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Fiend Folio of the Marvel Universe

Rules from Technohol 13 Compiled and edited by Jason Lark

Marvel Universe
Unofficial Handbook to the Marvel Universe Abyssal Princes / Lords 6 Larvae Alkiliths 10 Manes Alu-fiends 14 Mariliths Armanites 18 Maurezhi Babau 22 Molydeus Balors 26 Nabassu Bar-lgura 31 Nalfeshnee Bulezau 35 Quasits Cambion 39 Rutterkin Chasme 43 Succubus Dretch 47 Vrock Glabrezu 51 Wastrilith GoristroI 56 Yochlol Hezrou 60 65 67 70 75 79 84 88 93 97 101 105 109 113

Demons

In the darkest depths of the infinite layers of the Abyss, terrible creatures fester. Whether born from the cast-off spiritual remnants of chaotic and evil mortals, from frenzied interbreeding amongst themselves, or even from the bedlam of the Abyss itself, demons rise. Mad passion and dark desire made manifest, demons are perfect reflections of their home plane, each a horror like no other. While many demons share similar forms, this is because these demonic entities have learned what shapes help them survive their home, mostly through evolutionary trial and error on an infinite scale. And to survive in the Abyss, demons must be willing and able to kill anything and everything they can... and not only are the demons capable of this, but they relish each opportunity. Each demon has suffered and inflicted more suffering than you can possibly imagine, for it is all they know. The more powerful amongst them abuse their lessers at the slightest whim, because who is to stop them? The less powerful demons withstand this punishment in the hopes of returning the favor some day, and in turn take out their aggression on anything they perceive to be weaker than themselves. But why do the demons act so? Each and every demon, from the only slightly sentient dretch to the mighty Abyssal lords themselves, feel that they know the Answer, the singular truth behind not only their lives, but of existence as a whole. They try to teach each other the tenets of this Answer, but demons are so fiercely independent that they try to shout down all others, and thus the current situation.

Demon Origins and Evolution


Demons, as stated above, generally originate from three separate sources. They most often come from the souls of deceased mortals of chaotic and evil mindsets, landed in the Abyss in the form of despicable larvae. While some manifest in more advanced forms, such as manes, dretches or rutterkin, few entities are possessed of sufficient evil to arrive on the plane in any form other than that of a larvae. Of course, demons are mercurial and passionate creatures, and often breed - it's one of the few things they do with each other that doesn't involve murder. Breeding usually produces a new demon that is of equal station or some midway between the two levels of its parents' evolution, unless true demons breed; this results in lesser forms as only the true demons have experienced and dealt enough suffering to attain that level. Finally, demons occasionally just spring into existence from nothingness. A plane of roiling chaos and selfish evil, the Abyss only loosely follows the 'rules' of causality that we take for granted, and sometimes it just spits out whole life forms at the drop of a hat. These new demons are never manes, which are still technically petitioners, and are most likely dretches or rutterkin, but are sometimes more powerful. Once a demon is present in the Abyss, it will evolve or die. Demons grow in power by convincing others that it is stronger than they, whether by demonstrating this with direct action or faking it with trickery and treachery. When it truly believes it is better than its fellows, and enough of said fellows also believe this, a tanar'ri will slowly change, its form evolving in one of several fashions. There is no set 'pattern' to this, as there is in Baator, no 'lessons' to be learned from each

form, as with the yugoloths. A demon is as powerful as it believes it is, and while they most often move from their existing form to one that is only slightly more powerful, sometimes a demons can jump through the 'ranks' to a significantly more powerful configuration if it possesses exceptional capability. This happens with greater frequency on particularly hostile planes where one demon form is more suited to survival than any others. But not always. With the demon, it's hard to pin them down into categories or rules - they are creatures of chaos as much as they are entities of evil. Sometimes a dretch may fight hard and become a rutterkin, or instead evolve into a bar-lgura. Who knows?

Common Demon Powers


Though they are highly chaotic creatures, and sometimes are in fact unique compared to their brethren, the demons have all developed a standard set of supernatural abilities thanks to their time in the Abyss. Untold millennia of evolution in the harshest environs possible have imprinted these demonic powers onto (almost) each representative of the demon species, and no matter what other powers they have, all demons will wield these: Darkness: creatures of blackest evil, the demons have the inherent ability to share the inner darkness of their souls with the world at large. This isn't an especially potent ability, working only at Poor (4) rank, but thanks to its functioning on the near range table, a demon can easily coat an entire area with inky blackness of the supernatural sort - even powers like infravision may fail within. Damage Reduction / Cold Attacks: though they are not immune to the effects of this kind of damage, all demons possess considerable resistance to it (on top of any other protective abilities they may wield). When exposed to cold effects in their environment, a demon may reduce its intensity by 2 CS before attempting to resist it further by any means, making cold much less effective against the fiends. Damage Reduction / Magic Attacks: furthermore, most demons possess powerful resistance to the effects of magic, themselves being so chaotic in nature. The strength of this power varies from demon form to demon form, but almost all of the beasts bear at least 1 CS of damage reduction against magic, sometimes even more. This applies to either magic energies, spells, or even enchanted items. Infravision: a large number of the Abyss' countless layers are dark far beyond mortal ken, and have never seen the light (either metaphorically or otherwise). As such, the demons as a whole have developed the means of seeing by heat as well as light (though this sense can be confounded by enough tanar'ri emitting their darkness in tandem). This power works with Good (10) ability. Invulnerability to Fire, Electricity, Heat and Poison Attacks: demons are incredibly hardy creatures - they have to be to survive at all in the endless, horrific wastes of the Abyss. The demonic creatures possess complete immunity to these forms of damage, regardless of their source; whether ambient in the environment or applied as an attack form, these phenomenon do not affect demons. Portal Sense: all demons beyond the manes level of development (i.e., the weakest) are true planar beings. As such, they have the 'spark' of the planes within them, and can see the subtle differences between one universe and another. This allows them to see portals

between one realm and another, whether on layers within a plane or between two different planes entirely, with Excellent (20) ability. Telepathy: finally, all demons beyond the manes level of development are truly sentient beings, and thus can wield this power. Since few demons actually speak the same language, direct mind-to-mind communication is the only way they can really convey messages, ideas and (usually) threats to each other, and the tanar'ri may wield this supernatural power with Typical (6) skill.

Other Demon Dis/Abilities


Complementing (after a fashion) the extensive supernatural capabilities common to all Demonic beings, these demonic life forms also possess several other powers and weaknesses. The enterprising plane walker will keep them in mind whenever they intend to go toe to toe with these horrific monsters of murder and mayhem, or even if they don't; you never know when these chaotic terrors will turn up out on the planes. Susceptibility: demonic creatures all, demons are susceptible to the use of holy water and holy weaponry. Holy water can be used to inflict its wielder's Psc (will) rank in Karmic damage to a demon, while holy weapons bypass any supernatural defenses a given demon may possess. Similarly, all demons possess a like weakness against weapons forged from cold-wrought iron.

Abyssal Princes / Lords

Fighting Monstrous (75) Agility Remarkable (30) Strength Amazing (50) Endurance Monstrous (75) Reason Remarkable (30) Intuition Excellent (20) Psyche Amazing (50) Health 230 Karma 100 Resources 50 Popularity n/a Origin: Abyssal princes and lords are beings of staggering power, demonic entities that have grown in power through eons of suffering, both given and received. These demons are each unique beings, having evolved past the 'shared' forms of their fellows. Known Powers: Demon Physique: Abyssal princes and lords are demons - or have perhaps evolved past such origins. They are each unique in appearance and powers, though they nonetheless share the supernatural abilities common to all tanar'ri, including the following: * Darkness: all demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area an Abyssal prince or lord currently occupies (it works within Near range). * Damage Reduction / Cold Attacks: while not immune to the cold, a demon is nonetheless quite resistant to it - possibly due to their continual fire generation. When

exposed to cold damage, a demon may reduce its intensity by 2 CS - before other defenses apply. * Damage Reduction / Physical and Magical Attacks: while not immune to all magical and physical assault, Abyssal princes and lords come pretty darn close. They may reduce all such assaults directed at their person by 3 CS - even before any other defensive abilities are considered! * Dimensional Transit: in addition to being able to teleport, demons can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting tanar'ri may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: conventional demons possess complete immunity to these damage forms. An Abyssal prince or lord may switch this up when they emerge, however, changing one invulnerability for another to better fit their new powers. * Portal Sense: planar beings all, demons have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all demons can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, the demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Causality Control: those Abyssal princes who take command of a layer (or more) of the Abyss gain a limited form of this power. They cannot wield it directly (say, against foes), but they can use it to slowly reshape layers they have conquered as they see fit. While in their layer, an Abyssal lord can change any aspect of the universe to suit their purposes, from gravity to molecular makeup to even metaphysical properties, if they wish. Which is why so many layers of the Abyss are so horrible to visit - much less live in... Revival: like their lessers, Abyssal princes and lords can sometimes give death the laugh. Unless killed inside the Abyss or eaten, they may attempt to reconstitute themselves on their home plane with Good (10) ability. The difficulty involved, of course, depends on how they die... Unique Powers: while the Abyssal princes and lords generally possess the same 'pool' of powers common to all demons, that's where the required similarities end. Thanks to their unique natures and power levels, these demons may have any power set they choose. When they ascend to the status of prince, a demon can pick its own form and powers, the two of which most often work together seamlessly. These can involve the usual fangs, claws and supernatural powers, but can go any direction the prince wishes. Which is kind

of the point.

Equipment: Nothing specific. An Abyssal prince or lord may have a unique item that they have crafted that is either an extension of their own life force and power, or was built separately over eons of time to increase their might. Or they may just carry personal items from times and forms past. Weaknesses / Limitations: Susceptibility: like all demons, Abyssal princes and lords are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Quirks: Nothing specific. Demon princes and lords can look perfectly human or absolutely alien in aspect - or look like nothing at all. They are rarely hampered by deleterious physical quirks, or else they'd have not got this far, but they're often beset by similar mental quirks. Talents: Nothing specific. One of these powerful demons is likely to hold one or more talents relevant to their history, or perhaps one of the forms they inhabited in the past. Alternately, they may possess other skills related to their final ascension beyond the 'common' demonic shapes. Characteristics: The Abyssal princes and lords, they are chaotic and evil like all demons. However, they are smart enough and powerful enough that they can hold in their overwhelming hatred and madness when it suits their purposes. This allows them to lead other demons (and not just kill them). Many are imperial, and many more are murder embodied in physical form - and many more are both such things. However, having earned their place in the cosmic scheme of things, these entities are not bound by any precepts save their own history, personality and philosophy. Appearance: Just like the personalities of the Abyssal princes and lords, their appearances can be literally anything. They may appear as a 'super' form of a normal demon, a 'modified' representative of another race, or even something as strange as the most alien of hordlings. Ecological Niche: An Abyssal prince is a demon who, after uncounted eons, has evolved past the known, common forms of their kind. They've increased their personal power such that they no longer need to lean on such a crutch, and can chose a unique form and power set all their own. As such, an Abyssal prince will generally have the same 'common' powers that other demons do, but this is not always the case. For instance, instead of immunity to fire, an Abyssal prince may instead be immune to cold, or perhaps darkness, and wield it like a

weapon all the same. The princes of the Abyss gather on the first layer of the plane, the Plain of Infinite Portals. There, they build armies and fortify whatever stronghold they occupy (or build) on that desiccated ruin of a universe, searching for a lower layer they can call their own. This involves either conquering a layer for their own use, or making a deal with it to corule; each layer of the Abyss, while not necessarily smart, is definitely aware. Those who fail are absorbed into a layer, and added to its power (making it even harder to conquer). Those rare princes of the Abyss who can manage to conquer one (or more) layers of the plane are known as Abyssal lords. They gain the ability to reshape their layer in any way they can imagine - and demons, being creatures of chaos and evil, can imagine a lot. They actually gain a limited form of the causality control power, letting them rewire the physics (and metaphysics) of their Abyssal layer, working in concert with the layer itself to make it reflect the lord's mind and desires. And now you know why the Abyss is so horrible...! Thus, the Abyssal lords hold sway over demons- or at least, the portion of that race that occupies the layer they command. Most Abyssal lords work hard to further the race's overall goal Thus, they participate in the Blood War, as much as they can afford, at least when not fending off attacks from other lords or would-be lords, or dealing with meddlesome adventurers.

Demon, Alkilith

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Fighting Remarkable (30) Agility Amazing (50) Strength Good (10) Endurance Excellent (20) Reason Excellent (20) Intuition Remarkable (30) Psyche Remarkable (30) Health 110 Karma 80 Resources 20 Popularity n/a Origin: The solitary alkiliths are powerful demons of the Abyss. Considered 'true' members of their race, they possess a startling array of supernatural powers with which to tempt and slay mortal fools, and are partially immortal in that even death outside the Abyss may not stop them for long! Known Powers: Demon Physique: powerful demons, alkiliths are incredibly dangerous demonic entities. They possess a large array of physical and supernatural powers, an inherent psionic potential, and even the ability to shrug off death! Their considerable powers include the following: * Darkness: all tanar'ri have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area an alkilith currently occupies (it works within Near range). * Damage Reduction / Magical and Cold Attacks: while not immune to magic or cold attacks, alkiliths are considerably resistant to these attack forms. When exposed to such

damage, an alkilith may reduce its intensity by 2 CS - before other defenses apply. * Damage Reduction / Blunt Attacks: the nature of their amorphous bodies make the alkiliths highly resistant to blunt force trauma. They benefit from a staggering 3 CS of damage reduction against assaults which inflict Blunt Attack, Blunt Throwing and Force damage. * Dimensional Transit: in addition to being able to teleport, demon can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting tanar'ri may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Corrosion, Electricity, Fire, Heat, and Poison: demons are hardy creatures - they have to be to survive at all in the endless, horrific wastes of the Abyss. The caustic alkiliths in particular possess immunity to corrosion, electricity, fire, heat, and poison. * Portal Sense: planar beings all, alkiliths have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all alkiliths can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, the demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. Additional Limbs / Pseudopods: as a general matter of rule, alkiliths have no limbs to speak of. However, they can form several pseudopods at their leisure, and may attempt up to four separate attacks with them each turn - whether 'bare handed' or holding a weapon. Animal Control: highly intelligent blobs of corrosive poison, alkiliths hold some power over like, lesser intelligent entities. An alkilith may hold Excellent (20) sway over any non-sentient ooze, jelly, slime, or fungus-based monstrosities. Annulment: in addition to their considerable magic resistance, an alkilith has the ability to completely dispel magic in its vicinity as well. Functioning at Good (10) rank, this spell-like power allows them to easily counter most weaker magic used against them. Circular Vision: alkiliths tend to have anywhere between three and seven eye globules scattered across their body at any given time. This allows them to visually observe everything occurring in their environment around them, thus allowing them the use of this ability. Cold / Ice Generation: three times per day, an alkilith may emit intense cold or ice. It may do this with Excellent (20) ability, in a manner which strikes foes within a thirty degree arc with sheer cold or constructs a wall of ice sufficient to block an entire area off from the outside.

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Corrosion: though not physically strong, alkiliths can inflict staggering damage thanks to this ability. They can exude acids on touch, which act to inflict Good (10) SD Metabolic damage to inorganic entities as well as the materials and equipment of their many foes. Danger Sense: alkiliths are supremely aware of their environments, and are thus rarely surprised. They possess this supernatural awareness of their surroundings at Good (10) rank, though this ability is increased by +2 CS while they're actually in the Abyss. Death Ray: not content with simply corroding others, an alkilith can kill outright! They may emit a ray of anti-life energies at will, which inflict Good (10) Karmic damage with each blast - literally canceling out some of one's life force with each attack! Disease: the vile alkiliths are harbingers of plague. They can inflict terrifying, transient diseases with Good (10) ability. Those who cannot resist this power will be subject to power rank Metabolic damage, as well as the effects of the disease in question, for 1d100 turns. Magic Sense: all alkiliths have the ability to sense ambient magic in their environment. They may do so with Good (10) ability, which lets them spot magical items, beings and other phenomena within Near distance of their person (four areas). Paralysis: complementing their destructive powers, alkiliths can also paralyze a single foe with Excellent (20) ability, per the spell of the same name. This makes it much harder for the victims of an alkilith to avoid being utterly destroyed or corrupted by their power! Poison: the acidic secretions of the alkilith are not only corrosive, but are also poisonous! Those who are touched by an alkilith must pass an Endurance FEAT roll against this Good (10) ranked power or suffer like SD Metabolic damage, each time one comes in contact with the creature. Revival: like other true tanar'ri, alkiliths can sometimes give death the laugh. Unless killed inside the Abyss or eaten, alkiliths may attempt to reconstitute themselves on their home plane with this Typical (6) ranked power. The difficulty involved, of course, depends on how they died. Summoning: while their prowess is less than other true demons, alkiliths can also summon their fellows in a pinch. At Typical (6) rank, an alkilith can attempt, once per day, to summon forth either one to three chasme or just one hezrou. Transformation / Self: while usually encountered in the form of an acidic slime, an alkilith may transform into a vaporous state. This horrific mist will cover an entire area, and automatically prompts an attack with their poison ability against anyone present (Good (10)). Natural Psi-Powers: In addition to the above, considerable array of supernatural powers, alkiliths are also equipped with natural psionic abilities. These capabilities will vary from alkilith to alkilith, but will usually be of either an empathic, metapsi, or psipathic bent, most often being destructive in nature. Weaknesses / Limitations: Susceptibility: like all demons, alkiliths are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective

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against such assaults, and they take damage from such attacks in the normal fashion. Equipment:(none)

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Quirks: Unattractive 3: alkiliths are shapeless, formless catalysts of decay! Mortals react very negatively to an alkilith, both for their appearance and demonic natures, and alkiliths are at a -6 CS to all NPC reactions when interacting with humanoid beings of any kind (even other demons)! Talents: (none) Characteristics: The ranks of the alkiliths are filled with sadistic and solitary sociopaths. They live only to spread the corruption of the Abyss across the multiverse, and everything they do acts to further this goal. They gleefully ruin anything or anyone that is pure or pristine, in any way they can. Appearance: An alkilith is a formless blob of protoplasm. It may be of virtually any coloration, and may form pseudopods at its leisure - which may or may not have an eye globule sequestered within. Alkiliths usually have from three to seven such globules scattered across their body. Their 'skin' is hardened protoplasm, which slowly cracks and is reabsorbed into itself as fresh ooze flows outwards. This never-ending cycle of skin growth and decay is yet another manifestation of the corrupting, corrosive nature of an alkilith - as if one needed more reminders. Ecological Niche: Alkiliths are never born, nor are they spontaneously created in the roiling chaos of the Abyss - despite being a veritable embodiment of such. No, as true demons, alkiliths are formed from lesser demons who gather enough power (either literally or in the minds of others) to become one. They tend to roam alone where they may, quickly rising to the top of most food chains. Alkiliths are a corrupting influence wherever they go, quickly bringing cities, regions or even whole nations to heel as their caustic, diseased pseudopods affect more individuals over time. Oddly, alkiliths are often the chosen assassins of Abyssal lords. Their ability to get most anywhere and staggering lethality make them excellent killers, since even the demons don't see them coming most of the time - especially if they're traveling in their vaporous form. When not working for an Abyssal lord, alkilith pursue their own agendas. They do not take part in the Blood War, their alien mores pulling them their own direction (not that they wouldn't kill a baatezu given half the chance). Alkiliths manage this by actively avoiding babau and molydei. In the inhospitable layers of the Abyss where alkiliths thrive, hardly anything else - even most demons- dare to tread...!

Demon, Alu-fiend

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Fighting Good (10) Agility Excellent (20) Strength Good (10) Endurance Good (10) Reason Excellent (20) Intuition Good (10) Psyche Good (10) Health 50 Karma 40 Resources 6 Popularity n/a Origin: There are theoretically an infinite amount of alu-fiends in the Abyss, but these demons are somewhat rare. The descendants of demonic succubi and mortal males, the alu-fiends are most often evil entities, and possessed of startling supernatural powers both natural and trained. Known Powers: Demon Physique: while they are weaker than most other demons, alu-fiends are considered 'actual' members of the race. The offspring of succubi and mortal males, alufiends are true planar entities, and possess these demonic capabilities: * Darkness: all demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area an alu-fiend currently occupies (it works within Near range).

* Damage Reduction / Cold and Magic Attacks: though they are not immune to the effects of cold or magic, alu-fiends are considerably resistant to these attack forms. When exposed to any such damage, an alu-fiend may reduce its intensity by 2 CS - before any other defenses apply. * Dimensional Transit: in addition to being able to teleport, demons can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting tanar'ri may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: demons are hardy creatures they have to be to survive at all in the endless, horrific wastes of the Abyss. Their forms have evolved over time to give them complete immunity to fire, electricity, heat, and poison. * Portal Sense: planar beings all, alu-fiends have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all alu-fiends can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Additional Limbs / Wings: alu-fiends have, bat-like wings issuing forth from their back. Giving them the magical power of flight, which alu-fiends can use with Poor (4) ability (60 m.p.h.). Body Armor: supplementing their already impressive defensive supernatural powers, alu-fiends also possess natural ruggedness. They possess Typical (6) protection against physical attacks, which also offers them Feeble (2) defense against energy-based attack forms. Charm: alu-fiends possess the ability to charm a single target, per the spell of the same name. This skill lets them make temporary 'friends' of those who fail a Psc (will) FEAT roll against this Excellent (20) ranked power, until she attacks or they can break free of it. Danger Sense: a powerful gift they inherit from their mothers, alu-fiends are rarely surprised. They possess this supernatural awareness of their environment at Good (10) rank, which informs them of any dangers, active or passive, that threaten them. Disguise: this spell-like power allows the alu-fiend to superficially change their appearance. They may assume the form of any humanoid being, regardless of gender or other qualities, as long as they remain the same approximate size (no size change greater than 50 percent). Mesmerism: alu-fiends possess a limited form of mind control. They may direct a target to engage in any reasonable activity they desire, and their foe must resist this Good (10)

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ranked power or comply. Of course, obviously harmful instructions automatically fail. Portal: in addition to the normal demonic ability to teleport, alu-fiends wield the power to build a momentary portal between one location and another once per day. This skill works with Remarkable (30) strength, but functions on the Near range table (8 area range). Vampirism: while they possess no inherent physical weaponry like most demons, alufiends have the ability to drain energy from those they touch. This power works at Typical (6) rank, but life drained can only be used to restore lost Health points. Schooling: Philosophical Magic: a small number of alu-fiends possess actual education in sorcery. These typically have a Reason score above the Good (10) rank listed above, and will be from novice to disciple level in this school (from one to eight spells). Alu-fiends most often wield the power of Destruction, a blending of Chaos and Evil, but occasionally lean towards one or the other of those core philosophical forces instead. Very rare alu-fiends will wield philosophical magics of Corruption, Disruption or even Balance. Weaknesses / Limitations: Susceptibility: like all demons, alu-fiends are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Equipment: Magic Items: alu-fiends usually carry at least one magical item, a gift (or gifts) from their mothers. These are most often low-level magical items, providing a +1 CS to hit and/or +1 CS to damage (weapons), or +1 CS to their Body Armor and/or even 1 CS of deflection (armors). Quirks: Attractiveness: alu-fiends have a certain something about them that people seem to find attractive. Unless they exhibit the conventional demonic behavior (mindless bedlam and violence), they'll usually receive a +1 CS NPC reaction from those they interact with. Talents: Lore: whether or not they embrace magic as a supplement to their own power, alu-fiends are all possessed of dark knowledge. Their mothers often give them great secrets and insights into demons and the Abyss, and their Reason should be considered +1 CS in such areas. Weapon Skill: similarly, alu-fiends will also train rigorously in at least one weapon, even if they have sorcery to lean on. This will most often be an education in the use of whatever magical weapon(s) they possess, which they'll be able to use at the applicable ability +1 CS.

