might well decide to
give i t scores of tiny, bubbling sucker mouths over its entire body, and omit
any mouth on the head; of course, body covering would have to be adiusted
accordingly, and appendages selected to suit the monster. Likewise,
you should feel at ease adding to or amending the tables as you desire in
order to arrive ot still more diverse and unexpected lower planes
creatures. (Cf. THE DRAGON #20, Vol. Ill, No. 6: "Demonology Made Easy",
by Gregory Rihn. This excellent article gives some interesting thoughts on
variant creatures of the evil planes!) When you hove the form and appearance <link>
of the creature, determine strength, if necessary, and then attack
capabilities.
 
 
- Strength "To Hit" Damage
01-25 17 1 1
26-45 18 1 2
46-60 18 (01-50) 1 3
61-70 18 (51-75) 2 3
71-80 18 (76-90) 2 4
81-90 18 (91-99) 2 5
91-95 18 (00) 3 6
96-98 19 3 7
99-00 20 3 8
<finish links>

ATTACK TABLE
antlers or horns = 1 attack each, damage 1-2 to 2-8
mouth = 1 attack each, damagefrom 1 to3-12
tail = special attacks only, damage from 1 to 1-6
hands = 1 attack each possible if no weapon use, strength bonus applicable if used as clubbing weapon, damage from base 1-2 to 2-1 2
feet = 1 attack each if applicable (flyer, leaper, etc.), damage from 1-2 to 3-1 2
 

Damage amount is determined by overall size of creature, with strength
bonuses where applicable, and the size and type of body weaponry, i.e. a
huge creature with clawed hands would get damage ratings of at least 2-8
per hit. Constriction or hugging damage would be commensurate with a
known creature of the same approximate size. incidenta; spine-type damage
is best kept relatively low -- 1-3, 1-4, or 1-6 range. Special effectsfrom
these attack forms -- poison, energy drain, heat, cold, electrical discharge,
paralysis, or whotever-should be kept to a minimum.

Special attacks and special defenses can't be dealt with in as much detail
as would be desirable in a work of unlimited length. The tables below will
suggest various magical attack/defense forms, and the DM is urged to add
others of his own creation as appropriate to the plane and the creature.

SPECIAL ATTACKS (1 -3)

1 . ability drain
2. energy drain (cold)
3. gaseous discharge or missile discharge
4. heat generation
5. life level drain
6. spell-like abilities
7. spell use
8. summon/gate

Spell-like and spell use abilities should be bosed upon intelligence level
and relative strength in hit dice. Compare doemons, demons, devils, and
night hags. From 1-2 spells and a like number of spell-like abilities is sufficient
for lesser creatures, while'the more powerful and intelligent will
get a toto1 of 2-5 each, some being of higher level (telekinesis, teleportation,
etc.).

SPECIAL DEFENSES (1 -4)

1. acid immunity
2. cold immunity
3. electrical immunity
4. fire immunity
5. gas immunity
6. metal immunity
7. poison immunity
8. regeneration
9. spell immunity
10. weapon immunity

Immunities above four are possible only if the general class (demons,
devils, etc.) has more. Metal immunity can pertain to iron, silver, steel, or
any other, including combinations, but excluding mogicol weoponry.
Regeneration base is 1 hit point per turn, with exceptional creatures
having a maximum of 1 per round. Spell immunity must be limited to 1-4
pre-determined spells. Weapon immunity refers to creatures hit only by
magical weapons of a certain volue, i.e. + 1 , +2, etc.

OTHER ABILITIES

1 .audial superiority
2. surprise capability
3. visual superiority

Audial or visual superiority will tend to negate surprise and enable detection
of creatures through sound or vision. Surprise capability relates to
special movement ability and possibly other factors. Visual superiority
refers to infravisual and ultravisual capabilities.

To avoid having nothing more than different mixtures of the same old ingredients,
be certain that you put a bit of personal creativity into each
monster. A list of new and different factors should be started, perhaps in
the margin, and then fresh ideas added as they come. When a monster is
devised, cross off the unique features from the marginal list.
 

OUT ON A LIMB
The other complaint I have is with the Sorcerer’s
Scroll. I see this article as one in many of a
series which is making TSR into a Judges’ Guild <link>
organization. Random demons indeed! It would
make more sense to give a list of demon noses than
a d6 chart. Such charts are for the two types of DMs
that run dungeons the worst: the DM sans imagination
and the DM who rolls dice to absolve blame.

If you can’t think of what a demon looks like,
use the prerolled demons or none at all. If you lack
the imagination to create dungeon denizens, do
you have the imagination to create a dungeon?

Then there is the DM that rolls dice and points
the blame to the plastic polyhedra. I like to be in
control of my dungeons. This lets bias slip in, but I
would rather be biased than let a group of wandering
flesh golems slip into my first level where they
do not belong.

To give an illustration: When I began to DM, I
had a group of Pixies inhabiting a room in my
second level. They had a magic sword (roll dice!
83! the life drainer!) which they did not use because
it was too big for them.

So the party slew the pixies and took the sword.
Whereupon the party commenced to destroy my
dungeon. Lacking critical hits and fumbles (something
AD&D sorely needs) the monsters rarely did
more than d6, while the fighter did d6 and sucked a
life level.

The obvious solution is to make the table more
of a suggestion than a chart. But this is not emphasized
in the games I have seen. There are times
when dicing is necessary, there are times when it is
useful, and there are times when it is a neck-pain
and waste of time (combat, rolling versus characteristics,
and demon generation being respective
examples).

In the time it takes me to find my dice, roll them,
index them to the table and write the result down, I
can invent the random demon and it will make
more sense to me than a snakelike, antlered,
wrinkled, dogeared demon with huge flat red eyes,
huge mandibled mouth, maned back, bristly skin,
and an overall red skin.

This does not relate to the above, but to the
over-abundance of demons in the game. There are
too many demons attacking the wrong people.
Demons, by their very nature, should either be
involved with demon conjurers or be attacking the
clerics/saints. Demon conjurers usually want info
or spells from the demons, because they are too
hard to control and make fight for one to deal with
them. AD&D uses spirit-wrack and cacodemon as
efforts to control this tendency. It does become
very hard to work with demons, but only because
the spells are of high level, not because the effort is
difficult to keep going.


Marc Jacobs
[edit]
(The Dragon #28)

Just how extensive is your imagination? There
are 666 Layers of the Abyss. Each of these layers is
populated by at least one demon. Using the diversity
of our natural world as a guideline, it stands to
reason that most of these layers could conceivably
be populated by different demon types. Now, the
MONSTER MANUAL gives about a dozen types.
What about the rest of the Abyss? The Talmud
states that there are 7,405,926 demons; do they all
look like a dozen specimens? What if, in the context
of your game, you all go to the abyss? Traditional
thought states that there exists a great diversity of
demons — how would you encounter demons
there without becoming hopelessly confused. Your
problem, I fear, is not enough imagination on how
that article might be best utilized.

How can a person that claims that he wants
CONTROL over his campaign allow those rotten
little pixies to have such a sword in the first place?
This smacks of un-imaginativeness and mere dice
rolling . . . — Ed. <Tim Kask> [edit]