Lesser Demons

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Hellhound

Natural Habitat
Other Planes
Frequency
Very Rare
Number
1-10 (5)
Description
Hellhounds have the outward appearance of a Dire Wolf with reddish-brown fur and bright red eyes.
Comments
Hellhounds are usually brought to this plane by a demon to guard some treasure although they are occasionally released to wander the world and cause misery as they may. Hellhounds are highly evil. They love to kill and maim, burn crops, and ruin buildings.
Abilities
Hellhounds will have some ability in either the College of Illusions or of the Sorceries of the Mind.
Movement Rates
Running: 450
PS: 14-16 MD: 18-21 AG: 19-22 MA: 12-20 EN: 10-11 FT: 20-22
WP: 17-19 PC: 25-30 PB: 4-6 TMR: 9 NA: Fur absorbs 6 DP
Weapons
Hellhounds may bite. They may breathe a cone of fire 20 feet long by 10 feet wide as a Fire action. They may only make one attack.
Bite: BC 65%, [D + 6], Close, Rank 0.
Breath: BC auto, [D + 8], Ranged, Melee & Close.

Imp

Natural Habitat
Other Planes
Frequency
Very Rare
Number
1
Description
Imps appear as three to four foot high humanoids, but with horns, bat's wings and barbed tails. They tend to be muscular, but pot-bellied. Their skin may be blue, green, or purple, but is usually red. They have yellow eyes, flecked with silver and their teeth (including prominent incisors) are made of silver. Imps may also appear as goats, spiders, bats or large rats, but these are insubstantial forms. The imp cannot use their powers in this plane except in their natural and substantial form.
Comments
Imps are dangerous servants in that they have a cruel sense of humour that they are not averse to visiting upon their master and friends. They may not be bound or forced to speak true, so there is no way to really control their actions. They will lie, steal, sow dissension, or play practical jokes (magical or non-magical) on average once per day. They will not knowingly get their master killed or maimed but are otherwise not overly considerate of the master's well being. They will use their powers on the master's behalf when it is demanded of them (though even here their sense of humour may have an effect) and will fight the master's enemies. Imps may be called upon as needed and then returned to their own dimension. Given their warped personalities, the wise master will keep them in their own dimension as much as possible. Imps have a 7% Base Chance of knowing past, present and future events, but will seldom speak truthfully of what they know.
Abilities
Imps may be members of any Colleges of Magic except the Entities as determined by the GM. Imps can only be harmed by silvered weapons or magic. Cold iron does not affect them. They have no skills. They have Rank 5 with all magic of their college.
Movement Rates
Running: 350; Flying: 500
PS: 15-20 MD: 13-17 AG: 16-22 MA: 22-26 EN: 14-16 FT: 22-28
WP: 28-32 PC: 16-25 PB: 3-5 TMR: 7-10 NA: 3 DP
Weapons
Imps usually attack with both their horn and poisonous tail. Poison from their tail occurs after effective damage. Imps may use other weapons, but may not wear armour.
Horn: BC 20%, [D – 1], Close, Rank 1-10.
Tail: BC 30%, [D], Melee & Close, Rank 1-9.
Poison: 2-4 DP per pulse.

Devil

Natural Habitat
Other Planes
Frequency
Very Rare
Number
1
Description
Devils appear as large muscular humanoids with massive bat wings, horns and fangs. They tend to have carmine skin and green eyes. Their tails are sharp and barbed and contain a poisonous sting.
Comments
Devils are extremely powerful companions, but tend to serve only with reluctance. They will attempt to bargain for their freedom in exchange for the use of their magic powers in any situation that does not involve immediate danger of death or maiming of their master. They are required to assist the master only in situations of imminent danger and so will usually be able to bargain successfully early in their service. They will never use this talent except in exchange for their release from service and return to their own plane.
Abilities
Devils, like imps, may be members of any College (except the Entities) as determined by the GM. Devils can only be harmed by silvered weapons or by magic. Cold iron does not affect them. They have no skills, but possess Rank 10 with all magic of their College. Devils know a little of the past, present, and future of things (7% chance of accuracy) and will speak truthfully to the best of their knowledge in exchange for their freedom. They may not be bound or subjected to a Ritual of True Speaking.
Movement Rates
Running: 400; Flying: 500
PS: 25-30 MD: 15-20 AG: 18-24 MA: 28-34 EN: 25-30 FT: 35-40
WP: 24-28 PC: 22-26 PB: 2-3 TMR: 8/10 NA: 5 DP
Weapons
Devils may attack with their horn or bite, and their poisonous tail sting. Poison from their tail occurs after effective damage. They may use their Tail in Melee but at -20%. A devil may use weapons, but will never wear armour.
Bite: BC 30%, [D + 2], Close, Rank 1-10.
Horn: BC 25%, [D + 3], Close, Rank 1-10.
Tail: BC 50%, [D – 1], Melee & Close, Rank 8.
Poison: 3-5 DP per pulse.

Incubus/Succubus

Male spirits of this Type are Incubus and the female Succubus.

Natural Habitat
Other Planes
Frequency
Very Rare
Number
1-6
Description
Succubi/Incubi are lesser spirits of the seventh plane. They always appear in the form of tall, beautiful women/men with flowing hair that hides their small horns. They also possess membranous wings shaped like bat's wings that fold down so as to be all but invisible when not in use. They have retractable fangs, which they can use to open the veins of those individuals whose blood they drink.
Comments
Succubi/Incubi will, at the behest of their summoner, attempt to meet, seduce, and then murder any individual of the summoner's choice. They will pursue their victim until returned to their own plane or until they succeed in killing them. Their speciality is to gain the confidence of a victim of the opposite sex and then murder them in their bed. They cannot be harmed except by magic or by the touch of the Book of Toth, which immediately banishes them.
Abilities
Succubi/Incubi possess Rank 10 in all spells and talents of the College of the Mind. In addition they possess the following skills: Assassin, Courtesan/Courtier, Spy, Thief and Troubadour, typically at Rank 10. Succubi/Incubi possess the following characteristics:
Movement Rates
Running 350; Flying 400
PS: 16-21 MD: 24-28 AG: 28-32 MA: 26-30 EN: 12-16 FT: 24-28
WP: 26-30 PC: 24-28 PB: 26-34 TMR: 7/8 NA: 2 DP
Weapons
Succubi/Incubi bite & suck. They do not wear armour and carry only small weapons that are easily concealed. Their weapons will be envenomed.
Once their bite succeeds, they will automatically inflict damage each pulse by drinking blood, and will cease only when they are destroyed or their victim is dead. The bite never inflicts specific Grievous Injuries.
Bite: BC 40%, [D + 2], Close, Rank 1-10.