Showing posts with label demon. Show all posts
Showing posts with label demon. Show all posts

Saturday, April 13, 2013

L is for Lilith and Lilim

Lilith by Isra2007
Lilith.  Ah, Lilith.

I have written so much about her over the last 20 years I hardly even know where to start today.

For those that don't know, Lilith is from the ancient Talmud and Jewish texts as the First Woman.  The woman created before Eve at the same time as Adam.  She rebelled against God and Adam and became her own thing.  She is not really a demon, but something else.

As a horror author who loves witches, demons and vampires, Lilith is all of those rolled up into one thing.
As an Atheist, Lilith is a great example of a "glitch" in the "Source code" of the bible.  Contradictions in the text that show that Genesis was even written by a number of different people over the ages.
As someone that considers themselves a feminist she is a "recent" icon.  In short what is not to love?

Lilith was a major character in my "Willow & Tara" game Season of the Witch (a Buffy game where I playtested the rules for Ghosts of Albion).  Characters (and players) didn't know if she was the Big Bad or on their side. In the end she was on her own side, but was not after the characters.

In my "Willow & Tara" games Lilith plays not just a central role in the events of the season, but in my revised mythos of world.  Lilith was not just the "mother of demons" and possibly the mother of vampires. She is also the mother of all witches and even the Slayer.  (See "Every Angel is Terrifying").  I like it since it gets rid of Whedon's overt rape metaphor and makes the Buffy game more compatible with the mythos of the WitchCraft game.

Back in the 2nd Edition AD&D days I "created" a new race of demons called the Lilim.  They were the "Daughters of Lilith" and included the Succubi and a number of related all female demons.  I later used these demons in my Buffy/Willow & Tara games "The Dragon and the Phoenix" and "Season of the Witch" along with Lilith herself.

I am revising these races once again for Eldritch Witchery.

Lilith by John Collier
These demons have their creative origins from Lilith, but also the Lilin, Lilu, and Lamashtu.  I have included creatures such as the succubus, the night hags and other related creatures.


Lilim
The Lilim are an old race of demons, though some scholars debate on whether they are a true race unto themselves or not.  Lilim are also known as the daughters of Lilith, the “Queen of Demons”. A title she abhors.  Each subrace of Lilim is believed to have come from Lilith herself and her congress with other demon types such as the Baalseraph, Eodemons and Shedim.

The Lilim all share a number of unique qualities in addition to the powers all demons share. Lilim are also fully immune to poison and poses Nightvision instead of Darkvision.
All Lilim have a draining attack, as detailed below.  Most Lilim can switch between a “human” and a “demonic” form.  The human form allows them to infiltrate society and collect the souls they require.  Any time the lilim is under stress or in combat she will revert to her demonic form.  Both types of forms are detailed below.
Nearly all Lilim can cast spells as if she were a witch.

Alrunes: These demons are legion. It is most commonly believed that they are the offspring of nymphs, sayyrs and other fey with other Lilim, in particular Succubi. A succubus will sometimes shape change to a male to seduce fey creatures, and sometimes they are even seduced themselves. These demons have only the most basic of the powers of the Lilim and indeed they only have one form, a “human” one.  Though many have features can give away their demonic heritage.  They posses small vestigial horns, wings and sometimes even a tail.  Most opt for some demonic form of witchcraft.  Like all members of this demonic race they are female.  Of all the Lilim only Alrunes are not wholly evil, though very, very few are ever good.  Alrunes do not have a draining attack per se, but their kiss can lure a victim into a deep sleep as per the spell.

Batibat: These are among the weakest of the Lilim.  They prey on people in their dreams.  They house themselves in a tree near where their victim is sleeping and invade their dreams.  They have only a weak physical attack (1-3 hp) but their dream attack requires a Wisdom saving throw each night or the victim looses 1 point of Constitution.  When their victim dies (reaches 0 Constitution) they can summon a Nightmare and return to their master with the soul.  During the day they sleep in their tree and are helpless. These deams appear to be small, elfin like women and are sometimes mistaken for a dryad.  Their hair though is dark black.

Empusa: These are the daughters of Lilith and various calabim demons, most likely the Utukku.. They are the most “demonic” of all of the Lilim.  The Empusae (or “forcers-in”) like all Lilim can appear as a stunningly beautiful woman or as a demon.  The demonic form of the Empusa is the one of the most hideous of all of the Lilim.  The body remains mostly humanoid and female, but covered in fine scales.  It’s legs become like those of an horse or ass and end in hooves that are made of brass or bronze.  It’s back supports a set of large leathery bat-like wings, similar to that of a succubus.  It is its head that features it’s most horrible transformation.  The creature’s long following tresses are replaced with a mass of snakes similar to that of a medusa.  It’s facial features are blocked by an area of complete darkness, only it’s glowing eyes are visible.  It is said among sages that face of the empusa is not shrouded in darkness, but it is so horrible that our minds block the vision from us.  It is also said that other demons can actually see the empusa’s face and run in fear from it.  Its former delicate hands now end in razor tipped claws.  A long reptilian tail completes the picture.
An empusa can appear as human or it can also shape shift into a large dire wolf (statistics as per Dire Wolf).  Unlike the combat shy succubus, empusae live for battle. They can either use their natural claw/claw/bite routine or use a flaming sword that strikes for 2d6 points of damage plus 1d6 of flame damage.  Empusa gain to hit and damage bonuses due to their high strength (21) as well.
The touch of an empusa drains the Intelligence of the victim at 1 point per bare handed, not weaponed, attack.

Lamashtu: Are powerful demons, close only to the Lilitu themselves.  Believed to be the offspring of Lilth and the various Eodemons. These demons are old even by demonic terms.  Their natural form is a horrid hybrid of a linoness’ head, donkey ears and teeth, a hairy human female body, with the hind quarters of a pig.  They are commonly holding a large snake.  In their “human” form they prefer to disguise themselves as old women or nursemaids.  This gives them access to their preferred prey, new born babies.  Once she has gained access to  a new-born babe she will carry it off till she can find a safe place to eat it.  Lamashtu are not tempters, they hunger and only flesh will satisfy them.  They can be held at bay if a witch prepares a special talisman.    Her song drains Constitution to all who hear it, 2 points per night.  Anyone so drained must make a Consititution based save or fall asleep.  
Lamashtu may cast spells as a 7th level witch.

Lamiae: Lamiae can appear as any female type humanoid they choose.  They typically choose to emulate humans and elves of high charisma.  Their demonic form is less innocent.  The Lamiae has the same upper body of a beautiful woman, but her features have become twisted to show only evil.  The lower half of the creature becomes serpentine.  This gives them a look similar to the Marilith,  much to both races displeasure and distaste.  Other Lamiae appear to be women with the lower body of a lion.  It is believed they are the offspring of Lilith and various Animal Lords. 
Lamiae will most often attack her prey when they are sleeping.  They have a song that acts a sleep spell cast as a Witch of 14th level.  They may use this song once per day.  Lamiae then embrace their victim to drain their wisdom or blood (1d6 hit points).  Typically a lamiae will spend many nights corrupting a single man by draining his wisdom, all the while laying with other men to drain them of their blood.  A Lamiae will not let the corpses stack up to betray her nature. 
If forced into combat a Lamiae can use a weapon or change to her normal form and use a claw/claw/bite routine. A Lamiae will avoid open combat at all costs except to save her own life.  She would rather poison a rival, or better yet, get someone else to do the killing for her. 
While a Lamiae can gate in 1-4 Empusa to aid her, she rarely does.  But if her life is threatened she can and has a 1-4 on a 1d6 chance.
Lamiae drain Wisdom, up to 2 points per touch.  The touch must be with their bare hand and not a damage causing hit.

Lilitu: The Lilitu are not only the most powerful of the Lilim, but they may be among the most powerful demons, outside of the Balor. The Lilitu are the daughters of the Goddess Lilith and powerful spirits.  Every Lilitu are millennia old. A Lilitu’s human form is unearthly beautiful. Unnaturally tall, they have perfect voices and skins.  Their beauty is only matched by their minds; intelligent, witty and full of grace. Their personalities are in a word, formidable.  Of course this is all a façade, the Lilitu are demonic and should not be underestimated. Their demonic form is very similar to that of their human form.  Their beauty remains, but their unearthliness becomes apparent.   A set of large dark feathered wings spring from their back, alternately described as looking owl or crow like. Their once fine fingers curl into razor sharp talons.  Their legs are replaced with those of a giant predatory bird complete with claws for feet.  Despite appearances lilitu are not related to harpies and to suggest so to one invites certain death.
Lilitu do not avoid combat.  While they would rather have someone else do their fighting, they are perfectly capable of protecting themselves. Lilitu can attack open handed with both hands or with a weapon in both hands with no penalty.  They are also preternaturally strong (Strength = 20) and gain the appropriate bonuses to hit and damage.  Their touch or kiss can drain 2 points of Strength and 2 points of Constitution per hit.
Lilitu may also cast spells as if she were a 10th level Witch.

