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

Thursday, August 20, 2020

Wynnona Earp for NIGHT SHIFT

Wynonna Earp is back for Season 4! Largely due to the efforts of the fans, "Earpers",  and so far it has been great.  

So I think giving them the NIGHT SHIFT treatment is in order.

Spoilers up to Season 3.  Images of the characters by HeroForge.

Wynonna Earp
AKA "Nona"
5th Level Chosen One, Human
"I am the girl. With the big-ass gun."

Strength: 15 (+1)
Dexterity: 20 (+4)
Constitution: 18 (+3)
Intelligence: 12 (0)
Wisdom: 13 (+1)
Charisma: 15 (+1)

HP: 40 (4d8)
AC: 6
Fate Points: 10

Check Bonus (P/S/T): +3/+2/+1
Melee bonus: +2   Ranged bonus: +6
Saves: +2 to all saves

Special Abilities/Skills
Brutal Warrior, Killing Blow, Supernatural Attack, Difficult to Surprise, Improved Defense, Ranged Combat, Survivor Skills, Stunning Blow, Melee Combat, Regeneration of HP, 2 bonus Damage Dice, the Earp Heir. 

Equipment
Peacemaker (gun form), whiskey flask.

Wynonna Earp is the great-great-granddaughter of Wyatt Earp and heir to the Earp curse.  She is the one that must rid the Ghost River Triangle of all the revenants, or "demon-adjacent" dead that return to battle with the Earp heir.

Waverly Earp
AKA "Waves", "Baby Girl", "Angel"
3rd Level Survivor / 1st Level Sage, Half-Angel
"Heroes always win."

Strength: 12 (0)
Dexterity: 14 (+1)
Constitution: 17 (+2)
Intelligence: 17 (+2)
Wisdom: 15 (+1)
Charisma: 17 (+1)

HP: 20 (3d4 + 1d6)
AC: 8
Fate Points: 15

Check Bonus (P/S/T): +3/+2/+0
Melee bonus: +2    Ranged bonus: +3
Saves: +3 to Death saves

Special Abilities/Skills
Stealth skills, Danger Sense, Perceptive, Sneak Attack, Read Languages, Suggestion, Lore, Half-angel abilities

Equipment
Shotgun, Earp lore.

Waverly Earp is Wynonna's younger half-sister. She only recently discovered that she is not in fact and Earp, but instead the offspring of Michelle Earp, nee Gibson, and the Angel Julian.  She knows the most about the Earp family and curse.  She is currently engaged to former Sheriff Nicole Haught.

Nicole Haught
AKA "Red", "Sheriff Hot", "Hot Sheriff" 
4th level Veteran, Human
"Did I just hit my head and wake up in patriarchal bullshit land?"

Strength: 16 (+2)
Dexterity: 17 (+2)
Constitution: 16 (+2)
Intelligence: 16 (+2)
Wisdom: 17 (+2)
Charisma: 18 (+3)

HP: 37 (4d8)
AC: 6
Fate Points: 10

Check Bonus (P/S/T): +3/+2/+0
Melee bonus: +2  Ranged Bonus: +2
Saves: +2 to all saves

Special Abilities/Skills
Combat Expertise, Increased damage, Supernatural attack, Tracking

Equipment
Shotguns, handguns

Sheriff (formerly) Nicole Haught is the only survivor of an attack of demons lead by Bulshar, the demon responsible for all the demonic activity in the Ghost River Triangle and the town of Purgatory. She is smart and resourceful. She is in love with Waverly Earp and just said yes to Waverly's proposal.

John Henry "Doc" Holiday
AKA "Doc", "Holiday"
5th level Veteran, Vampire
"Careful, Earp. Doing what’s right, even in the face of ridiculous odds … you are beginning to sound like a hero."

Strength: 20 (+4)
Dexterity: 20 (+4)
Constitution: 18 (+3)
Intelligence: 13 (+1)
Wisdom: 15 (+1)
Charisma: 16 (+2)

HP: 42 (5d8)
AC: 6
Fate Points: 10

Check Bonus (P/S/T): +3/+2/+1
Melee bonus: +2   Ranged bonus: +6
Saves: +2 to all saves

Special Abilities/Skills
Combat Expertise, Increased damage, Supernatural attack, Tracking, Vampire abilities

Equipment
Handguns

John Henry "Doc" Holiday was cursed after his friend Wyatt Earp died and had been trapped in a well for 130 years. He was released by Wynonna and they went from being colleagues to friends to lovers. Though with his aging catching up to him Doc went to his ex-wife Kate and became a vampire.

