Demon-Kin

These tables are for creating imps, demons, devils, and the like.  Roll for the demon-kin’s traits as they become apparent to the PCs – not before!  Suitable skill rolls (Hidden Lore: Demons, for instance) can determine some things in advance – generally, one trait per 2 points of success.

demonThe Basic Demon-Kin Template

All demon-kin have the following traits:

  • DR (tough skin) equal to Peril.
  • Immunity to Metabolic Hazards
  • DR 10 (Limited: Fire only)
  • Temperature Tolerance 3 (Heat)
  • Doesn’t Eat or Drink
  • Doesn’t Breathe
  • Magic Resistance equal to Peril.
  • Unaging
  • Brawling at DX
Before You See the Demon

Demonic Stealth

Roll 3d6.

3-9 Stealth is 8+Peril
10-11 Stealth is 9+Peril
12-13 Stealth is 10+Peril
14-18 Stealth is 10+(2xPeril)

Demonic Perception

Roll 3d6.

3-7 Per is 8+Peril
8-10 Per is 9+Peril
11-13 Per is 10+Peril
14-16 Per is 12+Peril
17-18 Per is 14+Peril
Once You See the Demon

Basic Physical Form

Roll 3d6.

3-7 Quadruped (Hellhounds, Nightmares/hellish steeds, Panther-like “hellcats”, etc.)  Subtract 1d from IQ.
8-14 Humanoid (most demons, imps, devils etc)
15 Vermiform (demonic serpents, Hell worms, etc)  Subtract 1d from IQ.
16-18 Arachnid (Spider-demons, crab-demons, etc)  Subtract 1d from IQ.

Demonic Appearance

Each Demon has two special appearance modifiers. Roll 3d6 to determine type, then roll 3d6 and add Peril to determine effect.

4-12 13-15 16+
1-5 1 Wings Merely cosmetic or vestigial. Add Flight (Gliding). Add Flight (Winged)
1-5 2 Tail Merely cosmetic or vestigial. Tail is a striker that does Thr/imp damage. Striker, plus follow-up poison: resist with a HT-Peril roll or suffer Peril/2 dice toxic damage.
1-5 3 Horns or Tusks Merely cosmetic or vestigial. Add Striker: Impaling (Cannot Parry,

Limited Arc: Front)

Add Striker: Impaling (Long: Reach 1; Cannot Parry,  Limited Arc: Front)
1-5 4 Claws Merely cosmetic or vestigial. Sharp Claws Talons / Crab pincers etc.  Count as “Toalons”
1-5 5 Scales, bony plates, or carapace: Merely cosmetic or vestigial. Add additional DR equal to Peril/2.  Add additional DR equal to Peril.
1-5 6 Dangerous Bite Sharp Teeth: Bite for Thr-1 cutting. Fangs: Bite for thr-1 imp. Fangs, plus a follow-up poison: resist with a HT-Peril roll or suffer Peril/2 dice toxic damage.
6 1-2 Extra Arms Merely cosmetic or vestigial. 2 extra arms. 4 extra arms.
6 3-4 Extra legs Merely cosmetic or vestigial. 2 extra legs 4 extra legs.
6 5-6 Extra head Merely cosmetic or vestigial. 1 extra head 2 extra heads.

Demonic Size and Strength

Roll 3d6 and add Peril.  If ST is 18-29, add SM+1.  If ST is 30+, add SM +2.

 

3-6 SM-2, ST 5 (Tiny Imp!)
7-9 SM-1 ST 7 (Imp or minor devil!)
10-16 ST is 6+(3xPeril)
17+ ST is 8+(3xPeril)

When You’re Facing the Demon

Demonic Dexterity

Roll 3d6.

3-7 DX is 8+ Peril
8-12 DX is 9+ Peril
13-18 DX is 10+ Peril

Demonic Health

Roll 3d6.

3-6 HT is 9
7-10 HT is 10
11-14 HT is 11
15-18 HT is 12

Demonic Intelligence

Roll 3d6. Determine Will and Perception separately.

3-7 IQ is 8
8-12 IQ is 10
13-16 IQ is 9+Peril
17-18 IQ is 9+(2xPeril)

Demonic Will

Roll 3d6.

 

3-8 Will is 6+Peril
9-12 Will is 8+Peril
13-15 Will is 6+(2xPeril)
16-18 Will is 12+ (2x+Peril)

Demonic Special Attacks

When the demon first attacks, roll 3d6 and add Peril.  On an 11+, it has a special attack.  On a 16+, it has at least one special attack – next time it attacks, roll again to see if it has another trick up its sleeve!

Then roll 3d6.