Moromo: The Mormo, or Momolyceia (“frightening wolves”), may the most frightening of the Lilim.
The mormo can appear fair and beautiful, but such forms are only an illusion, their demonic form is horrible to behold. The are tall, 7’-8’ feet tall and appear to much like a type of hag.  Their lower half is that of a wolf and they have a set of large bat-like wings on their backs.  The mormo is covered with a fine coat of gray or black hair.  Their hands end in long talon like nails and their mouths are filled with large, sharp canine fangs.
The Mormo have no fear of combat, in fact they relish in it..  They can fight in their demonic form with a claw, claw, bite routine.  She may also choose a weapon, but rarely do. They can also drain Strength points.  Typically they withhold this power to use among her victims; draining a point here and a point there to keep them weak in body so that she can work on their wills.
Like the Empusa, the Mormo feeds on human blood and human children.

Night Hags: Night hags spend much of their time moving between the worlds of men and that of demons.  They are the couriers of souls of humans to their demonic lords and can found in the employ of any demon greater in power to themselves.  Though night hags have their pride and only sell their services to most power of the demon lords and ladies.  Since most Lilim have little regard for their “sisters” Night Hags are most often found with Shedim or Baalseraph masters.
The Night Hag appears as other Lilim, as a tall humanoid female, but unlike the others they do not have a natural “beautiful” form and must accomplish that with any magic they have.  Night Hags can cast as a Witch of 8th level.   In addition to the powers in common with all Lilim night hags can cause a deep paralysis so they may drain a victim of their vital essence (constitution, 1 point per night).
They have a claw/claw attack, but avoid using it since their goal is to drain their victims to 0 Constitution. Night hags also have a horrible bite that can inflict a disease known as Demon Fever.  This fever causes an additional 1d6 points of Constitution damage and leaves the victim bed ridden.
Night hags also may form coveys with other hags if they choose.  Occult scholars have not determined why this might be the case, but many speculate that night hags are the offspring of other lilim and the more common hags.

Succubi: Succubi are the most common of the Lilim.  These female demons are not found in great numbers and never working together.  These demons, while not physically very powerful, are capable of controlling other demons that are far more powerful.  Succbi are charged with the tempting of mortals, a task they relish in.  They appear as unearthly beautiful women (or men if needed), in their true form they stand 6' high and feature small horns, a tail and large bat-like wings growing from their backs.
A Succubus can cause Darkness 5', have Nightvision, can Dominate any one (1) PC and can become Incorporeal at will.  The succubi lures her victim into acts of passion and drains their life force with a kiss.  This Energy Drain takes 1 life level/hit dice.  She can also use the following spells as a Witch of 6th level, Charm Person, Detect Good, Continual Flame, ESP, Clairaudience, Hold Person, and Polymorph Self. Succubi also have Spell Resistance against fire based magic.  If pressed they can attack with two claw attacks (dagger -2), if each attack succeeds then she can also grapple for her energy drain attack/kiss.
A succubus can gate in another demon (expect another succubus) but prefer not too since that would compel the succubus to a service for that demon or it’s master. 
They can also with a touch, kiss or embrace drain 1d6 points of strength and constitution.  Often this accomplished by touch as the Lilitu see humans as little more than animals.  As with all Lilim, they choose whether or not their touch will drain life energy or not.


Posts about Lilith here:
Every Angel is Terrifying: The Secret and True Origins of the Slayer
Pseudo Slayers
Going Up to Hell: Cosmology
Sympathy for the Succubus
- Part 1, Part 2, Part 3
Let's Talk About Sex(y)
E is for Eodemon
The Dragon and the Phoenix: Episode 7
Season of the Witch: Episode 2


Zatannurday: Zatanna vs. Demons

Been doing demons all week and Zee has had her own share of run ins with them.  Not as much as say Constantine, but enough.


The arc of her recent Paul Dini helmed run had Zee in Vegas battling the whims of the demon Lord Mammon.



And runs into some minor demons.



Of course this is not the first time. She even battled Satan.  Well. The Satin Satan.


There are many more examples, but my scanner is acting up. 

Friday, April 12, 2013

K is for Kôkabîêl

The fallen angel Kôkabîêl is not just another fallen angel.  He was one of the 20 Watchers or Angels that were supposed to watch over mankind.  Instead he, like his brothers, fell in love with human women.  The offspring of these unions were the Nephilim. The angels themselves became the Grigori.

Kôkabîêl then is not just a demon or even a Baalseraph. The Baalseraph openly defied their Lords and were cast into Hell, the Grigori betrayed the trust of their lords and were cast out.  While the differences between these groups can be somewhat academic at least the Grigori do not hate humankind.

Kôkabîêl is/was the angel of the stars and constellations. He taught men and women the secrets of astrology.  He can provide a boon of good luck if he knows a person's birth date and time.  This boon is a one time +4 on any one roll at a specific date and time.

He appears as a tall handsome man with dark skin and black wings. He wears loose, flowing robes of regal nature favoring whites, purples and deep blues.  His head is bald and his eyes glow with star light.

Kôkabîêl

Alignment: Lawful Evil
Movement: 120'/240' (flight)
Armor Class: -4
Hit Points (Hit Dice): 180 hp (26 HD)
Attacks: sword (x2)
Damage: 1d12/1d12 +flame
Special: +3 or better weapon to hit, immunity to fire, electricity and poison, regeneration (4 hp/round), see in darkness, magic resistance (75%), telepathy 250 ft., undead destruction
Save: F26
MORALE: 12
XP: 20,000

Like all Grigori Kôkabîêl has a sword of flame.  He loathes to enter combat, but he is more than capable of it.  Also like all Grigori he can invoke the remains of his angelic powers to destroy undead as cleric of 20th level.


Grigori
There 20 Grigori that were cast out of Heaven.  They seem most similar to the Baalseraph; both were agents of good, angels and now evil.  But there is where the similarities end.  Each Grigori commands 10 fallen Angels and any number of their own monstrous children, the Nephilim. Unlike the Baalseraph they are not bound to Hell and do not need to be summoned.  They may roam any plane they choose, save for the upper planes they were removed from.

If you like Nephhilim then please check out Halls of the Nephilim!

Thursday, April 11, 2013

J is for Jann/Jinn

Yesterday I talked about Iblis and the demons he rules, the Shayṭān  Today I want to talk about the lesser races of the Shayṭān, the Jann or Jinn.  Now Jann have appeared in games before (and still) but they felt a little watered down to me. So if the Baalseraph are the fallen Angels or forces of good, then the Shayṭān are the fallen forces of the d'Jinn and other elemental creatures.
Jann are the weakest, being made of all the elements.  Jann are also one of the most common of the lesser demons.

Jann look human, and that is also their greatest strength. They can move about human society without anyone being the wiser.  They are not human and are quick to remind anyone that knows them that they are not.  The purpose of Jann is sow discord in human lives.  They do this through lies, theft, seduction and murder.  Their methods are very human, but they can also use magic as if they were a magic-user of 5th level.
Their demonic natures though show up in their propensity for quick anger and violence.
When Jann reach 0 hp their bodies are consumed in smokeless fire leaving only ashes.

Jann
Alignment: Chaotic (Evil)
Movement: 60'
Armor Class: 6
Hit Dice: 5 (20 hp)
Attacks: sword or by spell
Damage: 1d8
Special: Elemental protection (+1 to saves against all elemental magic)
Save: W5
MORALE: 7
XP: 300

Jann have elemental protection. Any attack that is connected with an element (fireball, lighting bolt, breath weapon) they gain a +1 bonus on their saves. This includes poison, but not gaze attacks.

Jann fill a niche for me.  Let's call them the Charmed demon-niche.  Many of the demons on Charmed looked human. They did this because it allows demons to move around in the human world easier (since there were no real restrictions on demons getting out of the Underworld) and it is cheaper on special effects.
I also like the idea of a low-level demon that can move about in society AND look completely human till you fight them.

Want to read more about Jinn?  Head over to Clare Dugmore's blog.  She is doing them today too!
http://claredugmorewrites.blogspot.com/2013/04/j-is-for-jinn.html#more

Wednesday, April 10, 2013

I is for Iblis

Iblis or ʾIblīs is the name of the Devil is Islamic texts such as the Koran/Quran.  He is a very powerful being, though he has no power over good men and women.

And oddly enough I had never heard of him.  Well. Let me rephrase that.  Never heard of him as a devil mind you.  There was this old Battlestar Galactica (1979 flavor) episode that dealt with a devil like creature.  A Count (or was it duke?) Iblis.  It became obvious he was a bad guy and Apollo associates him with other names like Satan, Lucifer and Mephistopheles.  Now that is exactly the time I was reading a lot of D&D and lot of religious texts and I had never heard of Iblis before.  So I had to go and find him.  In 1979/1980 that meant going to the library.  Of course I had no idea how Iblis was even spelled since it was pronounced "IB-blee".  When I saw the name written I pronounced it "EH-bliss".  Took me a bit.

