Demons

Demonologists have identified several classes of demon. Each class of demon possesses a variety of powerful, supernatural abilities. Those abilities common to all demons are noted below. For further information on both the classified and unclassified demons, see the individual demon listings. Note that most demons do not actually fall into the five listed categories.

Many demons possess the following magical abilities: infravision (as the 5th level magic user spell), teleport (with no chance of error) (as the 2nd level magic user spell), darkness, gate (as the 9th level magic user spell). See individual listings for details.

Demons can freely travel between their own home planes and Tarterus, Pandemonium and Hades. They may also travel the Astral Plane at will. However, they are only able to enter the Prime Material Plane if summoned with a spell (conjuration, gate, wish, etc.) or certain magical items.

Demons are all extremely and decidedly chaotic evil (see “Alignment”). Demonic society is highly competitive and always favours the strong over the weak.

In combat, demons are fearless and the less intelligent among them will attack mindlessly until slain.

They are immune to subdual attacks and may simultaneously attack as many opponents as their abilities allow.

Being supremely chaotic, demons will never willingly serve another. If compelled into service through magical or other means, they will always seek a way to either kill or enslave their master, or at the very least, subvert the terms of their summoning. While demons may be summoned by higher-level PCs, they will prove highly difficult to control. Thaumaturgic circles are proof against demons, but require increasingly complex preparation and materials for the more powerful sorts. Often summoning will entail either a threat of punishment or a reward. These should be considered carefully by the GM during play and should always carry an element of risk for the summoner.

Demons are repulsed by good artifacts or other powerful holy items.

On the Prime Material Plane, demons may be turned by clerics of levels 8+ and paladins of levels 11+.

Demons are often encountered in the Astral and Æthereal planes. They may be drawn to the auras of astral or æthereal travellers. Because of the frequent demonic presence in these planes, merely speaking the name of a particular demon may (5%) cause them to pursue the offending speaker. Unless otherwise prepared to defend against such a occurrence, summoners should be aware that demons prefer to slay or imprison their victims in their home plane.

Demons are inherently able to understand any language. All demons with average or better intelligence are also inherently able to converse in any language.

Demons are susceptible to attack as noted in the table below;

Attack Form Damage Rolled
Acid Full damage
Cold ½ damage
Electricity (lightning bolt) ½ damage
Fire (dragon breath, fireball) ½ damage
Gas, poisonous (cloudkill) ½ damage
Iron Weapons Full damage
Magic Missile Full damage
Poison Full damage
Silver No additional damage(according to normal weapon type)

Babau

Frequency:Uncommon
No. Encountered:1d3 or 1d6 (in the Abyss)
Size:Man-sized (7 ft)
Move:150 ft
Armour Class:-3
Hit Dice:7+14
Attacks:2 claws/1 bite or 1 weapon
Damage:1d4+1/1d4+1/2d4 or by weapon +7
Special Attacks:See below
Special Defences:See below
Magic Resistance:50%
Lair Probability:20%
Intelligence:Very
Alignment:Chaotic evil
Level/XP:8/2,000+ 12/hp

Babau are also known by demonologists as horned demons or bone demons. They are around 7 feet tall and look like skeletons covered in a leathery black skin. The babau’s feet, taloned hands and head are grossly oversized, nearly the same as a hill giant’s. From the base of its skull protrudes a hooked horn.

These demons are known for their cunning intelligence and strength (19). In combat, they prefer to use any sort of weaponry if it is to their advantage. In the heat of battle, they secrete a slimy rust coloured ichor that halves damage from melee weapons, as blows slide off their bodies. Their typical mode of attack involves leaping from above onto unwary victims

Babau are immune to normal melee and missile weapons. Iron weapons inflict an additional +2 damage as it burns their hide. Magical weapons are also effective, but do not impart this +2 bonus.

Babau cause darkness at will (5 ft radius) and have abilities equal to a 9th level thief. They also have the following abilities which they can use at will one at a time as a 14th level spellcaster: fear (touch only, otherwise as the 4th level magic user spell), levitate (as the 2nd level magic user spell), fly (as the 3rd level magic user spell), dispel magic (as the 3rd level magic user spell), polymorph self (as the 4th level magic user spell), heat metal (as the 2nd level druid spell), or gate (as the 9th level magic user spell) in another babau (25% chance of success). Finally, anyone up to 20 feet away gazing into the eyes of a babau must save vs spells (unlisted categories) or suffer the effects of a ray of enfeeblement (as the 2nd level magic user spell).

