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

Monday, April 6, 2015

A to Z of Vampires, Estrie

For E lets take a look into Jewish folklore.  Today I present you with the Estrie, which is something like a vampire + demon + witch.

Like a vampire the Estrie is a corpse that crawls out of her grave (Estries are always female) to drink the blood of the living.  They are possessed by a demonic spirit, but may have been witches when they were alive.   The name Estrie comes from the French Strix or night owl. A word that also is related to Strega, Stirge and a host of related creatures.

Estrie by Feline Zegers

Estrie
Armor Class: 4 [15]
Hit Dice: 6d8+6** (38 hp)
No. of Attacks: 2 claws, 1 bite (monster form) OR 1 (human form)
Damage: 1d6+2 / 1d8+1 OR by weapon type.
Special: Blood drain, cause fear (as per spell), witch spells, shapeshift
Movement: 30’ (90' fly)
No. Appearing: 1
Saves As: Fighter 7
Morale: 10
Treasure: None
Alignment: Chaotic (Chaotic Evil)*
XP: 1,750

The Estrie is a type of vampire that can pass for a normal human during the daylight hours.  Indeed she can appear to be living, have good alignment (if detected) and even walk onto holy soil and wear holy symbols.  However at dusk she will revert to her vampiric form which appears to be a rotting corpse.  She can shapechange after that, but it takes a full turn for her to do so. The estrie must kill anyone witnessing this transformation or she will loose her powers (fear, spells) over them.
As a vampire the estrie can also shapeshift into large night owl, a large black cat or into smoke if she is reduced to 0 or fewer hp.  Unlike a vampire the estrie can be hit with normal, non magical, items.
The estrie can cause fear but she lacks the charm power of many other vampire types.  She can though cast spells as if she were a 3rd level witch; specifically of the Mara tradition.
Estrie's are strong (18 strength) in their "Vampire" form, but seem to be normal humans in their "human" form.
The estrie attacks with a claw/claw/bite routine.  A successful bite inflicts 1d8+1 damage.  A critical hit bite (a roll of 20) does damage and drains the victim of 1 point of Constitution.
If someone offers her bread in any form she is powerless against that person until after the next sunset.  In her vampire form she cannot enter a dwelling without permission.
In order to fly the estrie must have her hair unbound and allowed to to blow in the wind.  Some scholars believe she needs her hair to fly or at least to navigate.
Her favored prey are young men, ones that would be enchanted by a young woman without the need of arcane inducements.  She will attack these men as they sleep, not wanting to enter into combat. The estrie must feed every night.  In this form of attack she drains either 2 points of Constitution or 2 points of Strength each night. If only attacked once or twice the victim can regain lost points with bed rest at the rate of 1 per week.  If the victim has been attacked three times then the rate is 1 point per 2 weeks.   Any victim drained to 0 in either Constitution or Strength will die.  Male victims, the most common, will return from the dead as a shadow.  The rare female victim will return as an estrie herself.
An estrie must return to her grave before dawn.  She must remain in her grave till "noon". By this it is when the sun has passed it's mid-day point.  After this she may rise and appear human.
To destroy an estrie one must first force her back into her grave.  Then the body must be exhumed.  The mouth of the creature, which is always open, must be filled with dirt from her own grave and then sewn shut.  The head is then removed.


Friday, April 3, 2015

A to Z of Vampires, Camazotz

Now let's go to Central America where their vampires are gods and still straight up killing machines.

Please allow me to introduce Camazotz the vampire "death-bat" and god.

Camazotz was first made known to me from the pages of AD&D 1st Ed hardcover Deities  & Demigods.   His write up includes the standard stat-block and two thin paragraphs.  None of which help show how awesome this vampire/demon/god/creature is.  No picture either.

So for my games Camazozt is an ancient vampire. So powerful that over the epochs he has become more and more demon like and is now worshipped as a god. Well humans worship him, other vampires fear him and honor him as their king.  In a way like the Red Court Vampire King from the Dresden Files books.  Here he is in Petty Gods format.

Camazotz
God of Vampires
Also known as: The Death Bat, Bat God, Sudden Bloodletter, Slaughter Lord 
Symbol: a bat in flight
Alignment: Chaotic Evil
Movement: 120' (Flight is infinite at night)

Armor Class: -2
Hit Points (Hit Dice): 120 hp (24 HD)
Attacks: Special, see below
Damage: Special, see below
Save: F20
Morale: 12
Hoard Class: XV
XP: 8,600
--
Armor Class: -2
Hit Points (HD): 120 (24 HD)
Save: F20
Morale: 12
Treasure Type: Q
XP: 13,600

Camazotz is the demon god of bats and vampires. But he is not truly a god or a demon but rather a vampire that is thousands of years old.  Vampires pay him homage more out of fear than actual piety. Humans on the other hand worship and hope that he will reward them with the gift of immortality (vampirism).  He requires blood sacrifices every new moon.  Camazotz himself goes through periods of extreme torpor and frenzied blood lust.

Camazotz dreams of one day destroying the god of the sun.

Camazotz attacks as a vampire with a claw/claw/bite routine of 1d8/1d18/1d12.  His bite (any natural roll of 18, 19 or 20) will drain 3 points of Constitution per round.  Anyone reduced to 0 becomes a vampire under his control. As a god-like being Camazotz can attack 4 times per round.

He lives in a dark cave like plane know as Xibalba on the Abyss where he serves as a vassal to Orcus. Again this is not out of fidelity but out of fear of the Demon Prince of Undead.  The cave is dark and the floors are stained with blood.  In this cave Camazotz can summon up to 1000 bats to do his will.

He considers the Goddess Nox his "Sister" but whether that is an actual familial relation or merely an affectation is unknown.

Links
https://en.wikipedia.org/wiki/Camazotz
https://en.wikipedia.org/wiki/Xibalba
http://tashasthinkings.blogspot.co.uk/2014/04/atoz2014c.html
http://demonhunterscompendium.blogspot.com/2012/12/camazotz-death-bat.html
http://www.blueroadrunner.com/camazotz.htm
https://ferrebeekeeper.wordpress.com/2011/04/06/camazotz-the-death-bat/

Thursday, January 22, 2015

Gog and Magog for Advanced Era Games

Don't you love it when you are doing a bit of research on a couple of different things and suddenly you read one thing and all these disparate threads come together as a nice whole?  Jung used to call it Synchronicity.  I say that if you bury your head in something for long enough your research numbed brain will see connections everywhere.  In either case this is some thing that clicked for me the other day.