Iblis interestingly enough is missing from the 1st Ed AD&D rules Monster Manuals.  Satan is missing too, but that is another day.  Iblis though could be something very special.  He is described as a ruler of the Jinn, or least one that did not bow down to humans.  D&D (and many other games) have D'jinn/Jinn in them, so adding him is not a big stretch.  If Islam can have good, neutral and evil Jinn then so can I!

Shayṭān are corrupt, evil spirits of elemental forces.  They are similar in many ways to the D'jinn/Jinn and Efreet/Ifrit. In fact most scholars believe they are the same as Jinn and Ifrit save that they follow Iblis.  All are evil.
There are five basic types of Shayṭān; air, water, earth, fire and dust.  Iblis rules them all.

ʾIblīs 

NAME: Iblis
Alignment: Chaotic (Evil)
Movement: 120'
Armor Class: -4
Hit Points (Hit Dice): 180 hp (22 HD)
Attacks: claws (2), or by sword or by spell
Damage: 1d10/1d10 or 2d10+5
Special: Fear gaze, spells, summon shayṭān, +3 or better weapon to hit, immunity to fire, electricity and poison, regeneration (4 hp/round), see in darkness, magic resistance (75%), telepathy 200 ft.
Save: F22
MORALE: 12
XP: 12,000


ʾIblīs (Iblis) appears as large man or Iftit as his mood takes him. His form changes and he never appears the same way twice. He is jovial, but quick to anger and prone to violence.  For this reason he is often classified as part of the Rage Demons or even the Baalseraph or Eodemons.  He claims no kinship to any group and maintains that he alone is the source of evil in the world (a dubious claim at best). Iblis can command 1-3 shayṭān at will and summon 2-12 elementals to do his will.  He can also command any Djinn or Ifrit in the area, but he can't summon them to him.
Iblis is very knowledgeable about magic and there is no wizard spell that he does not know or have access to. He does not learn clerical magic and loathes witches. Wizards often seek him out to learn secret lore, but the summoning of Iblis is a secret itself and to do so incorrectly invites his wrath.


White Dwarf Wednesday will be posted later today.

Tuesday, April 9, 2013

H is for Hellhound

Hellhounds are an interesting beastie.  In many RPGs they are the first monster one runs into to let you know that there is something "else" out there.  But they are far more interesting than that.  The Hell Hound, spectral hound, barhgest, black shuck, Cu Sith, or any other number of spectral, ghostly or otherworld hounds represent one of our deepest fears; that something familiar we have let into our lives is in reality a demonic being.

Even before there were demonolgists or even Christians, Muslims and Jews, we had "hellhounds" of one sort or another.  Greek myths had them as companions to the Goddess Hecate.  Likewise the Norse had them as companions to the Goddess Hel.  The also, respectively, featured unique hounds like Cerberus and Garm that guarded the gates of the afterlife.

Hellhounds though also are also popular in popular literature. The most popular story of a hell hound was Sherlock Holmes and the Hound of the Baskervilles.  Though it could have been more about a Black Dog or even Black Shuck.  In the end it wasn't any of those of course.

Dogs of course are one of humanity's oldest companions.  When we were just figuring out what to do with civilization, dogs were there with us.  They have evolved much as we have.  As a psychologist and atheist I find it very fascinating that we can demonize them so.   As a gamer I find them equally as fascinating.

Hellhounds were introduced to the D&D game back in the earliest days in the Greyhawk supplement to the Original D&D rules. This book included another dog-like creature, the Blink Dog, which seems to be the "good" counterpart. They appeared next in the classic Monster Manual and have been in every edition of the game ever since.

Given the horror aspect, and out of respect to ACD, here is the hell hound for various game systems, but focusing on Victorian age ones.


Hellhound
Ghosts of Albion, Unisystem

Creature Type: Demonic Animal
Life Points: 30
Drama Points: 1

Attributes
Str: 4
Dex: 4
Con: 3
Int: 1
Per: 5
Will: 4

Ability Scores
Muscle: 14, Combat: 14, Brains: 5
Special Abilities: +10 to Brains Score for smell and hearing sensing, Demon, Fear, Hard to Kill, Lesser Sensing, Cold Vulnerability, Breathe Fire, Resistance (Fire).

Anyone seeing a Hellhound for the first time must make a Fear check (Willpower x2).
Hellhound do not take damage from fire but take double damage from cold.

Manoeuvres
Name Score Damage Notes
Bite +14 11 Slash/stab
Fire Breath +14 15 fire* (extra fire damage based on SL)
Deflect +9 - Magic defence action; deflects spell 45˚


Hellhound
Savage Worlds (Rippers / Gaslight)

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Guts d8, Notice d8, Stealth d6, Survival d4, Tracking d10
Pace: 8; Parry: 5, Toughness: 9
Special Abilities:
• Bite: Str+2
• Breathe Fire: A hellhound can breath a jet of flame that causes fire damage (Spirit +2)
• Fear: Anyone that sees a hellhound must make a Guts roll.
• Fleet Footed: Hellhounds have a d10 running die.
• Go for the Throat: If a Hellhound gets a raise on its attack roll, it strikes its opponent’s least armoured location.
• Resistance (Fire): Hellhounds take n damage from fire.
• Weakness (Cold): Hellhounds take +4 damage from cold or cold based weapons.

Hellhound
Victoriana 2nd Edition 

Rank: 2 (Generalist)
Physical competence: 6
Mental competence: 4
Health: 5 (10)
Signature Skills: Conceal +5, Hide & Sneak +5, Perception +5,
Traits: Fire immunity, Night Vision

Armour: 1 (thick fur)
Combat Abilities: Bite (2 dice), Breath Weapon (3d)
Damage: Bite (3d), Fire (4d)


Hellhound
Victoriana 1867 Edition 

Mental Competence: 10
Physical Competence: 15
Health: 35/15 (surrounded by flames)
Skill Picks: Hide & Sneak (10), Dodge! (8)
Combat Picks: Bite 2d+4 lethal (10), Gaze (8) – opposed roll against opponent’s resolution, or the target is stunned for 2 rounds, Breath Fire (10) for 4d+4.

Hellhounds are 1st circle demons, slightly above imps.


Hellhound
Basic Era D&D / The Witch (because I can)

Armor Class:  3 [16]
Hit Dice: 4d8+4* (22 hp)
No. of Attacks: 2 claws / 1 bite / breath weapon
Damage: 1d4 / 1d4 / 1d6+3 / 1d8 (fire)
Special: fear, low-light vision (120’), scent
Movement: 90’
No. Appearing: 1 (1-3 in lair)
Saves As: Fighter 5
Morale: 7
Treasure: None
Alignment: Evil
XP: 150

Hellhounds cause fear as per the spell (Save vs. Paralysis to negate).  They also breathe out a lick of flame while attacking, save vs Breath Weapon for half-damge. 


Five systems is pretty good.  That's a whole pack of hellhounds.

Monday, April 8, 2013

G is for Geryon

Every D&D player from the late 70s and 80s knows about the Arch Devil Geryon.  He never really seemed to fit well with the other Arch Devils/Dukes of Hell.  For example, most devils have horns, Geryon did not.  The other devils were fallen angels or appeared in various Christian demonologies.  Not so for Geryon.
He was described as "The Wild Beast" which I took as being a reference to the Great Beast, but still he wasn't more or less beastly than some of the other devils.

Geyron is based on the character from Dante's Inferno who lives between the Seventh and Eighth Circle of Hell.  He bares no resemblance to the mythical Geryon of the Twelve Labors of Heracles.

In later Planescape-related D&D Geryon gets kicked out of Hell, though he is still around.  In my campaign from the late 90s, A Sojourn in Hell, (which merged my old 80s D&D game with my more modern horror ones) Geryon was killed outright.  In the official treatments he was exiled because he thinks that there is some task he needs to do so terrible that he could not perform it as an Arch Devil. I have to admit I kinda like that.

Maybe it was the classic Clash of the Titans, but I have always thought Geyron needs a huge bow.  Play up his hunter-like qualities.

Despite my previous use of him I think I might take him back to his hunter-like role.  He haunts the wilds of the Seventh Circle of Hell

In my update Geyron is no longer a devil or Baalseraph, but he is the archetypical rage demon or a Shedim.