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Characteristics: Alu-fiends are all rather hateful. Feeling outcast from both human and demon society, the alu-fiends rage against all who would belittle them, and avenge all slights real and imagined when possible. A rare few alu-fiends are a little less extreme in their behavior. Appearance: Alu-fiends appear, on a first glance, as perfectly normal human females. A closer inspection however will reveal their seemingly 'powerful' features, along with conspicuously up-sloping eyebrows, not to mention the small, supernaturally powerful bat-like wings on their backs. Ecological Niche: The alu-fiends are low on the demon totem pole, and most demons look upon them with disdain since they did not earn their power; alu-fiends only come about as the children of succubi. Of course an alu-fiend, like all demons, can earn the respect of its kind with raw power.

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Demon, Armanite

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Fighting Excellent (20) Agility Good (10) Strength Excellent (20) Endurance Remarkable (30) Reason Typical (6) Intuition Good (10) Psyche Remarkable (30) Health 80 Karma 46 Resources 6 Popularity n/a Origin: Whether born via conventional breeding or ascended to from lower forms of tanar'ri, armanites are demonic planar beings. They have a bevy of supernatural powers with which to commit their depredations, and some excel in one or more further paths of power, as well. Known Powers: Demon Physique: armanites are demonic entities hailing from the Abyss. While they are 'lesser' demons they possess some discipline despite their chaotic dispositions, making them truly deadly in large numbers. Armanites possess these demonic capabilities: * Darkness: all demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area an armanite currently occupies (it works within Near range). * Damage Reduction / Cold Attacks: though they are not immune to the effects of cold attacks, demons are considerably resistant to such. When exposed to any form of cold in their environment, a demon may reduce its intensity by 2 CS - applying this reduction even before other defenses. * Dimensional Transit: in addition to being able to teleport, demons can transition

themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting demons may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: demons are hardy creatures they have to be to survive at all in the endless, horrific wastes of the Abyss. Their forms have evolved over time to give them complete immunity to fire, electricity, heat, and poison. * Portal Sense: planar beings all, armanites have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all armanites can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Additional Limbs: armanites all possess six limbs. Most of the creatures are centaurlike, having four legs, but a few take after a kangaroo, and instead possess four arms. This allows them an additional attack with their 'extra' limbs each turn. Conventional armanites can wield this attack in the form of a stomp with their spiked hooves, inflicting their Strength rank +1 CS in Edged Attack damage. The more kangaroo-like armanites may make an extra weapon attack with their spare arms, if they bear additional weapons. Body Armor: supplementing their already impressive supernatural protections, armanites also possess considerable resistance to conventional injury. They possess Good (10) ranked body armor, a protection from attack which breaks down as follows: Electrical Generation: oddly enough, armanites have the ability to generate electrical power to some extent. Most of them can only imbue projectiles like arrows with electricity, changing the damage they inflict to Energy. Troupe leaders, or Knechts, can do this with melee weapons as well. But more powerful armanites, the leaders of strongholds and towns known as Konsuls, can actually project lightning bolts! These powerful blasts of lightning can inflict Remarkable (30) Energy damage per deadly blast, and may be wielded up to three times per day. Flight: armanites have the ability to fly up to one hour per day, doing so by 'galloping' into the air and then subsequently running on it. They may move at 60 miles per hour while they streak across the skies, which translates into Poor (4) flight. Growth: the armanites as a whole are huge. The demonic beasts stand a good ten feet tall, though their 'horse' halves are but six feet high overall. This translates into Feeble (2) growth, which doesn't give them an abnormal size factor, but is noted for posterity.

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Lightning Speed: those armanites who possess four legs (as opposed to the ones with extra arms) may move lightning fast in a pinch. They can gallop at Feeble (2) ground speeds (30 m.p.h.) normally, and push it to 60 m.p.h. (Poor (4) ground speed) as if running normally. Spectral Vampirism: armanites have the power to feed on the spiritual energies of their enemies, usually doing so after having physically slain them. The act of eating a foe's body allows an armanite to feed upon his very soul as well, and he may do so at Good (10) rank. Once an amount of spiritual energy equal to the Mental Health of their fallen foe has been consumed, that person's soul is considered to be lost, unable to be resurrected by conventional means. It is unknown if they require spiritual energy to survive, but armanites definitely enjoy consuming it. Weaknesses / Limitations: Susceptibility: like all demons, armanites are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Equipment: Fluted Armor: armanites usually wear fluted, extravagant armor, for functionality as much as for show. This armor is thick, and provides a +1 CS to the Body Armor that armanites possess naturally. Personal Weaponry: armanites all carry a personal weapon, usually that of their adopted troupe. These include maces, scimitars, lances, compound bows (Strength +1 CS Blunt Attack, Edged Attack, Charging and Shooting damage, respectively) or crossbows (Good (10) Shooting damage). Quirks: Unattractive: armanites are rather creepy looking. While not undead, they are pale and resemble deceased centaurs (or half-kangaroos, depending). This, combined with their eerie bloated abdomens make NPCs react to armanites as if their Popularity was -4 CS in rank. Talents: Weapon Skill(s): armanites possess at least one weapon skill - that of the troupe they currently belong to. Armanites who have moved from troupe to troupe will have learned additional weapon skills from these other troupes as well, and use all trained weapons at a +1 CS. Characteristics: The endless masses of armanites are mercenary by nature, their troupes serving whoever can meet their price - and serving well, as long as the booty flows free. Armanites pride themselves on their combat prowess, though they need a strong leader lest they squabble amongst themselves. Appearance: The armanites appear like pale, undead centaurs, their bloated torsos

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hanging near the ground, and have the horns of rams or goats. They have stiff bristles down the length of their spines, which end in a long, swishing tail. They wear thick, fluted armor for both its style and function. Some troupes of armanites are slightly different, however. Their lower half resembles kangaroos more than horses, and their front 'legs' are actually fully functional arms (giving them four arms instead of four legs). They are more rare, but do occur now and then. Ecological Niche: Armanites are either formed from lesser demons who grow in power, or are born - usually on the Plains of Gallenshu, the 377th layer of the Abyss. Those who aren't born here often make their way to this layer, for it is run by no Abyssal Lord - only the armanites themselves. Armanites usually live in combative troupes, which are often recruited by the Abyssal Lords as they excel in coordinated actions - impressive for creatures of chaos and evil. Male and female armanites usually live apart save for mating season (after victories against the baatezu). The teeming masses of armanites often feed upon other demons. They consume not only the flesh of their prey but their very souls as well, preventing untimely resurrections. Mortals foolish enough to enter armanite territory are usually slain outright.

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Demon, Babau

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Fighting Remarkable (30) Agility Good (10) Strength Excellent (20) Endurance Remarkable (30) Reason Excellent (20) Intuition Good (10) Psyche Excellent (20) Health 90 Karma 50 Resources 10 Popularity n/a Origin: Babau are dreadful demonic horrors from the Abyss. They possess a large variety of supernatural powers of a decidedly 'evil' bent, along with several adaptations ideal for hand to hand combat, along with a mysterious knack for the use of almost any weapon. Known Powers: Demon Physique: the solitary babau are greater demons, powerful demonic creatures that hail from the infinite planes of the Abyss. Like all demons, the babau are truly planar entities, and possess these potent demonic capabilities: * Darkness: all demons have the ability to share the inherent darkness of their very souls

with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a babau currently occupies (it works within Near range). * Damage Reduction / Cold and Magic: though they are not immune to the effects of cold or magic, babau are considerably resistant to these attack forms. When exposed to any such damage, a babau may reduce its intensity by 2 CS - before any other defenses apply. * Damage Reduction / Physical Attack: on top of the above, babau are incredibly tough against most conventional assaults you'll encounter in the Abyss, despite their frail appearance. They benefit from 1 CS of damage reduction against physical attacks of all kinds. * Dimensional Transit: in addition to being able to teleport, demons can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting demons may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: demons are hardy creatures they have to be to survive at all in the endless, horrific wastes of the Abyss. Their forms have evolved over time to give them complete immunity to fire, electricity, heat, and poison. * Portal Sense: planar beings all, babau have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all babau can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Annulment: in addition to their considerable magic resistance, a babau has the ability to completely dispel magic in its vicinity as well. Functioning at Good (10) rank, this spelllike power allows them to easily counter most weaker magic used against them. Attenuation: this dangerous ability allows the babau to enfeeble their opponents. If its target fails a Strength FEAT against this Good (10) ranked power, the babau can reduce its foe's Strength score by up to ten points (with a minimum value of Feeble (2)) for 1d10 turns. Body Coating: babau skin oozes with a dark red, acidic slime. This corrosive substance can dissolve ferrous materials (swords and the like) with Remarkable (30) ability, but inflicts only -3 CS damage to any organic matter it comes in contact with (such as skin). Claws: the babau have long, sharp claws with which to rend their foes. These terrible implements allow a babau to inflict its Strength rank in Edged Attack damage if it must,

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though it usually prefers to wield melee weaponry in battle whenever possible. Disguise: this spell-like power allows the babau to superficially change their appearance. They may assume the form of any humanoid being, regardless of gender or other qualities, as long as they remain the same approximate size (no size change greater than 50 percent). Fear: babau have the power to induce artificial, supernatural fear in an opponent, per the spell. Any one target the babau chooses will cower in fear for 1d10 turns upon application of this power, if he fails a Psyche FEAT against this Good (10) ranked power. Flight: unlike many winged demons, babau can fly without the benefit of 'superfluous' appendages. They can supernaturally lift their bodies with their minds, moving about at 120 miles per hour (Good (10) rank), doing so for as long and as far as they wish. Heat Generation: all babau have the power to specifically induce artificial heat in a ferrous object. Metal so heated will inflict Good (10) Energy damage upon anything it touches, though this heat dissipates immediately if the babau stops concentrating on it. Horn: babau all have a long, thick horn issuing forth from the back of their heads. They can use this oversized barb to inflict their Strength rank in Edged Attack damage if necessary, though as is the case with their claws, they prefer melee weaponry if it's available. Summoning: once per day, a babau may attempt to summon forth fellow demon to aid it in whatever fashion it chooses. A green FEAT brings forth one to three cambion, a yellow FEAT summons forth four to six cambion, and a red FEAT roll will make manifest another babau. On the other hand, the babau have the unfortunate distinction of being monitored by the true demons. At the beginning of any attack upon a babau, make a summoning power FEAT. If the result of this die roll is red, a true demon (Judge's choice) will appear to aid it. Telekinesis: babau may impose their desires upon objects in its vicinity, a true example of mind over matter. They may only do so with Good (10) ability, but this allows the creatures to move 400 lbs of matter just by thinking about it! Natural Psi-Powers: In addition to the above, considerable array of supernatural powers, babau are also equipped with natural psionic abilities. These capabilities will vary from babau to babau, but will usually be of either a metapsi, psikinetic or psipathic bent, most often being destructive in nature. Weaknesses / Limitations: Susceptibility: like all demons, babau are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Equipment: Melee Weapons: the babau usually carry at least one weapon on them at all times, though lesser instruments don't survive their corrosive body coating long. They can wield

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such weapons to inflict their Strength rank +1 CS in Blunt Attack or Edged Attack damage (depending on its nature).

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Quirks: Unattractive : babau are hideous, almost skeletal demons! Mortals react very negatively to babau, even before you consider their fear powers, and babau are at a -3 CS to all NPC reactions when interacting with humanoid beings of any kind (even weaker tanar'ri). Talents: Stealth: babau are well-versed in the fine art of not being noticed. On top of their disguise ability, they can easily move quietly through almost any terrain, inflicting a -1 CS penalty against anyone trying to notice or track them while on the move. Weapons Master: a skill that would make them ideal for participation in the Blood War, this talent showcases the babau's inherent mastery of melee weapons. They can wield any such item at no penalty, and often specialize further in a specific weapon type given the time. Characteristics: Babau are driven to fulfill their given function, that of filling the ranks of demons armies for participation in the Blood War. They do this both out of a hatred for of angels as well as a desire to avoid combat on the front lines (which happens if they don't find enough 'recruits'). Appearance: The babau are tall, unnaturally gaunt figures. Standing seven foot tall, they seem almost skeletal in aspect, their blood red flesh readily showing their bones. They have an eerie red glow in their eyes, the usual tanar'ri claws, and a large, pointed horn sticking out the back of their heads. Ecological Niche: Babau are integral to the demons participation in the Blood War, for it is they who assemble the rank and file of demon armies via their aggressive recruitment techniques. They slay those who resist too vehemently, and leave subsequent deserters to the chasme. The babau travel alone, seeking out demons (and foolish mortals in the Abyss) while attempting to avoid attention, and make use of their skills and powers to do just that. They are powerful, but are often ambushed by various least and lesser demons who despise their conscription efforts. But considering that they wind up as standard bearers if they're not good at their job, can you blame them? Babau most often come about as less powerful demons rise to this form and station, often having been participants in the Blood War themselves at one point. Less often, they spontaneously manifest on the plane, or are the result of breeding between demons of some sort.

Demon, Balor

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Fighting Amazing (50) Agility Incredible (40) Strength Incredible (40) Endurance Amazing (50) Reason Incredible (40) Intuition Remarkable (30) Psyche Amazing (50) Health 180 Karma 10 Resources 50 Popularity n/a Origin: Mightiest of the true demons, balors are astoundingly dangerous demonic beings of chaos. They are unnatural beings, produced by millenia of untold suffering, both given and received, and wield magic, psionic and demonic abilities against the multiverse at large. Known Powers: Demon Physique: the most powerful demons outside of the Abyssal Princes and Lords, the incredibly rare balors are each a force to be reckoned with. They wield a staggering array of powers due to their diabolical heritage, including the following: * Darkness: all demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a balor currently occupies (it works within Near range).

* Damage Reduction / Cold Attacks: while not immune to the cold, a balor is nonetheless quite resistant to it - possibly due to their continual fire generation. When exposed to cold damage, a balor may reduce its intensity by 2 CS - before other defenses apply. * Damage Reduction / Physical and Magical Attacks: while not immune to all magical and physical assault, a balor comes pretty darn close. They may reduce all such assaults directed at their person by 3 CS - even before any other defensive abilities are considered! * Dimensional Transit: in addition to being able to teleport, balors can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting balors may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all balors have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: balors are hardy creatures they have to be to survive at all in the endless, horrific wastes of the Abyss. The balors in particular possess immunity to fire, electricity, heat, and poison. * Portal Sense: planar beings all, balors have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all balors can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Additional Limbs / Wings: balors are armed with large, bat-like wings which can propel their ponderous bulk through the air with impossible speed. Balors can fly at 120 miles per hour, doing so at Good (10) rank, for as long as they wish to defy gravity. Annulment: in addition to their amazing magical resistance, a balor has the ability to completely dispel magic in its vicinity as well. Functioning at Remarkable (30) rank, this spell-like power allows them to easily counter most common magic used against them. Aura / Fire and Heat: balors are surrounded by a nimbus of flames at all times. This fire is of Excellent (20) intensity, and inflicts like damage against anything foolish enough to stay adjacent to the balor. Claws: balors possess long, razor-like claws. They may use these terrible implements to inflict Edged Attack damage in melee if they desire, though they usually prefer to strike a foe without wielding them, instead pummeling others senseless with their mighty fists. Danger Sense: the mighty balor are rarely, if ever, surprised by anything in their environment. They possess this supernatural awareness of their surroundings at Excellent (20) rank, which informs them of any dangers, active or passive, that threaten them. Fangs: like almost all demons, balors possess sharp fangs in addition to their lethal claws. They can wield these needle-like objects to inflict Edged Attack damage, most

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likely done when attempting to rend their opponents - or even eat them alive! Fear: the power of a balor does terrible things to the resolve of others. On contact, a balor may instill its foe with Remarkable (30) ranked fear. If they fail a Psyche FEAT roll against this power, the balor's target will either quiver in fear or flee in terror for 1d10 turns. Fire Generation: in addition to their blazing nimbus, a balor may project his internal flames at range. These mighty demons may perform this feat with Good (10) ability, causing like damage with each application of the fire and heat that they love so. If slain within the Abyss, a balor is permanently destroyed... and will explode spectacularly! The Abyssal demise of a balor will cause an Amazing (50) ranked explosion of fire and heat, inflicting like SD Energy damage upon everyone and everything within Very Near distance of it. Growth: balors stand at approximately twelve foot tall, which gives them the growth power, by default, at Poor (4) rank. This gives balors a size factor of +1, which increases their damage against normal-sized foes by +1 CS - though such foes apply a -1 CS to damage they inflict on a balor. Similarly, balors are at a -1 CS to hit normal-sized foes, while said normal-sized foes gain a +1 CS to hit the balors, in turn. It's something of a trade-off, but most balors wouldn't give up the commanding presence their immense bulk provides under any circumstances. Linguistics: while they are inherently telepathic, balors often prefer to engage others verbally - sometimes, getting one's point across is just more fun when done with words instead of thoughts. This Remarkable (30) ranked mental power allows balors to speak with countless other species. Magic Sense: all balors have the ability to sense ambient magic in their environment. They may do so with Remarkable (30) ability, which lets them spot magical items, beings and other phenomena within Near distance of their person (eight areas). Mesmerism: the mighty balors possess a limited form of mind control. They may direct a target to engage in any reasonable activity they desire, and their foe must resist this Excellent (20) ranked power or comply. Of course, obviously harmful instructions automatically fail. Non-apparent Vision: at will, a balor can activate this sensory capacity in order to see something as it truly is. This Remarkable (30) ranked ability easily allows them to pierce the veil of disguise, whether physical, mental, spiritual or otherwise. Revival: like other true demons, balors can sometimes give death the laugh. Unless killed inside the Abyss or eaten, a balor may attempt to reconstitute itself on its home plane with this Typical (6) ranked power. The difficulty involved, of course, depends on how it died... Summoning: a balor may summon forth their fellow demons in great numbers, and quite often. Once per hour, they may attempt to use this Good (10) ranked power to draw forth their demonic brethren, and they have a wide selection of demons to choose from, too. When they successfully activate this ability, balors can draw forth from one to eight least demons, from one to six lesser demons, from one to four greater demons, or another true demons. This is not random; a balor may choose the level of support they're summoning. Telekinesis: a balor has the power to impose its will upon objects in its environment -

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even when not physically touching them! They all wield this power with Remarkable (30) strength and skill, allowing a balor to move up to one ton of matter just by thinking about it! Warding: curiously, a balor has the ability to instill its power into inanimate objects and locations, though they rarely use this ability defensively. A balor can create wards that will detonate with Remarkable (30) ability, usually inflicting fiery doom upon their foes! Equipment: Lightning Blade: when they first form from weaker tanar'ri, a balor will manifest with this blade in hand. This blade is tied to their life force, and anyone else attempting to wield it will suffer the effects of an Excellent (20) ranked death touch. In addition to this terrible power over life and death, the lightning blade of a balor has the ability to read the very souls of every person, place and thing in their vicinity (current area). This ability grants the sword's owner the philosophical sense power at Good (10) rank. But these traits, they are all window dressing before the blade's actual purpose: killing! This lightning-bolt shaped blade is enchanted such that it will inflict +2 CS Edged Attack damage in its balor's hands - often enough to lop bits clean off of any of the demons foes! Whip: balors favor a whip as a secondary weapon. The idea behind this is not to inflict damage, however sadistic its many-tailed implements may be, so much as to ensnare a foe and pull them into the balor's fiery aura. Their whips are of Excellent (20) m.s. Natural Psi-Powers: In addition to the above, considerable array of supernatural powers, balors are also equipped with natural psionic abilities. These capabilities will vary from balor to balor, but will usually be of either a metapsi, psikinetic or psipathic bent, most often being destructive in nature. Weaknesses / Limitations: Susceptibility: like all demons, balors are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Quirks: Unattractive: balors are monstrous, fiery giants! Mortals react very negatively to a balor, both for their diabolic appearance and demonic natures, and balors are at a -6 CS to all NPC reactions when interacting with humanoid beings of any kind (save for other tanar'ri). Talents: (none) Characteristics: Balors are imperious and arrogant, and why not? They're the most powerful form of demons that exists, save for the Abyssal Princes and Lords - though a molydeus might give them a run for their money. They revel in their destructive might and use it to motivate weaker demons.

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As powerful as they are, balors are as certain as ever that their Answer is correct, and thus they whip other demons into a fervor to do their bidding - which is most often participation in the Blood War.