I was doing research on the the original Balor/Type VI demons in 1st Ed AD&D and how there are only six of them.  The DMG lists them as Balor (their leader and the largest), Errtu, Ndulu, Ter-Soth, Alzoll, and Wendonai.  Wendonai.  Doesn't exactly fill you with fear does it.  Since I am using the OGC Balor as the basis of my own Baalor in my games I wanted to expand them a bit.  So these names are purely off limits (save for Balor).

That tied in with all the myths I have been reading (well, since forever) of Ireland, England, Scotland and Wales (er Walesland?).  There was a Balor there too.  Only he was a giant with one eye on his forehead and another on the back of his head. I was reading about all these giants when I came across Gogmagog.

I had been familiar with Gog and Magog and Gogmagog because of an off-hand reference on Doctor Who years and years before.  I had scribbled down that Gog and Magog were akin to Ogres, but divine.  I choose ogres because of something the Doctor said "Gog, Magog and Ogre",  pronounced 'O-gree'.  In the book of Revelations Gog and Magog were the ultimate enemies of God's people.  Though to be fair Gog and Magog hopscotch all over the Bible and one is never really sure if they are individuals, peoples, or lands.  Gog and Magog also appear in the Qur'an as a monster (the monster of Gog and Magog) or again as a land.


Recently I reread the Silmarillion by J.R.R. Tolkien.  The chief of the Balrogs was a being known as Gothmog.  I knew I was on to something.  Obviously Tolkien, a professor of English literature and languages (especially Old English) knew of Gogmagog. In some early versions of Tolkien's work Gothmog is even described as a "son of Melkor and the ogress Fuithluin",  Later a "Gothmog" was also the orc in charge of Mordor's army in the Return of the King.  Obviously named after the Balrog (and less confusing than Glorfindel of Rivendell vs. Glorfindel of Gondolin).

All of this though has given me some ideas.

Here they are using OSRIC and  LL Advanced  Edition Companion.  All text below is considered Open for use under the OGL.

Section 15: OSRIC Chapter V copyright 2007-08 by Stuart Marshall, Chris Hopkins, James Boney, Robert Ross, Jeremy Goehring, Mike Davison, Daniel Proctor, B. Scot Hoover, Chris Cain, Bill Silvey, Floyd Canaday, Vincent FrugĂ© and Matthew James Stanham.
Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author Daniel Proctor.
Adventures Dark and DeepTM Bestiary, Copyright 2011-2013 BRW Games, LLC.
Gog and Magog for Advanced Era Games, Copyright 2015 Timothy S. Brannan.

Gog and Magog
Class F Standard Order (true) Demons
Frequency:  Very Rare (Unique Demons)
No. Encountered:  2
Size: Large, 13' (Gog), 13' 5" (Magog)
Move: 60 ft; 150 ft flying (AA:III)
Armor Class:  -3 (Gog) / -4 (Magog)
Hit Dice*: 10d8+10 (Gog), 10d8+21 (Magog)
Attacks: 1 bite or by special attack
Damage: 1d12+4
Special Attacks: Flaming great sword (2d8) (Gog) or Flaming great axe (2d8) (Magog) + 3d6 fire
Special Defenses: +2 or better magic weapon to hit
Magic Resistance: 75%
Lair Probability: 0%
Intelligence: High
Alignment: Chaotic evil
Level/XP: 9/3,750 + 13/hp**

Gog and Magog are two unique demons of the same sort of Balor.  While they are larger and more aggressive than their kin, their natures preclude them from ruling large numbers of lower demons as their brethren might.   Gog and Magog are described as "brothers" and this has never been proven by any occult scholar.  They share a physical similarity to each other.  Gog is large, predominantly red in color with black hair and beard. He wields a large flaming sword in battle.  Magog is larger, predominantly black in color with red hair and beard.  He wields a large flaming great axe.  Either causes an extra 3d6 points of fire damage per hit.
Gog and Magog can also use the following powers at will: detect invisibility, detect magic, dispel magic, fear (as the wand), pyrotechnics, read languages, read magic, suggestion, telekinesis (600 lbs.), and symbol (despair, fear, sleep, and stunning).   A +2 or better magical weapon to hit.
Unlike other demons, Gog and Magog cannot gate in lesser true demons.  Instead they may summon 2d6 demonic Ogres each.  These creatures appear as normal ogres save that their skin is red and they are immune to fire, poison, sleep and charm spells.  They also need a +1 or better magical weapon to hit.  Demonic ogres always have the maximum hitpoints for ogres.
Much like other demons, these two will bicker and fight and even plot against each other.  However when confronted with a common foe the will work together to defeat them.  They are completely loyal only to each other. They are often found in each other's company.
They are most often found on the Material Plane, the summoning ritual for one will also summon the other and only rarely in the Abyss.
They are violent, aggressive and constantly angry.  Neither is much for planning, but when pressed they are good strategists and have been used as generals by stronger Demon Lords and Princes.  They have even been known to serve the Baalseraph Ahriman, also known as Angra Mainyu.  A common tactic among the Demon Lords that engage their services are to choose a location and let the brothers go.

*Many "Advanced Era Games" use a d8 for monster HD. I prefer to use a d10 myself.
** Adjust according to your preferred system.

Thursday, January 16, 2014

Ghosts of Albion: Shaniezak demon

Been going through a lot of my Ghosts of Albion materials.  Seeing if I would like to run anything for Gen Con.  One adventure I have ran in the past and would love to try under different systems is "Obsession".
I could run it under a different system each night...

Well I am not likely to run it under Ghosts of Albion anymore and it would not really work under the OSR rules.  Since I running to a meeting here in a bit, here is a demon for you that would work for any game.

I am not embarrassed to say that this was one my influences on this adventure and demon.  I thought Astrid Plane was hot.

Shaniezak Demon

“This creature at first reminds you of a fetal human.  Its wrinkled pinched face, bald head and fat features bring to mind a cherub, only this no angelic child.  Its eyes are a black with orange irises, set in a head that seems too heavy for its unseen neck.  Two fat arms extend for it like normal, but its own obesity has made the thick digits of its hand all but useless.  Its skin around its upper body is a sickly yellowish hue, like it had been soaking in bromide wash, tuning dun brown as moves down.  Its entire body is covered in a sheen of foul looking slime.  Where its legs would have been has fused into a single thick fluke that noisily slaps against its host.  Tufts of black hair appear hear and there on its body. Most disturbing though is its maw.  Starting from it’s sternum down to its malformed waist is a gapping maw. Slime issues forth from it as it suckles against the body of its host.  Its head has turned nearly 180 degrees around in order to peer at you though it’s damned hellfire orange eyes.

