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Tuesday, September 14, 2010

Demons, Devils, and Infernal Nasties

For my Classic D&D games, I wanted to include the 'lower planar' baddies, but didn't want to just copy the AD&D mold. Sure, I can use the AD&D demons, devils and daemons if I want. But it's nice to have a generic option to fall back on.

Here's my write-ups for the Imp, Devil, Demon and Balrog. Yes, I use ascending AC and attack bonuses. You can easily switch it back to descending on your own, I'm sure. My XP awards also use the OD&D 100xp per HD, plus a bonus of 50 for each asterix or bonus hit points for normal monsters, but dragons, giants and fiends get a bonus of 100 for each of the above. Again, if you want Greyhawk inspired XP awards, you can do the math on your own.

Fiends*
Fiends are creatures from other planes that exist to plague, corrupt or destroy. They are sometimes summoned by Chaotic high level Magic-Users or Clerics. Fiends can only be damaged by spells or magical weapons.

Imp*

Armor Class: 14

Hit Dice: 1*

Move: 60 (20)

Fly: 120 (40)

Att: 2 claws (+1) or spell

Damage: 1d4/1d4/by spell

No. Appearing: 1d8 (2d6)

Save As: M2

Morale: 6

Treasure Type: O

Alignment: C

XP Value: 300


Imps: Imps are 2' tall winged, clawed humanoid figures with ugly features, and gray or black skin. They delight in pulling pranks, and sometimes serve powerful wizards. Imps may use the following spells 3 times per day each: darkness, cause fear, magic missile.

Devil*

AC: 16

HD: 4**

Move: 120 (40)

Fly: 180 (60)

Att: 1 wpn (+4) or spell

Dmg: by weapon/by spell

NA: 1d6 (1d6)

Save: M8

Morale: 8

Treasure Type: B

Al: C

XPV: 700

Devils: Devils are human-sized winged creatures with goat feet and barbed tails. They have small horns atop their heads, and their skin is typically red. They love to tempt and corrupt mortals into committing evil acts. They favor tridents and polearms in combat. Devils may use the following spells 3 times per day each: charm person, ESP, invisibility, phantasmal force, hold person, curse.

Demon*

Armor Class: 18

Hit Dice: 6+1**

Move: 90 (30)

Flying: 180 (60)

Att: 2 claws, 1 bite, or breath (+7)

Damage: 2d4/2d4/2d8/3d6

No. Appearing: 1d4+1 (1d4)

Save As: M12

Morale: 10

Treasure Type: F

Alignment: C

XP Value: 1000

Demons: Demons are 8' tall winged humanoids with diseased goat, ram, or serpent heads, and goat feet. Their skin is green to brown. Demons love only destroying, rending, or killing. Demons can breathe a gout of flame 20' long by 5' wide (Save vs. Dragon Breath for ½) that they may use at will. Demons may use the following spells once per day: cause disease, magic jar, teleport.

Balrog*

AC: 20

HD: 10***

Move: 60 (20)

Flying: none

Att: 2 weapons (+10)

Dmg: 2d6/2d4+entangle

NA: 1 (1d6)

Save: M20

Morale: 10

Treasure Type: G

Alignment: C

XPV: 1400

Balrogs: Balrogs are 15' tall vaguely humanoid beings made of shadow and flame. They have wings of shadow, which do not allow them to fly. Balrogs attack with swords and whips made of flames. If the whip hits, it can entangle (Save vs. Death Ray at -2 avoids). The balrog can immolate its body once per day, causing 3d6 damage to all those within 5' of it. This lasts for 5 rounds. Those entangled in the whip can automatically be drawn into the flames. Balrogs can use the following spells once per day: continual darkness, dispel magic, death spell.

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