This could be a lot of fun really!

How about a sneak peek at Season 4?

Let's hear that theme song again.


Thursday, July 9, 2020

One Man's God: Basic Demons (BECMI Demons, Part 2)

Last week I cover the topic of Demons in BECMI D&D and Basic Era D&D in general.  I want to expand on that a bit today. Again, this is a bit of a different tone for One Man's God, but it does get at the heart of what OMG is about.

One of Basic D&D's features vs. Advanced D&D is its alignment system of Law vs. Chaos with Neutrality in the middle.  Now a lot of ink and pixels have been spilled over the pros, cons, and everything else about alignment. I am not going to go into that here.  Although I am currently rereading Søren Kierkegaard for the first time since college and he is "still stuck on Abraham," so I wonder if I am going to do a proper talk on demons I might need to go back to the basics and address alignment someday.


So my discussions on demons in BECMI were covered in my Immortals Set Review and One Man's God: The Immortals and Demons of BECMI

Writing so much about witches you can't help but have to read about and write about demons.  The two subjects have been conflated for so long that "witchcraft" and "demonology" are either synonymous in some circles or so tied up together that separating them is difficult. 




Demonic Families and "The Usual Suspects"

Succubus
One of the Usual Suspects. ePic CG
For the "Basic-Era" demons were introduced in the classic D&D (OD&D) Supplement III: Eldritch Wizardry.  Here we get what I call "The Ususal Suspects" of demons; Type I to Type VI, Succubi, Orcus and Demogorgon.  The same group appears in the AD&D Monster Manual (with some additions and some names) and then again in the D&D Immortals Set under new names again.  The AD&D game introduces Devils as a separate type of fiend.  Though it should be noted that D&D 4 looked over all the fiends and moved some around.  Notably, the Succubus became a type of devil, due to some machinations of Asmodeus in the "Brimstone Angels" novels.  They became an "independent" type of fiend in D&D 5.

Despite all of that, there is a good reason to include Demons (a chaotic evil fiend) into the milieu of D&D and its cosmic struggle of Law vs. Chaos.   Devils?  Let's save them for AD&D.  Besides, the division is artificial at best.

This division became more pronounced in the AD&D 2nd ed era when TSR caved to the Religious Right and pulled demons and devils.  

Tanar-what? Baate-Who?

One of the Unusual suspects, ePic CG
Demons and Devils would return in Planescape with the bowdlerized names of Tanar'ri and Baatezu respectively.  I remember at the time I was very disappointed in TSR for caving to the pressure of what I felt was a fringe group of religious nutjobs.

While I disapprove of why TSR caved, I approve of what became of it. "Demon" became a generic term to describe any evil outsider.  The "Tanar'ri" were now a specific group of Evil Outsiders that also happened to be chaotic and inhabited the Abyss.  They certain features, such as resistance to various magic and other attacks and certain vulnerabilities too. They were a family of creatures related by certain phenotypical descriptors. Now we have different demonic "families" of fiends. Add Yugoloths/Daemons and Demodands to the official rosters.  We don't have to be limited by "demon" or "devil" alone.  
Sometimes the constraints force us to be more creative.

Later in D&D 3rd Editon era we would get the official Obyrith and Loumara families of chaotic evil demons.  In Green Ronin's Armies of the Abyss and then later Paizo's Pathfinder then added Qlippoth, the OGC version of the Obyriths. Mongoose Publishing gave us the Tzaretch family.  Back at the end of 2nd Edition, I made the Lilim family.  In my Eldritch Witchery (use the link to get it at 50% off!) I introduced the Calabim and Shedim families and the Baalseraph, which is sort of like a family.  In my various Warlock books, I also added Eodemons, or dawn demons. My take on the first of the demonic families.

The scholars can then argue who belongs where.

Spend any time reading demonology text you will soon figure out that these "learned scholars" were just pulling things out of thin air. Sure sometimes you see the same names or even some descriptions that are similar, but otherwise, there is no more validity to the Ars Goetia of the Lesser Key of Solomon than there is to the Monster Manual II when it comes to naming and categorizing demons.  For me, the "key" to unlocking this was the demon Astaroth.