The entire creature brings to mind the working of an insane artist asked to make a portrait of a child.  Instead of a mother and babe we get this abomination and its host that is no more than a bag of skin over bones.  It starves while the Shaniezak gets fat.”
- From the Journal of Tamara Swift


Long ago the Shaiezak demons were banished to lowest parts of the Nether Realms where they fed on the waste and offal of other demons. There they were to be forgotten, but sometimes these disgusting parasites are summoned to the Earthly realms to cause havoc.

Shaniezak (demon enhanced human)
Ghosts of Albion
Type: Possessed human
Attributes (numbers in parentheses are original values): Strength 7 (3), Dexterity 3, Constitution 7 (2), Intelligence 2, Perception 3, Willpower 7 (2)
Ability Scores: Muscle 20, Combat , Brains 12 (9)
Life Points: 69 (30)
Drama Points: 2
Special Abilities:  Emotional Problems (Cruel), Emotional Problems (Obsessed with someone), Hard to Kill, Increased Life Points, Magic Immunity, Unattractive (1)

Shaniezak (demon enhanced human)
Basic OSR
Armor Class:  5 [14] (aura of protection)
Hit Dice: 6d8+12* (39 hp)
No. of Attacks: 2 fists
Damage: 1d4+2 (x2)
Special: Makes saves vs. Magical attacks as Wizard 10
Movement: Twice base creature
No. Appearing: 1
Saves As: Wizard 6 (10 vs. magic and spells)
Morale: 12
Treasure: Special: The Shaniezak possessed human will collect trinkets from their victims or the focus of their obsessions.
Alignment: Chaotic Evil
XP: 450

The Shaniezak appears at a demonic parasite attached to a host body.  It gives the host certain powers, strength, increased health and magic immunity but feeds the darker emotions of the host; fear, envy, hate and obsessions.  The demon prompts its host into greater acts of violence and depravity to feed off of fear of the victims and the frustrations of its host.

An Exorcism spell will remove the demon, but kill the host in the process.  Since the removal of the demon always kills the host many opt just kill both.

Thursday, December 5, 2013

Krampus, The Christmas Demon

Today (December 5) is the eve of Saint Nicholas Day. It is also the time when the pagan demon Krampus walks the earth in search of bad girls and boys.

I had done Krampus a few years back for Ghosts of Albion.  Though today I'd like give him a try is old-school/retro-clone stats.  As before I am taking a large number of liberties with this write up.  So please keep that in mind.

Krampus, The Christmas Demon
Long ago, long before children would know of the kindness of St. Nicholas there was a demon that tormented the long Alpine winter nights.  This demon, know locally as Krampus (from the word meaning Claw) would torment children and punish wrongdoers. Sometimes Krampus would even carry off a child that had been particularly wicked.
The trouble was that Krampus was more or less in a pact with the parents of the region that had used him as a means of controlling unruly children. Over the decades since their un-witting pact Krampus had grown in violence and deceit.
That is till the coming of St. Nicholas.
St. Nicholas was able to confront the demon and was well on his way to dispatching the fiend (Santa was a bit more of a fighter in those days) when the issue of the pact was brought up.  The pact made with the demon was strong, and even though not one adult in area had made it an overt one, built up over the centuries with a little tale here, a story there, made it as strong as any pact sealed with a soul.  St. Nicholas then employed Krampus as a personal assistant, he could still torment bad children, but now under the eye of St. Nick himself.  Krampus also got more children as he traveled with St. Nick. Since St. Nicholas was know as Sinterklass in some areas and Father Chritmas in  others, Krampus also received more names such as "Belsnickel" or even "Black Pete".
Sometimes it is even said that his travels with St. Nicholas has tempered his evil.
Or maybe he is just bidding his time.

Krampus
Armor Class:  2 [17] (hide)
Hit Dice: 6d8+5* (32 hp)
No. of Attacks: 2 claws /  bite / birch switches
Damage: 1d4+2 (x2) / 1d6  (bite) / 1 (birch switch)
Special: Acute Senses (taste, sight, smell), Cause Fear (Cha: 2), Unique Kill
Movement: 60’
No. Appearing: 1 (rumored to be unique)
Saves As: Fighter 6
Morale: 12
Treasure: None, Krampus carries a bundle of birch switches to hit bad children with
Alignment: Chaotic (Evil)
XP: 500

Combat
Krampus will only attack bad children and typically only with a single whack with a birch switch.  If attacked though Krampus reveals that he is in fact a demon with claws and bite.

Description
Krampus appears as a particularly nasty looking satyr or demon.  He is covered in fur, but is sometimes wearing a coat covered in soot.  He has one cloven hoof and one animal-like paw for feet.  His legs are like that of a goat and his upper body is humanish.  His hands are human, but end in terrible claws. His face is a twisted snarl of evil, with goat like eyes and a mouth full of sharp teeth.  His long tongue lolls out of his mouth and constantly drips saliva.  Despite this he can still speak eloquently.  He uses his tongue to lick a person, typically their face, to know if they are naughty or nice.  His head supports to long curved horns.  He smells of burnt coal. He is sometimes seen carrying an old rusted chain. It is not clear if the chain is for himself or for the children he terrorizes. He also carries a satchel of switches that he uses to beat children with.
His overall appearance is menacing and demonic. He cowers though from any stern word from St. Nicholas.
Krampus does have a weakness.  If given a piece of fruit, typically an apple or an orange, by a child, he will sit down to eat the gift, sharing it with whomever is there and engage is polite conversation.  Krampus will then leave the area, harming no one.

Krampus may be a demon, but he is fair and impartial. "Good" children have nothing to fear from him, "Bad" children are only punished in relationship to the severity of their "naughtiness".  Of course Krampus will attempt to use any trick he can to get someone onto his naughty list. For truly evil children he carries a sack to put them in. He will either drown them or take them off to Hell.
It is suspected though that he in fact feeds on the children's fear and the tales told by the parents.

Krampus is most often seen during the first two weeks of December.  All other times he is bound to his cave somewhere in the Alps.  There is no known way to dispatch of Krampus permanently.