NAME: Geryon
Alignment: Chaotic (Evil)
Movement: 90'/120' (flying)
Armor Class: -2
Hit Points (Hit Dice): 150 hp (20 HD)
Attacks: claws (2), tail sting or bow
Damage: 1d10/1d10/1d8+poison or 2d8+posin
Special: Fear gaze, spells, bull’s horn, summon shedim, +2 or better weapon to hit, immunity to fire and poison, regeneration (3 hp/round), see in darkness, magic resistance (65%), telepathy 100 ft.
Save: F20
MORALE: 11
XP: 10,000

Geryon is a massive beast. He towers over most creatures at 15' tall. His head is massive, nearly three times as wide as a human's with features of both human, lion and ape.  His head can rotate 180 degrees around, so he can see directly behind himself. He is barrel chested, with massive arms that resemble that of a gorilla ending in lion-like claws.  His 40' long body ends in a snake like tail tipped with a poisonous tip like that of a scorpion.  His massive bat-like wings gives him the overall impression of wyvern.
His eyes burn with intelligence and hate.

Geryon patrols his lands in search of prey to hunt. Normally he hunts the wild kine of the hells, his favorite prey of course is human.  He can attack with his massive claws (he has the strength of a cloud giant) and his tail sting.  The poison of the sting does no additional damage, but the victim must save vs. poison or die in agony.  He prefers to hunt with his bow.  The arrows from this massive bow do more damage than mortal weapons and the arrows are also often tipped with the same poison found in his tail.  The bow itself is so huge that a normal human can not use it and it would require a Strength of 24 to use.

Geryon can be pressed into service by occultists that know the secret means to do so.
Geryon himself can summon other, lesser Shedim to aid him.  He rarely does this though as he sees himself as superior to all around him (save for maybe the Baalseraph Dukes).  Because of his renown as a hunter in the Hells he is often sought after by Baalseraph and Calabim Lords as an assassin.

OGL Section 15.

Geryon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by
Gary Gygax.

Saturday, April 6, 2013

F is for Foras and Furcas

Today's demons come to us from the Lemegeton of Of The Arte Goetia (Lesser Key of Solomon) and  Dictionnaire Infernal.


Foras is an interesting demon.  He is described as a President.  Now the use of the term president is not the same as our modern usage. In this case President means to "preside over". Like one does a meeting, club or college.

From the Lemegeton (Keys of Solomon):
The 31 spirit in order, [as Salomon saith,] is named Foras, he is a mighty great president & appeareth in ye form of a strong man, in humane shape he can give ye understanding to men how they may know ye vertues of all hearbs & precious stones, & [he] teacheth them ye art [of] Logick & Ethicks in All their partes if desired, he maketh men Invisible, witty, Eloquent & to live Long; he [can] discover Treasures and recover Things lost, & he ruleth over 29 Legions of spirits, his seale or Character is thus to be made & worne as a Lamen.
So he is a powerful demon who controls 29 legions.  He is also one of the knowledgeable demons so it is likely he is summoned for his knowledge of herbs and medicine.  It is claimed he can teach men the secrets of longevity.

Up next is a demon that is often confused with Foras, Forcas.  Also known as Furcas.  Furcas is also found in the Lemegeton and  Johann Wier’s Pseudomanarchia Daemonum.
He is known to teach logics and the secrets of plants and gems, gives invisibility and reveal hidden treasures.
What is most interesting about Furcas though is his rank.  He is known as a Knight of Hell.  A rank unique to him.  Given the picture of him, and old knight on an old horse, I can't help but think of Don Quixote.

 

He is described in the Pseudomanarchia Daemonum as:
Furcas is a knight and commeth foorth in the similitude of a cruell man, with a long beard and a hoarie head, he sitteth on a pale horsse, carrieng in his hand a sharpe weapon, he perfectlie teacheth practike philosophie, rhetorike, logike, astronomie, chiromancie, pyromancie, and their parts: there obeie him twentie legions.
So despite what sounds like a lower rank he still commands 20 legions of lesser demons. Given his name the "sharp weapon" is assumed to be a fork of some sort.  The AD&D 1st Ed Monster Manual 2 attaches him to Dispater, the oldest of the Arch Dukes.  It could be that Furcas was a knight in whatever service he was in before his fall and he still considers himself such.  This might given him some sort of twisted sense of honor; somewhat like the character Orcini from Doctor Who.  I think it would be interesting to know more about his background.  Maybe he was once and noble and honorable knight till following his Master to Hell.  Maybe he is just as evil all the same.

Friday, April 5, 2013

E is for Eodemon

Eodemons are another "new" race of demons I am working on.  Eodemons are the "Dawn Demons" or Proto Demons.  These are the demons that were already old and evil and sulking in the Hells.  Unlike the "devils" that were once good and then fell or "demons" that are relatively new to the scene, the Protodemons were old and evil. Their motivations are often alien to mortals and other demons.  Their numbers are few, but each one is extremely powerful.  Many are worshiped as gods, or at least, dark gods.

These are not to be confused with the Eudaemons, or beneficial demons.  Also many believe that Lilith herself is an Eodemon, but this is something she denies.  Also some scholars use the more archaic form Eolim to describe these demons.  Not to be confused with Elohim, which are also servants of Good.

For my take on these demons I am taking really, really old myths.  The one that everyone knows is Pazuzu.
How do you know him?  He was the demon in The Exorcist.


Only five Eodemons are being detailed. There maybe more, but they have thankfully remained unknown.  As a group they are more powerful than the Baalseraph, but are too independent and chaotic to work to the same ends.

While I am connecting the Baalserasph Lords with the Deadly Sins, I see the Eodemons as representing a classical element.

Dagon: Lord of the depths. This Eodemon combines the worst aspects of fish, octopi, sharks and strangely mankind.  Like most Eodemons his form constantly shifts and rearranges itself to suit his need, environment or whim.  One constant is his large, dead looking eyes. Always described as the “eyes of a fish” or a “drowned man”.
His element is Water.

Leviathan: It is supposed that this is the oldest of all the Eodemons.  Leviathan is so ancient that even other demons seem in awe of “his” age and power.  It assumed that it is a he though there is no evidence to suggest either way. Leviathan exists only for one purpose; to feed.  Leviathan can be found in the Astral realms devouring entire worlds.
"He" represents the Fifth Element of Quintessence.

Pazuzu: The Lord of the East Wind is a demon of the skies. He appears to be a well proportioned athletic male human with bronzed skin. His head is a bizarre combination of human, dragon and hawk.  His double set of wings could indicate a semi-divine nature but Lord Pazuzu denies such things.  Lord Pazuzu says a lot actually, he is the most active Eodemon in the affairs of mortals.
He represents the element Air.

Tiamat: The Queen of Monsters and Primal Chaos.  Tiamat was once a primal goddess of creation. But she desired only to destroy.  She was cast out and was already old in the hells when the Baalseraph arrived.  Evil Dragons and evil monsters still revere her as their queen and goddess.
She represents the element Water.

Tsathogga: This great demon appears as some sort of titanic frog-like monster.  It appears to be at least 50’ long or as much as 75’. There is a vague humanness about this this demon, but it’s countenance is one of an evil frog. It’s mouth is filled with rows of sharp, shark-like teeth the length of a grown man’s  arm.  It’s body is covered in open sores where oozes pour out.   Tsathogga does not bother to attack mere humans and will summon 4-9 (1d6+3) Demodands loyal only to him. Tsathogga, when he does attack, will use his tongue to attack the nearest opponent.  Human cultists worship Tsathogga, but the Demon Lord cares little for humanity.
The Lord of Toads represents the element Earth (I know, not a great fit).

So a nice collection of different myths here.

Thursday, April 4, 2013

D is for Demogorgon and Demodand

Demogorgon

Reminds me of Eldritch Wizardry's cover
Every D&D players knows about Demogorgon, the Prince of Demons.  He made his appearance in Eldritch Wizardry and has been in every monster book since.  His popularity is second only to Orcus.
In 4e his story gets expanded to include this little treat, he has two head because his head gets split in two by a good god.  The two halve regenerate into two seperate heads. Cool, and creepy.  At the same time I was working on my own version of Demogorgon for Unisystem.  You can click to read it, I think it is worth the read to be honest.  I even considered reposting it for today, but that seemed like cheating.

As interesting as his official background is and even the one I created is, Demogorgon has a much more interesting history. The first time I met him outside of D&D was in Milton's Paradise Lost.
And by them stood Orcus and Ades, and the dreaded name of Demogorgon.
- Milton, Paradise Lost.
He meets Lucifer in a void area that isn't Hell but a place where Chaos and Night rule.  Sounds like the Abyss to me.

Another version of Demogorgon comes from writers Christopher Golden and Thomas E. Sniegoski in their Menagerie series.  This Demogorgon is more like my Leviathan or even Galactus. The series is on going (in theory) so we have not seen the heroes face off against the Demogorgon yet.  I am looking forward to it.

If I were to redo Demogorgon I'd keep most of the background I created, but maybe make him more monstrous, maybe something like a two-headed dragon, only really freaking huge.  Something like the Tarrasque is now.

http://en.wikipedia.org/wiki/Demogorgon
http://en.wikipedia.org/wiki/Demogorgon_(Dungeons_%26_Dragons)

And not to forget The Temple of Demogorgon.

