WARNING:
Viewer discretion advised
(PG13)
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<Unofficial: Appendix D is for Demons
&& Devils ONLY>
<Fiends are daemons, etc.>
<cf. Hordling of Hades>
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 |
31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 |
41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 |
51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 |
61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 |
71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 |
81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 |
91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 |
At times it 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 additionol 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. tusked
BODY ATTRIBUTES (d6, 1-4 = bipedal,5-6 = quadrupedal,
etal.)
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 |
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.
2.
3.
4..
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
Fire Demon
17.
Bulezau
18.
Abyssal Wurm
19.
Malephant
20.
Baernaloth
21.
Chain devil
22.
Maurezhi
23.
Immolith
24.
Demonologist
25.
26.
27.
28.
29.
31.
Of the Faith, by Dorian Cleavenger
32.
Plight of the Seraphim, by Dorian Cleavenger
33.
Purgatori, by Dorian Cleavenger
33.
Spined Demoness
Image by Dorian Cleavenger
FREQUENCY: Uncommon
NO. APPEARING: 1 to 2-8 (circumstances must dictate)
ARMOR CLASS: -2
MOVE: 18"
HIT DICE. 7
% IN LAIR: (circurnstances must dictate)
TREASURE TYPE: low value if any (circumstances must dictate)
NO. OF ATTACKS: 6
DAMAGE/ATTACK: mouth: 1, 2 hands: 1-2, 2 feet = 1-4+4,
tail: 1-6+4
SPECIAL ATTACKS: heat generation (as balor, without flames),
gaseous discharge (as stinking cloud)
SPECIAL DEFENSES: acid immunity, gas immunity, fire immunity,
+1 or better weapon to hit
MAGIC RESISTANCE: 30%
INTELLIGENCE: Low
ALIGNMENT: CE
SIZE: M
PSlONlC ABILITY: Nil
LEVEL/X.P. VALUE: 225 875 175 125 + 8
HEAD: human-like = 5
HEAD ADORNMENTS: horns (1-4) = 3
OVERALL VISAGE = gibbering - drooling = 1
EARS: human, tiny = 3
EYE COLOR = blue = 3
EYES = swivel socketed = 3
NOSE = flat, misshapen = 1
MOUTH = fanged = 1
BIPEDAL TORSO = human-like = 4
GENERAL CHARACTERISTICS = thin = 4
GENERAL CHARACTERISTICS = rubbery = 4
TAIL = barbed ** = 1
BODY ODOR = fecal = 3
SKIN = bald/smooth = 1
PREDOMINANT COLOR = pinkish = 7
BACK = spined/spiked/ridged = 4
ARMS = human-like = 2
HANDS = clawed = 1
LEGS AND FEET = taloned = 7
STRENGTH = 18 (+1, +3)
# OF. ATTACKS: 6
DAMAGE/ATTACK: mouth: 1, 2 hands: 1-2, 2 feet = 1-4+4,
tail: 1-6+4
SPECIAL ATTACKS: heat generation, gaseous discharge
SPECIAL DEFENSES: acid immunity, gas immunity, fire immunity,
+1 or better weapon to hit
OTHER ABILITIES: Surprise on a 1-3
These wretches are found on the 2nd Layer of the 666 Layers
of the Abyss, where they spend most of their gibbering in eternal torment.
The souls of those who raped and murdered in life, they
are preyed upon in like fashion in the Abyss.
34.
"The Kindling", by Dorian Cleavenger
35.
Psychiatrist Devil
by Dorian Cleavenger
36.
by Dorian Cleavenger
37.
38.
by Dorian Cleavenger
39.
Necrophiliac Demon
by Dorian Cleavenger
40.
by Dorian Cleavenger
41.
by Dorian Cleavenger
(doesn't really seems like a full fiend)
42.
by Dorian Cleavenger
again, doesn't really seem like a full fiend
43.
by Dorian Cleavenger
44.
by Dorian Cleavenger
45.
Octofucker
46.
by Dorian Cleavenger
47.
by Dorian Cleavenger
[feels more like an alu-fiend, to me]
48.
Abyssal Rapist
by Dorian Cleavenger
49.
by Dorian Cleavenger
50.
by Dorian Cleavenger
51.
52.
54.
55.
56.
57.
58.
59.
60.
61.
62.
63.
64.
65.
Varlak the Evil Lord
66.
67.
68.
69.
70.
71.
72.
73.
74.
75.
76.
77.
78.
79.
80.
81.
82.
83.
84.
85.
86.
87.
88.
89.
90.
91.
92.
93.
94.
Crepitus (Pathfinder)
95.
Leukodaemon
(Pathfinder)
96.
Gidim (Pathfinder)
97.
Heresy Devil (Pathfinder)
98.
99.
Caim
100.
101.
*template***template*