Babau are despised by class A, B and C demons. Class D demons especially hate bands of babau, and hunt them for food.

Treasure: If encountered in their lair, babau will have amassed a hoard made up of 1d12×1,000 cp (20%), 1d6×1,000 sp (30%), 1d4×1,000 ep (10%), 1d6 gems (25%) and 1d3 jewellery (20%). In addition, they may (10%) have 1d2 magical items.

Class A Demon (Vrock)

Frequency:Common
No. Encountered:1d3 or 1d6 (in the Abyss)
Size:Large
Move:120 ft; 180 ft flying (AA:IV)
Armour Class:0
Hit Dice:8
Attacks:2 talons/2 claws/1 bite
Damage:1d4/1d4/1d8/1d8/1d6
Special Attacks:See below
Special Defences:See below
Magic Resistance:50%
Lair Probability:5%
Intelligence:Low
Alignment:Chaotic evil
Level/XP:7/1,275 +10/hp

Vrock, considered one of the weakest of demonkind, look like a hideous cross between a vulture and a humanoid. They are no stronger than normal and may be harmed with normal melee and missile weapons. Like all demons they can cause darkness, but only in a 5 ft radius. They also possess the following special abilities which they may use at will: detect invisibility (objects only, otherwise as per the 2nd level magic user spell), gate in another vrock (10% chance of success), or telekinesis (as the 5th level magic user spell, up to 200 lbs).

Vrock are particularly stupid, and cannot normally be bargained with. They love the sight of precious gems and jewellery, however, and also enjoy feasting on the flesh of men.

Treasure: If encountered in their lair, they will possess a hoard of 1d8×1,000 cp (50%), 1d6×1,000 sp (25%), 1d4×1,000 ep (25%), 1d3×1,000 gp (25%), 1d8 gems (30%), 1d4 jewellery (20%) and possibly a magical weapon (10%).

Class B Demon (Hezrou)

Frequency:Common
No. Encountered:1d3 or 1d6 (in the Abyss)
Size:Large
Move:60 ft; 120 ft hopping
Armour Class:-2
Hit Dice:9
Attacks:2 claws/1 bite
Damage:1d3/1d3/4d4
Special Attacks:See below
Special Defences:See below
Magic Resistance:55%
Lair Probability:10%
Intelligence:Low
Alignment:Chaotic evil
Level/XP:8/2,000 + 12/hp

Slightly shorter than the vrock, the hezrou resemble loathsome toads with humanoid arms. They are vulnerable to normal melee and missile weapons. They cause darkness at will covering a 15 foot radius. They also possess the following special abilities which can be used at will, one at a time: Cause fear (as the 4th level magic user spell), levitate (as the 2nd level magic user spell), detect invisibility (objects only, otherwise as per the 2nd level magic user spell), telekinesis (as per the 5th level magic user spell, up to 300 lbs), or gate (as the 9th level magic user spell) another hezrou (20% chance of success).

Hezrou and vrock will gladly fight each other without hesitation, and they both share a love of human flesh.

Treasure: If encountered in their lair, hezrou will have a pile of treasure including 1d12×1,000 cp (20%), 1d6×1,000 sp (30%), 1d4×1,000 ep (10%), 1d6 gems (25%) and 1d3 jewellery (20%). In addition, they might (10%) have 1d2 random magical items.

