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Creating a Demon Lord

"Demon Lord" is a template that can be added to any Demon or Tanar'ri (particularly
Nalfeshnee, Marilith, and Balor), Chaotic evil Infernal, or non-Lawful Outsider with at least
20 HD or 25 ECL. On rare occasions (DM discretion), a being of such depraved evil and ties
to the nihilism of The Abyss will metamorphosize into a Demon Lord. Likewise, on rare
occasions, Demon Princes and Demiurge will bless (or curse, depending on one's outlook) a
mortal being with this status. In both cases, such an "ascension" requires that the mortal
have at least 20 class levels.

Demon Lords are the thousands of singularly powerful Demons that supercede the power of
the Balor Demons. Some command the respect and fear of their lesser brethren. While
some Demon Lords are integrally involved with the Blood War, others spend their time
seeking greater power in The Abyss. Others, instead, use their newfound might to prosecute
wars against Abyssal rivals or enemies from other realities. Still, some seek to compete with
the gods and powers, hoping to gain the worship and fear from mortals, while some Lords
prefer to simply kill, maim, and destroy. Simply put, there are no real generalities that can
be made about Demon Lords as a whole as each is a pure individual whose ties with others
lies in their power. However, despite their might, Demon Lords tend to be weaker than
Demon Princes and pale before the god-like majesty of the Demiurge.

As befitting their chaotic nature, Demon Lords often do not share much in the way of similar
powers, appearance, or techniques. Thus, the following template is broad and open to a
great deal of flexibility. If there?s one thing to expect from Demon Lords, Demon Princes,
and Demiurge, it is the unexpected.

The base creature's type changes to that of Demon. The Demon Lord uses all the base
creature's statistics and special abilities except as noted here:

HD: A Demon Lord receives the maximum hit point per die.

Speed: The base speed is increased by 10 to all modes of movement. There is a 75%
chance that the Demon Lord will gain an additional mode of movement, 15% chance it will
gain two additional modes of movement, and a 10% chance that the mode of movement
will not change. In any case, the ability to Fly is always at least double that of the base
movement (average), and other modes are equal to the base mode. (Movement modes may
be further adjusted based upon the Ravaged Form ability described below)

AC: Demon Lords gain a profane bonus of +6 to their AC.

Spell-like Abilities or Psionics: Demon Lords retain the special attacks of the base
creature unless such attacks had the Good descriptor. In this case, the special attack with
the Good descriptor is replaced with the Evil version. Thus, if a Solar becomes a Demon
Lord, it loses the spell-like ability holy smite, replacing it with unholy blight. In the case of
Healing spells, such abilities are replaced with Necromantic spells of the appropriate type. If
there is no clear opposite, the Demon Lord retains the ability. The caster level for such
abilities is always the Demon Lord's HD + 6. As beings of chaos and destruction, Demon
Lords often do not share many of the same spells. Thus, in addition to the spells listed
below, Demon Lords also gain access to spell levels from which they may supplement their
spell selection. As a general rule, Demon Lords will not have access to spells that heal,
return life to, or otherwise benefit another being. Additionally, Demon Lords never have
access to spells like limited wish, miracle, or wish. Beyond that, Demon Lords have a
startling array of diverse spell-like abilities. In some cases, a Demon Lord may not have a
powerful 9th level spell-like abilities that it can cast weekly, instead replacing that slot for
more slots elsewhere. All Demon Lords gain the following spell-like abilities: at
will: blasphemy, chaos hammer, deeper darkness, fear, unhallow, unholy aura, unholy
blight + 40 additional spell levels under 8th level. 6/day: destruction + 9 additional spell
levels. 3/day: implosion. 1/day: 16 spell levels. 1/week: 9 spell levels.

Special Qualities: The Demon Lord retains all of the base creature's special qualities. In
the event that the base creature has qualities that are alignment specific, like protection
from evil, the Demon Lord will gain the Evil version. The Demon Lord also gains the
following:
*Tanar'ri Qualities: If any of the benefits of these traits overlap with those of the base
creature, the Demon Lord retains the better of the two.
*Damage Reduction: Roll a 6-sided die and refer to the following results:
1-2 = 15/+1 on any existing DR.
3-4 = 10/+2 on any existing DR.
5-6 = 5/+3 on any existing DR.
If the base creature did not possess damage reduction, it gains 10/+2 DR.
*Spell Resistance equals the Demon Lord?s CR+10.
*Fast Healing/Regeneration (Ex): There is a 15% chance that the Demon Lord gains Fast
Healing 10 unless struck by a cold iron or holy weapon of at least +3 enchantment strikes
the Duke, or a 15% chance that the Demon Lord gains Regeneration equal to their
Constitution modifier unless struck by a cold iron or holy weapon of at least +3
enhancement. Finally, there is a 60% chance that the Demon Lord gains neither quality.
*The might of a Demon Lord is such that it gains a degree of might unknown to mortals and
lesser Demons. A Demon Lord gains immunity to polymorphing, petrification, or any other
attack that alters its form.