Astaroth and Astártē
What really got me going was what Christian demonologists did with the Goddess Astarte.  Astarte, also known by many other names including Astoreth, was Goddess of love and lust (sex), fertility, and war.  She was obviously connected to Ishtar, Innana,  Isis, and maybe even Aphrodite. She appears throughout the Middle East and even makes an appearance in the Hebrew texts and even in later Christian writings.  But her transformation from fertility goddess to nature goddess to a demon is odd, but not uncommon.  Early Christian writers saw any other god or religion as demonic or even devil worship.  Early Jewish scholars usually never had an issue with other gods. So it is conjectured that when Christian writers and scholars saw Astarte/Astoreth and her crescent moon horns she became a demon.  And a male demon, Astaroth, at that.  It is the primary example for me of how "one man's god is another man's demon." 

Often who was on what list of demonic entities depended on who was writing it and when. One can claim to "go back to the research" but when you are researching what is essentially a completely made-up topic it is not difficult to find something to support your claim.   

For me, that leaves only one satisfactory conclusion.  
Classify these creatures as I like. 

Demons In Basic-Era Games

Do demons belong in (my) Basic-era games?

I figure I have witches, vampires, all sorts of fey creatures, and other monsters.  So yeah there is no good reason to keep them out. 

So there are "demons" in the sense as the world defines them. And there are "demons" as I plan to use them here or, more to the point, have been using them here.  
Translation: Some devils are now demons in my game. 

I have been doing this with the lesser devil types like the barbazu, cornugon and gelugon.  They are all part of the Shedim or demons of rage.   Erinyes remain fallen angels, so technically I suppose that makes them Baalseraphs.

One thing that came up in my review of the Immortals set was how powerful the BECMI demons are vs. their AD&D counterparts.  My idea is to scale them back down.  I like to think of all creatures as being Normal Human focused since that is the world they are in. Player Characters are the rare exceptions. So when a succubus drains life levels with her kiss then it needs to be scaled so that if she chooses a normal human the kiss can still be deadly, but not always so.  I mean someone needs to survive to tell their priest/cleric so it can be written down in a demonology somewhere.

Every version of the game has translated these creatures somewhat differently.  Though there are more commonalities between them than say Medieval demonologies from the so-called experts.  
Demons are legion and defy classification attempts, but that is exactly what I am trying to do.  Essentially make my own "Demonomicon of Iggwilv."


I think if I pursue this idea more I would have to come up with my own demonologies and groupings.  I like the ones I have been using so far, maybe a couple of others might be nice too.   Could be a fun exercise.

Maybe even come up with a witch to do the authoring of it.  I can't really use (nor do I want to use) "Demonomicon" or "Iggwilv." Plus someone new would be fun for a while.

What do you do? Do you have Demons in your Basic, not advanced, games?

Tuesday, July 7, 2020

Eldritch Witchery on Sale! Mara Review! Night Shift PDF!

Pretty busy and exciting times around here.  Let's get started.

Up first I have a Pomo Code for you to get my Eldritch Witchery at 50% off from Elf Lair Games to celebrate the PDF release of NIGHT SHIFT: VETERANS OF THE SUPERNATURAL WARS.
(until July 31, 2020).


You can use Eldritch Witchery with any of my other Witch books AND it can be used with NIGHT SHIFT as well.

In Eldritch Witchery I introduce the demonic families of the Lilim (a race I used back in the 2nd Ed AD&D days), the Calabim, the Shedim, and the powerful Baalseraph

Eldritch Witchery uses Elf Lair Games O.R.C.S. while NIGHT SHIFT uses the more advanced O.G.R.E.S. but translation between the two is easy.   In fact, the demons, devils, and fiends of my "Night Worlds", in particular, my Ordinary World, uses the same demonic classifications.  So grab a demon from here to use in NIGHT SHIFT!
PLUS you can use all the spells from EW in NIGHT SHIFT to really increase the number of spells you have for your magic characters.

If Demons and Witches are your thing then also check out this review of my Daughters of Darkness: the Mara Witch Tradition, from the Reviews from R'lyeh.


This book also goes into more detail about the Lilim Demons. 
Both books feature Lilith on the cover too. 

I might need to spend more time with the demons.

Wednesday, July 1, 2020

One Man's God: The Immortals and Demons of BECMI

Ok. So it is July. June is over and so should BECMI month.  The trouble is I find I still have a little more to say.  Plus it would be difficult to properly end BECMI month without a good look at the Immortals themselves.

So far we have run into six named Immortals; Koryis, Kersy (more on her later!), Vanya and Alphaks from Into the Maelstrom and Orcus and Demogorgon from the Immortals DM's Book. None are mentioned (too my knowledge) in the module The Immortal Storm. Of these five, three are demons.  Not just demons in the general sense, but demons in the AD&D (and now D&D) sense. 