Class C Demon (Glabrezu)

Frequency:Uncommon
No. Encountered:1d3 or 1d6 (in the Abyss)
Size:Large
Move:90 ft
Armour Class:-4
Hit Dice:10
Attacks:2 pincers/2 claws/1 bite
Damage:2d6/2d6/1d3/1d3/1d4+1
Special Attacks:See below
Special Defences:See below
Magic Resistance:60%
Lair Probability:15%
Intelligence:Average
Alignment:Chaotic evil
Level/XP:8/2,400 + 14/hp

These muscular demons have a head like a horned dog, and from their broad chest sprouts four arms: 2 with sharp pincers and 2 with hands. Glabrezu are vulnerable to normal melee weapons and missiles. At will, they can cause darkness in a 10 ft radius. Additionally, they may use the following abilities at will, one at a time: cause fear (as the 4th level magic user spell), levitate (as the 2nd level magic user spell), pyrotechnics (as the 2nd level magic user spell ), polymorph self (as the 4th level magic user spell), telekinesis (as the 5th level magic user spell, up to 400 lbs), gate (as the 9th level magic user spell) another Class A to C demon (30% chance of success).

Treasure: If encountered in their lair, glabrezu will have a cache of treasure made up of 1d8×1,000 cp (10%), 1d12×1,000 sp (15%), 1d8×1,000 ep (15%), 1d6×1,000 gp (50%), 1d10 gems (30%), 1d6 jewellery (25%), and 3 random magic items, including one potion (15%).

Class D Demon (Nalfeshnee and others)

Frequency:Uncommon
No. Encountered:1d3 or 1d6 (in the Abyss)
Size:Large
Move:90 ft; 120 ft flying (AA:II)
Armour Class:-1
Hit Dice:11
Attacks:1 claw/1 bite
Damage:1d4/2d4
Special Attacks:+2 to hit, also see below
Special Defences:+1 or better magic weapon to hit
Magic Resistance:65%
Lair Probability:15%
Intelligence:Very
Alignment:Chaotic evil
Level/XP:9/3,000 + 16/hp

Particularly malevolent demons, the class D have the upper body of an ape and the cloven-hoofed lower body of a boar. They have rather small feathered wings as well, which seem undersized compared to their corpulent bodies. Unlike class A to C demons, these are immune to normal arms and must be attacked with magical weapons. Like other demonkind, they are able to cause darkness at will (10 ft radius). Their other abilities, which they can use at will, one at a time, are improved phantasmal force (as the 2nd level illusionist spell), fear (as the 4th level magic user spell), levitate (as the 2nd level magic user spell), detect magic (as the 1st level magic user spell), comprehend languages (as the 1st level magic user spell), dispel magic (as the 3rd level magic user spell), polymorph self (as the 4th level magic user spell), telekinesis (as the 5th level magic user spell, up to 500 lbs), project image (as the 6th level magic user spell), use a symbol of fear or discord (as the 8th level magic user spell), and gate (as the 9th level magic user spell) another class A to D demon (random class, 60% chance of success).

Certain class D demons have their own secret names, which makes it 90% certain they will answer a summons if it is spoken. Conjurers should be prepared to make impressive promises of treasure, magical items or living sacrifices when summoning a class D demon, especially by name. It should also be remembered that these demons particularly enjoy feasting on human blood and meat.

Treasure: In the Abyss, these demons hoard the treasure they have acquired through service or other means. An individual nalfeshnee’s trove will include 1d10×1,000 cp (5%), 1d12×1,000 sp (15%), 1d6×1,000 ep (25%), 1d8×1,000 gp (25%), 1d12 gems (15%), and 1d8 jewellery (10%). In addition, they have a 25% chance of possessing 3 random magic items and 1 scroll.

Class E Demon (Marilith and others)

Frequency:Rare
No. Encountered:1d3 or 1d6 (in the Abyss)
Size:Large
Move:120 ft
Armour Class:-7
Hit Dice:7+7
Attacks:6 arms/1 constriction
Damage:2d4 (x6)/1d6
Special Attacks:See below
Special Defences:+1 or better magic weapon to hit
Magic Resistance:80%
Lair Probability:10%
Intelligence:High
Alignment:Chaotic evil
Level/XP:9/3,000 + 12/hp

Infamous even among demonkind for their cruel and ill-tempered nature, the marilith are invariably female. From the waist up they appear to be a full-figured human female with six arms and skin tones ranging from deep violet to a putrescent green. Below the waist however, they have the coiling body of a large serpent. In melee they prefer to wield a variety of barbed and hooked swords and battle axes or simply constrict their prey with their powerful serpentine tail.