1-3 1 Unnaturally quick.  At Peril 1-3, add Combat Reflexes.  At Peril 4-5, also add an Extra Attack.  At Peril 6+, also add Altered Time Rate 1.
1-3 2 Highly skilled.  Add Peril to weapon skill.  At Peril 4+, also add Weapon Master.
1-3 3 Hits Hard.  Add Striking ST Equal to 2xPeril.
1-3 4 Breathes Fire.  Each breath costs 1FP, and does Peril dice of burning damage.  Range is Peril in yards.
1-3 5 Terrifying Howl.  Add Terror.  Fright check is penalized by Peril/2, rounding up.
1-3 6 Terrifying Gaze. Add Terror, focused on just one target.  Requires a contest of Wills to use.  If the demon wins, then the margin of success is applied as a penalty to the target’s the fright check.
4-6 1 Possession.  Must touch target, then win a quick contest of Wills.  The demon must win the contest anew after 5 seconds, then 1 minute, then 1 day, then 1 week, then each year.  This is basically just Possession (No memory access), but with a time limit, and based on the demon’s will.
4-6 2 Possession (Melding).  As above, but the demon’s body melds with those it possesses.  Add Permeation: Flesh (Meld) plus Possession (Parasitic)
4-6 3 Mind Control, based on demon’s Will.  Must concentrate for 2d-Peril seconds to use
4-6 4 Suggestion.  Must concentrate for 1d-perril seconds to use.  If the demon wins a quick contest of Will with a visible target within Peril yards, then that target immediately gives in to one of its mental disadvantages.
4-6 5 Corruption.  Anyone touched by the Demon must make a Will roll, penalized by Peril, or reduced the self-control roll for all their mental disadvantages by one level for the next Peril days.
4-6 6 (This slot is reserved for something I haven’t thought of yet!)

Demonic Defenses

When the demon is first attacked, roll 3d6 and add Peril.  On an 12+, it has one special defense.  On a 15+, it has two.  On a 18+, it has three.

Then roll 1d6 to determine the nature of each special defense

1 Injury Tolerance.  Type depends on Peril.  At Peril 1:  no blood and no vitals.  At Peril 2-3: Unliving.  At Peril 4-5: Homogenous.  At Peril 6-7 : Diffuse.
2 High Pain Threshold
3 Regeneration.  Rete depends on Peril.  At Peril 1-3: 1HP/Hour.  At Peril 4-5, 1HP/Minute.  At Peril 6+, 1HP/s.
4 Add additional Magic Resistance equal to Peril.
5 Magical Wards.  Add DR (force field) equal to Peril.
6 (This slot is reserved for something I haven’t thought of yet!)
Is the Demon Vulnerable to…

…Banishment?

To attempt to banish a Demon back to its home plane, roll a quick contest between your Exorcism skill and the Demon’s Will.  If you win the contest, Roll 3d6, subtract your margin of success, and add Peril.

0-6 The demon is utterly destroyed!
7-10 The demon is banished back to its home plane.
11-12 The demon suffers Agony, as per pB428.  You can maintain this by continuing the Exorcism: roll a new contest in 2d seconds’ time.
13-16 The demon suffers Pain, as per pB428.  You can maintain this by continuing the Exorcism: roll a new contest in 2d seconds’ time.
17+ The demon laughs at your petty attempt to banish it.

If you fail, or don’t get the result you’re looking for, you can keep trying.  The first contest takes 1 second; the second contest takes 1 minute; then each subsequent contest takes 1 hour.

…Decapitation?

Roll 3d6 and add Peril.  If result is 10 or less, then yes, any cutting damage that penetrates the neck’s DR is quadrupled, as per Vulnerable (Cutting to neck) x2. Note: this x4 includes the normal x2 damage multiplier for cutting damage to the neck.

…Sunlight?

Roll 3d6 and add Peril.  If result is 10 or less, then yes, the Demon takes 1d damage per 30 minutes in sunlight, as per Weakness (Sunlight).

…True Faith?

Roll 3d6 and add Peril.  The character with True Faith must be wielding their Holy Symbol, and so forth…

4-7 Yes, True Faith destroys it utterly.
8-10 Yes, True Faith destroys it utterly – but only with a Contest of Will.
11-12 Yes, True Faith repels it – but only with a Contest of will.  Win by 5 or more to destroy it.
13-16 Yes, True Faith repels it – but only with a Contest of Will, penalized by Peril.

Win by 5 or more to destroy it.

17+ No.  It cares nothing for your little gods.
Does the Demon Discorporate When it Has Been Beaten Down to -HP?

Roll 3d6 and add Peril.  If result is 17 or less, then yes, the Demon discorporates at –HP, as per Fragile (Unnatural).  If the result is 18 or more, then no!  It just keeps fighting as normal.