Like many of the supernatural creatures associated with Christmas, as long as one child believes then he will return next year. He can be killed but will return next year.

Krampus is kinda like the Grinch really.  Except a Grinch that eats bad children.
Though given how Cindy Lou Who turned out the Grinch might reconsider.




Friday, October 4, 2013

October Movie: Dark Angel: The Ascent (1994)

You have to love October!  Horror movies are everywhere.  I got this one cheap at Half-price books along with the all the Subspecies movies.  It was not on my list of movies to watch this October, but hey sometimes you have to strike when the iron is hot.

So. Dark Angel: The Ascent.  Well.  I have seen worse movies that is for sure.
It features Angela Featherstone, who is not the worst actress I have ever seen. Her only credits are Friends and the girl in the S-Mart at the end of Army of Darkness.
The movie isn't terrible.  Featherstone plays Veronica who plays a teenage (or so) demon that wants to know if there is more to life in Hell other than torture and damnation.  No she doesn't break into Up There, but she does leave hell and finds herself a new boyfriend (easy to do when you show up naked) and she starts killing evil doers.
There are some interesting bits. Hell looks pretty good. The demons are religious interestingly enough.
I didn't go into this one with any expectations and none were meant. Still it was sorta fun.




Tally: Watched 4,  New 4

What are you watching?


hosted by Krell Laboratories

Thursday, September 19, 2013

30 Day D&D Challenge, Day 19: Favorite Monster (Elemental/Plant)

Day 19: Favorite Monster (Elemental/Plant)

The classifications here show a really strong 3.x bias.  Elementals orplants never really impressed me much.  But I do rather like Effrit. I talked about them a bit in April with my A to Z of demons.  I touched on them under Iblis and Jann.  Though this is really a cheat since I treat them like a type of demon.  Truthfully if I were rebuilding the D&D cosmos I'd make all the elementals closer to demons.  At least very, very chaotic.


Wednesday, September 18, 2013

30 Day D&D Challenge, Day 18: Favorite Monster (Immortal/Outsider)

Day 18: Favorite Monster (Immortal/Outsider)

This one should be another obvious one.  Demons.  I have always been fascinated with them both as a subject and as a monster in *D&D.  Unrepentant engines of destruction or vile schemers and tempters.  What's not to love?  When I am playing a Paladin then I love nothing more than to fight against them. When playing a witch I love summoning them and binding them to gain infernal knowledge and boons.
Plus, as they say, they are legion I will never run out of ideas or uses for them.

There is the argument that sometimes they are played like nothing more than high-level goblins with magic, I think there is room for those kinds and other kinds of demons as well.

Friday, September 13, 2013

Orcus and Vanth

We all know who this guy is:


But who is this?

 

Her name is Vanth and she is another Etruscan chthonic god depicted as a demon and she adorns funerary art.
What is their relationship other than the obvious historical one?

Well I also read a lot of science blogs and this picture of the largest trans-Neptunian objects came up (in a discussion of the Oort cloud.)


Vanth is the moon of Orcus.

I can't even begin to tell you how many ideas came flooding in on that one!

Vanth orbits Orcus in a tight precise circle and they are tidal locked.  Vanth is never far from Orcus then and she always keeps her face toward her master.

Mythological Vanth shares a role similar to that of Charon.  She brings the souls of departed to the underworld. She has a torch to light her way, a key to unlock the gates of the underworld, a scroll with the information on the deceased and a sword. According to myth Vanth appears as woman, much like an Erinyes and described as young and vibrant.

There is a Pathfinder creature called a Vanth, but it lacks some of the charm of this demon.

No I think I prefer Vanth to be a vassal of Orcus. Responsible for bringing him the choicest souls to be corrupted into foul undead.  In truth that picture of Orcus above should be reversed, Vanth (the woman) should be the one presenting the skeleton to her lord.

It could be that this unique Vanth has many of the lesser vanths at her disposal.  Maybe the souls her lord rejects become part of her own army.

I also saw this picture of Stephanie vanRijn that had me thinking of the relationship between Thanatos and Eros. Maybe this what Vanth looks like to humans.

Vanth
Hit Dice: 11+15** (70 hp)
Armor Class: 1 [19]
Attacks: 1 sword (1d10+4)
Special: Flight, Magic resistance (55%), regenerate (3 hp/round),  +2 or better weapons to hit.
Move: 24' / 60'
Save: F12 (Basic) 12 (S&W)
Alignment: Chaotic Evil
Challenge/XP: 11/3,000

I will have to develop here more later.


http://amusedgrace.blogspot.com/2013/08/this-is-other-piecei-did-earlier.html
https://en.wikipedia.org/wiki/Vanth
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/psychopomp/psychopomp-vanth

Monday, May 13, 2013

Monsters: Demon vs. Dæmon and Daimôn

In many RPGs the words "demon" and "dæmon" often lumped together into the same group or groups of creatures.  This reflects a Judeo-Christian bias in popular thought that a "demon" has to be an evil, malign creature.  This was not always the case with dæmon.  in the ancient Greek tradition these creatures were something more along the lines of creative, benevolent spirits.

The dæmon is most famous to AD&D players as being the Neutral Evil race found between the Abyss, home of the Demons and Hell, home of the devils from Monster Manual II.  I liked the idea of more variety to the fiends but thought about these guys in terms of what a normal human would think of them.  That is how does one say "demon" vs. "dæmon"?  That was the start of my disappointment in them as a D&D monster type.  They would later change the name Yugoloth, the only time I felt the 2nd ed name changes were an improvement.

Other games have taken the concept the other direction and made the "demon" more like the classical "dæmon" and had the name mean anything that came from somewhere else.  Also not preferable really.

I had forgotten about all of this until recently when I started working on demons for Eldritch Witchery.

Dæmons seem to be much creative, if chaotic types.  Somewhat like what Deborah Harkness has in her books, A Discovery of Witches.  But in truth her Dæmons feel more like Fae or Changelings to me.  Moving mine more to the "outsider" type I get a race that is very chaotic, but not really evil.  In a sense what Jim Butcher has done with the Fae  in the Dresden Files and maybe a little of what Kim Harrison has done (or is doing) with Demons (the ancient enemy of the fae) in her Rachel Morgan books.
More to the point I have a race I can swap with Slaadi.