Like their fellow demons, they can cause darkness at will (5 ft radius). They possess the following additional abilities which they may use one at a time, at will: charm person (as the 1st level magic user spell), levitate (as the 2nd level magic user spell), comprehend languages (as the 1st level magic user spell), detect invisibility (objects only, otherwise as the 2nd level magic user spell), pyrotechnics (as the 2nd level magic user spell), polymorph self (as the 4th level magic user spell), project image (as the 6th level magic user spell), or gate (as the 9th level magic user spell) another demon (50% chance of success.) Use the following table to determine which class of demon is summoned:

d% Demon Class
1–30 Class A
31–55 Class B
56–70 Class C
71–85 Class D
86–00 Class F

All class E demons have personal and secret names which may be used to summon and bargain with them, much like class D demons. They reportedly prefer the sacrifice of powerful male warriors as payment.

Treasure: On their home plane, these demons hoard the treasure they have acquired through service or other means. Their cache will include 10d4×1,000 gp (50%), 1d20×100 pp (50%), 5d4 gems (30%), 1d10 jewellery (10%), and 4 random magical items and a scroll (35%).

Class F Demon (Balor and others)

Frequency:Rare
No. Encountered:1d3 or 1d6 (in the Abyss)
Size:Large
Move:60 ft; 150 ft flying (AA:III)
Armour Class:-2
Hit Dice:8+8
Attacks:1 bite
Damage:1d12+1
Special Attacks:Flaming whip (3d6)
Special Defences:+1 or better magic weapon to hit
Magic Resistance:75%
Lair Probability:20%
Intelligence:High
Alignment:Chaotic evil
Level/XP:9/3,600 + 12/hp

Reportedly only six of this class of demon exist, each with their own secret name. In combat they wield massive +1 swords and a cat-o-nine-tails whip which they employ to drag their victims into the flames that they continually immolate themselves in. Each round, there is a 4 in 6 chance they will use their whip. Victims who fail a save vs spells (unlisted categories) are burnt by the flames and suffer 4d6 additional points of damage.

The darkness they cause at will has a radius of 10 feet. In addition, they have several other abilities which they can use at will one at a time. These are fear (as the 4th level magic user spell), detect magic (as the 1st level magic user spell), read magic (as the 1st level magic user spell), comprehend languages (as the 1st level magic user spell), detect invisibility (objects only, otherwise as the 2nd level magic user spell), pyrotechnics (as the 2nd level magic user spell ), dispel magic (as the 3rd level magic user spell), suggestion (as the 3rd level magic user spell), telekinesis (as the 5th level magic user spell, up to 600 lbs), use a symbol of fear, discord, sleep, or stunning (as the 8th level magic user spell), and gate (as the 9th level magic user spell) another demon of class C (80% chance) or class D (20% chance) with a 70% chance of success.

Summoning class F demons requires significant offerings or future promises of service or sacrifice. If negotiation is successful, they might be persuaded to aid the summoner or associated group for a while. In any case, these demons will always try to bully and intimidate their masters in an effort to usurp leadership, which they crave. Many other chaotic evil monsters and demons are attracted to the aura of charismatic evil that surrounds class F demons, so they are often found in the forefront of evil hordes.

Treasure: If encountered in their lair, they will have a cache of treasure equal to 1d20×1,000 sp (10%), 1d12×1,000 ep (15%), 1d10×1,000 gp (40%), 1d8×100 pp (35%), 3d10 gems (20%), and 1d10 jewellery (10%). They may (30%) also have 1 potion, 1 scroll, and 3 other magical items (no weapons).

Demonette

Frequency:Rare
No. Encountered:1
Size:Man-sized
Move:120 ft; 120 ft flying (AA:IV)
Armour Class:5
Hit Dice:6+1d6
Attacks:1
Damage:By weapon type + strength bonus
Special Attacks:See below
Special Defences:Iron or +1 or better weapon to hit
Magic Resistance:30%
Lair Probability:15%
Intelligence:Very to genius
Alignment:Chaotic evil
Level/XP:9/4,050 +14/hp

Demonettes are the result of union between a succubus and a human male. Their individual appearances vary, but their vestigial horns and small leathery bat-like wings denote their demonic heritage. Most favour their demonic mother and revel in chaotic evil. A minority (20%) harbour less demoniacal inclinations. Nevertheless, they may never be lawful or good.