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Appearance: Balors are visually impressive and intimidating. They stand twelve feet tall, have crimson skin, and stocky, muscular bodies. They possess large, bat-like wings with which to defy gravity, and are constantly wreathed in a nimbus of flames, which obscures their features some. While humanoid, balors possess tusks instead of 'normal' teeth, the presence of which aren't readily apparent while so obscured by the fire and heat a balor's body constantly give off. They are a blinding beacon to all tanar'ri, each of which possesses infravision. Ecological Niche: After a fashion, balors are the ecology of the Abyss. They are the driving force behind the demons Blood War effort, and thus most of their campaigns against the hated baatezu can be traced back to the edicts of one balor or another - no matter how many intermediaries are involved. Balors are constantly wandering the Abyss and beyond, scraping up armies with which to kill baatezu - and are often aided by babau, chasme and molydei in this task. Only the latter of these demons ever challenge the will of a balor... and then, only when a balor's drive to slay baatezu wanders. Like the other true demons, balors are not natural creatures. They can only form when weaker demons grow in power and influence from lesser forms, often over eons of time both receiving and inflicting staggering amounts of suffering and cruelty that would break lesser minds. Despite their power and influence, there are very few balors in existence at any given time. Some estimates put their number at only twenty four, though this seems somewhat conservative. While the effort to create a balor is astounding, the sheer opportunity for this in the Abyss is bountiful.

Demon, Bar-Lgura

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Fighting Good (10) Agility Good (10) Strength Excellent (20) Endurance Remarkable (30) Reason Poor (4) Intuition Good (10) Psyche Remarkable (30) Health 70 Karma 44 Resources 2 Popularity n/a Origin: The teeming hordes of bar-lgura are demons, demonic creatures of the Abyss who vaguely resemble orangutans. Their behavior does not resemble that of like creatures however, for while low in intelligence they are high in mercurial spite, inflicting their rage on anything in their path. Known Powers: Demon Physique: the bar-lgura are a breed of demon that are almost animal-like in intelligence. They are among the more powerful of lesser demons, and wield considerable supernatural powers of a demonic sort. Bar-lgura possess these demonic capabilities: * Darkness: all demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area an bar-lgura currently occupies (it works within Near range). * Damage Reduction / Cold and Magic Attacks: though they are not immune to the effects of cold or magic, bar-lgura are considerably resistant to these attack forms. When exposed to any such damage, a bar-lgura may reduce its intensity by 2 CS - before any other defenses apply.

* Dimensional Transit: in addition to being able to teleport, demons can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting tanar'ri may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: demons are hardy creatures they have to be to survive at all in the endless, horrific wastes of the Abyss. Their forms have evolved over time to give them complete immunity to fire, electricity, heat, and poison. * Portal Sense: planar beings all, bar-lgura have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all bar-lgura can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Annulment: in addition to their considerable magic resistance, a bar-lgura has the ability to completely dispel magic in its vicinity as well. Functioning at Typical (6) rank, this spell-like power allows them to easily counter weaker magic used against them. Blending: bar-lgura have the ability to alter their normally brilliant coloration in order to blend in with that of their surroundings. They may blend with Excellent (20) ability, allowing them to easily hide from, as well as ambush, anyone in their area. Claws: bar-lgura have several means with which to directly attack the world. The first such weapons are their long, sharp nails which extend from their six fingers, which they can use together to inflict Edged Attack damage in melee. Disguise: this spell-like power allows the bar-lgura to superficially change their appearance. They may assume the form of any humanoid being, regardless of gender or other qualities, as long as they remain the same approximate size (no size change greater than 50 percent). Fangs: like their claws, bar-lgura are often more than ready to wield these physical weapons against anyone and anything that they see. These needle-like teeth inflict the same damage as a bar-lgura's claws, their Strength rank in Edged Attack damage, but are even more disgusting. Fear: a bar-lgura may, upon touching a foe, inflict great fear upon them. This requires they make successful contact in melee, at which point the target must pass a Psc FEAT roll against Remarkable (30) rank or quiver in fear (or flee) for 1d10 turns. Invisibility: twice a day, a bar-lgura may render itself completely invisible to conventional light. While this generally avails them naught against other tanar'ri, the barlgura can use this power to devastating effect against mere mortals trapped in the Abyss.

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Non-apparent Vision: the bar-lgura have a limited form of this power, which allows them to perceive items that have been rendered invisible to conventional light spectra. This power works at Good (10) rank, complementing their infravision quite nicely. Plant Control: all bar-lgura possess a limited form of this power, which lets them induce rapid growth into all foliage within their vicinity. This power functions at Typical (6) rank and on the near range table, thus covering all plants within two areas of the barlgura. Summoning: once per day, bar-lgura may summon forth more of their kind. This Typical (6) ranked power draws forth two bar-lgura on a green FEAT roll, four bar-lgura on a yellow FEAT, and six bar-lgura on a red FEAT roll - any of which can save their hides in a pinch. Super Leaping: bar-lgura possess a frightening ability to spring great distances at a moment's notice. They can jump with Incredible (40) ability, often moving over 33 feet in a single leap. Similarly, they can leap up 24.5 feet, or down 66 feet. Telekinesis: though rather dim-witted and cowardly, the bar-lgura may nonetheless impose their desires upon objects in its vicinity. They may only do so with Typical (6) ability, but this allows the creatures to move 200 lbs of matter just by thinking about it! Weaknesses / Limitations: Susceptibility: like all demons, bar-lgura are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Equipment: (none) Quirks: Unattractive : bar-lgura are ugly, misshapen creatures. Resembling large orangutans, they possess a grayish-brown skin beneath a deep red and brown layer of fur, though both are usually matted with dirt and filth. They suffer a -2 CS to NPC reaction rolls among non-bar-lgura. Talents: Stealth: bar-lgura are well-versed in the fine art of not being noticed. On top of their blending ability, they can easily move quietly through almost any terrain, inflicting a -1 CS penalty against anyone trying to notice or track them while on the move. Characteristics: Almost bestial, the bar-lgura prefer 'guerrilla' tactics, and engage in such against foes when possible. They have a pack mentality, and usually prefer to gang up on a target as opposed to engaging in a fair fight. They get along well for demons, at least amongst their own kind. As tall as they are wide, a bar-lgura is as comfortable walking upright as it is on all fours, though in order to make one of its legendary leaps, it requires all four limbs for propulsion.

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Appearance: Bar-lgura are large, solid humanoids, resembling an orangutan of brilliant hue. While their flesh is grayish brown, their fur is often a bright red-brown in coloration. They possess wicked claws on their six digits, along with nasty fangs, and generally bear a blank, vacant stare. Ecological Niche: The bar-lgura tend to avoid the day to day happenings in the Abyss, preferring to live amongst themselves if they can get away with it. They often inhabit jungle environs - which suit their capabilities well - and occasionally form their own tribal governments when no one is paying attention. Bar-lgura can come about when lesser demons ascend to this state of being, or more often as a result of breeding; more social than most demons amongst their own kind, the barlgura breed with some frequency. Of course, like all lesser demons, they can spontaneously manifest in the Abyss.

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Demon, Bulezau

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Fighting Excellent (20) Agility Excellent (20) Strength Excellent (20) Endurance Remarkable (30) Reason Poor (4) Intuition Good (10) Psyche Remarkable (30) Health 90 Karma 44 Resources 2 Popularity n/a Origin: The bulezau are minotaur-like demonic beings hailing from the Abyss. Demons of mysterious origin who began to appear relatively recently in the cosmic scheme of things, they possess frightening power and a variety of dangerous supernatural powers with which to fight everyone. Known Powers: Demon Physique: bulezau are the highest stage of 'lesser' demons. They are respected (and feared) members of that race of Abyssal demons, both for their might and their temperament. Bulezau are true planar entities, and possess these demonic capabilities: * Darkness: all demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a bulezau currently occupies (it works within Near range). * Damage Reduction / Cold Attacks: though they are not immune to the effects of cold attacks, demons are considerably resistant to such. When exposed to any form of cold in

their environment, a tanar'ri may reduce its intensity by 2 CS - applying this reduction even before other defenses.. * Damage Reduction / Magic and Physical Attack: on top of the above, bulezau are incredibly tough against most conventional assaults you'll encounter in the Abyss. They benefit from 1 CS of damage reduction against both physical attacks and magical effects as well. * Dimensional Transit: in addition to being able to teleport, demons can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting tanar'ri may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: demons are hardy creatures they have to be to survive at all in the endless, horrific wastes of the Abyss. Their forms have evolved over time to give them complete immunity to fire, electricity, heat, and poison. * Portal Sense: planar beings all, bulezau have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all bulezau can spy these with ease, doing so with Excellent (20) ability. * Teleportation: chaotic creatures all, demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Berserker: perhaps their most dreaded ability, the bulezau readily drop into a manic fighting stance when provoked - and everything provokes them. When this power is triggered, a bulezau's Reason and Psyche drop to Feeble, the lost points migrating to Fighting and Strength. This raises the latter both to Remarkable (30), making them much more deadly. On top of that, they receive the benefit of iron will during this time, making them resistant to damage (and mental assault) at a level equal to this power rank, which is Excellent (20). Claws: if they do not have a weapon handy (and they usually try to), the bulezau can engage in hand to hand combat with their natural claws. These sharpened nails will inflict a bulezau's Strength rank in Edged Attack damage with every deadly swipe they make. Empathy: unlike the vast majority of demons, bulezau lack the power of telepathy. Their language skills are poor, and instead of direct mental communication, they can only achieve a rudimentary (Feeble (2)) empathy with those in their surroundings. Fear: dread creatures of chaos and evil, the vile bulezau can instill great fear into those in its vicinity. A bulezau may cause others within Very Near range to quiver in fear with this Good (10) ranked power, which acts just like the spell of the same name. Horns: their heads closely resembling that of a ram, the bulezau all possess large, thick horns with which they can head butt foes in close range. These large, heavy implements allow a bulezau to inflict their Strength rank +1 CS in Blunt Attack damage with each strike.

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Mesmerism: all bulezau possess a limited form of mind control. They may direct a target to engage in any reasonable activity they desire, and their foe must resist this Excellent (20) ranked power or comply. Of course, obviously harmful instructions automatically fail. Non-apparent Vision: the bulezau have a limited form of this power, which allows them to perceive items that have been rendered invisible to conventional light spectra. This power works at Good (10) rank, complementing their infravision quite nicely. Quilled Battle Tail: in addition to their claws and horns, a bulezau has a long, thin tail which ends in a mess of spines and quills, not unlike a sort of natural war mace. It can be used to inflict the bulezau's Strength rank +1 CS in Edged Attack damage. Sound Generation: twice a day, a bulezau may emit a deafening scream. This scream strikes anything within a thirty degree arc in front of them (same area only). However, it is powerful enough to inflict Excellent (20) Stunning Energy damage per shout. Summoning: once per day, a bulezau may attempt to summon more demons to aid it in battle. A green FEAT calls forth six dretches, a yellow FEAT summons up a dozen dretches, and a red FEAT will make manifest three rutterkin - all of which add to the bedlam! Vapors: one of a bulezau's more curious powers is the ability to emit a bank of obscuring mist. This mist functions at Poor (4) rank, allowing them to fill their entire area with vapors that obscure normal vision; infravision and other visual senses work just fine, however. Weaknesses / Limitations: Susceptibility: like all demons, bulezau are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Equipment: Melee Weapons: most of the time, a bulezau will be carrying an oversized melee weapon or two into combat. They can use this weapon to inflict their Strength rank +1 CS in Blunt Attack or Edged Attack damage, depending on the nature of the weapon they wield. Quirks: Gigantism: bulezau are huge. The creatures clock in at a good eight foot tall; not quite big enough for any manner of growth, but big nonetheless. It is difficult to fit them for any sort of armor or clothing, so the fiends usually go without most of the time. Unattractive: bulezau are ugly, misshapen creatures. They are looming, diseased-looking humanoids with the head of a surly ram, and they never bother with any sort of personal grooming. Bulezau suffer a -2 CS to NPC reaction rolls across the board. Talents: (none) Characteristics: Bulezau are dim-witted and have a hair-trigger. Their inability to be understood makes them irrationally violent, and they're more than willing to fight

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anything that offends them even in the slightest, whether it be actual foes or mere perceived threats.

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Appearance: The bulezau are tall, lanky creatures. Sitting at around eight foot tall, they are covered with patches of wiry bristles where their boil-covered skin doesn't show. They have the head of a ram, and a strange thin tail that terminates in a quilled lump of flesh. Ecological Niche: Having appeared relatively recently, the bulezau are rumored to be the creation of the minotaur patron Baphomet, the lord of the 600th layer of the Abyss: the Endless Maze. And to be sure, there are a large number of bulezau present in that subplane. Whether or not Baphomet is responsible for the creation of the bulezau, they now appear 'naturally' elsewhere in the Abyss, whether they are bred from other bulezau or are evolved from lesser forms of demons. And as usual, sometimes a bulezau 'just happens' in this mad plane. Bulezau are seemingly made for combat, having little else to their personality save a desire to fight and destroy anything that does them dirt... and they see everything as being disrespectful of them. Those demons commanders who lead bulezau make it a point to find them foes very often. If they don't, they're liable to be ground into dust by their 'underlings', who are arguably as powerful a front-line combatant as a vrock.

Demon, Cambion

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Fighting Good (10) Agility Good (10) Strength Excellent (20) Endurance Good (10) Reason Good (10) Intuition Good (10) Psyche Good (10) Health 50 Karma 30 Resources 6 Popularity n/a Origin: There are theoretically an infinite amount of cambions in the Abyss, despite their not forming naturally. The descendants of lesser or greater demons (aside from succubi) and mortals, major cambions are most often evil entities, and are possessed of supernatural powers both natural and trained. Known Powers: Demon Physique: while they are somewhat weaker than most other demons, cambions are considered 'actual' members of the race. The offspring of demons (again, save for succubi) and mortals, cambions are true planar entities, and possess these demonic capabilities: * Darkness: demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a cambion currently occupies (it works within Near range).

* Damage Reduction / Cold and Magic Attacks: though they are not immune to the effects of cold or magic attacks, cambion are considerably resistant to these attack forms. When exposed to any such damage, a cambion may reduce its intensity by 2 CS before any other defenses apply. * Dimensional Transit: in addition to being able to teleport, demons can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting demons may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: demons are hardy creatures they have to be to survive at all in the endless, horrific wastes of the Abyss. Their forms have evolved over time to give them complete immunity to fire, electricity, heat, and poison. * Portal Sense: planar beings all, cambions have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all cambions can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Danger Sense: similar to the alu-fiends, a cambion's half-breed nature gives them the ability to avoid surprise. They possess this supernatural awareness of their environment at Good (10) rank, which informs them of any dangers, active or passive, that threaten them. Fangs: though they possess little else in the way of physical weaponry, cambion all have horrible teeth. Their crooked, sickly fangs assist them in handling a rough, Abyssal diet some of which can be still alive while it's being eaten - and let them inflict Edged Attack damage in melee. Random Powers: the cambion's physiology is unpredictable, considering the chaotic nature of their parentage (almost any tanar'ri interbreeding with mortals will produce a cambion, allowing for variability). Each of these powers has a 25 percent chance of manifesting in a cambion: * Fear: dread creatures of chaos and evil, the vile cambion can instill great fear into those they touch. A cambion may cause others it contacts in melee to quiver in fear with this Excellent (20) ranked power, which acts just like the spell of the same name. * Levitation: up to seven times a day, some cambion have the ability to defy gravity itself! They may do so with Excellent (20) ability, which allows them to carry up to eight hundred pounds with no visible means of support (subtract 200 pounds for the cambion and his gear). * Magic Sense: some cambion have the ability to sense ambient magic in their

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environment. They may do so with Excellent (20) ability, which lets them spot magical items, beings and other phenomena within Near distance of their person (six areas). * Shape Change: this spell-like power allows some cambion to change their appearance. They may assume the form of any living being, but will remain the same approximate size (no size change greater than 50 percent). They may use this power three times per day. * Charm: a rare few baron cambions possess the ability to charm a single target, per the spell of the same name. This skill lets them make temporary 'friends' of those who fail a Psc (will) FEAT roll against this Excellent (20) ranked power, until he attacks or they can break free of it. Stealth: finally, all cambion have the ability to move stealthily. They wield this power at Excellent (20) rank, which is the intensity one must roll against on their Intuition to detect a cambion who is moving in the shadows, or is attempting to move silently. Schooling: Philosophical Magic: some cambion are smarter than is indicated above, and if they possess a Reason score of Excellent (20) or above they may have access to magical education. This schooling is always of a Philosophical bent, and typically follows a path of Destruction. As is the case with alu-fiends though, some cambion may shift away from Destruction slightly, moving towards Chaos or Evil, or perhaps even in the direction of Corruption, Disruption, or even Balance (if their mortal parent were particularly focused away from chaos and evil themselves). Major cambion are most often mere novices, while baron / marquis cambion can be encountered at disciple levels of power. Weaknesses / Limitations: Susceptibility: like all demons, cambion are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Equipment: Magic Items: to make up for their lack of direct physical attack powers (their fangs notwithstanding), cambion carry weapons and armor to bolster their battle prowess. These implements are always spiky and menacing, and are often magical in nature. These are most often low-level magical items, providing a +1 CS to hit and/or +1 CS to damage (weapons), or +1 CS armor and/or even 1 CS of deflection (armors), above and beyond the normal values offered by 'mundane' versions of such equipment. Quirks: Natural Talent / Climbing : something of an inherent ability, cambions are exceedingly good at ascending along vertical surfaces. They should receive a +2 CS adjustment when

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attempting any climb, no matter how treacherous or tricky said climb may be. Unattractive: with their slightly scaly, pock-marked flesh, not to mention their imposing size, cambion are perceived as unattractive. Humans dislike them for their demonic looks, while tanar'ri dislike them for looking too human. Apply a -1 CS to NPC reactions as a result. Talents: Lore: if they embrace magic as a supplement to their own power, cambions will possess dark knowledge. Their sorcerous education gives them great secrets and insights into the tanar'ri and the Abyss, and their Reason should be considered +1 CS in such areas. Weapon Skill: cambion train rigorously in at least one weapon, even if they have sorcery to lean on. This will most often be an education in the use of whatever magical weapon(s) they possess, which they'll be able to use at the applicable ability +1 CS. Characteristics: The teeming masses of cambions who populate the Abyss are spiteful and full of hatred; this due to the fact that they feel outcast in both mortal planes and demonic society. They tend to live a detached existence, being almost sociopathic towards all things. Appearance: Cambions are slightly taller than humans, and can grow to seven foot tall. They have ebon black skin, which has a slightly scaly appearance to it, along with serious pock-marks. Their ears are severely pointed, and they bear sharp, jagged fangs. They favor spiky armor and gear. Ecological Niche: Like the alu-fiends, cambions come about purely through birth, being half-breeds produced by the pairing of demons and mortals. Similarly, they are disdained by those who have earned their station, but some are nonetheless respected for their ability as assassins.

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Demon, Chasme

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Fighting Excellent (20) Agility Remarkable (30) Strength Good (10) Endurance Remarkable (30) Reason Good (10) Intuition Good (10) Psyche Remarkable (30) Health 90 Karma 50 Resources 2 Popularity n/a Origin: The monstrous chasme are demonic beings hailing from the Abyss. They are fell creatures of belief made flesh, supernatural horrors that have a variety of powers - some magical and nature, and some due to their somewhat insectoid physiology. Known Powers: Demon Physique: the teeming masses of chasme are greater demons, powerful demonic creatures that hail from the infinite planes of the Abyss. Like all demons, the chasme are truly planar entities, and possess these demonic capabilities: * Darkness: all demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a chasme currently occupies (it works within Near range). * Damage Reduction / Cold and Magic: though they are not immune to the effects of cold or magic, chasme are considerably resistant to these attack forms. When exposed to any such damage, a chasme may reduce its intensity by 2 CS - before any other defenses

apply. * Dimensional Transit: in addition to being able to teleport, demons can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting demons may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: demons are hardy creatures they have to be to survive at all in the endless, horrific wastes of the Abyss. Their forms have evolved over time to give them complete immunity to fire, electricity, heat, and poison. * Portal Sense: planar beings all, chasme have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all chasme can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Additional Limbs / Wings: chasme, resembling a hideous fly or mosquito of some sort, possess insectoid wings. These appendages bear them aloft with Typical (6) speed, allowing them to fly at up to ninety miles per hour given proper air conditions. Attenuation: this dangerous ability allows the chasme to enfeeble their opponents. If its target fails a Strength FEAT against this Good (10) ranked power, the chasme can reduce its foe's Strength score by up to ten points (with a minimum value of Feeble (2)) for 1d10 turns. Body Armor: chasme possess a strong chitinous hide, one which makes them highly resistant to the minor rigors of life in the Abyss. They possess this physical power at Poor (4) rank, which offers them like protection against physical attacks (but nothing against other forms of damage). Claws: to soften up foes, chasme often swipe them with their claws. Their four rear limbs each have a claw, with which chasme may inflict their Strength rank in Edged Attack damage. These claw wounds are particularly severe, and inflict SD MB damage from bleeding. Fear: chasme possess the supernatural power of fear, augmented by their monstrous appearance. Anyone within Near distance of this Good (10) ranked power must pass a Psyche FEAT against it after gazing upon a chasme or flee for 1d10 turns (only works once per encounter). Non-apparent Vision: the chasme have a limited form of this power, which allows them to perceive items that have been rendered invisible to conventional light spectra. This power works at Good (10) rank, complementing their infravision quite nicely.

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Philosophical Sense: chasme have an innate ability to 'read' the philosophical bent of other sentient beings. This Good (10) ranked power allows them to sense if a target is either good, evil, orderly, chaotic, or balanced in mindset, and then react accordingly. Proboscis: chasme do not have fangs; instead, they have a long proboscis with which to puncture their foes and drain their blood. Chasme inflict their Strength rank in Edged Attack damage with this organ, along with like MB damage in blood loss each turn until the chasme stops feeding. Sleep: the soft buzzing sound of the chasme's wings lulls its foes into a hypnotic sleep. Anyone hearing the chasme's buzz (within Near range) must pass a Psyche FEAT against this Good (10) ranked power or fall asleep for 1d10 turns (only works once per encounter). Summoning: the chasme have several summoning powers. Three times a day, they may attempt to summon forth fellow demons. A green FEAT brings forth 2d10 manes, a yellow FEAT summons forth two to five cambion, and a red FEAT roll will make manifest another chasme. Alternately, a chasme may summon forth a hideous cloud of biting, stinging insects. This cloud will occupy the entire area it is summoned within, and inflicts Good (10) damage in total to unprotected targets for 1d10 turns (any protection from physical attack will negate this damage). Telekinesis: chasme may impose their desires upon objects in its vicinity, an advantage since their reach is generally rather poor. They may only do so with Good (10) ability, but this allows the creatures to move 400 lbs of matter just by thinking about it! Weaknesses / Limitations: Susceptibility: like all demons, chasme are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Equipment: (none) Quirks: Unattractive: the chasme are hideous inhuman monstrosities! Humanoids react very negatively to chasme, even before you consider their fear powers, and chasme are at a -3 CS to all NPC reactions when interacting with humanoid beings of any kind (even other demons). Talents: (none) Characteristics: The chasme are considered cowardly for avoiding the front lines, but they nonetheless have the run of the Abyss in their hunt for deserters. They cheerfully return the hatred other tanar'ri bear towards them, and murder their brethren savagely upon finding them to be guilty.