Demodands
These guys are bastard children of demondom.  Not demons, not devils not even daemons. They appeared first in the Monster Manual II for AD&D and seem to based on the Deodands of Jack Vance or even the classical use of the term.
For my uses these are demons that have been put together from the dead scraps of other demons.  So even among demons they are reviled and despised.
No idea if I'll do three different sub races or not.  But I like the idea of them being put together from scraps of other demons.

Wednesday, April 3, 2013

C is for Cimeris

A full half of the demons I have researched start with the letter A or B.  No joking.  I have never figured that out really, but check out the various demonologies out there.  There are a few left of the other letters though.

For C we have Cimeris. Also known as Kimaris, Cimeies, Cimejes, Cimeries, and Tuvries  he is one of the more popular demons, appearing in the Ars Goetia Pseudomonarchia Daemonum, even in  Aleister Crowley's and Anton LeVey's works.

NAME: Marquis Cimeris
Symbol: See next
Alignment: Chaotic (Evil)
Movement: 120'
Armor Class: 0
Hit Points (Hit Dice): 158 hp (17 HD)
Attacks: Two-handed sword
Damage: 1d10
Save: F17
MORALE: 10
Hoard Class:
XP: 8,550

Cimeries is a great marquesse and a strong, ruling in the parts of Aphrica [Africa]; he teacheth perfectlie grammar, logicke, and rhetorike, he discovereth treasures and things hidden, he bringeth to passe, that a man shall seeme with expedition to be turned into a soldier, he rideth upon a great blacke horsse, and ruleth twentie legions.
- John Weyer, Pseudomonarchia Daemonum

Cimeries appears as a strong human male astride a large black house.  He wields a huge two-handed sword that he carries into battle, which is often.  He commands 20 legions (each legion of demons is 6,660 demons) that follow him to battle.  He can be summoned by human generals, but his price is the decimation (sacrificing 1/10) of all the General's own troops.  These men must be killed by the summoner himself.
Cimeries may also be summoned by a lone magic-user to learn the secrets of grammar, logic and rhetoric.

Not Cimeris, but close enough.

White Dwarf Wednesday will be posted later today.

Tuesday, April 2, 2013

B is for Baalseraph

Eldritch Witchery is my next book coming out.  It is for the Spellcraft & Swordplay game and covers some of the same ground that my last book, The Witch, did for Basic D&D.
One of the special features though of Eldritch Witchery is the inclusion of Demons and Devils much like the original (and inspiration) Eldritch Wizardry did for Original D&D back in 1976.

With my book I wanted to capture everything eldritch about the witch class.  So unlike some of my other books, this book also has a Warlock class.  It is also different from my Basic D&D book "The Witch".  Though all three classes together would make a nice full picture of the witch as she has appeared through out the history of RPGs.
Plus this book is designed to be used with the Spellcraft & Swordplay game.  It *can* be used with OD&D/S&W, but you would need to modify some things a touch.

But the biggest draw for both books is the inclusion of Demons.

 

When writing about demons, devils and the hells for D&D it is very hard to break out of the Gygaxian classifications of who is what and what is what.  A look at the history of the Succubus in D&D reveals that. So I had to make a conscious effort to break it.  I did and everything is now a "Demon".  There are many different types of demons though.

The Baalseraph are powerful demons that were once the forces of good.  They fought against their brethren and masters, becoming twisted and evil.  They were cast down into the pits (which we call Hell) and there they subjugated the demonic races already living there.

To non-gamers: The Baalseraph are the fallen Angels and gods from various myths.
To gamers: The Baalseraph are the unique "Ruling" class of devils.

In EW demons, devils and other creatures were put together and resorted in to Calabim, Eodemons, Lillim and Shedim.  The Baalseraph rule over the Shedim (Demons of Rage) with an iron fist.  They have alliances with the Lillim (Demons of Seduction) and the Eodemons (Proto-demons) and fight against the legions of Calabim (Demons of Destruction).

The rulers of the Baalseraph are Astaroth, Asmoday, Baalberith,  Beelzebub, Gressil, Sonneillon and Verrine.  I am also working up backgrounds and stats for Belial, Mammon, Mephistopheles, Moloch, and Dispater.  Once I have them all plotted and stated out I want to have seven Princes, each in charge of other courts and representing one of the Deadly Sins; somthing I have discussed before.  Belial, Moloch and Baalberith I have used before in my Ghosts of Albion games, so coming up with something brand new for them will be key.

Hopefully I can get this all sorted out this month!

Monday, April 1, 2013

A is for Astaroth and Astártē

A is for Astaroth and Astártē
Kinda looks like Nicholas Cage

I am going to begin with Astaroth because Astaroth was the beginning. At least for me and my fascination with demons.

Once upon a time there was a Goddess named Astártē.  She is more or less the same Goddess as Ishtar and related thematically to Aphrodite and Isis.
But when Christianity was sweeping the world and literally and figuratively changing all the old Gods and Goddesses into demons poor Astártē not only was demoted to demon, but changed to a male as well.  I always felt bad for Astártē because of this.

I first "met" Astaroth around the age of 13.  I was going to a fish-fry in Union, IL with my family so I brought some books to read.  In one of the those books I read about Astaroth and thought he was an interesting character.  It wasn't till later that learned about eh Astaroth/Astártē connection.
In my games I made him the son of Astártē. A Goddess I named the "Queen of Heaven".  She featured rather predominantly in my games over the years.  In my D&D and WitchCraft games "The Coven of Astártē" were a group of witches that were believed to be in league with demons.  In truth they did summon demons, but it was to figure out how to better combat them.

Here are some 3.0 stats I have been using for years.

And to celebrate my volunteering for Gorgonmilk's Petty Gods project, here is Astaroth in Petty Gods format.

Astaroth

NAME: Astaroth, Duke of Hell
Symbol: See next
Alignment: Chaotic (Evil)
Movement: 150' (240' flight on dragon)
Armor Class: 0
Hit Points (Hit Dice): 166 hp (19 HD)
Attacks: Viper (1d8 + poison), sword (1d10 + flames 1d6), breath (save vs. poison)
Damage: 1d8+poison (save or die), 1d10 + 1d6 fire damage, breath (as per stinking cloud)
Save: F20
MORALE: 12
Hoard Class: See below
XP: 10,000


"Astroth is a great and a strong duke, comming foorth in the shape of a fowle angell, sitting upon an infernall dragon, and carrieng on his right hand a viper: he answereth truelie to matters present, past and to come, and also of all secrets.  He talketh willingelie of the creator of spirits, and of their fall, and how they sinned and fell: he saith he fell not of his owne accord.  He maketh a man woonderfull learned in the liberall sciences, he ruleth fourtie legions.  Let everie exorcist take heed, that he admit him not too neere him, bicause of his stinking breath.  And therefore let the conjuror hold neere to his face a magicall ring, and that shall defend him."
- John Weyer, Pseudomonarchia Daemonum.

Astaroth is usually summoned by a magic user (he has no desire to travel to the human world on his own).  He appears to the summoner naked astride a giant black dragon (stats as a huge, ancient black dragon), though he can appear clothed as royalty if he chooses.  In his right hand he carries a long viper, in his left a flaming sword (like all devils he is left-handed).  He stands over 8 feet tall and has the strength of a Fire Giant.  His face is very attractive and he is physically fit, if  slightly overweight.
Unless the magic-user is in a protective circle Astaroth will strike him down.
His manners are extremely polite. He will converse and even gossip about various demons (save for himself).  The summoner had also better have some equally good, if trivial, knowledge to share at this point.  It is also at this point that the summoner will notice Duke Astaroth's breath.  It is simplly the foulest thing he has ever smelt.  If he reacts to the foul breath Astaroth will also consider this a breach of etiquette and contract and kill the offender.
Once the chatting is over, the summoner may ask Astaroth three questions; one about the past, one about the present and one about the future.  Astaroth will answer the questions honestly.  He will, as most Dukes, follow the letter of the agreement but not always the spirit of it.  If the Astraroth believes he is being tricked or if the questions are asked out of sequences; ie he feels a question about the past is really about the future, he will also consider this a breach of contract.  The wealth gained by the summoner will depend on the questions asked.  Astaroth brings no riches with him.
He is rumored to be the treasurer of Hell because money and riches have no allure for him, he only craves knowledge.  His interests are far and wide and he can pleasantly converse about a number of topics.  His surface demeanor though hides a deep and viscous cruelty.  On  his home layer of the Hells his dungeons are reported to filled with magic-users that have tempted to summon him and failed.  Here they are tortured for his amusement as he records all their reactions in his journals.

http://en.wikipedia.org/wiki/Astaroth
http://en.wikipedia.org/wiki/Astarte

A to Z Blogging for April and Introduction

Hello and welcome to The Other Side!  My little home on the internet.  I will have a proper post up later today.  I wanted to post an introduction to me, my blog and the various people that are likely to be here.