Demonettes are invulnerable to normal melee and missile weapons. Only iron and magic weapons can harm them. Demonettes have a natural base armour class of 5. Wearing mundane armours cannot improve this. Magical armours or other protections add only their bonus, unless the armour is superior to AC 5, in which case the full benefit is accrued. In addition, demonettes may have a bonus for high dexterity, as do humans.

In melee, demonettes may wield any sort of weapon regardless of any class restrictions (see spellcasting abilities below).

All demonettes have the following special abilities, which they may use three times per day as a 12th level magic user: charm person (as the 1st level magic user spell), ESP (as the 2nd level magic user spell), polymorph self (humanoid shapes only, otherwise as the 4th level magic user spell), and suggestion (as the 3rd level magic user spell). In addition, they can use dimension door (as the 4th level magic user spell) once per day.

Fully 25% of all demonettes have genius level intelligence. These demonettes are able to memorise and cast spells as a 1st to 12th level magic user (1d12 to determine level). Spellcasting abilities are in addition to their other innate abilities noted above.

Finally, much like their succubus parent, demonettes are able to drain a victims life energy with a touch (a to hit roll is required in combat). Each touch drains 1d8 hit points from the victim and adds 1d4 hit points to the demonette.

Demonettes also possess a superior infravision that has a range of 120 ft.

Treasure: Demonettes normally care little for coins. They love gems, jewellery and magical items however. If found in their lair, a demonette will have a cache that contains 1d4 random scrolls (50%), 2d4 random potions (40%), 1d8×10 gems (90%), 5d6 jewellery (80%) and 1d6 other random magical items (excluding potions and scrolls, 70%).

Demoniac

Frequency:Very rare
No. Encountered:1
Size:Man-sized to Large
Move:150 ft
Armour Class:6
Hit Dice:5 to 8 (1d4+4)
Attacks:2
Damage:By weapon type + strength bonus
Special Attacks:See below
Special Defences:See below
Magic Resistance:5%-20%
Lair Probability:See below
Intelligence:Low to exceptional
Alignment:Chaotic evil
Level/XP:7/1,275 +10/hp

Demoniac Ability Scores;

Strength 1d3+16 Intelligence 1d8+8
Dexterity 1d8+12 Wisdom 3d6

Demoniacs are the result of a mating between a major demon and a human female (cf. demonette). As such, each is slightly different depending upon parentage. Generally, demoniacs are strong and heavily-built. They will usually have several other demonic characteristics as well, such as vestigial horns, barbs, or scaled skin.

Demoniacs have a natural base armour class of 6. Wearing mundane armours cannot improve this. Magical armours or other protections add only their bonus, unless the armour is superior to AC 6, in which case the full benefit is accrued. In addition, demoniacs may have a bonus for high dexterity, as do humans. Demoniacs, as a virtue of their parentage, are invulnerable to silver weapons. They may be injured by normal weapons and magical weapons. Iron weapons do double damage to them.

All demoniacs have infravision. They are also able to communicate with demons.

Demoniacs may become clerics, attaining a maximum level equal to their hit dice (usually of an Archdemon or other evil deity). If their intelligence allows, demoniacs may become magic users, although they may attain a maximum of 5th level of ability. They may also choose to become a thief or an assassin, up to a maximum of their hit dice in ability level.

Treasure: As for demonettes, but the GM should re-roll items that are not appropriate to the demoniac’s class(es). If the second roll yields an item that the demoniac still could not use, it should be allowed to stand.

Dretch

Frequency:Common
No. Encountered:2d4 or 5d4 (in the Abyss)
Size:Small
Move:90 ft
Armour Class:2
Hit Dice:4
Attacks:2 claws/1 bite
Damage:1d4/1d4/1d4+1
Special Attacks:See below
Special Defences:See below
Magic Resistance:30%
Lair Probability:15%
Intelligence:Low
Alignment:Chaotic evil
Level/XP:4/175+4/hp

Dretch are the weakest of all demonkind. Their appearance is almost comical, with a plump body with thin, gangly arms and legs. Their squat heads are bald and they have a slobbering, stupid visage.