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Appearance: Chasme are hideous and inhuman, resembling a cross between a human and a fly or mosquito. They are primarily insectoid, with a sickly yellow color to their chitin, a vaguely humanoid face, and two humanoid arms as forelegs (the other four limbs are insectoid, and bear claws). Chasme have tiny, vestigial mouths with which they can attempt raspy speech, but mostly communicate via telepathy. The most notorious feature on a chasme is its proboscis, a needle-like nose / mouth extension with which it may puncture its victims and feed upon their bodily fluids! Ecological Niche: The teeming masses of chasme relentlessly scour the Abyss in search of Blood War deserters, who they kill mercilessly (and slowly). They do this not out of loyalty but to avoid being sent to the front lines themselves; for all their power, chasme are cowardly and mercurial monsters. Other demons loathe the chasme for their appointed task, readily slaying them when they think they can get away with it - or even when they don't. The only thing keeping chasme from annihilation in the Abyss is the fact that they breed prodigiously. While some chasme are a result of weaker demons ascending to this 'station' on their rise to power, most chasme come about from eggs lain by other chasme. An adult lays ten eggs per month, which hatch after three months of development, and grow to adulthood in but seven years. Assuming they last that long. For while the chasme are incredibly powerful, they do live in the Abyss - and if other demons don't kill them, there's any number of other threats with which a young chasme may meet its end. Chasme die with some frequency, but they have great numbers.

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Demon, Dretch

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Fighting Typical (6) Agility Typical (6) Strength Typical (6) Endurance Typical (6) Reason Poor (4) Intuition Typical (6) Psyche Good (10) Health 50 Karma 30 Resources 0 Popularity n/a Origin: The unending masses of dretches that inhabit the Abyss are petty, wicked, mercurial evil at its most basic. They are the weakest form of demons save for manes, but don't let this fool you - they are demonic entities with surprisingly potent supernatural powers. Known Powers: Demon Physique: while they are far weaker than most other demons, dretches are considered 'actual' members of the race. Evolved from the chaotic and evil petitioners of the Abyss, dretches are true planar entities, and possess these demonic capabilities: * Darkness: all demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a dretch currently occupies (it works within Near range). * Damage Reduction / Cold Attacks: though they are not immune to the effects of cold

attacks, demons are considerably resistant to such. When exposed to any form of cold in its environment, a demon may reduce its intensity by 2 CS - applying this reduction even before other defenses. * Damage Reduction / Magic: furthermore, most demons possess some degree of resistance to magical attacks, whether they come in the form of environmental effects, spells, or even magic items. Dretches possess 1 CS protection against all forms of mystic assault. * Dimensional Transit: in addition to being able to teleport, demons can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting demons may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: demons are hardy creatures they have to be to survive at all in the endless, horrific wastes of the Abyss. Their forms have evolved over time to give them complete immunity to fire, electricity, heat, and poison. * Portal Sense: planar beings all, dretches have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all dretches can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, the demons can bend space itself to their will. All tanar'ri possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Claws: though physically weak, dretches do have several means with which to directly attack the world - should they feel brave enough. The first such weapons are their long, hook-like nails, which they can use to inflict Edged Attack damage in melee. Fangs: like their claws, dretches are often more than ready to wield these physical weapons against anyone and anything that they see. These needle-like teeth inflict the same damage as a dretch's claws, their Strength rank in Edged Attack damage, but are even more disgusting. Fear: dread creatures of chaos and evil, the vile dretch can instill great fear into those in its vicinity. A dretch may cause others within very close range to quiver in fear with this Good (10) ranked power, which acts just like the spell of the same name. Redolence: once per day, a dretch may emit a cloud of noxious vapors. This horrible gas has the effect of making its targets nauseous, unable to act at all (save for moving) due to the retching it causes, unless they pass an End FEAT vs Excellent (20) rank. It lasts for 1d10 turns. Shrinking: dretches do not possess this power in an active fashion, so much as it is an 'always on' situation describing their diminutive stature. They possess this 'power' at

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Feeble (2) rank, making them about three to four feet tall - and giving them a -1 size factor. Summoning: once per day, a dretch may attempt to summon forth more of its kind. This power works at Typical (6) rank, and may draw from one to four more dretches into its presence (roll a second FEAT to determine how many arrive, if successful; white is 1 dretch, green is 2, etc...). Telekinesis: though rather dim-witted and weak-willed, a dretch may impose its desire on objects in its vicinity. It may only do so with Poor (4) ability, but this allows the creatures to move 100 lbs of matter just by thinking about it! Weaknesses / Limitations: Susceptibility: like all demons, dretches are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Equipment: (none) Quirks: Unattractiveness: dretches are horrible, ugly little things. Looking squat and gaunt, the malformed monsters constantly ooze from the mouth and are covered in unsightly varicose veins. This makes them suffer a -3 CS to reaction rolls, not that they usually care really. Talents: (none) Characteristics: Dretches are dim-witted, petty and wicked. Evil to the core and chaotic in behavior, the dretch either strives to improve its lot by becoming more useful or becoming more powerful, and often abuses the manes 'below' it in order to avoid contemplating its own, sorry state of existence. Appearance: Dretches are short, squat and gaunt. They possess rubbery, almost hairless bodies that range from white to beige in color, with hints of blue here and there (thanks to the eerie, varicose veins that visibly throb beneath it). Dretches have only sparse hair on their bodies. Their mouths are always slack, with drool issuing forth constantly, and their eyes slope upwards. Furthermore, their noses are flat, having an almost squashed look to them, and their long, pointy ears lay limp alongside their malformed heads. They possess claws and fangs to fight with. Ecological Niche: The dretch is the first 'actual' form a demons takes. Some consider the manes to hold this position, but the demons do not; while they treat manes and dretches equally poorly, the chaotic fiends at least consider the lowly dretch one of their own (for all the good it does them). Typically a dretch will come into being when a manes shows some spark of awareness, and it will finally grow from petitioner to demon. Alternately, they may be the result of a

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larvae being changed into this form directly on the Mountain of Woe, if they showed great promise. Finally, dretches sometimes 'just happen'. Instead of manifesting in the Abyss in the form of a larvae or a manes, astoundingly wicked mortals of a chaotic and evil bent may arrive on the plane in the form of a dretch instead. In a mad plane like the Abyss, this happens rather often.

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Demon, Glabrezu

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Fighting Remarkable (30) Agility Good (10) Strength Incredible (40) Endurance Incredible (40) Reason Remarkable (30) Intuition Remarkable (30) Psyche Amazing (50) Health 120 Karma 110 Resources 40 Popularity n/a Origin: The solitary glabrezu are powerful demons of the Abyss. Considered 'true' members of their race, they possess a startling array of supernatural powers with which to tempt and slay mortal fools, and are partially immortal in that even death outside the Abyss may not stop them for long! Known Powers: Demon Physique: powerful true demons, glabrezu are incredibly dangerous demonic entities. They possess a large array of physical and supernatural powers, an inherent psionic potential, and even the ability to shrug off death! Their considerable powers include the following:

* Darkness: all demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a glabrezu currently occupies (it works within Near range). * Damage Reduction / Physical, Magical and Cold Attacks: while not immune to magic, physical or cold attacks, glabrezu are considerably resistant to these attack forms. When exposed to such damage, a glabrezu may reduce its intensity by 2 CS - before other defenses apply. * Dimensional Transit: in addition to being able to teleport, demons can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting demons may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Corrosion, Fire, Electricity, Heat, and Poison: the demons are hardy creatures - they have to be to survive at all in the endless, horrific wastes of the Abyss. Glabrezu in particular possess immunity to corrosion, fire, electricity, heat, and poison. * Portal Sense: planar beings all, glabrezu have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all glabrezu can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Additional Limbs / Arms: glabrezu all possess four arms. Their front arms are seemingly normal (save for the claws) while the rear arms terminate in large, insect-like pincers. These superfluous limbs allow glabrezu to make one additional melee attack each turn. Annulment: in addition to their considerable magic resistance, a glabrezu has the ability to completely dispel magic in its vicinity as well. Functioning at Good (10) rank, this spell-like power allows them to easily counter most weaker magic used against them. Anti-gravity: entities of chaos, glabrezu can momentarily interrupt the laws of physics themselves! They may do this by negating gravity in their current area, and then reversing it with Good (10) ability. This most often causes unanchored objects to fly into the air! Charm: glabrezu possess the ability to charm a single target, per the spell of the same name. This skill lets them make temporary 'friends' of those who fail a Psc (will) FEAT roll against this Good (10) ranked power, until it attacks or the target can break free of it. Claws: on their front arms, glabrezu all possess long, razor-like claws. They may use these terrible implements to inflict Edged Attack damage in melee if they desire, though

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(should they feel the need) they can still strike a foe without wielding them if they wish. Confusion: the chaotic glabrezu can douse an area in energies of that stripe, radiation which will affect the minds of those present. Those who fail a Psyche (will) FEAT roll against this Good (10) ranked power will suffer one of these effects (roll a d10): 1. The target has a seat, and contemplates his current existence. 2. The target has an extreme emotional response. Uncontrollable laughter, inconsolable tears, etc. 3. The target is seemingly lost. He wanders about, not knowing how he got there, or why. 4. The target becomes obsessed with one action or item, which consumes him for the duration. 5. The target attacks the nearest person - whoever it is. 6. The target attacks everyone - one different person per turn. 7. The target attacks the nearest object. Whether a car or building, he'll try to destroy it utterly. 8. The target becomes enamored with the nearest person, and can't help but go on about how great him/her/it is. 9. The target is disoriented; he can act as he wishes, but suffers a -2 CS penalty. 10. The target's mind is overloaded, and he falls asleep. Dimensional Transit: in addition to the above ability to shift planes, glabrezu have the ability to cross the planes on their own, without the benefit of outside aid. They may do this at the same rank as is listed above, doing so to form dark pacts with foolish mortals. Eldritch Palm: instead of slashing a foe with their claws, a glabrezu can instead deliver a gout of deathly, fiery energy on touch. These flames inflict only Typical (6) Energy damage, but also carry an insidious SD effect until it burns itself out. Fangs: like almost all tanar'ri, glabrezu possess sharp fangs in addition to their lethal claws. They can wield these needle-like objects to inflict Edged Attack damage, most likely done when attempting to rend their opponents - or even eat them alive! Growth: the glabrezu are rather tall entities. They average out at around fifteen feet tall, which gives them this ability, as a general matter of course, at Typical (6) rank. This gives them a +1 size factor, applying that CS modifier in various ways against normal-sized foes. Mind you, this is just the glabrezu in its 'natural' state. Using its supernatural power, a glabrezu can grow even further, doubling its size to thirty feet tall. This Excellent (20) ranked ability increases their size factor to +2, modifying their CS against normal-sized foes even further. Imaginary Doubles: a way for them to easily counter a larger number of foes, glabrezu can generate their own, pretend posse. Glabrezu may wield this power at Poor (4) rank, allowing them to generate four imaginary friends to befuddle foes in both melee and ranged combat. Magic Sense: all glabrezu have the ability to sense ambient magic in their environment. They may do so with Good (10) ability, which lets them spot magical items, beings and other phenomena within Near distance of their person (four areas).

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Non-apparent Vision: at will, a glabrezu can activate this sensory capacity in order to see something as it truly is. This Good (10) ranked ability easily allows them to pierce the veil of disguise, whether physical, mental, spiritual or otherwise. Paralysis: complementing their other mental powers, glabrezu can also paralyze a single foe with Good (10) ability, per the spell of the same name. They may wield this power upon any one target within Near distance of their person (four areas). Pincers: on their back arms, glabrezu are equipped with large, insect-like pincers. They can't really use these limbs to hold or manipulate items, but can inflict Edged Attack damage with them - and can clamp onto a foe to hold him in place (inflicting like damage if he pulls away). Revival: like other true demons, glabrezu can sometimes give death the laugh. Unless killed inside the Abyss or eaten, glabrezu may attempt to reconstitute themselves on their home plane with this Typical (6) ranked power. The difficulty involved, of course, depends on how they died. Summoning: while their prowess is less than other true demons, glabrezu can also summon their fellows in a pinch. At Typical (6) rank, a glabrezu can attempt to call forth a greater tanar'ri once per day to do its bidding - not the best odds, but when one is in need... Natural Psi-Powers: In addition to the above, considerable array of supernatural powers, glabrezu are also equipped with natural psionic abilities. These capabilities will vary from glabrezu to glabrezu, but will usually be of either a metapsi, psikinetic or psipathic bent, most often being destructive in nature. Equipment: (none) Weaknesses / Limitations: Susceptibility: like all demons, glabrezu are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Quirks: Unattractive: glabrezu are monstrous, dog-headed giants! Mortals react very negatively to a glabrezu, both for their appearance and demonic natures, and glabrezu are at a -6 CS to all NPC reactions when interacting with humanoid beings of any kind (save for other tanar'ri). Talents: Manipulation: while incredibly powerful, glabrezu excel at convincing others to do the demons bidding of their own accord. All glabrezu, when not killing others outright, should receive a +1 CS to efforts intended to manipulate others without their realizing it. Characteristics: The countless glabrezu scattered throughout the Abyss tend to keep to themselves, holed up in solitary towers or fortifications while waiting for foolish mortals to summon them

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to the 'real' planes. This is because that is how glabrezu empower the Abyss and thus, themselves. While the mariliths engage in open combat to seize lands for the demons, the glabrezu instead corrupt mortals, insinuating themselves into civilized societies. They do this to foment the belief that the Abyss is all-powerful, and are incredibly successful at doing just that.

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Appearance: Glabrezu are rather monstrous in aspect! They stand fifteen feet tall, have a dog-like head, and four arms - basically two growing out of the same spot a normal human would. The front arms end in clawed digits, while the rear arms terminate in insectoid pincers. The coloration of a glabrezu can vary, from a dull russet tone to pitch black. They possess piercing violet eyes and inexplicably bat-wing shaped ears. They attempt to look less menacing when attempting to fleece mortal summoners, but their inherent appearance stymies this. Ecological Niche: Glabrezu are one of the forms of demons that frequents the mortal planes. While maurezhi may wind up there on an eating binge, and nabassu journey there to wreak untold havoc, the glabrezu practice their silver tongues upon foolish and presumptuous mortals, turning their hearts towards evil. They have the ability to travel there directly, but prefer to be summoned, such that foolish mages assume they have the upper hand in demonic dealings. They prefer to win over the minds of others with guile, but if a deal goes sour a glabrezu has no problem slaying their trading partners. In this capacity, glabrezu act to extend the influence and power of the Abyss - and by extension, their own. They are diametrically opposed to the mariliths, both in their actions and in their strategies, and these true tanar'ri despise each other almost as much as they do the baatezu. Almost. In the Abyss proper, glabrezu are unnatural beings. They are not a process of natural selection. They do not come about as the result of breeding or even spontaneously, as can happen with lesser demons in the Abyss. No, glabrezu are instead a product of the suffering in their environment. A glabrezu can only form as a result of countless eons violence and misery, inflicted upon and received by lesser demons over the ages. When one of the endless, lesser demons gain enough power, they might ultimately transform their minds and bodies into the form of a glabrezu.

Demon, Goristro

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Fighting Remarkable (30) Agility Good (10) Strength Incredible (40) Endurance Incredible (40) Reason Poor (4) Intuition Poor (4) Psyche Excellent (20) Health 120 Karma 28 Resources 0 Popularity n/a Origin: Goristroi are hulking behemoths, gigantic demonic monsters hailing from the Abyss. These dim-witted terrors appear like a strange cross between a bison and a man, and possess staggering strength and physical capabilities to counter their lack of intelligence. Known Powers: Demon Physique: the goristroi are greater tanar'ri, powerful demonic beasts hailing from the infinite planes of the Abyss. As are all other greater demons, the immense goristroi are truly planar entities, and possess these potent demonic capabilities: * Darkness: all demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a goristro currently occupies (it works within Near range). * Damage Reduction / Magic: though they are not immune to the effects of magic,

goristro are extremely resistant to spells and magical energies. When exposed to any such attack, a goristro may reduce its intensity by 3 CS - before any other defenses apply. * Damage Reduction / Physical Attack: on top of the above, goristro are incredibly tough against most conventional assaults you'll encounter in the Abyss. They reduce physical damage by 1 CS if less than 23 feet tall, and by 2 CS if of greater height. * Dimensional Transit: in addition to being able to teleport, demons can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting demons may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all tanar'ri have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Cold, Fire, Heat, and Poison: unlike most demons, the goristroi have a slightly different set of invulnerabilities. While they're not immune to electricity, goristro are invulnerable to cold - on top of the usual fire, heat and poison invulnerabilities. * Portal Sense: planar beings all, goristroi have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all goristroi can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, demons can bend space itself to their will. All tanar'ri possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Fear: like many demons, goristroi have the power to induce uncontrollable, supernatural fear into an opponent. This power works with Excellent (20) rank, and while it can only affect one target at a time, a goristro can wield this power within Near range (six areas). Growth: the goristroi are huge. They stand at anywhere from 21 to 24 feet tall, giving them this power (after a fashion) at Good (10) rank. Standing at four times a normal human's size, they possess a +2 size factor against beings of such 'normal' stature. In other words, a goristro gains the benefit of +2 CS damage and 2 CS of damage reduction against normal-sized foes, though they suffer a -2 CS to hit such beings. On the other hand, normal-sized foes gain a +2 CS to hit a goristro, whether with melee or ranged attacks. Horns: goristroi all have large, bison-like horns protruding from their foreheads. They may use these devastating weapons to inflict their Strength rank +1 CS in either Blunt Attack or Edged Attack damage (either as rams or as skewers), depending. Levitation: in addition to their incredible climbing ability, goristroi all have the power to levitate. They may do this with Feeble (2) ability, allowing them to ascend or descend safely at about fifteen miles per hour - slow, but steady! Magic Sense: goristroi have the ability to sense ambient magic in their environment.

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They may do so with Typical (6) ability, which lets them spot magical items, beings and other phenomena within Near distance of their person (two areas). Non-apparent Vision: the goristroi have a limited form of this power, which allows them to perceive items that have been rendered invisible to conventional light spectra. This power works at Typical (6) rank, complementing their infravision quite nicely. Regeneration: goristro heal fast - very fast. What little damage does get through to them directly heals at an accelerated rate. They possess this power at Good (10) rank, meaning that they heal one lost Health point each turn (assuming no continuous damage like burning). Wall Crawling: goristroi are particularly adept at ascending vertical surfaces. Thanks to their supernatural claws (which themselves do no damage), goristroi may do this with Excellent (20) ability, meaning they only have problems with intentionally slick surfaces. Weaknesses / Limitations: Susceptibility: like all demons, goristroi are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Equipment: Citadel Helmets: goristroi are often used as living siege engines in Abyssal armies. They wear a large helmet that covers their head and shoulders to serve in this capacity, a sort of platform that allows two to four demons to ride atop the goristro and direct its actions. Collars: those goristro who are ruled by an Abyssal lord most often wear a magical collar which demonstrates their servitude. These mystic devices also allow the masters of the goristroi to monitor their whereabouts at all times. Quirks: Phobia / Falling: goristroi are all deathly afraid of falling, though they're almost intransigent otherwise. If under imminent threat of falling, or actually in the midst of a fall, they must pass a Psyche FEAT at -2 CS to avoid a complete panic. Unattractive: goristroi are hideous inhuman monstrosities! Most entities react very negatively to goristroi, even before you consider their fear powers, and goristroi are at a 2 CS to all NPC reactions when interacting with humanoid beings of any kind (even other demons). Talents: (none) Characteristics: Goristro are slow, lumbering brutes. They do what they are told by more powerful demons because they simply don't know better, and their bestial natures are a great fit for conflict in the Abyss and beyond. They are highly adaptable, but not all that clever when you get down to it. Appearance: Goristroi are huge! They typically stand anywhere between twenty one and twenty four foot tall. They appear to be a cross between a man and a bison, with long,

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ape-like arms and immense horns. They walk stooped, and can climb almost any surface with their dull, gripping claws. Goristroi are covered in thin fur, which may be of various coloration, ranging from dark brown to a sort of sickly green all the way to purplish-gray. Ecological Niche: A goristro is incredibly powerful, yet just as slow in the head. They can inflict extreme damage on a local ecosystem, for they are voracious carnivores, and will eat anything they think they can get away with, from errant heroes to other, lesser tanar'ri who cross them. Goristroi rarely, if ever are found free. While they can occur on almost any level of the Abyss, goristroi are most often enslaved by Abyssal lords and other would-be tyrants, who use them as guardians, shock troops and walking siege engines. Once captive, a goristro is not allowed to make any choices for itself, instead rampaging at its master's whim. Even mating is out of their control, for enslaved goristroi are carefully mated to 'improve the breed' - or to at least improve their numbers. The odd thing is that goristroi do not rage against these conditions. They seem perfectly content to live a life of servitude, possibly because a powerful enough Abyssal lord gives them everything they could possibly want anyway. Even if they eat said lord out of house and home. Outside of breeding, goristro do occur as a result of less powerful demons ascending to a goristro's level of power. Also, they can spontaneously manifest in the Abyss as well, due to its chaotic nature. The Abyss is infinite, after all, and not every goristro can be accounted for.