This blog is the "reincarnation" of my old The Other Side website from the dawn of the Web.  I like to write about role-playing games, particularly old-school ones, D&D and horror games.  I post a lot of character write-ups, I love witches and magic.

I am participating in this blogging challenge for the same reasons I am blogging to begin with; to help improve my ability as a writer. Challenges like these help stretch those creative muscles and hopefully get me to write about stuff I might not normally do.

This year I am writing about Demons.  I am going to talk about them from the point of view of a game author and a fan of horror.  I am planning to "stat-up" as many as I can.  By that I mean work out the Role-playing Game stats for the creatures so you can use them in your own games.  I am also going to try and focus on creatures that have not been seen before in any of the games I play.

So with that in mind welcome to the A to Z challenge!

Thursday, March 21, 2013

The Big Reveal Bloghop

Mina Lobo from Some Dark Romantic and David Macaulay from Brits in the USA are hosting the Big Reveal Bloghop.

Bloggers who have signed up for the Blogging from A to Z April Challenge are letting us know about what their theme is going to be.

Well.

I have gone back and forth a number of times on this. Talked about it in a round about way here and I am finally ready to say I am doing....

Vampires.

No wait. Demons.
Vampires.  Defiantly vampires.....maybe not.

Demons.
Yes Demons.

Yeah.

Ok so I am going to do Demons.

I am going to talk about all sorts of demons, but these will be firmly rooted in an RPG environment point of view. How to add them to games (all sorts) and things like that.
All leading up to their inclusion in my oft-delayed Eldritch Witchery.

I suppose some explanation is in order about EW.  Yes. It's late.  Part of the deal is that it needed more editing than The Witch did.  Also I was talking with Jason at Elf Lair Games and we wanted to merge in the bits from my Celtic game that we are no longer doing and the delayed Demons & Devils book.   The nice thing is you will get a much larger book in the process.

So join me as we go investigating the evilest creatures of myth and fairytale!

Next year I'll do vampires. ;)

Want to see what everyone else is doing?  Check below:


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Friday, March 8, 2013

Sympathy for the Succubus, Part 3

Image source, but I have this figure too. 
An update to my Part 1 and Part 2 of my Sympathy for the Succubus.  Been reading a bunch on the Succubus and how she fits into the D&D game specifically. She has an odd place really.  A sex-demon in a game that downplays sex in favor of violence.

Ecology of the Succubus
The succubus can play the ultimate temptress. Typically we see the succubus as an agent of power in the game and that is certainly true for the latest edition. For D&D 4, we have the Ecology of the Succubus and the authors' blog, http://stevesgamerblog.blogspot.com/2012/11/fallen-angels-ecology-of-succubus.html.

There is another the Ecology of the Succubus from the late lamented Kobold Quarterly Magazine #21.
For 4th edition.  This article is by Sersa Victory and feels slightly longer (hard to say given the different formats), but there is a still a lot of useful material here regardless of the game you are playing.

They both used similar elements tot he succubi I have presented here in my blog and in Eldritch Witchery.  No big surprise there, we are all drawing from the same myths and legends. Both try to do some mental gymnastics to cover the change of succubi from demons to devils. Both work rather well, but I took a different approach myself.

For Pathfinder there is Mythic Menagerie: Demonic Harlots
Six new sub-types of Succubi for your Pathfinder/OGL game. Plus new magic, feats and plot devices for using succubi in your games. No rules for Succubi PCs, but nearly everything else is here.

For D&D 5, it looks like Succubus might be headed back to being demons.

Good Succubi
Succubi have always been a favorite of many gamers.  So it is no surprise that every so often we get a "Good" Succubus.  From D&D 3 we had Eludecia, the Succubus Paladin.  I liked her story and wish WotC had done some more with her. This link for example, makes her a Paladin of Heironeous. She appeared in the adventure, Legend of the Silver Skeleton [PDF]. I would use her as something like a Kwai Chang Caine character.  Roaming the lands, maybe incognito, trying to do the most good she can.

Nobility and Eros: The Noble Succubus
Love is a disease.  At least that is how the succubi might feel if you use this supplement in your OGL games.  The Noble Succubus (not 100% sold on that name, but it does work and I can't come up with anything better) is a succubus that has become infected.  She is no longer a demon, but a creature with a soul that feels.  In a sense a "good" (if chaotic) succubus.  The role-playing options here abound.
There is plenty of background information that can be used and plenty of hooks into various game worlds including modern, sci-fi and the standard fantasy.
The real meat though is in the crunch on what the differences between the Noble and Demonic Succubi and how to use Noble Succubi as characters.

Myself, I would make them much rarer, and still have it be a process that maybe one in 100 Billion succubi could go through.  I also think it would be interesting to have a Noble Succubus and for whatever reason choose to remain evil.  That would be an adversary worth having.

Succubi and their Kin
I have also been doing a lot of generic demon research lately.
101 Greater Demons to Summon
101 Lesser Demons to Summon
101 Names of the Devil

For a buck you get a list of 100 demons. There is a name and description. Culled from a variety of sources such as the Lesser Key of Solomon, the Pseudomonarchia Daemonum and others.
It also has tables for various demon aspects and motivations. The information here can be found elsewhere, but for a buck, you are getting it all in one place and formatted. It can be used with any game that has demons. There are no stats and nothing in the way of measuring the power of one demon to the next, but that is not what they are advertising here.  Great if you need new, random demons.

One of the great things about working on so many projects it has given me the chance to recast the demons as I like.    I am very excited to get some of the things I am working on into your hands and I hope you enjoy them too.

Sympathy for the Succubus, Part 1
Sympathy for the Succubus, Part 2

Sunday, February 24, 2013

Vampires and Demons

Working on a bunch of projects, might have over extended myself.

To maximize my time and effort (and everyone's enjoyment) one of my projects will be posted here.

I am just unsure about which one.  So I'll throw out to you all.  What do you want to read about more? Vampires or Demons?

Let me know!

Monday, August 8, 2011

Gen Con 2011 Haul

I picked up:

OSRIC hardcover from the OSR booth.  Figured I should support the cause and I didn't have an OSRIC book anymore.

Call of Cthulhu 30th Anniversary Ed

DC Adventures Heroes and Villains

A bunch of the old Mayfair Role-Aids "Demons" books.  Four books and two boxed sets for 15 bucks. All still in their shrink wrap.
It's for 2nd Ed AD&D, but there are a lot of stats on the sheet (including ability scores) that all they are missing are skills and feats for 3.x.



And the Mage Knight Apocalypse Dragon to stand in for Tiamat when the Dragon Slayers battle her in the final battle of their campaign.
I spent more on this than I should have and more than my wife wanted me to, but I figure it is for the kids' last D&D 3 game so it should be worth it.


Shown here with Aspect of Tiamat and Orcus.  AoT takes up 3x3 squares, Orcus 4x4.  The Apocalypse Dragon, or in our game it will be the full manifestation of Tiamat, takes up 7x7.
It will be brutal.

The swag bag this year had magic cards, some True Dungeon tokens and a coupon for the Gen Con d6.  Though out of 4 bags we only got one coupon.

Game reviews later.

Wednesday, April 14, 2010

Demogorgon for Unisystem

Demogorgon, Demon Prince of Fiends

And by them stood Orcus and Hades, and the dreaded name of Demogorgon.
- Milton, Paradise Lost.

It is contended by some that this demon prince is supreme. His hatred for Orcus is immense and unending, followed closely by his hatred for Grazzt.
- Gygax, Monster Manual

Demogorgon, The Great Fiend, Prince of Demons.

Note: Like Orcus, some of this information is based on previous works, some of it is based on historical records, and some more is completely made up.

Demogorgon is the Prince of Fiends. He (and it should be noted here and now that he is only used as a convenience, it is possible that Demogorgon is a she or an it or a both or neither, sages simply do not know) is the greatest of their number and is their ruler.

Much mystery surrounds the being known as Demogorgon. His name comes from the late Latin meaning Terrible Demon, but there are claims that he is a Greek chthonian god, or even something far more primal.

What is known is this. Demogorgon is ancient. He was old even in the pre-history of humankind. He has taken upon himself the mantle of The Prince of Demons, though there are very few that can actually challenge him in this role. In addition he is known as The Great Fiend, Lord of the Abyss, and The Great Beast. When the angels fell and took up lordship in Hell, Demogorgon was already there. He (and Orcus) greeted Lucifer and his angels. It is likely that he was kicked out since he now resides in Chesed. It is possible that his wars with Orcus and Belial began here.

Unlike other demonic creatures, Demogorgon is not a fallen angel or god. He has always been a fiend. As he has aged and evolved he has become more demon like. Or, if as speculated, he is the original demon and the fallen angels became more like him. Some occult scholars have even speculated that he might belong to that quasi-mythical group known as Proto-demons, which puts him closer in nature to likes of Pazuzu than Lucifer.