Dretch usually attack in hordes, using tooth and claw in blind abandon. They also have the following special abilities which they can use at will, one at a time: darkness (5 ft radius), scare (as the 2nd level magic user spell), telekinesis (as the 5th level magic user spell, up to 50 lbs), or gate (as the 9th level magic user spell) a class A demon (15% chance of success). In addition, once per day they can cause a stinking cloud (as the 2nd level magic user spell), and teleport without fail (as the 5th level magic user spell, but with no chance of error).

Treasure: Dretch are not intelligent enough to hoard treasure socially. Individually they will carry some coinage, as follows: 3d8 cp, 3d6 sp, 2d6 ep, and 2d4 gp.

Ekivu (Fly Demon)

Frequency:Common
No. Encountered:1d3 or 1d6 (in the Abyss)
Size:Medium
Move:50 ft; 210 ft flying (AA:III)
Armour Class:-1
Hit Dice:7+2
Attacks:2 claws/1 bite
Damage:2d4/2d4/1d4
Special Attacks:See below
Special Defences:See below
Magic Resistance:40%
Lair Probability:5%
Intelligence:Average
Alignment:Chaotic evil
Level/XP:7/1,275 +10/hp

Ekivu resemble a hideous crossbreed between a giant fly and a human. Their hindlegs are insect-like and their forelimbs resemble human arms, but with bony, sharp claws. Like flies, their bodies are covered in blueish-black chitin with bristling hair. Their heads are vaguely human, but with bulbous, faceted eyes like those of a fly. Their mouths are ringed with sharp teeth and their long noses are actually a sharp proboscis for drawing blood from their victims.

Ekivu can cause darkness within a 5 foot radius. They also have the following special abilities which they can use at will, one at a time: detect good (as the 1st level cleric spell), detect invisibility (as the 2nd level magic user spell), telekinesis (as the 5th level magic user spell, up to 150 lbs), fear (touch only, otherwise as the 4th level magic user spell) or gate (as the 9th level magic user spell) another ekivu (15% chance of success).

When not using one of their other abilities, ekivu constantly make an insidious buzzing drone which has the power to lull listeners into a comatose state. If a save vs spells (unlisted categories) is not made, the victim will sleep for 2d4 hours or until the demon has drawn 1d4 hp of their blood.

Ekivu can be hit with normal weapons, although they are invulnerable to all forms of poison.

Ekivu have a long standing hatred of most other classes of demons, especially classes A and B. Ekivu have managed to enslave a number of shub, which they use for their own nefarious ends.

Treasure: If encountered in their lair, they will possess a hoard of 1d8×1,000 cp (50%), 1d6×1,000 sp (25%), 1d4×1,000 ep (25%), 1d3×1,000 gp (25%), 1d8 gems (30%), 1d4 jewellery (20%) and possibly a magical weapon (10%).

Kullule (Demonic Hordling)

Frequency:Rare
No. Encountered:4d4
Size:Small
Move:30 ft
Armour Class:7
Hit Dice:1
Attacks:2 claws/1 bite
Damage:1d2/1d2/1d4
Special Attacks:None
Special Defences:+1 or better magic weapon to hit
Magic Resistance:Standard
Lair Probability:None
Intelligence:Semi-
Alignment:Chaotic evil
Level/XP:1/18 + 1/hp

Those unfortunate souls who are damned to the Abyss become kullules; the demonic horde. The most evilly accursed among them are bound to spend eternity wandering the flaming tiers of Gehenna. They are only semi-intelligent, instinctively driven to blindly attack by tooth and nail any being not of demonkind. The GM should treat them as undead for purposes of sleep, charm and other similar spells. Killing them is fruitless, as they collapse into a pile of ordure which reforms into a new kullule in a day. They are only truly destroyed when one of the demon lords chooses to feed on them.

Unlike other demons, the kullule have no ability to cause darkness or similar demonic powers. They are invulnerable to normal melee and missile weapons however, and require a +1 or better magical weapon to hit.

Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls. Occasionally they are ordered by a greater demon lord to the Prime Material Plane, where they may remain for but a single day. These kullule are usually selected from amongst those in Gehenna.

Treasure: None.

Quasit

Frequency:Very rare
No. Encountered:1
Size:Small
Move:150 ft
Armour Class:2
Hit Dice:3
Attacks:2 claws/1 bite
Damage:1d2/1d2/1d4
Special Attacks:See below
Special Defences:See below
Magic Resistance:25%
Lair Probability:None
Intelligence:Low
Alignment:Chaotic evil
Level/XP:5/325 +3/hp

Quasit are soul worms formed by Demon Lords for service as familiars to chaotic evil clerics and magic users. At will, quasits are able to polymorph themselves into any 2 of the following creatures: frog, bat, giant centipede, or wolf.

Quasits are immune to normal melee and missile weapons. Only iron or +1 or better magical weapons can harm them. They are also immune to all cold, fire and lightning. If attacked with a spell, quasits save as a 7 hit dice monsters.

In its natural form, a quasit attacks with its teeth and claws, which inflict a burning irritation that subtracts 1 from the victim’s dexterity unless a save vs poison is made. This penalty is cumulative. The irritation remains for 2d6 melee rounds.

Quasits also have several abilities which they may use at will. These are detect good (as the 1st level cleric spell), detect magic (as the 1st level cleric spell), invisibility (as the 2nd level magic user spell), and they regenerate 1 hit point per melee round. Once per day, they can cause fear (as the 4th level magic user spell) in a 30 foot radius.

When serving as a familiar, quasits endow their master with several abilities. If the master is within a mile of their quasit familiar, a constant full-sensory telepathic communication operates through the quasit. The master also gains 1 level of ability. If the quasit is within 25 feet of its master, it imparts its 25% magic resistance and also its regeneration abilities. If either master or quasit move out of range, the special abilities are lost. In addition to these abilities, once per week a quasit is able to contact the Abyss in order to help gain some necessary advice or information. This operates as the 5th level cleric spell commune, and up to 6 questions are permitted.

Despite their rather low intelligence, quasits are quite crafty and cunning creatures. They are also used as tools by demon lords, who might communicate through them. Quasits are generally tasked with helping their masters to spread evil and chaos. In particular, they are often used to pervert lawful evil souls to chaos, which earns them rewards on their home plane of the Abyss. Ultimately, when its master dies, the quasit is charged with bringing the soul back to the Abyss. If the quasit has served well, it may be rewarded by being changed into a class A or class B demon. If not, they will be punished through becoming a kullule, soul worm, or even a quasit again.

If the quasit dies, the master immediately loses 4 levels (duration 1 month).

Treasure: None.

Shub

Frequency:Common
No. Encountered:1d4 or 3d4 (in the Abyss)
Size:Medium
Move:120 ft
Armour Class:1
Hit Dice:5+1
Attacks:2 claws or 1 weapon
Damage:1d6+1/1d6+1 or by weapon
Special Attacks:See below
Special Defences:See below
Magic Resistance:40%
Lair Probability:20%
Intelligence:Average
Alignment:Chaotic evil
Level/XP:5/425+6/hp

Shub resemble deformed humanoids, with hunchbacks, twisted arms and legs, and a strange, loping gait. Their pinhead skulls are bald, and their pointed ears flop down.

While physically among the weakest of demonkind, the shub are a vile, vengeful sort. They are the continual target of abuse by other classes of demon, and the shub are quick to respond in kind if given the opportunity. Shub particularly enjoy bullying the dretch, whom they despise as lumbering and stupid.

Shub have the following special abilities, which they can use at will, one at a time: cause darkness (5 ft radius), fear (touch only, otherwise as the 4th level magic user spell), fly (as the 3rd level magic user spell), telekinesis (as the 5th level magic user spell, up to 100 lbs), or gate in an ekivu (15% chance of success). Once per day, shub can teleport (without fail, otherwise as the 5th level magic user spell).

In combat, shub prefer to wield a variety of strange, wicked-looking pole arms, saw-toothed swords, and bizarre atlatls and throwing knives.