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Demon, Hezrou

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Fighting Excellent (20) Agility Good (10) Strength Remarkable (30) Endurance Incredible (40) Reason Good (10) Intuition Good (10) Psyche Remarkable (30) Health 100 Karma 50 Resources 10 Popularity n/a Origin: The horrific, toad-like hezrou are demons, fell inhabitants of the Abyss who thrive in its endless, chaotic and evil reaches. As a true demon, each hezrou possesses startling physical, mental and spiritual powers with which to corrupt all within its grasp. Known Powers: Demon Physique: the teeming masses of hezrou are true demons, powerful demonic creatures that hail from the infinite planes of the Abyss. Like all true demons, the hezrou are planar entities, and possess these dangerous, demonic capabilities: * Darkness: all demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a hezrou currently occupies (it works within Near range). * Damage Reduction: hezrou are particularly tough, where demons are concerned. Any

damage they are not outright invulnerable to will be reduced by -2 CS before affecting them, whether it is physical, magical, spiritual, or any other sort of harm directed at their person. * Dimensional Transit: in addition to being able to teleport, demons can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting demons may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: demons are hardy creatures they have to be to survive at all in the endless, horrific wastes of the Abyss. Their forms have evolved over time to give them complete immunity to fire, electricity, heat, and poison. * Portal Sense: planar beings all, hezrou have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all hezrou can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, the demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Claws: like almost all demons, hezrou possess claws at their fingertips. They may wield these deadly implements to inflict Edged Attack damage in melee, which is helpful for rending their opponents (if they haven't already done so with their immense jaws). Danger Sense: the endless numbers of hezrou are rarely, if ever surprised by anything in their environment. They possess this supernatural awareness of their surroundings at Excellent (20) rank, which informs them of any dangers, active or passive, that threaten them. Dimensional Displacement: a hezrou can shunt one of its spatial dimensions into the Between, allowing it to appear two dimensional. The dimension shunted may be any of the standard three. If it passes through an object in this state, a hezrou can inflict Good (10) AI Edged Attack damage. Dimensional Interface: hezrou, if on a plane where it is accessible, may interface their bodies with the ethereal plane. This allows them to affect entities there or on their current plane, depending on which 'direction' the interface is currently pointing. Dimensional Transit: in addition to the above ability to shift planes, hezrou can go on a 'Dark Walk' at certain points in each century, without the benefit of outside aid. They may do this at the same rank as is listed above, doing so to form dark pacts with foolish mortals. Eldritch Blast / Evil: all hezrou may give off a blast of pure, undiluted evil. This Good (10) ranked power inflicts its rank in Karmic damage upon non-evil beings, and those

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who fail a Psyche (will) FEAT roll against the damage taken ability may be blinded, deafened, or even paralyzed! Fangs: hezrou all have incredibly large mouths, replete with sharp, needle-like fangs. They can inflict grievous harm with these teeth, causing their Strength +1 CS in Edged Attack damage with each terrible attack - which is often a prelude to consuming their victims whole! Fire Generation: for those foes they cannot reach in melee, hezrou have the ability to produce large amounts of fire. They can generate Good (10) ranked fire and heat, which inflicts like SD Energy damage with each attack, and can manifest as a blast or a veritable wall of flames. Object Animation: while many demons are telekinetic, hezrou take this one step further and actually imbue objects in their vicinity, however temporarily, with a semblance of life! They may do this with Good (10) ability, letting them wield their very surroundings against a foe. Redolence: the skin of a hezrou is coated in a slimy, foul liquid. It gives off a vile stench that forces an Endurance FEAT roll against Excellent (20) rank upon becoming adjacent to its person. Those failing this will begin to retch and vomit violently, and are unable to act. Revival: like other true demons, hezrou can sometimes give death the laugh. Unless killed inside the Abyss or eaten, hezrou may attempt to reconstitute themselves on their home plane with this Typical (6) ranked power. The difficulty involved, of course, depends on how they died. Summoning: as the managers of the demons Blood War armies, hezrou have many summoning powers. They can summon a swarm of insects to do their bidding, which inflicts Good (10) damage in total to unprotected targets for 1d10 turns (any protection from physical attack negates this damage). Secondly, they can put out a call for lesser demons three times per day. A green FEAT on this Typical (6) ranked power will draw forth 4d10 least demons, a yellow FEAT will summon 1d10 lesser demons, and a red FEAT means the hezrou has summoned from one to four greater demons. Finally, hezrou can attempt, once per day, to call a true demons to aid it in whatever means it deems necessary. This is a Poor (4) ranked power, and quite often doesn't work. But when it does, it can readily turn the tide of most battles a hezrou gets itself involved with. Natural Psi-Powers: In addition to the above, considerable array of supernatural powers, hezrou are also equipped with natural psionic abilities. These capabilities will vary from hezrou to hezrou, but will usually be of either a metapsi, psikinetic or psipathic bent, most often being destructive in nature. Weaknesses / Limitations: Susceptibility: like all demons, hezrou are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion.

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Equipment: Whips: hezrou typically carry mundane whips with them when commanding their inferiors. They rarely do much damage against their underlings, but the sound is often enough to cut through the cacophony of their incessant chatter. Not always, but most of the time. A hezrou can use their whip to either engage in a grappling attack, or to inflict Edged Attack damage to any adjacent target (usually within about a ten foot range).

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Quirks: Unattractive: hezrou are monstrous, toad-like terrors! Mortals react very negatively to a hezrou, both for their appearance and unnecessarily cruel behavior, and hezrou are at a -4 CS to all NPC reactions when interacting with humanoid beings of any kind (save for other demons). Talents: Leadership: while they're not inspiring by any stretch of the imagination, hezrou have the innate ability to lead others. When in charge of a group, it should receive a one hundred point bonus to whatever Karma pool it has managed to form (if said group ever bothers, that is). Characteristics: Cruel and capricious, the hezrou manage the armies of the Blood War with an iron fist. They may torture their underlings for failing, or even for succeeding - it all depends on their whims. Their minions tend to achieve an equilibrium of competence that lets them avoid notice if possible. At the same time, hezrou have a certain docility built into them. Perhaps they, in general, feel at the top of the 'heap' given their general autonomy to run their superiors' armies as they see fit, it's hard to say. But they readily take directives since they're allowed to 'interpret' them considerably. Appearance: The horrific hezrou are large, typically standing at seven or so foot tall. They resemble sinister green toads, save for the spines running down their head and back, terrible claws and fangs, and humanoid arms instead of forelegs. Their skin exudes a foulsmelling liquid glaze at all times. Ecological Niche: The true demons known as hezrou act to manage the countless Blood War armies the chaotic fiends field throughout the planes. They fill this role well due to their natural administrative capabilities, as well as a surprising acceptance to the following of orders from other true tanar'ri. The odd thing is that a hezrou doesn't actually do all that much fighting in and of itself. By keeping the Blood War armies in line, hezrou manage to avoid front-line duties though if one fails miserably in their assigned job, this may not be the case for very long. Hezrou are not natural creatures (if any demons ever was). They don't form spontaneously, nor do they arise as a result of breeding between demons stock. No, a

hezrou can only be formed through the endless suffering (both given and received) a lesser demons endures for countless years.

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Larva

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Fighting Feeble (2) Agility Poor (4) Strength Poor (4) Endurance Feeble (2) Reason Feeble (2) Intuition Feeble (2) Psyche Sh 0 (0) Health 12 Karma 4 Resources 10 Popularity n/a Origin: Larvae are the form that evil souls take upon their arrival in the lower planes, assuming that no higher power has (or bothers to) claim them. These semi-sentient souls made manifest are the common petitioners of the evil planes, and the basis of its entire economy. Known Powers: Additional Limbs: larvae have six small legs, all towards their head. These tiny, segmented joints allow them to crawl along as opposed to merely undulating (though they can do that as well). These appendages cannot be used to fight or manipulate objects at all. Fangs: though they lack useful appendages, larvae can nonetheless bite anything foolish enough to provoke the nearly mindless creatures. They can wield their wretched mouths

to inflict their Strength rank in Edged Attack damage, causing wounds which bleed until bound. Plague: it's possible that, in addition to inflicting direct damage, the bite of a larvae can expose its victim to a painful wasting disease. Those who fail an Endurance FEAT against this Good (10) ranked power will lose 1 Health point per day until they die or are treated. Stampede: larvae are stupid, but anything riling them up (which is just about anything) can cause them to stampede, which they'll do en masse. This is treated as a charging attack, with each doubling of larvae so stampeding raising the damage +1 CS (maximum of Remarkable (30)). Equipment: (none) Quirks: Unattractive: there's no two ways about it, larvae are disturbing to look upon. Even if the creatures could somehow communicate with non-larvae, they would be at a distinct disadvantage while doing so, and NPCs should react to even exceptional larvae at a -3 CS. Talents: (none) Characteristics: Larvae are near-mindless. They seem capable of communicating amongst themselves with strange, instinctual movements, but no one seems able (or cares enough) to translate the meaning of these. They usually lay dormant and quivering until herded, eaten, or otherwise manipulated. Appearance: Larvae are horrific. They are five foot long slimy worms, of a sickly yellow pallor. The creatures have six small, segmented legs that allow them to move along slightly faster than a worm's normal undulation. They also possess a humanoid face resembling that which they used to possess. Ecological Niche: Larvae are the form that evil petitioners (the souls of deceased mortals) take in the lower planes, assuming that none of the powers claim them for their own realms or uses, instead. Larvae are also the lynchpin of the lower planes' economies. They are herded up by night hags for sale to whoever wants them, whether the buyers wish to consume them, slay them, or transform them. The former are usually liches and other undead, who can feed upon the larvae with ease (and without hassle from silly heroes). The latter, however, are usually Demons. These races of fiends will collect larvae to evolve them into more of their own kind, though the mortality rate involved is rather staggering. Naturally, this doesn't seem to bother either group very much. Mind you, larvae can eventually evolve if left to their own devices. Those on Baator can ascend into nupperibos (much to the baatezu's consternation), those in the Abyss can evolve into manes, and those on the gray wastes, they can eventually transform into hordelings.

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Demon, Manes

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Fighting Poor (4) Agility Feeble (2) Strength Typical (6) Endurance Typical (6) Reason Feeble (2) Intuition Feeble (2) Psyche Feeble (2) Health 18 Karma 6 Resources 0 Popularity n/a Origin: Manes are the weakest form of demon known. They are the form that particularly chaotic and evil petitioners take upon manifesting in the Abyss. While more powerful than larvae, they are nonetheless petitioners, and thus not considered 'real' demons by some scholars. Known Powers: Demon Physique: though they are petitioners, manes share some characteristics of the demons race, and are considered its first 'stage' of existence. Though incredibly weak by demon standards, manes have their common abilities, including the following: * Darkness: demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a manes currently occupies (it works within Near range). * Damage Reduction / Cold and Gas: though they are not immune to the effects of cold

and gas, demons are considerably resistant to such. When exposed to any form of cold or gas, a demon may reduce its intensity by 2 CS - applying this reduction even before other defenses. * Damage Reduction / Magic: furthermore, most demons possess some degree of resistance to magical attacks, whether they come in the form of environmental effects, spells, or even magic items. Manes possess 1 CS protection against all forms of mystic assault. * Dimensional Transit: in addition to being able to teleport, demons can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting tanar'ri may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: demons are hardy creatures they have to be to survive at all in the endless, horrific wastes of the Abyss. Their forms have evolved over time to give them complete immunity to fire, electricity, heat, and poison. * Teleportation: chaotic creatures all, the demons can bend space itself to their will. All tanar'ri possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Claws: though physically weak, the manes do have several means with which to express their displeasure with the world - and their inner bile. The first such weapons are their long, hook-like nails, which they can use to inflict Edged Attack damage in melee. Fangs: like their claws, manes are often more than ready to wield these physical weapons against anyone and anything that they see. These needle-like teeth inflict the same damage as a manes' claws, their Strength rank in Edged Attack damage, but are even more disgusting. Immortality: manes are notoriously hard to kill. Expiring one will simply cause it to explode in a cloud of noxious, acidic vapor, which inflicts Typical (6) Metabolic damage upon those within ten feet of it when it dies. They simply reform within 24 hours unless eaten whole (!) Shrinking: manes do not possess this power in an active fashion, so much as it is an 'always on' situation describing their diminutive stature. They possess this 'power' at Feeble (2) rank, making them about three feet tall - and giving them a -1 size factor. Weaknesses / Limitations: Susceptibility: like all demons, manes are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Equipment: Mace: when some foolish demons attempts to rally a horde of manes to fight in the Blood

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War or some other conflict, they usually give the manes a mace each, with which they can inflict their Strength +1 CS in Blunt Attack damage. Assuming they remember to bring it along. Or how to use the thing... Quirks: Unattractiveness: manes are horrible, ugly little things. Looking almost dead and bloated, the malformed monsters ooze from the eyes and are covered in bugs and other carrion crawlers. This makes them suffer a -3 CS to reaction rolls, not that they usually care really. Talents: (none)

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Characteristics: Manes are creatures of chaos and evil incarnate, hatred and spite given form. They are also only semi-sentient, and unable to communicate with others. They can be directed by strong (or patient) enough entities, and will gleefully attack their foes to the death (theirs or their opponent's). Appearance: Manes are horrific. They are about three feet tall, with sickly, pale white skin that looks bloated. They possess hooked claws and needle-like teeth, milky white eyes that constantly ooze, and sparse hair - mostly on their head but some elsewhere, depending. Manes are usually covered with a host of parasites and carrion creatures that literally feed upon their decrepit bodies. Ecological Niche: Manes are the forms that petitioners take upon their arrival in the Abyss, if they're particularly chaotic and evil (those who are less so manifest as larvae instead). They are the primary food source in their new plane, as most everything there is stronger than they are. Of course, manes persist because there are simply so many of them; they are usually encountered in hoards of fifty or more on the Abyssal plains. They are the demons primary expendable soldiers in the Blood War, as while they're hard to steer at the baatezu, they're countless in number.

Demon, Marilith

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Fighting Incredible (40) Agility Incredible (40) Strength Remarkable (30) Endurance Incredible (40) Reason Incredible (40) Intuition Remarkable (30) Psyche Amazing (50) Health 150 Karma 120 Resources 40 Popularity n/a Origin: The somewhat rare mariliths are powerful demons of the Abyss. Considered 'true' members of their race, they possess a startling array of supernatural powers with which to wage the Blood War, and are partially immortal in that even death outside the Abyss may not stop them for long! Known Powers: Demon Physique: powerful true demons, mariliths are incredibly dangerous demonic entities. They possess a large array of physical and supernatural powers, an inherent psionic potential, and even the ability to shrug off death! Their considerable powers include the following: * Darkness: all demons have the ability to share the inherent darkness of their very souls

with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a marilith currently occupies (it works within Near range). * Damage Reduction / Physical, Magical and Cold Attacks: while not immune to magic, physical or cold attacks, mariliths are considerably resistant to these attack forms. When exposed to such damage, a marilith may reduce its intensity by 2 CS - before other defenses apply. * Dimensional Transit: in addition to being able to teleport, demons can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting demons may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: demons are hardy creatures they have to be to survive at all in the endless, horrific wastes of the Abyss. Mariliths in particular possess immunity to fire, electricity, heat, and poison. * Portal Sense: planar beings all, mariliths have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all mariliths can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Additional Limbs / Arms: their signature trait, all mariliths possess six arms. This allows them two additional melee attacks each turn (in addition to any granted from multiple attack FEAT rolls), each of which are usually made with different weapon types. Additional Limbs / Tail: the lower half of the marilith's body is serpentine. They cannot wield this as a limb delicately, nor can it serve as a battle tail, but it can be used to constrict foes (Grappling attacks) at the marilith's Strength score +1 CS. Curse: this spell-like power allows a marilith, if their foe fails a Psyche FEAT roll against this Excellent (20) ranked power, to inflict a curse upon their target. This normally takes the form of a -1 CS to all FEAT rolls, but the nature of it can vary considerably. Danger Sense: the elite marilith are rarely, if ever, surprised by anything in their environment. They possess this supernatural awareness of their surroundings at Excellent (20) rank, which informs them of any dangers, active or passive, that threaten them. Death Touch: on touch, a marilith may cause wounds to spontaneously form on another, inflicting immediate damage. Those who fail an Intuition FEAT roll against this Good (10) ranked anti-life power will suffer like Karmic damage with each lethal application. Fire Generation: completely immune to flames, mariliths may nonetheless generate

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them to attack their foes - or just to toy with the destructive energy, depending on their whims. They can spontaneously create fire and heat of Good (10) intensity. Imaginary Doubles: mariliths have the curious ability to generate an imaginary, pretend double of themselves. This double is immaterial and cannot attack others at all, but the marilith can see through its eyes and hear through its ears. This is a Feeble (1) ranked power. Linguistics: while they are inherently telepathic, mariliths often prefer to engage others verbally - particularly when they're shape changed (to keep up the disguise). This Excellent (20) ranked mental power allows them to do just that, with any number of different species. Magic Sense: all mariliths have the ability to sense ambient magic in their environment. They may do so with Excellent (20) ability, which lets them spot magical items, beings and other phenomena within Near distance of their person (six areas). Non-apparent Vision: at will, a marilith can activate this sensory capacity in order to see something as it truly is. This Excellent (20) ranked ability easily allows them to pierce the veil of disguise, whether physical, mental, spiritual or otherwise. Philosophical Sense: another of their useful sensory powers, mariliths have the ability to 'feel' the philosophical bent of any person, place or thing they observe. They can sense something's leanings towards order, chaos, good, evil or balance with Excellent (20) skill. Poison: in addition to direct physical damage, mariliths can also inflict an insidious, creeping doom upon their foes. They can apply this Good (10) ranked power to their very breath, causing it to seep out and reach anyone within their current area. Those who inhale these lethal fumes must pass an Endurance FEAT roll against this power rank or suffer like Metabolic damage each turn the marilith continues to exhale them. Assuming the marilith don't just chop up its enemies while they gag on the deadly fumes...! Reanimation: in addition to summoning forth weaker demons to do their bidding, mariliths can literally create reinforcements - most often from the bodies of fallen foes! They can build zombies or skeletons out of corpses, a skill they wield with Excellent (20) ability. Revival: like other true demons, mariliths can sometimes give death the laugh. Unless killed inside the Abyss or eaten, a marilith may attempt to reconstitute itself on their home plane with this Typical (6) ranked power. The difficulty involved, of course, depends on how they died. Shape Change: up to seven times per day, a marilith may change its shape. This allows them to slip into enemy encampments mostly undetected, or to otherwise enjoy the benefits an ever-changing form provides. They may wield this supernatural power with Excellent (20) skill. Summoning: a marilith may summon forth their fellow demons in great numbers, and quite often. Once per hour, they may attempt to use this Good (10) ranked power to draw forth their demonic brethren, and they have a wide selection of demons to choose from, too. When they successfully activate this ability, mariliths can draw forth from two to twenty least demons, from one to six lesser demons, from one to four greater demons, or another

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true demons. This is not random; a marilith may choose the level of support they're summoning. Telekinesis: though they usually prefer direct intervention, a marilith may impose its desire on objects in its vicinity. It may only do so with Excellent (20) ability, but this allows the creatures to move 800 lbs of matter just by thinking about it! Natural Psi-Powers: In addition to the above, considerable array of supernatural powers, mariliths are also equipped with natural psionic abilities. These capabilities will vary from marilith to marilith, but will usually be of either a metapsi, psikinetic or psipathic bent, most often being destructive in nature. Weaknesses / Limitations: Susceptibility: like all demons, mariliths are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Equipment: Weaponry: mariliths usually carry a wide variety of ornate weapons, whether of a melee or ranged persuasion. These function in the normal fashion, though they're often enchanted to offer a +1 CS to either hit or damage - if not both, depending on the marilith. Quirks: (none) Talents: Tactics: mariliths are natural tacticians. They can easily plan battles around almost any contingency, no matter how bizarre, and anyone following a marilith's plan (good luck with demons) receive a +1 CS on pertinent actions while doing so. Characteristics: Mariliths feel the same hatred, insanity and rage that other demons feel, but they have the ability to manage it. This allows them to become keen tacticians, their genius intellect able to focus long enough for them to use anything and everything available to them to their advantage. They are also quite arrogant, looking down on the 'cowardly' tactics of the glabrezu and even the 'boorish' might of the balors. If they had their way, the mariliths would be running the Blood War. Unfortunately (for them, at least), they are rarely able to assert their proper might. Appearance: Mariliths, from the waist up, appear to be beautiful humanoid females, albeit with six arms. From the waist down, they have long, serpentine bodies, which they can use to grapple others like a boa constrictor (though they can't actually club a foe with their lower half). Ecological Niche: The elite demons known as mariliths are the brains behind the chaos side of the Blood War effort. While the balors are the drive and authority behind its persecution, the mariliths are those who make it happen, their keen minds forever forging

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plans against the hated baatezu. Skilled warriors and generals, mariliths feel that they are the true force behind the demons half of the Blood War, and feel the balors only hold their position due to raw power. Mind you, they rarely act out against their 'betters', unless they have a foolproof plan with which to do so. A lot of this bile towards the balors involves their tolerance of the glabrezu. Mariliths hate the sneaky, underhanded activities of the glabrezu, and would wipe them out on sight were they not protected by the balors who adore their tactics. If left unprotected, a glabrezu is easy prey for a marilith. The mariliths themselves are somewhat uncommon in the Abyss and elsewhere, for it takes a staggering amount of suffering - both given and received - to forge a demon into this form. Eons upon eons of such is necessary for a demon to grow into enough power to become a marilith. This is the only way a marilith comes about. As is the case with true demons, mariliths cannot form spontaneously, nor can they be the direct result of breeding between other tanar'ri. Only the endless evils of the Abyss can forge lesser beings into one of these unholy terrors. While reports of them manifesting abruptly from nothingness in the Abyss occur, the truth is that these are witnessed accounts of mariliths returning to life as a result of their revival power - which usually reforms a defeated marilith's body in their home plane should they die elsewhere.