Motivations and Goals

Like most fiend lords, Demogorgon is obsessed with spreading his power. However the Great Fiend has had his share of battles. For example his war with Orcus is legendary and the populations of entire worlds have been spent in this never ending war. There was a time when it seemed Demogorgon had the upper hand, but he has been dealt a number of crushing reversals of late. He and Orcus are once again at a standstill, with Orcus possibly having the upper hand. He is also know for his battles with the Abat-Dolor demons whose leader is Grazzt, and those battles have picked up once again after some time of reduced activity. Grazzt covets Demogorgons title as Prince of Demons, something he sees himself as. Orcus and Demogorgon simply hate each other.
Less well know are his battles with the Fallen Angel/Arch Devil Belial, also known as Beliar. Though that war has been at a standstill for a number of centuries.

But more than anything Demogorgon is about change. He evolves and changes to fit the needs of the times. Some claim this is due to his dual brained nature of his two independent heads, others say it because he has been around for so long he has seen evolution in action and understands it at a level that even the Creator does not comprehend. What ever the case one factor is for certain, in their epoch stretching war Orcus has never gained a major victory despite a never end supply of undead minions. Minor ones yes, but never a major one.  Demogorgon has reigned supreme or at the very least had minor setbacks.

Even among the fiend lords Demogorgon has a peculiar hobby, he has spent millennia breeding different species of man, animal and fiend to produce new races. There seems to be no purpose in this other than the pursuit itself. Nearly every imaginable combinations and abominations can be found roaming free in his realm. Demogorogon has kept Mendelan like records that go back thousands of centuries on his successes, failures, reattempts, all with a methodical meticulousness that makes the handful of scholars that have seen them believe the theory that this is just one, extremely old creature.

Though it is whispered, there is another theory. That Demogorgon is in fact a title and not the Great Fiend's name. That over the wastes of time there have been many Demogorgons, one taking over when the previous one dies, all taking similar form, and maybe even the true essence (and Essence) of the Prince of Demons. This theory could help explain the seeming contradictions in his character. While dismissed by older sages and occultists there is a growing number of younger occult scholars that have embraced this idea and have taken to calling the creature The Demogorogon. There are at least two creatures, both extremely powerful fiends that occult scholars point to as examples. The greater fiends Aameul and Hethradiah (known as his right hand) were known to be powerful lieutenants of Demogorgon that were either killed (and unravelled), absorbed into the Demon Prince, or became The Demogorgon.

Regardless of which interpretation is true, there is no way to know for sure and all contact with Demogorgon is only likely to be with one entity in particular. Unless of course one is present when this theorized transfer of power occurs, and that is only likely if the cast are the main sacrifices or on the menu, or both.

In nearly all cases and examples throughout time, Demogorgon prefers to work through his cults (even if he pits these cults at cross purposes) rather than become directly involved. You wont see full manifestations of The Prince of Demons in the streets of New York either Pre- or Post- Rekoning (WitchCraft).

Appearance

The renowned sage Gygax described the Great Demon thusly, Demogorgon appears as an 18-foot tall reptilian-humanoid. He has two heads that bear the visages of baboons. His blue-green skin is plated with snake-like scales, his body and legs are those of a giant lizard, his twin necks resemble snakes, and his thick tail is forked. In place of arms, he has two huge tentacles.

Demogorgon can change his form at will, depending on his mood. While he will typically appear as described above, he can alter that facade. Changes can be subtle, mandrill or hyena heads for example, or to a more sinuous body like that of a snake rather than a reptile. Demogorgon can also appear human as he wills. His most common guise is that of a tall man of indeterminate age and race (eye witnesses always differ on accounts) with two notable features, his eyes are always yellow tinged with red and he stands before them naked, clothed only in shadow and bald. Scholars speculate that this could be the Dark Man of many Wicce ceremonies (a notion that the Wicce universally deny). Other point out that until knowledge of Demogorgon's war with the demon Grazzt was known that there were no manifestations of Demogorgon beyond the classical fiendish one.

Those encountering the Great Demon report an overwhelming feeling of fear and dread. They describe feeling that they are in the presence of an ancient and alien evil. Those that have communicated with him describe a tumult of voices, of different ages, nationalities, genders, and description, but all cruel and evil. One occult scholar wrote that two voices, male and female, were foremost, but thousands of others could be heard in the background.

The Lair of Demogorgon

Like most fiendish realms, the Lair of Demogorgon is located in the Sephiroth of Chessed. The lair of the Great Fiend resembles an infinite lush topical rainforest full of every manner of life, both mundane and fiendish. Visitors from Malkuth (Earth) are reminded of the primal forests of South America or the jungles of India and Africa. Yet even the terrene dangers of those places are paled with the horrors of the jungles of Demogorgon. Other areas resemble great fetid bogs that stretch for miles and whose depths have never been explored, and great flat deserts of salt where the creatures survive beneath a white-hot sun by drinking the fluids of anything (or anyone) they capture.
Know by some as Abysm, Ungurth Reddik, and to others as The Gapping Maw, it is the home not only to Demogorgon and several thousand lesser fiends, but also to the two primary branches of Demogorgons cult (the third is situated wholly on Earth), many species of primates and reptiles of varying degrees of intelligence, dinosaurs and ancient reptiles, but also to several thousand humans stuck in a tribal state of development. It appears that the humans sole purpose for being here is to provide sport for the cultists of Demon King.

The Cult of Demogorgon

Demogorgon supports three very active (respective to their areas of control) cults. While separate and most time even ignorant of each other, the cults operate in similar fashions and all three, whether known or not, have the same goals; destruction, violence and the promotion of the will of Demogorgon.

The Blood Apes
The largest cult of Demogorgon, is a cult of intelligent Gifted apes. They are often referred to as The Blood Apes due to their habit of bathing in the blood of fallen enemies and comrades. These cultists actively worship Demogorgon as their god and attribute to him all spoils. The doctrines of the cult emphasize destruction and violence. In Apeworlds that feature these cultists they are most often intelligent baboons, mandrills, gibbons and sometimes gorillias. All are carnivores and keep human or (where appropriate) chimpanzee slaves. It is even whispered among the human populations that some humans are kept in an attempt by Demogorons Heirophants to breed true a race that features the most terrible qualities of both ape and man. Others claim they have already succeeded.

The Ophiacodontids
Constantly at war with the Blood Apes are the Ophiacodontids. Each cult believes there are the only true followers of the Great Fiend. The Ophiacodontids might have the edge in shear age, but the Blood Apes outnumber them 20 to 1. The Ophiacodontids are a race of intelligent synapsids that have, over the millennia of a carefully controlled eugenics program have assumed more upright and human-like form.
The Ophiacodontids were the first worshippers of Demogoron, living during the primeval dawn of the Earth during the Permian Period some 250-290 Million years ago. Their astrologers saw the end of the Permian Period that ended in the extinction of close to 90% of all life, a time we now call The Great Dying. The previously cold and scientific race turned to a doomsday religion with Demogorgon as their God. Demogorgon took the Ophiacodontids to his realm and there they continued their epoch long degradation as a species.
Wars between the two cults are a frequent occurrence with the Blood Apes pitting brutal and effective savagery against the Ophiacodontidae calculated cruelty. The only time they do not fight each other is when both tribes hunt humans for food or slave labor.
The symbol of the Ophiacodontids is the Amphisbaena, a great serpent with heads on both ends.

The Humanist Ecological Liberation League
The third and most radical of Demogorgons cultists is a group of Gifted humans living on Earth known as the Human Ecological Liberation League, or HELL. True to their name, they are a radical group of ecological terrorists and even the radical ELF (Earth Liberation Front) has disavowed them. HELL has claimed responsibility in billions of dollars in property damage to developers working in areas they have deemed protected, including the destruction of an off-shore oil rig that was drilling through a coral reef, a lumber company burned to the ground in South America and the destruction of computers used in a Midwestern America coal strip mining firm. They are also believed have been involved in various murders and disappearances of various persons from corporate executives down to a group of factory workers processing wood.
The members are for the most part the sons and daughters of Baby Boomers who instilled the ideas of activism into them, but not the restraint. Many hail from various Associations, with the Wicce being predominant. The various Wicce groups are quick to denounce them and reiterate that methods of HELL are not that of the Wicce. Even the Rosicrucians side with the Wicce on this issue and consider HELL to be the single greatest threat to exposure. Given that HELLs tactics are as subtle as a sledgehammer, both groups also agree that there is no way they could be part of the Combine.
The fact is the members of HELL, despite what they might believe themselves, are not Wicce or Rosicrucians at all, but in fact a cult dedicated to Demogorgon. Demogorgon is known to upper echelon of the cult, but the rank and file do not. The leaders commune with the Great Fiend, who appears to them as the Wicce Dark Man.
The upper ranks believe that Demogorgon represents nature, raw and untouched by man, and that centuries of human dogma has demonized him. They honestly believe they are doing the work of a wronged divine being. HELL is only vaguely aware of the other cults, and those that do believe that they were pre-historic antecedents (which is true) that died out epochs ago (which isnt true).