One thing made clear in the Immortals game was that Immortals are not gods.  They are powerful beings, with near unlimited magical powers, who occupy the outer planes, and are worshipped by clerics...what was my point here? Oh not gods. Right, totally not gods. Nope.

Except they are.

Alphaks aside (he is a special case), Orcus and Demogorgon are immortals, and demons, and (let's be honest here) minor gods.  Essentially what OMG is all about. 

In the D&D Rules Cyclopedia Immortals are discussed, but specific Immortals are rarely mentioned.  Ka, Odin, and Atzanteotl are mentioned by name and have appeared in other BECMI products over the years.  The conversion notes for D&D to AD&D 2nd Ed in the Cyclopedia gives us this little tidbit:
The Immortals of the D&D system and the deities of the AD&D system should not be converted between the game systems.
They were real set on the whole Immortals ≠ Gods thing.

I wanted to review The Wrath of the Immortals.  But I don't have a copy and DriveThruRPG also doesn't have it.  I have managed to piece together some of the immortals from other products and from the Vaults of Pandius.  A couple of them stick out, Immortals and Faith and the Codex Immortalis by Marco Dalmonte

A few of the "demonic" Immortals mentioned in other products are, Bagni Gullymaw, a demonic troll and the immortal of canibalism and Stodos, a cold-blood Type II/Hezrou demon.  Bagni could be another name of the Other Side favorite Vaprak the destroyer.

What BECMI lacks, and really should have been a major contributor to, are new demons.

So instead of looking to the Gods and Immortals of this "mythos" like I normally do, I should look at the monsters and see which ones make for good demons.  

Demons of BECMI

I should start this part off with a note about another post on Demons in BECMI from Mystara Sage in Residence, Bruce Heard.  He posted about demons earlier this year and it is worth taking a look at.

 Moving away from the Immortal-level rules I look back at the various monsters.  To make my life easier I am just going to look at the D&D Rules Cyclopedia and D&D Creature Catalog.


The Plane of Nightmares was introduced to us in the X series of modules and would then later be expanded on in later Companion and Master books.  There are a few creatures from this plane that certainly qualify as demons.

Diabolus
The devilish Diabolus appeared in the Immortals Set.  They are described as looking like devils essentially but were in most ways human. They could take any human class and were their dimension's equivalent of humans.  The BECMI rules even state they can be played as humans. They were updated in Dragon Magazine #327 as a character race.  
Essentially these are Tieflings. You can play Chaotic or what 5e called demonic tieflings. I'd argue they can only choose "Chaotic" alignment, so Chaotic Good (their default in 2e), Chaotic Neutral or Chaotic Evil.  

Malfera
Few creatures fit the description and general attitude of a demon better than the Malfera.  Let's get into some details.  In the Rules Cyclopedia, we learn they are chaotic. can only be summoned to our plane by a powerful magic-user or Immortal. They are a planar monster. They have massive physical attacks and special attacks. Can open doors as per knock and has higher than normal saves.  Plus they are described as a literal nightmare creature.  If not a demon, then "demon-adjacent."

There are stats for them all over the web.  Here are some from the Vaults of Pandius for 2nd Ed AD&D3rd Ed D&D4th Ed D&D, and 5th Ed. D&D.  A 3.5 version for the Forgotten Realms based on the Dragon #343 version.  The Piazza also has a Malfera and there is another 5th edition version.

Here is the version from the Piazza linked above. They make it a large monstrosity, but they don't give it the extra-planar tag.
And there may be a Malfera / Maelephant connection.  I am going to say related creatures from the same plane. Given that maybe there is a larger creature, a Masdaemon.  sure, Why not. 
Actually, it is close to an idea I was playing with back when I was writing Ghosts of Albion. 

Hellephant
FREQUENCY:  Very Rare
NO.  APPEARING:  1-2 (4-9)
ARMOR CLASS: 0
MOVE:  18"/36", special stampede 24"/48"
HIT DICE:  12+36 (90 hp)
%  IN  LAIR:  95%
TREASURE  TYPE:  Nil, Special
NO.  OF  ATTACKS:  2 + 2 special
DAMAGE/ATTACK:  2-24 (2d12) trample, 2-12 (2d6) gore, 4-48 (4d12) swallow
SPECIAL  ATTACKS:  Breath Weapon, Swallow whole
SPECIAL  DEFENSES:  +2  or  better weapon to hit
MAGIC  RESISTANCE:  10%
INTELLIGENCE:  Animal (savage)
ALIGNMENT:  Chaotic  Evil
SIZE:  L  (20' tall)
PSIONIC ABILITY:  Nil, immune to Psionic attacks