Slaad began their life in the pages of the Fiend Folio as inhabitants of the Chaotic Limbo.  Trouble with the Slaad were that know one played them Chaotic Neutral. They always ended up as Chaotic Evil.  Plus Slaad are not open and are not found in the SRD.  Dæmon's though are chaotic, can be good or evil and somehow in my mind fit the idea of a creature living between the Chaotic Good fae (and planes of Olympus in the old D&D cosmology) and the chaotic evil demons living in the Abyss.

I have not detailed many dæmons yet except for a Personal Dæmon, which is a bit like a familiar dialed up to 11.  Given that they need more conceptual work I am not expecting dæmons to appear in Eldritch Witchery.  But do expect the monsters-formerly-known-as-daemons-or-yugoloths to appear as a demon type.  Too bad I can't use Slaad, but hey.

And just to make matters more confusing I think the ruling class of dæmons are known as daimôns.

Enjoy? Please check out the other monster posts today!


Saturday, May 11, 2013

Zatanna: Hellish Elementals

A couple of weeks back I put up a post about Zatanna vs Demons.

I wanted to come back to these monsters for the May Monster Madness.

In truth Zee doesn't fight a lot of monsters.  Bad guys, demons and arch fiends sure, but not your garden variety monsters.

The closest were a trio of demonic elementals that she fights in issues #4 and #5 of the recent Paul Dini run of Zatanna.

These creatures took the shape of old women, but underneath were hellish fire elementals in the shape of young women.

Zatanna wa able to defeat them by redirecting a swimming pool that had been blessed into holy water into her hotel room.








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

Armor Class:  3 [16]
Hit Dice: 6d8+4* (30 hp)
No. of Attacks: 2 claws /  breath weapon
Damage: 1d4+2 / 1d4+2 / 1d8 (fire)
Special: fear, flame body, ignite. Double Damage from Holy Water
Movement: 90’
No. Appearing: 1-3
Saves As: Fighter 6
Morale: 8
Treasure: None
Alignment: Evil
XP: 300

Hellions 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.
Their bodies are made of flame, but they are not fire elementals in the strictest since. They are demonic spirits and thus unlike elemental they are intelligent and have individuality.  They can disguise themselves as human by finding a human and burning them from the inside out.  They then can crawl into their skin and use that as a suit.


Hellion
Ghosts of Albion, Unisystem

Creature Type: Demon
Life Points: 30
Drama Points: 1

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

Ability Scores
Muscle: 12, Combat: 12, Brains: 10
Special Abilities: Demon, Fear, Hard to Kill, Lesser Sensing, Water Vulnerability, Breathe Fire, Resistance (Fire).

Anyone seeing a Hellion for the first time must make a Fear check (Willpower x2).
Hellions do not take damage from fire but take double damage from water based attacks (treat water splash as acid).

Manoeuvres
Name Score Damage Notes
Claw x2 +12 6 bash + fire*
Fire Breath +12 12 fire* (extra fire damage based on SL)
Deflect +11 - Magic defence action; deflects spell 45˚

Tuesday, April 30, 2013

Z is for Zsusr

This is it!
For the last demon I want to give you something completely original.

Back in the early 90s I was working on getting into grad school in psychology.  I wanted something on my resume that would looks good and give me the time at night to study for the GRE.  So I took a job as the night QMHP (Qualified Mental Health Professional) at a local group home for schizophrenics.
One night one of the patients was playing with the house's dog, Sussie. He came into my office later and informed me we needed to get rid of the dog because, as he said in his slurred speech, that "Zsusr" was another name for the devil and the dog was possessed.  I told him that was not the case.  He decided that he just wasn't going to talk to the dog anymore.

So I have wanted to bring Zsusr into my games now for a long time.

Little is know about the Demon Princess Zsusr. Occult scholars have had difficulty recording the experiences others have had of her since she tends to leave all who have contact with her as deranged imbeciles  She appears as a tall, dark skinned woman of middle age. Her clothing will vary, and sometimes she will appear completely unclothed, but that is not her most striking feature.  Zsusr has the head of a dog and her legs are the hind-quaters of a dog as well.  Her dog head is incapable of human speech, but she can communicate telepathically with anyone capable of speech.  Her "voice" sounds like a sonorus whisper; soft but clearly heard by all.  When hearing her voice for the first time a victim must save vs Will, Wisdom or Charm (whatever is appropriate) or permanently loose 1 point of Intelligence.  This save must be made on each new encounter with Zsusr.  Zususr also has other methods to keep those in her thrall.  She can regurgitate a worm that she places in the mouths of her victims.  They must save vs. Poison/Constitution/Fortitude or the worm will find its way to the victims brain, then they will permanently loose 3 points of Intelligence (1 in Ghosts of Albion/Unisystem).

As a demon Princess Zsusr has 700 legions of dog headed demons she may call upon; such as Umu, Glabrezu, Yeth, Hell Hounds and Shucks. But it is rumored that her ties lie elsewhere.  It said that despite being a powerful demon she is also a member, some say the highest member, of the Cult of the Whispering God.
Zsusr may also cast spells as a witch of 5th level.


Zsusr (OSR/Basic)
Alignment: Chaotic (Evil)
Movement: 60'
Armor Class: 2 (17)
Hit Points (Hit Dice): 90 hp (18+9 HD)
Attacks: claw (x2), bite
Damage: 1d8+2 (x2), 1d10
Special: Immune to fire, Intelligence drain
Save: F18
MORALE: 10
Hoard Class: NA
XP: 6,000


Zsusr  (Ghosts of Albion)

Creature Type: Demonic Lord
Life Points: 60
Drama Points: 3

Attributes
Str: 5
Dex: 4
Con: 6
Int: 5
Per: 7
Will: 8

Armed Mayhem: 7, Fisticuffs: 7, Occult knowledge: 8,

Special Abilities: Demon, Fear, Hard to Kill, Increased Life Points, Intelligence Drain, Lesser Sensing, Magic 5, Occult Library (Good), Resistance (Fire).
Anyone seeing Zsusr for the first time must make a Fear check (Willpower x2) or loose 1 point of Int.

Manoeuvres
Name Score Damage Notes
Claw +11 12 Slash/stab
Bite +11 19 Slash/stab

Deflect +21 - Magic defence action; deflects spell 45˚

Spells +21 - varies by spell



Monday, April 29, 2013

Y is for Yaksas/Yaksha/Yakshini

I have a theory.  My theory is that the names of theological demons were all invented (this is not a theory, but true) by monks and theologians with a little spare time on their hands.  They started with A and worked their way down.  This is why we have so man "A" demons but almost no "Y" ones.  ;)
I know that theory has a lot of holes in it. But the data remains.  I think I could have posted an "A" demon every day.  Y on the other hand  doesn't give me a lot of choices.

