Demons

Outsider: An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane.

Outsiders have darkvision.

Unlike most living creatures, an outsider does not have a dual nature — its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. A different magical effect, such as limited wish, wish, miracle, or true resurrection, is required to restore it to life. A native outsider can be raised, reincarnated, or resurrected just as other living creatures can be.

Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Chaotic: Chaotic creatures are usually outsiders native to the chaotic-aligned Outer Planes. Most chaotic creatures also have chaotic alignments; however, if their alignments change, they still remain chaotic creatures. Any effect that depends on alignment affects a chaotic creature as if the creature had a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A chaotic creature overcomes damage reduction as if its natural weapons and any weapons it wields are chaotically aligned.

Demon: Demons are chaotic evil outsiders that call the Abyss their home.

They have immunity to electricity and poison.

They are resistant to acid, cold, and fire.

Demons share the ability to summon others of their kind, typically another of their type or a small number of less powerful demons.

They have telepathy.

Demons speak Abyssal, Celestial, and Draconic.

A demon’s natural weapons, as well as any weapon it wields, is treated as chaotic and evil for the purpose of resolving damage reduction.

Evil: Evil creatures are usually outsiders native to the evil-aligned outer planes. Evil outsiders are also called fiends. Most evil creatures also have evil alignments; however, if their alignments change, they are still considered evil creatures. Any effect that depends on alignment affects an evil creature as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. An evil creature overcomes damage reduction as if its natural weapons and any weapons it wields are evil-aligned.

Demons exist for one reason — to destroy. Where their more lawful counterparts, the devils of Hell, seek to twist mortal minds and values to remake and reshape them into reflections of their own evil, demons seek only to maim, ruin, and feed. They recruit mortal life only if such cohorts speed along the eventual destruction of hope and goodness. Death is, in some ways, their enemy — for a mortal who dies can often escape a demon’s depredations and flee to his just reward in the afterlife. It is the prolonging of mortal pain and suffering that fuels a demon’s lusts and desires, for it is partially from mortal sin and cruelty that these monstrous fiends were born.

Demons are the most prolific and among the most destructive of the fiendish races, yet despite what some lore might preach, they were not the first forms of life to rise in the stinking pits of ruin and cruelty known across the multiverse as the Abyss. Before the first fledgling deity gazed upon reality, before mortal life drew its breath, before even the Material Plane itself had fully formed, the Abyss was infested with life.

Known to many scholars as “proto-demons,” these wretched and deadly beings were the qlippoth. Today, because of the influence of sinful mortal souls upon the Abyss, mixed with unholy tamperings at the hands of the daemonic keepers of Abaddon and the cruel whims of fate and evolution, the rule of the qlippoth has receded. The proto-demons dwell now in the noxious and forgotten corners of the Abyss, and the far more fecund and prolific demons rule now in their stead. With each evil mortal soul that finds its way into the Abyss, the ranks of the demonic hordes grows — a single soul can fuel the manifestation of dozens or even hundreds of demons, with the exact nature of the sins carried by the soul guiding the shapes and roles of the newly formed fiends.

The Abyss is a vast (some say infinite) realm, far larger than any other plane save possibly the primal chaos of the Maelstrom itself. As befits such a vast and varied realm, the demonic host is likewise diverse. Some carry in their frames humanoid shapes, while others are twisted beasts. Some flop on land while others flap in air or sea. Some are schemers and manipulators of emotion and politics, others are destructive engines of ruin. Yet all demons work to the same goal — pain and suffering for mortal life in all its forms.

Yet despite this, mortals have sought demonic aid since the start. Be it an instinctual draw to self-destruction or a misguided lust for power, conjurers to this day continue to draw forth demons with forbidden magic. Some conjure demons for lore, while others call upon them to serve as assassins or guards. Demons view such summoners with a mix of hatred and thanks, for most demons lack the ability to come to the Material Plane to wreak havoc on their own. They depend on the mad to call them up from the Abyss, and while they gnash their fangs and rail against the commands and strictures enforced, most demons find ways to twist their summoners’ demands so that even the most tightly controlled demonic slave leaves a trace of ruin and despair in its wake. More often than not, a foolish spellcaster makes a fatal mistake in the conjuring and pays for it with blood, unwittingly releasing a terrible blight upon the world as his conjuration breaks free of his control.

The truly mad call upon demons to offer themselves, both body and soul, in the misguided belief that alliance with the demonic can buy salvation and protection when the demonic apocalypse finally comes to call. Tales of desperate kings who sought to engage demons to serve as generals for their armies or of lunatics who seek demonic sires to gift them with horrific children are common enough, yet worst are those mortals who worship the most powerful demons as gods, and who pledge their lives in support of that which would bring destruction to all.

Coloxus

Extraplanar: Extraplanar is any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Creatures not extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, or the Plane of Shadow.

Coloxus demons, known also as fly demons, resemble humans with the head of a fly and twin pairs of gossamer wings. Even their smallest movements and gestures seem infused with manic quickness and alertness. A coloxus prefers to wear opulent clothing and jewels that would rival the wealthiest nobility of any race. A coloxus is 6 feet tall and weighs 150 pounds.