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Demon, Maurezhi

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Fighting Excellent (20) Agility Excellent (20) Strength Good (10) Endurance Good (10) Reason Good (10) Intuition Good (10) Psyche Good (10) Health 60 Karma 30 Resources 4 Popularity n/a Origin: Maurezhi are members of the demonic race, fell creatures who inhabit the Abyss - but wish to expand their territory. The maurezhi themselves possess considerable supernatural powers, both physical and spiritual, with which to perpetrate their evils. Known Powers: Demon Physique: though physically less powerful than the armanites before them, maurezhi are possessed of much more dangerous powers of the spirit. While they resemble ghouls, the maurezhi are in fact demonic life forms, and possess these demonic capabilities: * Darkness: all demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a maurezhi currently occupies (it works within Near range). * Damage Reduction / Cold, Gas and Magic: though they are not immune to the effects of cold, gas or magic, maurezhi are considerably resistant to these attack forms. When exposed to any such damage, a maurezhi may reduce its intensity by 2 CS - before any other defenses apply. * Dimensional Transit: in addition to being able to teleport, demons can transition

themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting tanar'ri may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: demons are hardy creatures they have to be to survive at all in the endless, horrific wastes of the Abyss. Their forms have evolved over time to give them complete immunity to fire, electricity, heat, and poison. * Portal Sense: planar beings all, maurezhi have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all maurezhi can spy these with ease, doing so with Excellent (20) ability. * Telepathy: the maurezhi are able to communicate directly from mind to mind - an important skill, considering they lack the ability to speak in their normal form. They can broadcast and receive thoughts with Typical (6) rank, which beats their usual wheezing and screeching. * Teleportation: chaotic creatures all, the demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Body Armor: the maurezhi are rather tough despite their grisly, somewhat decayed appearance. Each maurezhi possesses Typical (6) protection against mundane attack, above and beyond their considerable supernatural defenses, armor which breaks down as follows: Claws: the fingers of a maurezhi end in long, sickly talons. They may use these talons to inflict their Strength rank in Edged Attack damage in melee, though more often than not they'll wield one of their special touch powers against a foe instead. Disguise: the maurezhi gain this power as they consume the bodies and souls of their victims. They may assume the form of those they have absorbed perfectly (Remarkable (30) ability), though they nonetheless carry the scent of death and decay about them at all times. Eldritch Palm: instead of slashing a foe with their claws, a maurezhi can instead deliver a jolt of deathly, negative energy on touch. This energy inflicts only Typical (6) damage, but also lowers its target's Strength by -1 CS for 1d10 turns. Fangs: while they often avoid using their claws directly, maurezhi are more than happy to wield their fangs against foes - they eat anyone they can defeat, after all. Like their claws, the fangs of a maurezhi inflict their Strength in Edged Attack damage with each bite. Fear: ordinary maurezhi have the ability to instill great fear into a target they touch; victims must pass a Psc (will) FEAT against Good (10) rank or be unable to act, per that spell. Fully developed maurezhi can also coat an entire area in fear three times per day (same intensity). Invisibility: fully developed maurezhi have the power of invisibility! They may use this skill at will, masking themselves from visual detection with Excellent (20) ability. Of

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course, this power cannot mask the smell of death and decay that surrounds maurezhi at all times... Leaping: despite their decrepit appearance, maurezhi are rather fleet of foot, often bounding about excitedly. They can apply themselves to perform a spectacular super leap when necessary, moving a full area in any direction (this is an Unearthly (100) ranked power). Paralysis: complementing their fear powers, maurezhi can also paralyze a single foe with Excellent (20) ability, per the spell of the same name. Standard maurezhi can use this ability three times a day, while fully developed fiends can wield it at will. Reanimation: one of the many powers over the dead that fully developed maurezhi have is their ability to actually reanimate dead bodies. This is no resurrection, but allows them to build zombies or skeletons out of corpses, which they can do with Excellent (20) skill. Stealth: maurezhi have the odd ability to wrap their bodies in a minor illusion. This skill lets them literally blur their bodies, making them appear indistinct, and hard to make out compared to the background. Others suffer a -2 CS to detect maurezhi in their vicinity with normal vision. Summoning: the maurezhi can attempt two different types of summoning, each once per day. They can summon forth ghouls with Excellent (20) ability; roll a second FEAT roll if the first succeeds, the color result determining how many arrive. White is one, green is two, etc... Similarly, a maurezhi can also try to draw forth a small horde of manes. They can only do this at Feeble (2) rank, but if they succeed roll a second FEAT, per the above. A white result summons two manes, while each higher color result adds two more manes to the sum of manes summoned. Vampirism / Spiritual: like the armanites before them, maurezhi consume those they slay if they can get away with it - both body and soul. They can do this with Excellent (20) ability, though the process of consuming its foe takes a maurezhi a full ten minutes. Every entity a maurezhi consumes may make it more powerful; if any of its victim's ability scores are greater than its own, a maurezhi will see one such ability raised by +1 CS - permanently. It gains the benefit of this ability a total of eight times, at which point the maurezhi is fully developed. Furthermore, a maurezhi gains all the knowledge that its victim held - every last dark secret. While it cannot wield talent-equivalents like spells or psi powers through this process, a maurezhi can acquire new talents for 'free' in this fashion, from weapon skills to obscure sciences. Weaknesses / Limitations: Susceptibility: like all demons, maurezhi are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Equipment: (none)

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Quirks: Unattractiveness: maurezhi are horrible, inside and out. They have a ghoulish appearance, with leathery gray skin, intimidating talons, and their horrible fang-filled maws. This makes them suffer a -3 CS to reaction rolls, if they cannot disguise their appearance.

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Talents: None initially. Maurezhi don't start out with any particular skills, but can pick up any number of talents once they get their hands on some victims. Unlike most demons, maurezhi can have skills of any variety once they get going, from sciences to martial arts. Characteristics: The maurezhi live only to escape from the Abyss in order to consume mortals, in order to expand their knowledge and power. They actively seek out the flesh of mortals to consume, whether or not it can increase their power, for they crave it whether or not it can benefit them. Appearance: Maurezhi look like undead creatures of some sort. They are tall and gaunt, having gray leathery skin. They often wear tattered clothing, and usually stand hunched over when not capering about excitedly. They have pointed, cat-like ears, needle-like teeth and long talons on their hands. Ecological Niche: Maurezhi are not born. Demons of lesser stations ascend to the maurezhi form as they grow in power - or are somehow manipulated into adopting this shape by Abyssal Lords on occasion. Some can 'move along' to further forms without fully developing, but this is uncommon. Maurezhi seem almost evolved to consume mortals, though they rarely get the chance to do so. Most often they are pressed into service in the Blood War, and never get to live up to their full potential - they have powerful abilities but aren't ideal front-line combatants. If not used to consume baatezu or other enemies of the tanar'ri to steal their secrets, maurezhi often make their way out of the Abyss in order to seek mortal victims... or attempt to waylay adventurers foolish (or insane) enough to enter the Abyss for some reason or another.

Demon, Molydeus

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Fighting Incredible (40) Agility Incredible (40) Strength Remarkable (30) Endurance Incredible (40) Reason Remarkable (30) Intuition Remarkable (30) Psyche Amazing (50) Health 150 Karma 110 Resources 20 Popularity n/a Origin: Like all demons, the molydei are demonic creatures of chaos and evil. They possess a wide variety of supernatural powers with which to do their duties, which are imposed on them (like their very forms) by whatever mysterious agency has created them. Known Powers: Demon Physique: while they have been altered into their current configuration by parties unknown, the molydei are nonetheless demons. As such, they wield a wide variety of powers due to their demonic heritage, the most common of which include the following: * Darkness: demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a molydeus currently occupies (it works within Near range). * Damage Reduction / Cold Attacks: while not immune to the cold, the molydei is nonetheless quite resistant to it - possibly due to their infernal natures. When exposed to cold damage, a molydeus may reduce its intensity by 2 CS - before other defenses apply. * Damage Reduction / Physical and Magical Attacks: an apt term to describe the molydei is 'nigh invulnerable'. These demonic horrors possess 4 CS of damage reduction

to both physical and magical damage of all types, making them incredibly difficult to defeat. * Dimensional Transit: in addition to being able to teleport, demons can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting demons may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: demons are hardy creatures they have to be to survive at all in the endless, horrific wastes of the Abyss. The molydei in particular possess immunity to fire, electricity, heat, and poison. * Portal Sense: planar beings all, molydei have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all molydei can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Additional Limbs / Head: molydei all possess two heads. The first is a wolf's head, which is pointed forward, and is in the standard position. The second is a long, snake's head (with a considerable amount of 'neck') positioned behind the first head, which can swivel in any direction. Animal Hybridization / Others: this rare ability allows a molydeus to transform others into animals of various types. Those who fail an Endurance FEAT against this Excellent (20) ranked power are changed as the molydeus desires, gaining any natural abilities of their new form. Bands: molydei may use this spell-like power to issue forth bindings that appear like shadowy black tentacles. They work with Excellent (20) ability, easily trapping most conventional opponents, and last as long as they are concentrated upon. Charm: molydei possess the ability to charm a single target, per the spell of the same name. This skill lets them make temporary 'friends' of those who fail a Psc (will) FEAT roll against this Excellent (20) ranked power, until they attack or the victims can break free of it. Danger Sense: the scant few molydei in existence are rarely, if ever surprised by anything in their environment. They possess this supernatural awareness of their surroundings at Excellent (20) rank, which informs them of any dangers, active or passive, that threaten them. Electricity Generation: up to seven times a day, molydei have the power to fire lightning from their very eyes! Each of these bolts of electric power will inflict Remarkable (30) Stunning Energy damage with each deadly strike - often enough to slay a body outright!

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Fangs: both of a molydeus' heads possess fangs. They can be used to inflict Edged Attack damage in melee, but the snake's head is armed with a powerful venom that has a rapid transformative effect on those it affects (see below). Fear: the power of a molydeus does terrible things to the resolve of others. On contact, this fiend may instill its foe with Remarkable (30) ranked fear. If they fail a Psyche FEAT roll against this power, the molydeus' target will either quiver in fear or flee in terror for 1d10 turns. Fire Control: while they cannot generate flames like a balor, molydei may nonetheless shape it as they desire. This Excellent (20) ranked power lets them amplify, attenuate, or otherwise manipulate fires in their environment (natural or otherwise) at this intensity. Growth: molydei stand at twelve feet tall, granting them this power at Poor (4) rank, and a size factor of +1. This increases their damage against normal-sized foes by +1 CS, while applying a -1 CS to hit. Normal-sized foes reverse these column shifts when fighting molydei. Invisibility: though mostly useless against other demons, molydei can use this Excellent (20) ability to great effect against mere mortals and others who cannot see into the infrared spectrum. This power lets them avoid visual detection entirely! Mesmerism: all molydei possess a limited form of mind control. They may direct a target to engage in any reasonable activity they desire, and their foe must resist this Excellent (20) ranked power or comply. Of course, obviously harmful instructions automatically fail. Non-apparent Vision: at will, a molydeus can activate this sensory capacity in order to see something as it truly is. This Excellent (20) ranked ability easily allows them to pierce the veil of disguise, whether physical, mental, spiritual or otherwise. Object Animation: while many demons are telekinetic, molydei take this one step further and actually imbue objects in their vicinity, however temporarily, with a semblance of life! They may do this with Excellent (20) ability, letting them wield their very surroundings against a foe. Philosophical Sense: another of their useful sensory powers, molydei have the ability to 'feel' the philosophical bent of any person, place or thing they observe. They can sense something's leanings towards order, chaos, good, evil or balance with Excellent (20) skill. Revival: like the true demons, molydei can sometimes give death the laugh. Unless killed inside the Abyss or eaten, a molydeus may attempt to reconstitute itself on its home plane with this Typical (6) ranked power. The difficulty involved, of course, depends on how it died... Sensory Attenuation: a specialized form of illusion projection, this ability allows a molydeus to limit the sensory input one can receive - vision, to be precise. Those who fail a Psyche FEAT roll against this ability are convinced that they are blind for 1d10 turns. Summoning: in order to further empower them to enforce the Blood War effort, molydei are given the power to summon a select grouping of their fellow demons- specifically, those who are seemingly designed around it as well, but are generally less powerful. Once per hour, a molydeus has the ability to summon forth either another molydeus, one or two chasme, or one to four babau. This ability functions with Typical (6) ability, and allows a molydeus to rapidly draw upon a wide array of minions to do its bidding!

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Vampirism: a dangerous power indeed, molydei have the ability to feed off of the energies of others. They can do this with Good (10) ability, which allows them to drain like Health from a target with each attack - using it to heal their own lost Health points. Fiendish Venom: the bite of a molydeus' snake head has a transformative effect much like that of various undead. Those bitten by the smaller of the molydeus' two heads must pass an Endurance FEAT roll against Remarkable (30) rank or be slain, only to rise again as a manes. This will occur even if the victim has no natural predilection towards being sent to the Abyss after their demise. Furthermore, the character's intellect will be reduced to match that of a manes, though they'll distinctly call their former, lost lives and mental acuity. If affected, the victim loses 1 CS of Endurance until their death. During this time, any power to cure a poisoning will stop it cold, despite its supernatural nature. Afterwards, only causal control or a miracle can reverse the victim's transformation into a manes. Equipment: Battle Axe: when formed, each molydeus manifests an extension of its very life force, in the form of this magical battle axe. They can use this weapon to inflict their Strength rank +1 CS in Edged Attack or Sorcerous damage - whichever is more effective. The interesting thing about this axe, however, is that it can attack as if it had a mind of its own - even if its owner is otherwise occupied. This axe may attack using its molydeus owner's Fighting score, and may do so anywhere within the molydeus' current area. If slain, the battle axe of a molydeus will dissipate. The only way to seize such a weapon and retain it is if its owner remains alive. This is an exceedingly risky proposition, for a molydeus will quest without end to get a lost axe back. Weaknesses / Limitations: Susceptibility: like all demons, molydei are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Quirks: Unattractive: molydei are giant, two headed demons! Mortals react very negatively to a molydeus, both for their diabolic appearance and demonic natures, and they're at a -6 CS to all NPC reactions when interacting with humanoid beings of any kind (save for other tanar'ri). Talents: Skill / Axe: the molydeus constantly use their inherent axes in battle, allowing them to quickly gain martial competency with them. This allows the fiends a +1 CS to hit their foes with their special axe - or any other, similar weapon they might be holding. Characteristics: Molydei are single-minded in their pursuit of the Blood War. They're always watching the true demons for any signs of treachery, no matter how minimal,

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against their side of the War. While intelligent, their minds are somewhat limited to obsessing over their duties.

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Appearance: A molydeus is a frightening monstrosity. They stand twelve feet tall, and have bright crimson skin. They possess two heads, one being that of a wolf and another being that of a sickly green-scaled snake. The wolf head can see before the molydeus, while the snake head sees behind it. Ecological Niche: The molydei are something of a conundrum. They do not occur naturally, however such a word can apply to the tanar'ri at all. No matter how twisted the suffering a demon suffers (or inflicts), no matter how powerful it grows on its own, the fiends cannot evolve into a molydeus. It is theorized that these creatures are true demons that are molded into their forms by perhaps the Abyssal Lords themselves, though the dark of such is unrevealed to this very day. This theory holds water because even the balors can be taken to task by a molydeus. Even though the molydei technically serve the balors, while ever watching them all the same. The molydei act to enforce the Blood War effort. While they discount the actions of any demons of less power than a 'true' member of their kind (ostensibly because they are beneath notice), molydei monitor the true demons to ensure that they remain loyal to the cause. As loyal as any demon can get, that is. If one of the chaotic fiends wavers in its attentions to the Blood War, or otherwise acts against the demons interests in such, a molydeus will often be waiting to punish the offender... usually in a most spectacularly lethal fashion. Which is one reason the nalfeshnee are as subtle as possible in their sabotage of the balors - if they're too obvious, a molydeus or two might show up to put them in the dead book. Hence the generally long-term nature of their plots and intrigues...

Demon, Nabassu

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Fighting Excellent (20) Agility Excellent (20) Strength Excellent (20) Endurance Excellent (20) Reason Good (10) Intuition Good (10) Psyche Excellent (20) Health 80 Karma 40 Resources 10 Popularity n/a Origin: Nabassu are greater demons, of great power hailing from the Abyss. These monsters possess a vast amount of supernatural powers of a distinctly evil sort, along with a variety of physical modifications that make them supremely deadly against ordinary human foes. Known Powers: Demon Physique: the nabassu are the first form of greater demons, beings who have likely suffered (and inflicted like) beyond measure to get where they are. Nabassu are true planar entities, and possess these demonic capabilities: * Darkness: all demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a nabassu currently occupies (it works within Near range). * Damage Reduction / Cold, Gas and Magic: though they are not immune to the effects

of cold, gas or magic, nabassu are considerably resistant to these attack forms. When exposed to any such damage, a nabassu may reduce its intensity by 2 CS - before any other defenses apply. * Damage Reduction / Physical Attack: similarly, nabassu are highly resistant to conventional, physical attack forms. While not as powerful as their resistance to magic, a nabassu can shrug off 1 CS of physical attack damage of any variety - even before their other defenses. * Dimensional Transit: in addition to being able to teleport, demons can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting demons may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: demons are hardy creatures they have to be to survive at all in the endless, horrific wastes of the Abyss. Their forms have evolved over time to give them complete immunity to fire, electricity, heat, and poison. * Portal Sense: planar beings all, nabassu have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all nabassu can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, the demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Additional Limbs / Wings: nabassu possess large, leathery wings to complement their taut, leathery frame. These wings bear the nabassu aloft with Typical (6) ability, meaning they can soar about at a maximum speed of ninety (90) miles per hour under favorable conditions. Claws: the nabassu wield claws on both their hands and feet, and can use either as they see fit. They may wield these weapons to inflict their Strength rank in Edged Attack damage, and they have a material strength of Remarkable (30) against inanimate objects. Death Gaze (fledgling): the stand-out power of the fledgling nabassu, this ability allows them to hideously transform mere mortals. The target of a nabassu death gaze must pass a Psyche FEAT roll against this Good (10) ranked magical beam or be transformed... into a ghast or ghoul! This process takes days. Every day, the victim must pass an Endurance FEAT against this power or lose one rank of such, until they reach Shift 0 Endurance. This process continues for ten days; if the target has not died by this time, they will recover (and are not transformed). During this period, the victim is increasingly compelled by a desire to consume human

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flesh. This compulsion becomes a necessity after they die and rise again as a ghoulish monster, having been transformed into an undead creature that subsists solely on human flesh... Fangs: like their claws, a nabassu may wield its fangs in battle in order to inflict their Strength rank in Edged Attack damage. This damage comes in the form of a painful bite, and helps a nabassu to quickly consume its victims in order to steal their power! Intangibility (mature): twice per day, a mature nabassu may render itself completely immaterial. A nabassu in this state is invulnerable to mundane physical and energy attacks, though they are affected normally by the other six attack vectors. Paralytic Field (mature): mature nabassu possess a powerful defense in the form of their paralytic field. This Good (10) ranked power works like the paralyze spell, only affecting everyone within Very Near range, freezing its targets in place for 1d10 turns if they succumb to this power. Regeneration (mature): fully developed nabassu are incredibly hard to dispatch, for they can quickly heal even the most severe of wounds. They regenerate with Good (10) ability, meaning they will heal one lost Health point every turn. Sound Control: nabassu wield a limited form of this power that allows them to dampen all sound in their immediate vicinity. Functioning on the Very Near range table, this Good (10) ranked power lets them silence everything within ten yards of their person. Summoning (mature): the nabassu have several summoning powers. Three times a day, they may attempt to summon forth fellow demons. A green FEAT brings forth 2d10 manes, a yellow FEAT summons forth two to five cambion, and a red FEAT roll will make manifest another nabassu. Similarly, they have an additional special power while in the Abyss. This lets them, without a FEAT roll, bring from two to five ghouls or ghasts to their side, possibly being undead monstrosities that they themselves have created in the past, depending on their actions. Vampirism: in both of their stages of development, a nabassu possesses this power though it is expressed differently in each. In their fledgling form, a nabassu uses it to devour the body and soul of its victims, adding one point to their Fighting or Strength with each meal. A nabassu may add ten points to each of these ability scores in this manner, and when they have absorbed the maximum amount of points in each, they are considered 'mature'. They lose their death gaze power, but gain several others in the process, 'trading up' significantly. Once they are mature, a nabassu can instead drain a victim on touch, directly siphoning off their life energies to supplement their own. Nabassu wield this power at Good (10) rank, and can use the Health siphoned off from their foes to recover their own lost Health points. Weaknesses / Limitations: Susceptibility: like all demons, nabassu are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion.

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Equipment: Melee Weapons: while they have powerful claws, a nabassu often opts to wield a melee weapon instead, for additional damage. They can carry such weapons in order to inflict their Strength +1 CS in Blunt Attack or Edged Attack damage, depending on the weapon's nature. Quirks: Unattractive: nabassu are horrible creatures. They loom over most mortals, being seven foot tall, with thin builds. They exemplify the 'traditional' look of demons to mortals, in an effort to better terrify them. As such, they suffer a -2 CS to mortal NPC reactions. Talents: Stealth: even without their abilities to dampen sound, the nabassu are masters of stealth. They should impose a -1 CS to the Intuition FEAT rolls of others to detect them, as they're able to move quietly and inconspicuously despite their form, and actively avoid being tracked. Characteristics: The masses of nabassu are destruction incarnate. They rage and roil against anything and everything they can, both for the sheer pleasure of it and because it furthers their eventual aims in the Abyss. They are encouraged to terrorize mortals, and enjoy little else in their existence. Appearance: The nabassu has a sufficiently 'gothic' appearance. It stands seven feet tall, and is wiry and gaunt. Its leathery gray skin appears to be unable to contain the wiry muscles beneath. They possess large, bat-like wings, as well as long claws on each appendage, and tusk-like fangs. Ecological Niche: Nabassu are greater demons, which sometimes occur through natural breeding, but are most often a result of lesser tanar'ri growing in power and 'evolving' to this state of existence. They can manifest spontaneously in the Abyss but this is somewhat unlikely for their kind. They possess a curious susceptibility to being summoned, and a spell to draw forth demons, unless more specific in its targets, is most likely to collect one of them. Once drawn away from the Abyss, they do everything they can to escape their summoner, in order to rampage unopposed. You see, nabassu live to spread the terror of the Abyss across the planes, in order to make mere mortals attach fear, dread and terror to the tanar'ri name. This belief fuels the demons power throughout the multiverse, and is a tangential effort to ultimately win the Blood War. While free after a summoning, they will kill and consume as many victims as is possible, body and soul, in order to increase their own power. Their aim is to maximize their growth to full maturity before they return to the Abyss, either to await further summoning or to ascend further.