Yaksas/Yaksha

The yakṣa or yaksha is nature spirit from Hindu, Jain and Buddhist literature/myth.  They can either be good (or least inoffensive) or evil.  There also seems to be a difference between the male yaksha and the female yakṣiṇīs or yakshini.  They share a relationship with the Rakshasa.

I had mentioned previously that myths and folklore rarely conform to the needs of any RPG.  In D&D terms the yaksha might be demons or even something like faeries.  There are numerous stories featuring these creatures, giving them the rough feel to me as fae.

Yaksha/Yakshini
Armor Class:  5 [14]
Hit Dice: 4d8+12* (30 hp)
No. of Attacks: 1 by weapon (long sword) or spell
Damage: 1d8+3
Special: immune to fear
Movement: 60’
No. Appearing: 1
Saves As: Fighter 5
Morale: 10
Treasure: None
Alignment: See Below
XP: 550 / 650

The male Yaksha is a demonic creature related to the more powerful Rakshasa.  They appear as very tall humans with large tusks protruding from their lower jaw.  There is a claim that their eyes are one fire, but that is due to the orange/yellow coloring.  The Yaksha are very strong (18 str) and good fighters.  They are typically armed with a large curved blade.  Yaksha are almost always evil, though cases have been recorded of non-evil individuals.  Scholars have attempted to find a relationship between these creatures and the Oni.

Yakshini
Yakshini are the females of the Yaksha race.  They are very, very rare and in fact only 66 are known to exist.  Unlike their ogre like male counterpart the Yakshini are human looking.  They do not attack with weapons but rather rely on spells.  They can cast spells as a 4th level witch.  They are typically good (Law) in alignment.

Yakaha will not attack humans, if if ordered so by a Rakshasa if a Yakshini is present.  Rakshasas will seek out Yakshini as brides or consorts when possible.

Saturday, April 27, 2013

X is for Xing-tian

Let's go to the other side of the world from the Wendigo to China, home of the Xing-tian.

The Xing-tian appears as an ogre with no head. Inspection reveals that if it had a head it had been cut off and healed; where the neck would be is a mass a scar tissue.  It has “eyes” where it’s nipple would be and a “mouth” over it’s navel, but these appear only to be markings.  The xing-tian can’t see, hear, eat, breathe, call out or communicate.  It is typically armed with a shield in one hand and an a large axe in the other.  It can feel the vibrations of people nearby.  They attack everything, including other xing-tian, and they always fight to the death.  When not fighting it can be found destroying anything in its path.

Xing-tian are literally about mindless destruction.  They attack anyone in their path and if no one is around they attack trees, rocks and animals.  They also represent a never-say-die spirit.

Xing-tian

Armor Class:  6 [13]
Hit Dice: 5d8+8* (30 hp)
No. of Attacks: 1 by weapon
Damage: 1d8
Special: immune to any spell that relies on senses, immune to gaze attacks, immune to fear
Movement: 75’
No. Appearing: 1
Saves As: Fighter 6
Morale: 12 (will never, ever give up)
Treasure: None
Alignment: Evil (Chaos)
XP: 750


EDITED TO ADD: Jolie Du Pre' is doing Xing-tian too!
http://www.preciousmonsters.com/2013/04/blogging-from-to-z-accurate-xing-tian.html

Friday, April 26, 2013

W is for Wendigo

I grew up in Illinois.  At that time it was still possible for me to go to places like Dixon Mounds and see Indian/Native American burial sites and learn a lot about the people who lived here before I did.
I get that these were people and we were walking through their graves, but we were learning about them at the same time and that in my mind was much better.  Whatever the case it left me with a life long fascination with the native people of this area.

The Algonquin (and Illiniwek) people had a great mythology and SOOO under utilized in games or novels.  One creature that I always was fascinated with was the Wendigo. Yes. The Wendigo has been seen a lot in horror fiction, especially with the rise in popularity of werewolves and zombies.  But they are still very interesting.  The most famous one of course is The Wendigo by Algernon Blackwood, followed by August Derleth's Ithaqua.

This is a creature that possess humans under conditions of extreme cold and hunger and gets them to become cannibals.  Also people that engaged in cannibalism were also at greater risk of possession.
The Wendigo is a spirit most times, unable to physically manifest in the world or interact with it.  That is until someone in a cold part of the world begins to despair and go hungry.  There are plenty of places in the world that are cold and these have hungry people, the Wendigo though chooses someone though that has or will resort to cannibalism to stay alive. Once this is done the Wendigo has access to the victim's heart.
With their heart frozen the victim becomes the physical Wendigo.  They appear lean and gaunt, but taller; as if stretched out.  Their hands become claws with vile blue talons.  Their entire appearance becomes more feral.  They appear to be something akin to a ghoul or even a starving were-wold mid transformation.  Their are constantly hungry, eating all the flesh they can though they never eat their fill.  Eventually the wendigo strains the host body too much and they die completely in a number of weeks.  Though there are rumors of giant wendigo, whose head reach the clouds that are thousands of years old.

Wendigo

Armor Class:  3 [16]
Hit Dice: 8d8+4* (40 hp)
No. of Attacks: 2 claws / 1 bite / breath weapon
Damage: 1d6 / 1d6 / 1d6+3 / 1d8+5 (cold)
Special: breath weapon, fear, low-light vision (120’), scent, immunity to cold
Movement: 90’
No. Appearing: 1
Saves As: Fighter 9
Morale: 9
Treasure: None
Alignment: Evil (Chaos)
XP: 1,000


The wendigo is completely immune to all cold based attacks.  It attacks with it's claws and bite and can emit a blast of freezing cold air up 4 times per day (save for half).
This demon shares a number of characteristics with were-creatures and undead.  A cleric can turn one as a Special Undead. Once a person is infected with a wendigo they can not be cured.

Thursday, April 25, 2013

V is for Vampires vs. Demons

Instead of doing stats today (sorry Vepar!) I thought I'd discuss some of the issues with research.

When doing research for this blogfest and for my game books in general the first thing you notice is that the myths of the world do not organize themselves in nice logical units.

This could not be more pronounced when trying to figure out what the difference is sometimes between a Vampire and a Demon.