Demogorgon in Your Games

As with any super-powerful fiend care must be taken about how Game Masters introduce him to their game. The Casts primary contact with the Great Fiend should be through rumor only. The appearance of two headed snakes and frogs are common signs. Dealing with his cult, especially HELL could provide enough for an entire series of episodes. The cast can get to the top of a local HELL cell, only to discover that there is much more and all of it is controlled by a fiend that very few legends even mention.

Roleplaying Demogorgon versus The Demogorgon
Demogorgon has the potential of being the most ancient, powerful and dangerous entity the characters or the players have ever encountered. If He has been around since the Permian times that would equate to 240 to 290 Million Years, that is at least 2.4 to 2.9 Million levels of Age. Even if he was down for more than half that time (say he was only active when there were active worshipers) that is still about 40 million extra skill points! Obviously he cant have that much. But there are still problems with dealing with such an ancient, alien creature. One option is to cut him down to size.
Explore the possibility that Demogorgon is in fact a title given to most powerful fiend in existence. When that fiend is killed, or dies for whatever reason, a new Demogorgon is appointed. This would be the biggest secret in all the infernal realms, and quite an adventure for the Cast that discovers it. Maybe the current Demogorgon is ancient and a new fiend has challenged him to rule over all the fiends. A fight ensues and the younger fiend emerges victorious! Only to be subjected to a painful transformation where he becomes the new Demogorgon. Maybe Orcus did defeat Demogorgon once, only to be transformed to the new one.
Another possibility for adventure is a current demon adversary manages to learn the secret and becomes, through duplicity, the new Demogorgon. Now the cast is really in trouble.

WitchCraft
Demogorgon has been pulling in races from as far back as the Permian times from the continent of Pangaea. One could only imagine the knowledge he has collected from Lemuria, Atlantis, Hyborea or other long lost lands of occult wisdom. Imagine the surprise of your Immortal Templar when a creature looking like a cross between a toad and a monkey appears and starts talking about the flying mind ships of his ancestors. It is quite certain that Demogorgon has in his possession knowledge of the Greater Keys of Solomon. And his interactions with the Wicce and Rosecrucians have already been noted.
It is also during this time that HELL is most active.
Demogorgon, when he rarely ventures to Earth, can remain for 16 days.

Armageddon
Demogorgon is of a mind to take advantage of the situation and unleash new hells on the Earth. Most associations would disdain contact with him, even those aligned with the Infernal Realms. While mostly low-profile during the pre-Reckoning, Demogorgon sees the post-Reckoning world as the means to gain control. While not stopping the Cult of Leviathan, he is not working with them either.
In the Post-Reckoning Demogorgon can remain in the mortal world for 80 days at a time.

AFMBE (D&Z)/Terra Primate/Army of Darkness
Demogorgons lair itself, despite its supernatural placement, can be used as a fantastic Ape / Dead World. Follow the Lost Continent example from Terra Primeate (after all what continent is more lost than Pangaea?) Humans, intelligent apes, even some intelligent bipedal reptiles can be created here in their daily struggle for life, not against the forces of darkness, but from within the heart of darkness itself. Travelling to the lair is the kind of stuff that makes legends out of characters in Dungeons & Zombies (remember Queen of the Demonweb Pits?) and Army of Darkness.

Ghosts of Albion (and other CineUnisystem games)
Scientific thought is embracing the world. Industry is growing and the world is shrinking. The gap between those that have and those that have not has never been more profound. Sounds ripe for fiendish influence. To date Demogorgon has shown no interest in Ablion (or Alba or Éire for that matter either), but the defeat of Balberith has sent a ripple through the supernatural world and now everyone's attention is on the tiny isle of Albion. After all two-siblings, barely adults even by human standards, defeated one of Lucifer's most powerful lieutenants, they cant be lucky all the time.

Unisystem Stats

Demogorgon

Other names: The Great Fiend, The Demon Prince, Lord of the Brine Flats, Lord of the Gapping Maw, The Demon King.
Type: Greater Fiend (Demon)
*Though a Fiend, Demogorgons nature is closer to demonic.


Attributes
Strength: 18
Dexterity: 15
Constitution: 14
Intelligence: 12
Perception: 18
Willpower: 16

Secondary Attributes
Endurance: 340
Speed: 58
Armor: 28

Essence: 228
Vital Essence: 456
Channelling level: 9

Life Points (when Manifested): 430

Qualities
Acute Senses (all)
Age +40* (best estimate)
Ambidextrous
Charisma +4
Essence Channelling +9
Hard to Kill +20
Increased Essence Pool +13 (+65 Essence Points)
Increased Life Points +12 (+120 LP)
Natural Toughness
Nerves of Steel +4
Greater Fiend
Supernatural Senses (including see Invisible)

Drawbacks
Adversary (lots, powers of good and evil) 10
Attractiveness 2
Covetous, Greedy 3
Cruel 3
Delusions of Grandeur -3
Obsession, genetic experimentation 4
Paranoia 4
Taint Vulnerability
Zealot

Skills
Languages (all) +10
Theophany skill
Brawling +18
Bureaucracy +12
Cheating +9
Craft, Weapons +12
Craft, ritual items +10
Dodge +10
Hand weapons, sword +16
Hand weapons, others +10
Magic Theory +16
Magic bolts +15
Myths & Legends, Greek +16
Myths & Legends, Pre-historic +16
Notice +16
Occult Knowledge +18
Questioning +14
Rituals (Wicce, Rosicrucian) +15

All other skills at +5

Metaphysics
Bad Luck 9
Destroyer 8 Destruction
Dark Vision
Essence Drain Demogorgon can drain 10 points of Essence per touch.
Essence Shieldings
Gaze Attacks
- Beguiling (left head), victim must make contested Willpower check to avoid catatonic stupor for number of turns equal to the difference in Willpowers.
- Hypnosis (right head), victim must make contested Willpower check to avoid following Demogorons wishes for number of turns equal to the difference in Willpowers.
- Insanity (both heads together), victim must make a contested Willpower check or go insane.
Regeneration Regenerates his current CON in LP per minute. Drained Essence can be added to Life Points or Essence (Vital or Pool).

Rotting Touch - Any living creature touched by Demogorgons tentacles must make a Constitution (doubled) check, or its flesh and bones begin to rot. The victim takes 1d4(2) points of Constitution damage immediately and 1 point of Constitution damage every hour thereafter until it dies. Any healing invocation will halt the damage, but lost points return only with natural healing and cannot be restored with magic.

Keys of Solomon
As the Prince of Demons Demogoron also has access to the Keys of King Solomon.
He will typically use the following:
Key of the Seraphim* (can only use it on demons)
Key of the Spirit (can only use it on fiends)
Key of War

Combat
Melee, bite, 2 attacks, bonus: +33, damage d4(2)x16, poison
Bite Poison strength rating 6, damage 2d6(6)+6.
Melee, tentacles, 2 attacks, bonus: +33, damage: d6(3)x18, Essence Drain, Rotting.
Melee, tail, 1 attack, bonus: +31, damage d6(3)x19, Essence Drain.

Demogorgon can summon 4-24 fiends to aid him. These fiends regard him has their lord and will obey him without question.
He can also summon up to a dozen lesser demons and fiends to aid him. These demons and fiends are less loyal, and will flee if the fight is going against them.


Blood Apes

Strength: 5-6
Dexterity: 3-4
Constitution: 5-7
Intelligence: 3-4
Perception: 3
Willpower: 3

Essence: 22-27
Life Points: 56-68

Qualities: Gift, Hard to Kill 2

Skills: Brawling 5, Handweapon (sword) 3

Metaphysics: Invocations

Blood Apes appear as any intelligent ape type found in Terra Primate, save that these creatures also wield magics. Most are Lesser Gifted, with a few tribal leaders as Gifted. Mundanes, if sufficiently brutal in other forms of life are allowed to live.

Ophiacodontids

Strength: 4
Dexterity: 3-5
Constitution: 3-4
Intelligence: 4-7
Perception: 4
Willpower: 6

Essence: 24-30
Life Points: 41-45

Qualities: Gift, Hard to Kill

Skills: Brawling 3, Handweapon (sword) 4

Metaphysics: Seer powers

Opiacodontids are a race of bipedal synapsids that have evolved under Demogorgons guidance. They consider the Great Demon to be their god. They do not differ much in terms of physical size and strength from humans. They tend to be a bit smarter on the average and have stronger wills.
Opiacodontids also posses Seer/Psychic powers with the vast majority Lesser Gifted and an elite minority Gifted. Mundane creatures are killed at birth.