Call Tanar'ri (Sp): As a standard action, all Demon Lords force their lesser brethren to
obey or face obliteration. Each Demon Lord may call on lesser Demons totaling up to 30 HD
two times a day. Many Demon Lords typically call certain Demon types, although a few
Lords seem capable of calling any and all kinds of Demons. Since these Demons are called,
they have the ability to summon other Demons as their Monster Manual descriptions allow.
Despite their tremendous might, Demon Lords earn no greater loyalty from lesser Demons,
instead ensuring their lackeys' obedience through threat of pain or destruction. As a result,
most Demon Lords are willing to call Demons when the need arises. The type of Demon
called tends to reflect the kind of evil the Demon Lord represents. Thus, a Demon Lord
associated with fetid swamps is likely to be able to call up to nine Hezrou demons, while a
Demon Lord dedicated to promises of power and corruption may seek the company of
Glabrezu demons. Of course, it is just as likely that the Demon Lord will call any kind of
Demon regardless of it's association.

Abilities: Increase from the base creature as follows: Str +4, Con +4, Dex +2, Int +2, Wis
+2, Cha +2

Class Levels: The Demon Lord acquires class levels. All Demon Lords have at least 10
levels in at least one class suited to their lust for destruction and power. Adjustments for
skills, ability scores, and feats may be made here in addition to those associated with HD
and size adjustments.

Abyssal Blessing (Su): Most Demon Lords will exhibit special abilities or qualities different
from their peers. For example, while most Demon Lords are completely immune to all kinds
of electricity, magical or mundane, a Demon Lord ruling over a burning section of The Abyss
may be immune to fire as well. Each Demon Lord gains one special ability and one special
quality for every 30 total HD and Levels possessed. Bear in mind that some of these abilities
have no apparent association with the Demon Lord's goal or origins.

Ravaged Form: Many Demon Lords lose the general build of the base creature. This
happens randomly as the creature evolves into a greater form of Demon. At times the
change results in only extraordinary capabilities like enhanced sensory or tactile abilities.
More rarely, the Demon Lord gains supernatural powers instead, like a hypnotic gaze or
breath weapon. The following chart is only the beginning of the options available to an
ascending Demon Lord. The Demon Lord has a 70% chance of attaining a new form based
upon the chart below. Once become a Demon Lord, there is a 50% chance that additional
HD over 25 will grant the Demon Lord the potential of further mutation.

D% Ravaged Form Effect


01 - 30 No noticeable variation --
31 - 32 Vestigial wings --
33 - 34 Extra arm 1 additional attack
35 - 36 2 extra arms 2 additional attacks
37 - 38 Tail --
39 - 40 Tail with spikes or club 1 add-tional attack, lowest attk bonus
41 - 42 Tail, prehensile 1 additional weapon att-ck
43 - 44 Emaciated Undead Traits
45 - 46 Emaciated -2 Str, +2 Int, ½ damage fro- piercing or slashing weapons
47 - 48 Wide Mouth Improved Grapple
49 - 50 Large eyes Spot +1
51 - 52 Extra eye(s) Spot +1 per extra eye
53 - 54 Bizarre eyes Cast confusion 1/day
55 - 56 Muscular Legs + 10 base speed
57 - 58 Extra leg(s) + 5 base speed per leg
59 - 60 Horns Gore 2d6 (Large)
61 - 62 Thick "skin" +2 natural armor increase
63 - 64 Scaly "skin" +3 natural armor increase
65 - 66 Muscular arms +2 Strength increase
67 - 68 Slender build +2 Dexterity increase
69 - 75 Wings (or extra pair) Fly 90 (average) or 30' increase
76 - 77 Oozing pustules Poison touch, Fortitude DC = 1- + ½ HD + Constitution modifier
78 - 79 Steaming pustules ¼ Concealment
80 - 85 80% flaming body/20% freezing body 5? radius elemental damage 4d6
86 - 87 Breath Weapon See below
88 - 89 Magical Power 9th level spell-like ability 1/day
90 Epic Magical Power Spellcraft DC 40 Epic Spell 1/day
91 - 95 Roll twice
96 - 98 Adopt another form See below
99 - 100 Roll three times

Breath Weapon: The Demon Lord gains the ability to breath some form of damaging effect.
Roll the d8 to determine the type. The Demon Lord may breathe three times a day every
1d8 rounds. In the event that the Demon Lord gains two (or more) breath weapons, the
maximum uses for breath weapons remains three times a day total.
1. Cone of Fire
2. Line of Lightning
3. Cone of Acidic Gas
4. Line of Acid
5. Cone of Ice
6. Sonic Cone
7. Line of Force
8. Roll twice
The damage is always ½ the Demon Lord's HDd8. Refer to the Dragon section in
the Monster Manual for the range and area of effect information based on size.

Adopt another form: The Demon Lord adopts the traits (and the general appearance) of one
of the following monster types:
1. Construct
2. Ooze
3. Plant
4. Vermin
There is a 25% chance of one of these traits being applied.

Challenge Rating: +3 + class level

Treasure: double standard base creature's.

Alignment: Always Chaotic evil

Advancement: By class progression

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