Game books and novels that feature both often make pretty clear lines.  This is a vampire and they do X, Y and Z.  This is a demon and they do A, B, and C and sometimes D.  But go to the myths of the world and then you find creatures that do X, A, B and D but never C, Y or Z.

When getting ready for this I was also researching various vampires.  This was almost an A to Z of Vampires (maybe next year).  what some cultures call a vampire another call a ghost and another a witch and another a demon.  Sometimes with the same names.  A lot of creatures from China, Japan and the Philippines are like this.

The Succubus and most of what I call the Lilim are a great examples.  While they are classified as demons they have a lot of vampire like qualities.  In some games a "Succubus" is even just another type of Vampire (World of Darkness and WitchCraft).  Yet in others a Vampire is a type of demon (Buffy the Vampire Slayer).

Even is games where the distinctions are really, really clear there can still be a lot of overlap.
The succubus is one good example, but so are the Nabassu. Nabassu, also known as Death-Stealers, are described as demons that are close to undead.  They even look like the true form of the vampires from Lifeforce and the Red Court Vampires from the Dresden Files.


Looking at them it is hard to tell which one is the vampire and which one is the demon.

So the issue for writers putting mythological creatures in their books (novels, stories, games) and that is what sort of creature is this?

Have a look at the Mayan god Camazotz.  His name is roughly translated as "Death Bat".  In a book he could be a god, a demon or a very powerful vampire.  Lilith is another great example. Is she a demon, witch, vampire or just a human.  Of even the Baohban Sith, is she a faerie or a vampire.

Of course the one other option is "All the Above".  Creatures that blur the lines a little are nice to have.


EDITED TO ADD:  Other vampires from today
http://coffintreehill.tumblr.com/
http://r-moran.blogspot.com/2013/04/v-is-for-vampire.html
http://noreecosper.blogspot.com/2013/04/a-z-blog-hop-vampires.html

Wednesday, April 24, 2013

U is for Umu, Uttuku

Here are some I worked up for Ghosts of Albion.

Umu Demons (Ghosts of Albion)
Motivation: Guard dogs
Critter Type: Demon (Guardian)
Attributes: Strength 4, Dexterity 5, Constitution 4, Intelligence 3,Perception 7, Willpower 4
Ability Scores: Muscle 14, Combat 15, Brains 16
Life Points: 48
Drama Points: 3
Qualities: Hard to Kill 2, Armor Value 2, Acute Senses
Drawbacks: Attractiveness -4, Honorable (Rigid)
Skills: Armed Mayhem 4, Fisticuffs 3

Combat Maneuvers
Name Score Damage Notes
Big Sword 9 25 Slash/stab, can use one-handed
Bite (2) 8 17 Must Grapple first
Punch 8 8 Bash
Kick 6 10 Bash
Dodge 9 - Defense action
Grapple 8 - Resisted by Dodge

Umu Demons (OSR/Basic/S&W/D&D)

Hit Dice: 8
Armor Class: 3 [16]
Attacks: 2 claws (1d6), 3 bites (1d6) (only three heads may attack at a time)
Special: Magic resistance (45%), regenerate (1 hp/round), never sleeps, never surprised
Move: 24'
Save: 10
Alignment: Chaotic Evil (Chaos)
Challenge/XP: 8/900


Lower level demons employed by the Utukku, Umu demons act as guard dogs-a job they are perfectly suited for. Each Umu demon stands 6' to 7' in height. Their skin is covered with a fine dark fur, often black or dark brown. They are very muscular and often dress in ancient Babylonian or Sumerian garb; open toe sandals, papyrus kilts and bare chested. What sets these demons apart are their four heads. The heads most often resemble that of a Doberman, but some have been reported with jackal heads as well. All faces feature prominent snouts with dozens of needle like teeth. Each head faces a different direction, thus the Umu is never surprised. Their senses are as acute of that of a dog's (sharper sight, hearing and smell) only four times over. They are loyal to their demon employers and thus very much in demand by those that have things they want guarded. Each head is independent of the other. So heads can eat, carry on conversations and even sleep separately of the others.

Umu typically kill and eat anyone that comes too close to the thing they are guarding, making no distinction between friend and foe. Only their employer, the demon or witch that bound them are immune to their attacks.

There is also a rumor that there are three-headed varieties that serve the Goddess Hecate.

Utukku, Utukki
These fiends appear to be large satyr like humanoids.  They stand 7’ tall on the hind quarters of a goat, but upper body of man.  Their faces, while human-like have characteristics of both lion and goat.  Their horns are large and goat-like, and their heads are covered in thick wholly fur that resembles a mane.  Their teeth and claws are very sharp.
In areas where these creature roam free frighten villagers often sacrifice their virgin daughters to appease them.  Sometimes the poor unfortunates return to their villages traumatized and  bearing an awful child in their wombs.  These demons are quite powerful and fairly high in the demonic hierarchy. They only begrudgingly take orders from Marilith and Balor.  All others they see as beneath themselves.    Utukku are related to the Umu demons and have completely subjugated them.  The Utukku allow the Umu to be summoned by other demons and human magic users for a task.  An Utukku can summon up to 1-3 Umu demons per day.

Utukku

Hit Dice: 11
Armor Class: 1 [19]
Attacks: 2 claws (1d8), 1 bite (1d8)
Special: Magic resistance (45%), regenerate (2 hp/round), shape change (human), +2 or better weapons to hit.
Move: 24'
Save: 12
Alignment: Chaotic Evil (Chaos)
Challenge/XP: 11/1500

The Umu and the Utukku are both in the service of Tiamat and other Eodemons.


http://en.wikipedia.org/wiki/Utukku

Tuesday, April 23, 2013

T is for Tharizdun and Tiamat

Yesterday I talked about the Devil as embodied in Satan.  As I mentioned I don't like the idea of using such impossible evils to kill (if it has stats it can be killed).  But near-impossible ones are fine.