Treasure: Shub love treasure, and will try to steal or swindle to get it. Most Shub will have some coins in a sack or pouch (2d12×10 ep, 2d4×5 gp). If encountered in their lair, Shub may have 1d4×1,000 cp (25%), 1d3×1,000 sp (20%) and 1d4 random gems (50%).

Succubus

Frequency:Rare
No. Encountered:1
Size:Man-sized
Move:120 ft; 180 ft flying (AA:IV)
Armour Class:0
Hit Dice:6
Attacks:2 claws
Damage:1d3
Special Attacks:Energy drain
Special Defences:+1 or better magic weapon to hit
Magic Resistance:70%
Lair Probability:5%
Intelligence:Exceptional
Alignment:Chaotic evil
Level/XP:7/2,100 + 6/hp

These solitary demons are always female. In their true form they look like stunningly beautiful, and naked, humanoid women with leathery bat-wings sprouting from their back. They are immune to normal melee and missile weapons and a +1 or better magical weapon is needed to hit them. At will, they can cause darkness (5 ft radius). They also are able to use the following abilities at will one at a time: become æthereal (as per the magic item oil of æthereality), charm person (as the 1st level magic user spell), ESP (as the 2nd level magic user spell), clairaudience (as the 3rd level magic user spell), suggestion (as the 3rd level magic user spell), polymorph self (humanoid shapes only, otherwise as the 4th level magic user spell), or gate (as the 9th level magic user spell) a class D demon (70% chance)or a class E demon (30% chance) with a 4 in 10 chance of success.

Their most prominent ability is their kiss, which they inflict on their charmed or unconscious victims. Each kiss drains one level from the victim and they may kiss a particular victim but once a day. If they take a liking to a particular victim, a succubus may mate with a human male—producing a demonette (see listing for further details).

In the Abyss, the succubi reign over lesser demons through intimidation and trickery. They also prize treasure, especially gems and jewellery.

Treasure: If encountered in their lair, a succubus will have 3d6×1,000 pp (30%), 2d10 gems (55%), 1d12 jewellery (50%) and perhaps a random magic item (15%).

Uduk

Frequency:Uncommon
No. Encountered:1d3 or 1d6 (in the Abyss)
Size:Man-sized
Move:90 ft; 150 ft in trees
Armour Class:-3
Hit Dice:6+6
Attacks:2 claws/1 bite
Damage:1d6/1d6/2d6
Special Attacks:See below
Special Defences:See below
Magic Resistance:45%
Lair Probability:10%
Intelligence:Very
Alignment:Chaotic evil
Level/XP:7/1,725 +10/hp

The uduk, or the ‘jumping demon’, looks much like an orang-utan with a horribly twisted face. Its hands and feet are taloned and have 6 digits each. The uduk can move on foot along the ground, but they excel at swinging through areas of dense foliage. They can also jump up to 40 feet in a single bound.

They have a natural ability to change their colouration to match their surroundings, which takes one melee round. They also possess standard infravision. Uduk are vulnerable to both normal and magical weapons.

In addition to the abilities they share with all demonkind, uduk have the following abilities, which they can use at will: cause darkness (10 ft radius), fear (as the 4th level magic user spell), create water (as the 1st level cleric spell), detect illusion (as the 1st level Illusionist spell), detect invisibility (objects only, otherwise as the 2nd level magic user spell), dispel magic (as the 3rd level magic user spell), entangle (as the 1st level druid spell), plant growth (as the 3rd level druid spell), telekinesis (as the 5th level magic user spell, up to 250 lbs), or gate in another uduk (25% chance of success). Twice per day they can also use change self (as the 1st level illusionist spell), invisibility (as the 2nd level magic user spell), and spectral force (as the 3rd level illusionist spell).

Uduk do not like the company of other demons, and generally are found only with others of their ilk. If other kinds of demons are present, uduk will bully weaker demons in order to undermine their superiors.

Treasure: If encountered in their lair, uduk will have a pile of treasure including 1d12×1,000 cp (20%), 1d6×1,000 sp (30%), 1d4×1,000 ep (10%), 1d6 gems (25%) and 1d3 jewellery (20%). In addition, they might (10%) have 1d2 random magical items.