Any creature bitten by a coloxus may have their personality siphoned off. At the same time the coloxus heals itself.

When it flutters, a coloxus can create a mesmerizing display of color and a sound-dampening buzzing drone. All creatures that can see the coloxus may be slowed. Additionally, the sound creates a buffer against sonic energy, granting the fly demon immunity to sonic attacks or effects while it continues to drone.

Ironically — given their grotesque, insectile appearance — coloxus demons are demons of vanity. They are formed from the souls of narcissistic mortals responsible for disasters or tragedy through their careless self-absorption.

They have spell-like abilities.

They have damage reduction overcome by good weapons.

Despite their foul appearance, coloxus demons consider themselves cultured and elite. They are unusually patient and well mannered for demons, and as a result are often used as emissaries, diplomats, and negotiators by marilith generals, balors, and even demon lords. Even when facing hated foes, coloxus demons are the epitome of courtesy, but such manners are always a deceitful veneer, masking the creatures’ efforts to gain the upper hand.

They are immune to disease.

They have spell resistance.

Incubus

Extraplanar: Extraplanar is any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Creatures not extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, or the Plane of Shadow.

An incubus in his true form is always muscular and attractive, with long hair and intense eyes. His skin can be of any color, but is always smooth and silky. When not using his wings for flight, an incubus can fold them to drape across its shoulders like a cloak—many decorate both the inside and outside of their wings with tattoos, ink, or self-inflicted scars. Incubi stand between 6 and 6-1/2 feet tall and typically weigh 200 pounds.

An incubus has the ability to assume the appearance of a Small or Medium humanoid, but retains most of its own physical qualities. This ability functions as an alter self spell.

When an incubus lands a hit at a vital spot with a melee weapon or a natural weapon, that is extra painful and the victim may be wracked by pain, becoming sickened.

When not in battle, incubi serve as counselors, torturers, and companions for greater demons. They are also often conjured for similar roles by mortal spellcasters, although care must be taken in dalliances with incubi, for they delight in causing pain to their companions.

They have spell-like abilities.

They have damage reduction overcome by cold iron or good weapons.

Like succubi, incubi form from the chaotic evil souls of particularly lustful and rapacious mortals. Yet whereas succubi are subtle and methodical about using their charms to cause ruin, the typical incubus is forthright and forceful about his insatiable desires.

They have spell resistance.

Omox

Aquatic: Aquatic creatures are always good swimmers. An aquatic creature can breathe water. It cannot breathe air unless it is amphibious.

Extraplanar: Extraplanar creatures are any creatures when they are on a plane other than their native plane. A creature that travels the planes can gain or lose this quality as it goes from plane to plane. Creatures not considered as extraplanar are natives of the Material Plane, and they become extraplanar if they leave the Material Plane. No creature is considered extraplanar when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, or the Plane of Shadow.

Amorphous beings of living slime, these repulsive demons lurk in fetid pools and lakes of filth, eager to drown unwary passersby. When summoned to the Material Plane, omoxes typically guard places of sacred filth or waters watched over by cults of Jubilex, the demon lord with which these foul demons are most commonly associated.

Omoxes can compress their bodies.

Omoxes are amphibious.

Omoxes’ bodies are malleable and shapeless. They are immune to precision damage (like sneak attacks) and critical hits.

An omox can use its grab ability against a creature of any size. When it grabs a foe, it attempts to flow over and into a victim’s mouth and nose to smother it. As long as the omox maintains its grapple, its victim cannot breathe or speak.

A typical omox stands 7 feet tall and weighs 1,200 pounds. They form from the souls of those who destroyed beautiful things in life, or who befouled and desecrated objects of purity.

They have spell-like abilities.

Omoxes can grab opponents.

They have spell resistance.

They are immune to acid, disease, paralysis, poison, polymorph, sleep effects and stunning.

They are resistant to weapon damage, except for good aligned weapons.

Vrock

Extraplanar: Extraplanar is any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Creatures not extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, or the Plane of Shadow.

Profane champions of the Abyss, vrocks embody all the rage, hatred, and violence of that despicable realm. As ravenous and grotesquely opportunistic as the scavengers they resemble, vrocks delight in bloodshed, relishing the sounds and sensations of ripping the still-pulsing entrails from a living husk.

They have spell-like abilities.

A vrock can dance and chant — at the end, a crackling wave of energy explodes from the vrock, dealing electricity damage to all creatures within range. For each additional vrock that joins in the dance, the damage increases and the effect is harder to evade, to a maximum of when four or more vrocks are dancing (the difficulty to evade continues to increase with additional vrocks, but the damage does not). The dance immediately ends and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing.

A vrock can release a cloud of spores from its body. Adjacent creatures take damage from the spores, as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease.

A typical vrock stands 8 feet tall and weighs 400 pounds. Vrocks generally form from the evil souls of hateful and wrathful mortals, particularly those who were career criminals, mercenaries, or assassins.

A vrock can emit a shrill screech. All creatures except demons within range may be stunned.

They are resistant to weapon damage, except for good-aligned weapons.

They have spell resistance.

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