I have talked about Tiamat a lot here.  Not just the D&D concept of her, but the ancient myths and what she means in my world.  She is the current "Big bad" in my kids 3rd edition game.  They began as just a small group looking into researching dragons.  In the process they discovered the rise of the old Cult of the Dragon (I am using what appeared in Dragon Magazine before it was went over to the Forgotten Realms) into a new threat.  The feel the only way to stop this evil from taking over the world is go to the source.
The twist I am planning is the artifacts I am having my kids gather up to summon Tiamat are also just what she needs to come into this world to rule it.  I am using ideas from the old Doctor Who serial "The Key of Time" and the Come Endless Darkness book by Gary Gygax (more on that book later).  They have gathered up all the relics they need; and these are true relics, they are the remains of dragons that are now "saints" in Tiamat's evil pantheon.   They are going to summon her using these relics and a few other items. Then there is going to be a big no-holds-barred fight on the Dragon Isles.
There are some parallels here with my last campaign/game "The Dragon and the Phoenix", but this one should be a lot bloodier.
Here are some of my relevant posts on Tiamat


TharizdĂ»n is closer to the classical idea of "The Devil" than Tiamat is.  Though I do recall at one point thinking that Orcus was the son of Tiamat and Tharizdun.  Not keeping that, but I might revisit it one day.
Unlike many of the other creatures, I have posted here Tharizdun was created whole cloth by Gary Gygax and expanded on in later books.  He is the main bad guy in the Gord the Rogue books including Come Endless Darkness (he is on the cover in fact).  In my games, he is god chained at the bottom of Hell and Asmodeus is his jailer still.  Though the millennia of Tharizdun whispering in his ear it is hard to say how much of the original Asmodeus is actually left.
He is hinted at in the T1-4 modules and then bits and pieces in S4 and WG4.  I think it would be very interesting to do the entire GDQ series under AD&D but instead of Lolth being the big bad, make her an unwitting pawn of Tharizidun.  Get the Shard of Pure Evil (from 4th Edition) so he can escape his prison and destroy the world.
Sure it is an awful lot like my Tiamat arc above.  But it works, and the stakes would be much higher.

Can't wait for my kids to fight these two!

Monday, April 22, 2013

S is for Satan

I have talked a lot about demons this month and about Hell prior to this.  The one thing I have not talked much about is the Big D himself, The Devil aka Satan.


Here are two things you likely didn't know about Satan in RPGS and D&D in particular.
First, he usually doesn't appear in them.  In fact, there are no official stats for Satan/Lucifer in D&D in any edition.  Plenty of stats in third party products, but none for the guy himself.
Secondly, I never use Satan in my games.  Not because I don't want too or have any fear of it, simply put there is no way he could ever live up to the expectation of the players.
One lucky roll and all my carefully laid plans become, oh hey we just killed the Source of All Evil.  How many XP do we get?  There is just no way that stats on paper can match up with the expectations of the players.  With a character like Dracula, it is easier.  He can be just as evil, just as much of a threat to the characters, but we know something else about Dracula. It's the same as Smaug, or Voldermort, or Vader or Sauron.  These evils can and were defeated.  Satan is, or at least should be, an unstoppable dreadnaught of evil. He is not the Monster of the Week, he is not even the Big Bad.  He is the Biggest Bad EVER.

Despite the lurid tales from the 80's (check out Asshat Paladin's review of "Playing with Fire") or Pat Robertson's claims, D&D players are not Satanists.  Sure, maybe some are. But no more or no less than say the general population (which is much smaller than people generally think).

Lucifer as Satan has appeared in the pages of Dragon Magazine and in the various Tome of Horrors books.

Satan made his appearance in Dragon #28 from 1979 in the infamous Politics of Hell article.  Here are the stats he had then:

Satan
FREQUENCY Very rare
NO. APPEARING 1
ARMOR CLASS -8
MOVE Whatever desired
HIT DICE 333 hit points
% IN LAIR 5%
TREASURE TYPE H(*2), l(*2), U(*2)
NO. ATTACKS 1
DAMAGE/ATTACK 10-100
SPECIAL ATTACKS +3 or better weapon and purity of heart required to hit
MAGIC RESISTANCE 95%
INTELLIGENCE Godlike
ALIGNMENT Lawful evil
SIZE Variable
PSIONIC ABILITY Special
Attack/Defense Modes Special

and his more recent S&W stats:
(Satan from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene.)

Satan

Hit Dice: 25 (150 hp)
Armor Class: -6 [25]
Attack: Rod of Infernus (3d6), bite (2d4 plus poison) or 2 claws (2d8), bite (2d4 plus poison), tail sting 1d8 plus poison)
Saving Throw: 3
Special: Gaze weapons, spells, summon devils, +3 or better weapon to hit, immunity to fire and poison, regeneration (4 hp/round), magic resistance (90%), see in darkness, telepathy 100 ft.
Move: 21/30 (flying)
Alignment: Chaos
Challenge Level/XP: 40/10400

The Pathfinder stats are even more powerful.
EVEN then there is some character out there that could take this guy.  Maybe not many, but they are out there.


Lucifer and Satan have appeared as separate entities in the old Death's Edge Games Inferno games.
Which got me thinking, what if "Satan" isn't a person, but a title.  Not "Satan" but "the Satan", similar to what I did for Demongorgon.  The idea is not really an original one, Piers Anthony covered it in his Incarnations of Immortality series and it was covered well in the Charmed series with their Source of All Evil concept.
So the idea here is take a demon, already powerful, and juice him up on all the power of evil, or Evil, and he becomes the ruler of all demons.  Take a page from Lexx and His Divine Shadow and make it so that the new host of this evil power, the new Satan, has all the memories of all the previous Satans AND the knowledge of the new host.  That is a very dangerous foe.

So lets combine this idea with Dante's Inferno and some from the the D&D game itself.  In D&D there is a god of Evil, Tharizdun (who I'll talk about more tomorrow) that is roughly the same as Lucifer/Satan.
Tharizdun is trapped in a prison where his jailer was Asmodeus.  Asmodeus is now the leader of Hell and Tharisdun is forgotten.  There are a lot of clues to his whereabouts and even Gygax himself featured him in his Gord the Rogue books.  So my solution is to split "Satan" up into a couple of beings.  Part of him is the imprisoned Beast and another part in actually part of AAsmodeus


Another part...well I have not figured that one out yet.

The real question that in a world FULL of demons, devils and all sorts of monsters what purpose does Satan serve? What does he do?

The recent Kelley Armstrong book "Thirteen" finally features Lucifer.  He is very different than what is typically expected.  Two of my favorite versions was Peter Cook's in Bedazzled and Viggo Mortensen in The Prophecy for different reasons.  Maybe I should do that for my next October Movie marathon, only watch movies that feature the Devil/Satan as a character.

I also have something to say about RPGs and their role in the Satanic Panic of the 80s.  But that needs to be for another day.