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Demon, Nalfeshnee

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Fighting Amazing (50) Agility Good (10) Strength Incredible (40) Endurance Incredible (40) Reason Incredible (40) Intuition Incredible (40) Psyche Amazing (50) Health 140 Karma 130 Resources 40 Popularity n/a Origin: The rather uncommon nalfeshnee are powerful demonic terrors that stalk the 400th layer of the Abyss: the Mountain of Woe. Their power is derived from their evolution through the terrors of the Abyss, which involves untold millennia of suffering (both given and received). Known Powers: Demon Physique: incredibly powerful demonic life forms, the nalfeshnee are true demons. These fiendish creatures possess a wide array of supernatural, psionic, and even demonic abilities with which to torment lost souls, including the following: * Darkness: all tanar'ri have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a nalfeshnee currently occupies (it works within Near

range). * Damage Reduction / Physical, Magical and Cold Attacks: while not immune to magic, physical or cold attacks, nalfeshnee are considerably resistant to these attack forms. When exposed to such damage, a nalfeshnee may reduce its intensity by 2 CS before other defenses apply. * Dimensional Transit: in addition to being able to teleport, tanar'ri can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting tanar'ri may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: demons are hardy creatures they have to be to survive at all in the endless, horrific wastes of the Abyss. The nalfeshnee in particular possess immunity to fire, electricity, heat, and poison. * Portal Sense: planar beings all, nalfeshnee have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all nalfeshnee can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Additional Limbs / Wings: curiously, the nalfeshnee bear small, angel-like wings that they can use to fly - despite their ponderous bulk. These magically empowered appendages give nalfeshnee Feeble (2) ranked flight, allowing them to move through the sky at 30 miles per hour. Attenuation: a nalfeshnee can bolster its apparent intellect by reducing that of others in its vicinity. This Excellent (20) power can reduce the Reason of another for 1d10 turns by its own power rank number, with a minimum score of Feeble (2), if the target fails a Reason FEAT against this rank. Bands: nalfeshnee may use this spell-like power to issue forth bindings that are web-like in appearance - but much stronger. They work with Excellent (20) ability, easily trapping most conventional opponents, and last as long as they are concentrated upon. Claws: the nalfeshnee all possess short, gnarly claws with which they can rend opponents. They can use these ill implements to inflict Edged Attack damage in hand to hand combat if they wish, though they usually prefer to wield their magical powers instead. Cold Generation: nalfeshnee have the power to generate bone-chilling cold, which they can inflict upon others by touch. They may do this with Excellent (20) ability, inflicting like Stunning Energy damage with each frigid grasp (or other melee assault). Disguise: while they cannot shape change proper, the nalfeshnee can distort their

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appearance somewhat. They may assume the guise of any humanoid being they wish, though of course their immense height and bulk are somewhat hard to disguise (Excellent (20)). Electricity Generation: while their cold powers only function with physical contact, the lightning bolts of a nalfeshnee are much more deadly. These Excellent (20) ranked energy blasts can strike anyone within their area, and inflict Stunning Energy damage with each hit. Fangs: like almost all demons, nalfeshnee possess sharp teeth with which to rapidly dispense foes - and consume them if desired. Nalfeshnee have both regular fangs and large, boar-like tusks for this purpose, which they can use to inflict +1 CS Edged Attack damage. Fear: nalfeshnee can, if they spend an entire turn producing the effect, create a beam of rainbow-like light. This light causes all within the nalfeshnee's area to wander aimlessly for 1d10 turns, facing their greatest fears all the while (Excellent (20)). Forgetfulness: wielding staggering powers of the mind, a nalfeshnee may carefully edit the memories of others. They can do so with Excellent (20) ability, which lets them delete up to twenty minutes of an opponent's current memories at a time. Growth: nalfeshnee stand at twenty feet tall. This gives them the growth power, by default, at Typical (6) rank. Nalfeshnee thus have a +1 size factor, which means that they inflict +1 CS damage against normal human foes, while such enemies inflict -1 CS damage against them. Conversely, human-sized opponents receive a +1 CS to hit a nalfeshnee, while these demonic entities are at a -1 CS to, in turn, hit them. Growth / Others: oddly, nalfeshnee have the ability to enlarge ordinary insects in their vicinity. This power, limited solely to such life forms, allows them to grow such things immensely, doing so with Unearthly (100) ability (making them thirty two times larger). The effect of this is that, creatures formerly thought of as mere pests take on a new dimension, since they now have a size factor equal to that (or very close to, at least) normal humans. This allows them a staggering amount of lethality - particularly if they catch foes by surprise. Imaginary Doubles: nalfeshnee have the curious ability to generate an imaginary, pretend double of themselves. This double is immaterial and cannot attack others at all, but the nalfeshnee can see through its eyes and hear through its ears. This is a Feeble (1) ranked power. Invisibility: though mostly useless against other tanar'ri, nalfeshnee can use this Excellent (20) ability to great effect against mere mortals and others who cannot see into the infrared spectrum. This power lets them avoid visual detection entirely! Non-apparent Vision: at will, a nalfeshnee can activate this sensory capacity in order to see something as it truly is. This Excellent (20) ranked ability easily allows them to pierce the veil of disguise, whether physical, mental, spiritual or otherwise. Paralysis: in addition to their ability to freeze an entire group of people with fear, nalfeshnee can concentrate their mental power on a singular foe, freezing them in their tracks. This works if the target fails a Psyche FEAT roll against this Remarkable (30) ranked ability.

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Philosophical Sense: another of their useful sensory powers, nalfeshnee have the ability to 'feel' the philosophical bent of any person, place or thing they observe. They can sense something's leanings towards order, chaos, good, evil or balance with Excellent (20) skill. Reanimation: in addition to summoning forth weaker demons to do their bidding, nalfeshnee can literally create reinforcements - most often from the bodies of fallen foes! They can build zombies or skeletons out of corpses, a skill they wield with Excellent (20) ability. Revival: like other true demons, nalfeshnee can sometimes give death the laugh. Unless killed inside the Abyss or eaten, a nalfeshnee may attempt to reconstitute itself on its home plane with this Typical (6) ranked power. The difficulty involved, of course, depends on how it died... Summoning: a nalfeshnee may summon forth their fellow demons in great numbers, and somewhat often - though they usually rely upon their own, considerable power. Twice a day, they can draw forth one vrock or from one to six babau, doing so with Typical (6) ability. Natural Psi-Powers: In addition to the above, considerable array of supernatural powers, nalfeshnee are also equipped with natural psionic abilities. These capabilities will vary from nalfeshnee to nalfeshnee, but will usually be of either a metapsi, psikinetic or psipathic bent, most often being destructive in nature. Equipment: (none) Weaknesses / Limitations: Susceptibility: like all demons, nalfeshnee are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Quirks: Unattractive: nalfeshnee are monstrous, boar-like giants! Mortals react very negatively to a nalfeshnee, both for their diabolic appearance and demonic natures, and they're at a 6 CS to all NPC reactions when interacting with humanoid beings of any kind (save for other demons). Talents: (none) Characteristics: The small number of nalfeshnee are all haughty and arrogant. They are assured of their own superiority and self-importance, to the point that they scheme to get their way no matter what effect it has on other tanar'ri or the Blood War effort - they care only for themselves. Their extreme intellects make them very dangerous in this regard, for while chaotic and mad, the nalfeshnee can nonetheless plot and plan with the best of them, and can usually succeed intellectually where their physical might would otherwise fail them.

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Appearance: Nalfeshnee are monstrous. They are twenty feet tall, and resemble a horrible cross between a boar and an almost hairless ape. They have claws, tusks, tails, and strangely glowing red eyes, which appear to look through those who meet the nalfeshnee's gaze. Ecological Niche: Nalfeshnee are very powerful demons- just below the balors in raw strength. However, their superior intellect recognizes that, while a direct confrontation with balors would be rather unsuccessful, nalfeshnee can hobble their physical superiors with sabotage. Most nalfeshnee will do this whenever they can, doing their level best to lay balors low in any way possible. This is one way in which they inadvertently extend the everlasting Blood War - their plots to foil the balor's plans tend to cripple the tanar'ri effort as a whole. At the same time, they are responsible for choosing which petitioners the demons will use to create more of their kind - if such don't evolve into demons on their own eventually anyway. They do this from their lair on the 400th layer of the Abyss, the Mountain of Woe. There, the nalfeshnee judge all petitioners that arrive in the Abyss - at least, those who survive long enough to be transported there. From their flaming thrones, these giant fiends use their fear powers to somehow feed upon the thoughts of the petitioners, leaving them as desiccated husks. These soul husks are then formed into differing forms of demons, depending on the nalfeshnee's whims.

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Demon, Quasit

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Fighting Typical (6) Agility Remarkable (30) Strength Poor (4) Endurance Poor (4) Reason Typical (6) Intuition Good (10) Psyche Excellent (20) Health 44 Karma 36 Resources 10 Popularity n/a Origin: Quasits are artificial creatures formed from the chaotic and evil larvae of the Abyss. They possess supernatural powers related to the task of corrupting mortals, as well as various abilities wielded by demons. They are relatively weak demonic entities, but dangerous nonetheless. Known Powers: Demon Physique: quasits are forged from larvae by powerful demons, and as artificial evolutions lack some of their creators' standard powers. They are considered demons by most however, and can evolve into 'normal' demons eventually. They have these abilities:

* Damage Reduction / Magic: most demons possess some degree of resistance to magical attacks, whether they come in the form of environmental effects, spells, or even magic items. Quasits possess 2 CS protection against all forms of mystic assault. * Invulnerability to Cold, Fire, Electricity, and Heat: quasits have a slightly modified package of invulnerabilities, thanks to the tinkering of their creators. They lack protection from poison, but possess complete immunity to cold, fire, electricity, and heat. * Portal Sense: planar beings all, quasits have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all quasits can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. Animal Transformation / Self: quasits have the ability to change their shape into two different animal forms. This power works with Good (10) ability, and lets them assume two of these forms: bats, frogs, giant centipedes, or wolves. Claws: quasits have small claws that allow them to inflict Edged Attack damage in melee. They're poisonous though; targets who take damage and fail an End (res) FEAT against Typical (6) rank suffer a -2 CS due to the dizziness and burning itching it causes, for 1d10 turns. Fangs: furthermore, quasits possess sharp, needle-like fangs that they can use to attack or eat - their foes. These horrible teeth allow them to inflict Edged Attack damage as they can with their claws, but they lack the poison that those implements possess. Fear: dread creatures of chaos and evil, the vile quasit can instill great fear into those in its vicinity. A quasit may cause others within very close range to quiver in fear with this Good (10) ranked power, which acts just like the spell of the same name. Immortality: if they weren't already tough enough, quasits are effectively immortal. If slain anywhere but within the Abyss, a quasit will rise from the grave on its home plane after a year and a day. Smashing one inside the Abyss will end its existence forever. Invisibility: assisting their ability to quietly commit evil, quasits have the power to cloak themselves from sight. They can become invisible with Good (10) ability, making them undetectable by normal vision - though other senses can pick them up just fine. Magic Sense: quasits possess several supernatural sensory abilities, the first amongst them being the ability to sense magic in their vicinity. This sense works with Good (10) ability, and highlights any mystical activity or phenomenon within near range of their persons. Philosophical Sense: in that same vein, a quasit can look at a person or thing and see where their behavior leans, in a philosophical sense. With Good (10) skill, they can determine if someone (or something) is of a good, evil, lawful, chaotic, or neutral bent. Power Amplification: one of the reasons wizards bother keeping quasits around is that they can amplify the magic of those they partner with. When a sorcerer is teamed up with a quasit, he will receive a +1 CS on all of the magic spells he casts. Power Transfer: similarly, when a quasit is partnered up with someone on the material planes, it can share at two of their powers with their cohort in crime. Those who 'possess' a quasit as a familiar benefit from the use of their regeneration and magic damage

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reduction while in close proximity. Regeneration: quasits heal rather quickly. They possess this power at Good (10) rank, which allows them to recover one lost Hp each turn, as long as they are not actively taking damage during this period of time. This, of course, on top of their considerable defenses. Resistance to Physical Attacks: finally, quasits possess considerable resistance to attacks of a non-magical nature. They wield this power at Good (10) rank, which grants them like protection against Blunt Attack, Edged Attack, Blunt Throwing, Edged Throwing, Force and Shooting damage. Shrinking: quasits do not possess this power in an active fashion, so much as it is an 'always on' situation describing their diminutive stature. They possess this 'power' at Poor (4) rank, making them around two feet tall, and giving them a -2 size factor. Weaknesses / Limitations: Susceptibility: like all demons, quasits are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Equipment: (none) Quirks: Unattractiveness: quasits are horrible, monstrous little things. They appear generally humanoid in shape but possess demonic features such as scaly green skin, gnarly horns, and a long, swishing tail. This makes them suffer a -2 CS to reaction rolls, save against those who summon them. Talents: Manipulation: quasits are master of subtle manipulations. They can help to steer a body down a desired path - usually a chaotic one fraught with evil - without their victim even knowing what it's up to. They should receive a +1 CS towards such demonic efforts. Characteristics: Though not too bright, quasits are rather clever. They revel in the corruption of mortals towards the tanar'ri way of thinking, as the resultant behavior only improves the demons lot - and the quasit's prospects back home. They are somewhat powerful yet rather craven in behavior. Appearance: The quasit resembles a tiny, classical demon after a fashion. It is about two feet tall, with green scaly skin, and possesses a long reptilian tail (non-prehensile). They have long, large horns on their heads which look intimidating but cannot be used for physical attacks. They do possess claws on all four limbs, as well as frightening, tooth-filled maws. A quasit is somewhat gaunt in appearance, its scaly flesh looking as if the body beneath it were about to burst forth, and they often wear long, stringy goatees under their pointy chins.

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Ecological Niche: The quasit is an artificially created life form. They do not occur naturally by any means, instead coming about when powerful tanar'ri twist and mutate a specially selected larvae into their dread forms. Their purpose is to tempt mortals into the tanar'ri way of thinking. When a chaotic and evil wizard attempts to draw forth a familiar, there is a good chance that he will attract the attention of a quasit, who can latch onto their spell and manifest wherever said wizard is casting from, and attempt to broker a deal to serve him in exchange for great power. Sometimes a quasit will always remain a quasit, but if it serves its master well enough, said entity will often allow it to ascend into the form of a regular demons as a result. What form it takes upon entering the 'main' demon race depends on how well it pleased its boss over the years.

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Demon, Rutterkin

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Fighting Good (10) Agility Typical (6) Strength Good (10) Endurance Typical (6) Reason Typical (6) Intuition Typical (6) Psyche Typical (6) Health 32 Karma 18 Resources 2 Popularity n/a Origin: The lone wanderers of the Abyss, rutterkin are demons of the least sort. They are sometimes formed from petitioners, but can also be the result of manes or dretches who grow in power and awareness over time. They are demonic entities possessing supernatural powers. Known Powers: Demon Physique: while they are generally shunned by most demons, rutterkin are considered members of that race. Evolved from the chaotic and evil larvae of the Abyss or powerful manes or dretches, rutterkin are true planar entities, and possess these demonic capabilities: * Darkness: demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a rutterkin currently occupies (it works within Near range). * Damage Reduction / Cold and Gas: though they are not immune to the effects of cold

and gas, demons are considerably resistant to them. When exposed to any form of cold or gas, a tanar'ri may reduce its intensity by 2 CS - applying this reduction even before other defenses. * Damage Reduction / Magic: furthermore, most demons possess some degree of resistance to magical attacks, whether they come in the form of environmental effects, spells, or even magic items. Rutterkin possess 1 CS protection against all forms of mystic assault. * Dimensional Transit: in addition to being able to teleport, demons can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting demons may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: demons are hardy creatures they have to be to survive at all in the endless, horrific wastes of the Abyss. Their forms have evolved over time to give them complete immunity to fire, electricity, heat, and poison. * Portal Sense: planar beings all, rutterkin have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all rutterkin can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Claws: rutterkin bear barbed, gnarled claws with which they can inflict Edged Attack damage, but usually prefer not to use them, as doing so causes pain to their malformed bodies. They must pass a yellow Psc FEAT to act in the round after using their claws in combat. Fear: a rutterkin may, upon touching a foe, inflict great fear upon them. This requires they make successful contact in melee, at which point the target must pass a Psc FEAT roll against Remarkable (30) rank or quiver in fear (or flee) for 1d10 turns. Flight: the hated rutterkin possess the power of flight! They can soar over the terrain as they see fit, doing so at approximately thirty miles per hour. This translates into Feeble (2) ranked flight, but they may do so as often as they wish - if not constantly. Summoning: once per day, rutterkin may summon forth 'least' demons. This Typical (6) ranked power may draw manes, dretches and rutterkin to the summoner - up to eight at once. Roll a second FEAT to determine how many arrive, if successful; white is 2, green is 4, etc... Telekinesis: as can the teeming masses of dretches, rutterkin may impose their will on matter within their vicinity. Up to three times per day, they may wield this supernatural

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ability at Typical (6) rank, allowing them to handle up to 200 lbs. of matter remotely. Weaknesses / Limitations: Susceptibility: like all demons, rutterkin are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Equipment: Double Crescent Pole arm: rutterkin often carry these long weapons with them. They can be used to inflict their Strength rank +1 CS in Edged Attack damage with these double-bladed pole weapons, and can use them to strike non-adjacent foes as well (10' reach). Flatchet: rutterkin often carry these broad-headed swords with them into battle. Long and flat, the shape of this blade allows them to inflict their Strength rank +1 CS in Edged Attack damage against their foes, though this is boosted by +1 CS against unarmored foes. Snap-tong Device: rutterkin often wield these spring-loaded jaws in battle. They inflict their Strength rank in Edged Attack damage, but will then lock onto a foe and keep inflicting like damage until their target can break free (Good (10) Strength FEAT) or dies. Three Armed Blades: rutterkin often carry these projectile weapons with them. They may be flung at a target with the aid of a sling-like device, and will spin and speed at a foe to inflict a rutterkin's Strength rank in Edged Attack damage with each successful hit. Quirks: Unattractiveness: rutterkin are horrible, malformed things. They appear generally humanoid in size and shape, but the proportions are all twisted and warped. This makes them suffer a -2 CS to reaction rolls, not that they mind really - they only care about themselves. Talents: Weapon Skill: though generally ineffective in the use of their natural weapons, rutterkin usually demonstrate some measure of skill in their choice of weapon(s) - most often at least one of the four listed above. They should wield them at their Fighting score +1 CS. Characteristics: Rutterkin are generally solitary creatures, shunned by other demons for reasons unknown. These pathetic beasts wander the Abyss left to their own devices, which allows them to vent their rage upon any non-demons and demons weaker than themselves (manes and dretches) mercilessly. Appearance: The rutterkin resemble malformed humanoids. They possess dusky skin, sparse hair, and typically don't bother with clothing. They have gnarled claws which they generally do not wield, as well as pointy skulls and pointy, swept-back ears, and extremely sparse body hair. Rather ugly in the face, rutterkin are deformed significantly. Their bodies possessed

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warped proportions, and a limb or body part on one side of their frame is often of differing size than the 'matching' part. They are often gaunt and bulky at the same time, just in different areas. Ecological Niche: The rutterkin wander the Abyss alone, for the rest of the demons want nothing to do with them for some reason. It is rumored that this is because they are formed from larvae that were especially evil - but especially incompetent - in their former, mortal lives. Of course, this is but one way a rutterkin may form in the Abyss. Sometimes they come into being when manes or dretches evolve or grow in power. They can also 'just happen', as is often the case on the planes of mad hatred; chaos unbound causes this sort of thing. In rare cases however, rutterkin are the result of humanoids from other planes who, after being trapped so long in the Abyss, simply mutate into tanar'ri by overexposure to the ambient chaos and evil. Becoming a part of the madness around them, these beings are utterly insane.

