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




















Demons 3
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 inter-
breeding 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, 4
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 5
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 6

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 7
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. 8

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. 9
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 co-
rule; 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 10

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 11
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.


Corrosion: though not physically strong, alkiliths can inflict staggering 12
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


against such assaults, and they take damage from such attacks in the 13
normal fashion.

Equipment:(none)

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 14

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, alu-
fiends 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 15
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)


ranked power or comply. Of course, obviously harmful instructions 16
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, alu-
fiends 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.



Characteristics: Alu-fiends are all rather hateful. Feeling outcast from both 17
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.

















Demon, Armanite 18

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) 19
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 centaur-
like, 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.


Lightning Speed: those armanites who possess four legs (as opposed to the 20
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


hanging near the ground, and have the horns of rams or goats. They have 21
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.














Demon, Babau 22

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) 23
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 spell-
like 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,


though it usually prefers to wield melee weaponry in battle whenever 24
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


such weapons to inflict their Strength rank +1 CS in Blunt Attack or Edged 25
Attack damage (depending on its nature).

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 26

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 27
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


likely done when attempting to rend their opponents - or even eat them alive! 28
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 -


even when not physically touching them! They all wield this power with 29
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.


As powerful as they are, balors are as certain as ever that their Answer is correct, 30
and thus they whip other demons into a fervor to do their bidding - which is most often
participation in the Blood War.

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 31

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 32
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 bar-
lgura can use this power to devastating effect against mere mortals trapped in the Abyss.


Non-apparent Vision: the bar-lgura have a limited form of this power, 33
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 bar-
lgura.
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.


Appearance: Bar-lgura are large, solid humanoids, resembling an orangutan 34
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 bar-
lgura breed with some frequency. Of course, like all lesser demons, they can
spontaneously manifest in the Abyss.


















Demon, Bulezau 35

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 36
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.


Mesmerism: all bulezau possess a limited form of mind control. They may 37
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


anything that offends them even in the slightest, whether it be actual foes 38
or mere perceived threats.

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 sub-
plane.
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 39

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 40
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


environment. They may do so with Excellent (20) ability, which lets them 41
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


attempting any climb, no matter how treacherous or tricky said climb may be. 42
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.










Demon, Chasme 43

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. 44
* 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.


Philosophical Sense: chasme have an innate ability to 'read' the philosophical 45
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.



Appearance: Chasme are hideous and inhuman, resembling a cross between 46
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.












Demon, Dretch 47

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 48
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


Feeble (2) rank, making them about three to four feet tall - and giving them a 49
-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


larvae being changed into this form directly on the Mountain of Woe, if they 50
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.





















Demon, Glabrezu 51

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 52
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


(should they feel the need) they can still strike a foe without wielding them if 53
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).


Non-apparent Vision: at will, a glabrezu can activate this sensory capacity in 54
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


to the 'real' planes. This is because that is how glabrezu empower the Abyss - 55
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.

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 56

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 57
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.


They may do so with Typical (6) ability, which lets them spot magical items, 58
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,


ape-like arms and immense horns. They walk stooped, and can climb almost 59
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.












Demon, Hezrou 60

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 61
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


who fail a Psyche (will) FEAT roll against the damage taken ability may be 62
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.



Equipment: 63
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).

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 foul-
smelling 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 64
received) a lesser demons endures for countless years.
























Larva 65

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 66
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.


Demon, Manes 67

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 68
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


War or some other conflict, they usually give the manes a mace each, with which 69
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)

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 70

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) 71
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


them to attack their foes - or just to toy with the destructive energy, depending 72
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


true demons. This is not random; a marilith may choose the level of support 73
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


plans against the hated baatezu. 74
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.





























Demon, Maurezhi 75

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) 76
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


course, this power cannot mask the smell of death and decay that surrounds 77
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)




Quirks: 78
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.

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 79

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 80
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!


Fangs: both of a molydeus' heads possess fangs. They can be used to inflict 81
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!


Vampirism: a dangerous power indeed, molydei have the ability to feed off 82
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,


against their side of the War. While intelligent, their minds are somewhat 83
limited to obsessing over their duties.

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 84

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. 85
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


flesh. This compulsion becomes a necessity after they die and rise again as 86
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.


Equipment: 87
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.




Demon, Nalfeshnee 88

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). 89
* 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


appearance somewhat. They may assume the guise of any humanoid being they 90
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.


Philosophical Sense: another of their useful sensory powers, nalfeshnee have 91
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.



Appearance: Nalfeshnee are monstrous. They are twenty feet tall, and 92
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.













Demon, Quasit 93

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 94
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


reduction while in close proximity. 95
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.


Ecological Niche: The quasit is an artificially created life form. They do not 96
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.








































Demon, Rutterkin 97

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 98
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


ability at Typical (6) rank, allowing them to handle up to 200 lbs. of matter 99
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


warped proportions, and a limb or body part on one side of their frame is 100
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.




















Demon, Succubus 101

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 102
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


Excellent (20) ranked power or comply. Of course, obviously harmful 103
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


bring fresh meat to the Abyss (in the form of abductions), or mysterious power 104
(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.

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 105

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 106
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 spell-
like 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


can soar at speeds of up to 90 miles per hour, doing so with Typical (6) rank - 107
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


hard to recover in flight). 108

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 109

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 110
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.


Heat Generation: three times a day, a wastrilith may emit a boiling gout of 111
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.

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 112
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.
















Demon, Yochlol 113

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 114
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.


Solid Animation: yochlol have a limited form of this power, which allows them 115
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.

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 116
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 hand-
picked 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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