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Demon, Succubus

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Fighting Good (10) Agility Good (10) Strength Typical (6) Endurance Good (10) Reason Remarkable (30) Intuition Excellent (20) Psyche Incredible (40) Health 36 Karma 90 Resources 2 Popularity n/a Origin: There are theoretically an infinite amount of succubi in the Abyss. These fiendish entities are demonic creatures that feed upon the life forces of mortal men, doing so with diabolical supernatural powers acquired when they either manifest fully formed or ascend to from lower demons. Known Powers: Demon Physique: succubi are not fighters per se, though they're demons nonetheless. These powerful demonic entities possess a large array of powers as a result, allowing them to engage in battle if they must. Succubi possess these demonic capabilities: * Darkness: demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a succubus currently occupies (it works within Near range). * Damage Reduction / Cold, Gas, Magic and Physical Attacks: though they prefer not

to do battle, a succubus is a rather tough creature. They possess 2 CS of damage reduction against all physical and magic attacks, as well as cold and gas assaults as well. * Dimensional Transit: in addition to being able to teleport, succubi can transition themselves between planes of existence (above and beyond the normal demonic teleportation ability). They may do so with Excellent (20) ability, the better to find mortals to prey upon. * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: demons are hardy creatures they have to be to survive at all in the endless, horrific wastes of the Abyss. Their forms have evolved over time to give them complete immunity to fire, electricity, heat, and poison. * Portal Sense: planar beings all, succubi have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all succubi can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Additional Limbs / Wings: in their natural form, succubi possess large, bat-like wings. These large, leathery extensions of their body are not equipped to attack or handle objects at all, but allow the creatures to fly at Typical (6) speeds, or 90 miles per hour. Charm: succubi possess the ability to charm a single target, per the spell of the same name. This skill lets them make temporary 'friends' of those who fail a Psc (will) FEAT roll against this Excellent (20) ranked power, until she attacks or they can break free of it. Clairaudience: this dangerous power allows a succubus to eavesdrop on targets far, far away. Functioning on the near range table, this Feeble (2) power enables the succubi to listen in on sounds up to one mile distant, assuming they know precisely where to 'look'. Danger Sense: the teeming masses of succubi are rarely, if ever surprised by anything in their environment. They possess this supernatural awareness of their surroundings at Excellent (20) rank, which informs them of any dangers, active or passive, that threaten them. Disguise: at will, a succubus may assume the form of any humanoid being within their size frame (nothing smaller than half their size, nothing larger than half their size again). They may do this with Good (10) ability, usually posing as particularly beautiful females. Intangibility: succubi all have the ability to render themselves intangible, at will. This Good (10) ranked power causes physical and energy based attacks to harmlessly pass through them, which is usually enough to avoid conflict with simple mortal beings. Mind Control: all succubi possess a limited form of mind control. They may direct a target to engage in any reasonable activity they desire, and their foe must resist this

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Excellent (20) ranked power or comply. Of course, obviously harmful instructions automatically fail. Summoning: once per day, a succubus may attempt to summon forth one balor to aid them. This is but a Feeble (2) ranked power, meaning the odds of it succeeding are not very good, but if it does, a succubus has a considerable 'trump card' to rely upon in a tight spot. Vampirism: perhaps their most notorious skill, succubi have the ability to feed off of the energies of others. They can do this with Good (10) ability, which allows them to drain like Health from a target with each attack - the trick is this ability is subtle. While she must touch her target for this power to work, those affected by it must pass an Intuition (alt) FEAT roll to even notice it has been used against them. This is why the succubi prefer to lure mortals into moments of passion, thus distracting them (-2 CS to the detection FEAT). Weaknesses / Limitations: Susceptibility: like all demons, succubi are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Equipment: (none) Quirks: Attractive: the succubus always exists in a form that mortal men find alluring. Even in its 'natural' state, a succubus draws upon and manipulates mortal men's lusts. They have no choice but to react to the succubus' wiles at +1 CS higher than normal. Talents: Linguistics: succubi make a point of learning a multitude of languages, usually those spoken by the men they prey upon the most. This includes a series of 'real world' languages as well as those prevalent in the planes, including the planar trade jargon (English). Characteristics: Alluring and mysterious, the succubus has a place in many myths for a reason. But do not ever forget that they are demonic entities from the Abyss, and have no goal other than draining the energies of mortals to feed their home - or adding to the countless demons slaves housed there. Appearance: In their 'natural' form, the succubus resembles a tall (six feet) human female, at least superficially. Detracting from this somewhat is the rather large, bat-like wings that sprout out from their backs, as well as their visibly glowing eyes (in a variety of colors). Ecological Niche: Succubi are primarily independent operators, acting outside the direct conflict of the Blood War. They are allowed this partial autonomy because their actions

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bring fresh meat to the Abyss (in the form of abductions), or mysterious power (in the form of their energy drain). It is not known exactly how the Abyss in general, and the demons in particular benefit from their vampiric activity, but the demons believe that both activities are worth the effort. This is why a succubus has a chance (however slim) of summoning balors in the event of an emergency. Succubi are formed either when weaker demons ascend to this 'station', or are sometimes the product of demons breeding; while succubi themselves do not generate more of their kind directly, a mismatched breeding pair (of more powerful and weaker demon) can result in one. And that's when a succubus doesn't just spontaneously manifest in the Abyss. This becomes increasingly rare the more powerful a given demon is, but can happen now and then; on a plane of distilled madness and raging hatred, causality is often a casualty.

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Demon, Incubus
Similar to the succubus, an incubus performs the exact same mission, but is male instead of female. It is unknown if incubi cause mortals to give birth to alu-fiends due to their intermingling or cambion, but this rarely comes up enough to be a question. What with the incubi usually consuming the life of those they target outside the Abyss. Either way, the incubus is a much more uncommon creature than the succubi, though it is not known why this is the case. Some sages of the male chauvinist bent assume this is because men are more 'loose' with their passions than women, but the true reason is a mystery as of yet.

Demon, Vrock

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Fighting Excellent (20) Agility Good (10) Strength Excellent (20) Endurance Remarkable (30) Reason Good (10) Intuition Good (10) Psyche Remarkable (30) Health 80 Karma 50 Resources 6 Popularity n/a Origin: The countless vrocks are powerful demons of the air, hailing from the Abyss. These demons are the first of the 'true' members of their race, who are not born or created in their treacherous home - no, vrocks always develop from weaker demons who gain power the hard way. Known Powers: Demon Physique: though they are the weakest of the true demons , vrocks are not to be trifled with. Having developed through countless eons of suffering and hatred, each vrock is a true planar entity, and possesses these dangerous demonic powers: * Darkness: all demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a vrock currently occupies (it works within Near range). * Damage Reduction / Cold and Physical Attacks: while not immune to the effects of cold or physical attacks, vrocks are considerably resistant to these attack forms. When exposed to any such damage, a vrock may reduce its intensity by 2 CS - before any other defenses apply.

* Damage Reduction / Magic Attacks: on the other hand, vrocks are highly resistant to magical assault. Their bodies actively resist change that isn't of their own volition, and reduce the effects of magic cast upon them by 3 CS - before any other defenses apply to such. * Dimensional Transit: in addition to being able to teleport, demons can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting tanar'ri may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: demons are hardy creatures they have to be to survive at all in the endless, horrific wastes of the Abyss. Their forms have evolved over time to give them complete immunity to fire, electricity, heat, and poison. * Portal Sense: planar beings all, vrocks have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all vrocks can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Additional Limbs: the vrocks appear like oversized vultures, but are anatomically different. Tucked beneath their wings are a spare pair of humanoid arms, which they can use to manipulate objects or attack - these limbs offer one additional melee strike per turn. Annulment: in addition to their considerable magic resistance, a vrock has the ability to completely dispel magic in its vicinity as well. Functioning at Good (10) rank, this spelllike power allows them to easily counter weaker magic used against them. Beak: though not their primary physical weapons, vrocks possess a large, vulture-like beak. They can wield this sharp implement to inflict Edged Attack in melee, whether in a pecking maneuver or when attempting to rend a foe for sustenance. Claws: vrocks have long talons at the ends of each digit, on both their hands and feet. These terrible implements allow a vrock to inflict its Strength rank in Edged Attack damage if it must, though it usually prefers to wield melee weaponry in battle when practical. Crowd Control: impressive in mental strength, a vrock may impose its thoughts and desires upon others within its vicinity. This Good (10) ranked power allows it to control the minds of everyone within its current area, with either a simple command or a hypnotic suggestion. Flight: as oversized, vulture-like beings, vrocks have the ability to fly like a bird. They

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can soar at speeds of up to 90 miles per hour, doing so with Typical (6) rank though this flight cannot be maintained in an environment lacking air (such as a vacuum). Imaginary Doubles: though they work well in groups (an oddity for demons), vrocks can also generate their own, pretend posse. A vrock may wield this power at Poor (4) rank, allowing them to generate four imaginary friends to befuddle foes in both melee and ranged combat. Link: vrocks have the power, when at least five of them are present, to join their power and perform a dance of ruin. This dance generates Remarkable (30) ranked energy of an unknown type, which affects everyone within Very Near distance who lacks the benefit of cover after three turns. Magic Sense: all vrocks have the ability to sense ambient magic in their environment. They may do so with Good (10) ability, which lets them spot magical items, beings and other phenomena within Near distance of their person (four areas). Non-apparent Vision: the vrocks have a limited form of this power, which allows them to perceive items that have been rendered invisible to conventional light spectra. This power works at Good (10) rank, complementing their infravision quite nicely. Plant Growth: a strange power the vrocks possess is the ability to emit a cloud of spores, once every three turns. Anything within Very Near distance of this Good (10) ranked power will suffer like damage, as the plant-like things the spores hatch literally grow out of their victims. Revival: like other true demons, vrocks can sometimes give death the laugh. Unless killed inside the Abyss or eaten, vrocks may attempt to reconstitute themselves on their home plane with this Typical (6) ranked power. The difficulty involved, of course, depends on how they died. Sound Generation: a vrock may generate a loud screech once per day. They may do this in order to incapacitate a foe, doing so with Excellent (20) ability. Those who fail an Endurance FEAT roll against this power will suffer a Stun result for 1d10 turns. Summoning: once per day, a vrock may attempt to summon forth fellow demons to aid it in whatever fashion it chooses, with Feeble (2) skill. A green FEAT brings forth 2d10 manes, a yellow FEAT summons forth one to six bar-lgura, and a red FEAT roll will make manifest a powerful nalfeshnee. Telekinesis: vrocks may impose their desires upon objects in their vicinity, a true example of mind over matter. They may only do so with Good (10) ability, but this allows the creatures to move 400 lbs of matter just by thinking about it! Weaknesses / Limitations: Susceptibility: like all demons, vrocks are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Equipment: Spears: on occasion, vrocks will carry a spear with them into battle. They may use these implements to inflict their Strength rank +1 CS in Edged Attack or Edged Throwing damage, depending on just how attached to the weapon they may be (thrown spears are

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hard to recover in flight).

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Quirks: Unattractive: vrocks are monstrous, vulture-like terrors! Mortals react very negatively to a vrock, both for their appearance and scavenger-like behavior, and vrocks are at a -4 CS to all NPC reactions when interacting with humanoid beings of any kind (save for other demons). Talents: Tactics: a rarity amongst the chaotic demons, vrocks have the ability to work together... and can effectively plan strategies on the fly. If others follow a plan of their concoction to the letter, they can receive a +1 CS to related FEAT rolls attempted while doing so. Characteristics: Vrocks are strangely social beings. They work well with others of their own kind, and are loyal to other vrocks above all else - even their true demon superiors. Of course, they're elite fighters amongst demon kind, and are known to eat their foes whole. Appearance: Vrocks look like oversized vultures, standing eight feet tall. They possess humanoid arms they can tuck beneath their large wings however, which allows them to grasp objects or victims when necessary. Their plumage, which covers their entire body, is primarily gray and black in hue. Ecological Niche: Vrocks are the first form of true demons . They are not born, and they do not spring forth from the very Abyss itself whole. No, a vrock must form from previous, lesser demons . The curious thing about this though is that vrock breed - and even lay eggs. When this is done, a lesser demons who is ready to evolve to the point of true demons status will manifest within the egg once laid, and will transform into a freshly created vrock. The demons see this as a symbolic 'birth' of a true member of their race. Assuming they bother to let the egg hatch, that is. Vrocks are used as elite shock troops in the Blood War, bringing death from above to those who oppose the demons . They are often found in groups of eight or more, as they work together extremely well for demons - sometimes too well, for they are only truly loyal to each other. While they can scavenge for meat, they prefer the freshly dead created by their own hand when seeking sustenance. Thus vrocks will often gang up on and murder victims they can easily defeat in the Abyss, sharing the spoils of their violence amongst themselves.

Demon, Wastrilith

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Fighting Incredible (40) Agility Incredible (40) Strength Remarkable (30) Endurance Amazing (50) Reason Remarkable (30) Intuition Incredible (40) Psyche Amazing (50) Health 160 Karma 120 Resources 2 Popularity n/a Origin: The wastriliths are powerful water demons hailing from the Abyss. These demons possess powerful supernatural capabilities, along with a variety of specialized adaptations that allow them to function, and even thrive, beneath the waves. Known Powers: Demon Physique: the solitary wastriliths are greater demons, powerful demonic creatures that hail from the infinite planes of the Abyss. Like all greater demons, wastriliths are truly planar entities, and possess these potent demonic capabilities: * Darkness: demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a wastrilith currently occupies (it works within Near range). * Damage Reduction / Gas and Magic: though they are not immune to the effects of gas

or magic, wastriliths are considerably resistant to these attack forms. When exposed to any such damage, a wastrilith may reduce its intensity by 1 CS - before any other defenses apply. * Dimensional Transit: in addition to being able to teleport, demons can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting demons may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Cold, Fire, Heat, Poison, and Water Attacks: unlike most demons, wastriliths are immune to cold, poison and water attacks (water control, etc.). They also bear invulnerability to fire and heat attacks, though this resistance only functions if they are completely submerged. * Portal Sense: planar beings all, wastriliths have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all wastriliths can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, the demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Animal Control: though it's nothing supernatural, wastriliths tend to build a 'pack' of followers, mostly due to their being so intimidating. Such a pack will often consist of water elementals, sharks, sahuagin, or ixitachitl - who they send into a fight before entering themselves. Claws: pretty much all demons have claws, and wastriliths are no exception to this rule. Their long, spindly arms each have digits that are equipped with claws, which allow them to rend their foes with Edged Attack damage in melee (when not biting them, anyway). Dual Respiration: wastriliths are primarily water-borne creatures, and are fully adapted to living beneath the waves. However, they can come up to the surface and attack foes there directly, and are capable of breathing normal air as well as water when necessary. Fangs: the oversized maw of the wastrilith is filled to the brim with long, needle-like teeth. They can use these large jaws to inflict their Strength rank in Edged Attack damage each turn, assuming they don't simply claw a foe - or hit them with a heat blast. Growth: fell creatures of the deep, wastriliths are rather large. They measure in at around ten to twelve feet long, which means they have this power, after a fashion, at Poor (4) rank. Being this size gives wastriliths a size factor of +1 against normal-sized foes. In other words, a wastrilith gains the benefit of +1 CS damage and 1 CS of damage reduction against normal-sized foes, though they suffer a -1 CS to hit such beings. On the other hand, normal-sized foes gain a +1 CS to hit a wastrilith, whether with melee or ranged attacks.

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Heat Generation: three times a day, a wastrilith may emit a boiling gout of heat from their fanged maws, with which to crisp most anything in their path. This blast of overheated water can inflict Remarkable (30) Energy damage per deadly attack. Invulnerability to Memory Alteration: an ability few demons possess, wastriliths are immune to powers and substances that would alter their memories. These include the forgetfulness spell, the mindwipe psi power, and even the waters of the Rivers Lethe and Styx. Resistance to Pressure Variance: while not immune to crushing damage, a wastrilith does possess staggering resistance to it, allowing them to live in seas that would easily mash lesser beings. They can withstand pressure extremes of up to Unearthly (100) rank. Turnabout: wastriliths have this power at Amazing (50) rank, where electricity is concerned. A green power FEAT lets them deflect electricity in a random direction, a yellow FEAT lets them direct it back to its source, and a red FEAT lets them direct it anywhere they like.

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Weaknesses / Limitations: Susceptibility: like all demons, wastriliths are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Equipment: (none) Quirks: Allergy / Fire and Heat: while they are in fact immune to these damage forms when beneath the water, wastriliths betray a critical weakness to such when caught above the waves. Fire and heat attacks are treated as +2 CS in rank when used on a wastrilith outside of water. Unattractive: wastriliths are monstrous sea creatures! Mortals react very negatively to wastrilith, even before you consider their fear powers, and wastriliths are at a -3 CS to all NPC reactions when interacting with humanoid beings of any kind (even weaker demons). Talents: (none) Characteristics: The wastriliths are brilliant, possibly to the point of instability. They are very powerful, and use this power to ensure their own isolation, so that no one else may try to dictate the Answer to them. Anything foolish enough to enter their territory is cheerfully consumed for fun. Appearance: Wastriliths are horrific. They resemble oversized serpents, perhaps ten or so feet in length. They bear two long, spindly arms instead of fins, an oversized head with a maw full of needle-like pincers, and bulging eyes with an almost fish-like aspect to them.

Ecological Niche: Wastriliths quickly grow to dominate any ecology they impose themselves upon. They tend to choose an isolated undersea area and lord over it within a twenty five mile radius. Anything stumbling into the territory of a wastrilith is eaten, more out of fun than any real need. They tend to mainly occupy layers of the Abyss which are water-borne, but sometimes find themselves in other planes, where they rapidly prove how dangerous they can be. A wastrilith in the 'real' world will terrorize shipping lanes until it establishes its own, transient 'kingdom'. Wastriliths do not readily participate in the Blood War, though they will at the behest of Demogorgon, ruler of the 88th layer of the Abyss: the Gaping Maw. Many wastriliths occupy portions of this layer, for it is cold and dark and mostly aquatic, with few minor exceptions. One step away from true demons, wastriliths occasionally come about as a result of breeding, but more likely than not occur when weaker demons finally rally enough power to ascend to their shape. Their hard work over the eons is rewarded with isolation and peace. At least, peace from the whims of others. A wastrilith usually dictates its own terms to the world, and woe to anything that disagrees with them.

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Demon, Yochlol

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Fighting Incredible (40) Agility Incredible (40) Strength Excellent (20) Endurance Incredible (40) Reason Remarkable (30) Intuition Excellent (20) Psyche Incredible (40) Health 140 Karma 90 Resources 6 Popularity n/a Origin: The so-called Handmaidens of Lolth, the yochlol are demons, demonic beings from the Abyss. They possess powerful supernatural powers, both due to their demonic nature as well as due to their patronage to Lolth, and even have a few 'bonus' psionic abilities as well. Known Powers: Demon Physique: yochlol are demons, albeit demons modified in some dread fashion by Lolth after dedicating themselves to her service. Though this service gives them additional abilities, they still possess the standard demonic abilities, as follows: * Darkness: demons have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions only at Poor (4) rank, but basically 'blacks out' the area a yochlol currently occupies (it works within Near range). * Damage Reduction / Cold, Gas and Magic and Physical Attack: yochlol are incredibly tough creatures. They possess 2 CS of damage reduction against all physical

and magical attacks, as well as cold and gas attacks - on top of their normal invulnerabilities. * Dimensional Transit: in addition to being able to teleport, demons can transition themselves between planes of existence. They may do so with Good (10) ability, though on a failed FEAT roll dimensionally transiting demons may be subject to error, per a failed teleport. * * Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all demons have evolved the ability to see by heat as well as by visible light, and can do so with Good (10) ability. * Invulnerability to Fire, Electricity, Heat, and Poison: the demons are hardy creatures - they have to be to survive at all in the endless, horrific wastes of the Abyss. Their forms have evolved over time to give them complete immunity to fire, electricity, heat, and poison. * Portal Sense: planar beings all, yochlol have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all yochlol can spy these with ease, doing so with Excellent (20) ability. * Telepathy: almost all demons are able to communicate directly from mind to mind - a vital skill when so many rarely speak the same tongue. They can usually broadcast and receive thoughts with Typical (6) rank, enough to get their point across when necessary. * Teleportation: chaotic creatures all, the demons can bend space itself to their will. All demons possess the power to teleport with Remarkable (30) ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. * Bands: yochlol may use this spell-like power to issue forth bindings that are web-like in appearance - but much stronger. They work with Good (10) ability, easily trapping most conventional opponents, and last as long as they are concentrated upon. Charm: yochlol possess the ability to charm a single target, per the spell of the same name. This skill lets them make temporary 'friends' of those who fail a Psc (will) FEAT roll against this Excellent (20) ranked power, until she attacks or they can break free of it. Fangs (spider form): used mostly to deliver their deadly poison, a yochlol can also inflict serious damage with their 'fangs' while in their spider shape. These sharp implements allow the yochlol to inflict their Strength rank in Edged Attack damage with their mouths! Intangibility (mist form): when they transform into mist, the yochlol are invulnerable to most physical and energy attacks, and can move through any opening, no matter how small. However, they're especially vulnerable to air / wind attacks (+2 CS damage). Poison (spider form): while moving about as a man-sized spider, a yochlol benefits from incredibly virulent poison. Upon inflicting any damage with their bite, a yochlol will instantly inflict a Kill result upon their foes, also inflicting Good (10) ranked Metabolic damage. Shape Change: the yochlol are consummate shape shifters. In addition to their default, amorphous state, a yochlol may assume three additional forms: humanoid (a human or drow female), a giant spider, or a dread mist. They can shift forms with Excellent (20) ability.

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Solid Animation: yochlol have a limited form of this power, which allows them to alter the shape of any object made out of stone (in its natural form or crafted). They may wield this power at Typical (6) ability, usually only on objects within their own, current area. Tentacles (slime form): in their natural state, a yochlol possesses eight whip-like tentacles. It may strike with each of these to inflict their Strength rank -1 CS in Edged Attack damage - but may bring all eight to bear in a single turn if it wishes. Wall Crawling: yochlol are particularly adept at ascending vertical surfaces. They may do this with Excellent (20) ability, meaning they only have problems with intentionally slick surfaces. In their spider form, they may even move along webs with no penalty! Natural Psi-Powers (Psipathic): Psychic Probe (a): the yochlol are adept at extracting information directly from the minds of their targets. They wield this power at Good (10) rank, and can use it to plumb the depths of other people's minds in order to get the dark of what they're looking for. Mind Control 1 (t): complementing their natural charm powers, a yochlol also has the ability to directly control any one person at a time. They can do this if their would-be puppet fails a Psyche FEAT against this Good (10) ranked psi power. Psychic Invisibility (s): finally, yochlol can confuse and befuddle the senses of others, making them believe that the yochlol is not, in fact, there. Detecting a yochlol while this power is active requires passing a Psyche FEAT against Excellent (20) rank first.

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Weaknesses / Limitations: Susceptibility: like all demons, yochlol are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, and they take damage from such attacks in the normal fashion. Equipment: Personal Weapons: the yochlol usually carry a personal weapon with them at all times (though only their humanoid form can use it). These may include javelins, short swords or hand crossbows - which inflict Edged Attack and Shooting damage, respectively. Quirks: (none) Talents: Theology: yochlol not only know the myths and legends of their patron deity, they live them out on a daily basis. They should receive a +1 CS on any Reason FEAT required involving the knowledge of Lolth, her priesthood, her followers, and her many activities on the planes. Characteristics: For menacing demons of great power and influence, the yochlol work together amazingly well. Fiends through and through, this is most likely out of fear of their patron instead of any loyalty or devotion to Lolth, but one never knows what truly motivates a demons. Even one with so close a working relationship with a goddess.

Appearance: In their 'natural' form, the yochlol appears to be a lumpy heap of amorphous slime. This oozing mound possesses a singular, glaring red eye, and eight whip-thin tentacles with which to assault any number of targets in its area. But the yochlol usually shape shifts outside the Abyss. They can assume the form of a beautiful young human or drow woman, a human-sized black spider with an incredibly lethal bite, and a bank of dread, demonic mist, depending on their current needs and whatever mission they are on at the time. Ecological Niche: The yochlol are not 'natural' demons (if ever there was such a thing). They are handpicked by the drow goddess Lolth to further her ends in the Abyss, and infused with power that transforms them into their current state. They do not occur via breeding nor by demon evolution. They are most often found on the 66th layer of the Abyss, where their dread mistress rules without question. However, they sometimes journey across the planes on some errand or another, depending on the needs of Lolth. They exist only to serve her and her aims, doing little else. Divorced from 'normal' demon culture, the yochlol do not participate in the Blood War unless Lolth specifically wishes it (possibly as a 'reward' for failure). Most other demons don't bother with them due to fear of their powerful patron, but this is never a sure bet. Demons exist to buck authority, after all.

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