Deep in the pits of the abyss roams the monstrous Hellephant.  Believed to be related to both the Malfera and the Maelephant, these creatures are roaming, ever-hungry nightmares. 
They appear to be Mastodons, only twice as large. Their fur appears to be black, but in truth soaked in blood. Their tusks come out from their bottom jaw and curve downward.  This allows them too run their prey down and scoop them up into their terrible maw.  The hellephant is a voracious carnivore and their preferred prey is anything warmblood that will run from them. Their attacks are a trample or a gore. On a successful gore hit the victim must make a saving throw vs. Paralyze or be scooped into the hellwphant's maw.  Once there they are bitten by the monster's rough teeth, still in the shape of the teeth of a plant-eater, and then they are swallowed whole.  The digestive acid causes 4d12 points of damage per round. Resistance to acid attacks can reduce this to half.  The hellephant's digestive system though is not adapted to eating meat so living creatures are exited out in the way of all digested food in 1d4 rounds. The expelled victim, if still alive need to make another save vs. paralysis in order to get up and move out of the way.  The Hellephant, still ravenous, returns to scoop up any victims that are too slow to move and the eating and digestion process begins again.
If a group of 6 or more Hellephants are present they may stampede.  They will run in one direction for several minutes causing maximum trample damage. They will not return to eat any victims left behind.
Hellephants have no treasure, but their ivory is prized through-out the multiverse and is, pound for pound, 10x the price terrestrial elephant ivory. 

Tabi
These small, winged-ape like creatures are chaotic.  They are somewhere between an imp and a flying monkey. 

There are a lot of Chaotic Evil monsters in Post-BECMI Mystara that have appeared that would make good demons.   I think these are the most likely candidates. 
I also think, given the mythos of the world and the roots of it, that demons are fine, but devils (as defined by AD&D 1st Edition) are not.   But hey, that is only for my games.

Monday, June 29, 2020

Monstrous Monday: Demon Lord, Ahrimanes (BECMI)

We are coming to our very last week of BECMI month and it has been an education for me.  The biggest surprise was the inclusion of demons in the BECMI Immortal rules. It makes sense of course, demons are the ultimate in evil, chaos, and entropy in nearly every myth.

Let's start off Immortals week with a new version of the Demon from my home games.  Presented here in BECMI Immortal format.

Lord Ahrimanes (Immortal)
Sphere: Entropy
Status: Eternal
Power Points: 7,500
Anti-Magic: 90%
Armor Class: -5
Hit Dice: 35**
Hitpoints: 555
Move: 120' (40')
  Flying: 180' (60')
Attacks: 2 claws
Damage: 2d8+5, 2d8+5
No. Appearing: 1 (Unique)
Save As: Eternal 3
Morale: Special
Call Other: See below
Treasure Type: B, H, I
Alignment: Chaotic
XP Value: 6,405,000 (640 pp)

Lord Ahrimanes was once a servant of Law and Good (Thought) until he chose Chaos and Evil (Entropy). Believed to be one of the most powerful of the forces of evil, his own disgust for nearly all others leaves him alone and without allies. Even demons that would normally despise one another would join forces to defeat or thwart the plans of Ahrimanes.  There is a particular hatred between Lord Ahrimanes and Duke ʾIblīs.

He is a great admirer of science and knows all the natural sciences. When he writes his writing always appears upside-down. Some scholars point to the Demon Abraxas and note that he is master of all the magical arts and his writing always appears backward as a sign of the relationship between the two.
His realm is known as Ahriman-abad and it is said to lie “between the stars.” 

He can appear as a handsome man with a high domed forehead, inquisitive eyes, and thoughtful demeanor.  He will appear garbed as a scholar or philosopher of an earlier age but yet his physique is athletic.  When he is enraged, which happens easily and at the barest slight, his demonic form is revealed.  He stands 10’ tall with dark red skin covered in patches of thick, coarse black hair and scales.  His face becomes twisted in rage and seven horns grow from his head which now has numerous heads, eyes, and mouths.  His hands, which had previously looked like the hand of a scribe, now twist into giant claws.

Lord Ahrimanes attacks with claws, usually too enraged to consider using a weapon.  Due to his nature all magic has a 90% of failing when around him.  Any magic that does get past his anti-magic shield is still subject to a saving throw.  He cannot use magic himself.  Additionally, Lord Ahrimanes has all the resistances and vulnerabilities of all demons.

Lord Ahrimanes is so despised that he cannot summon other demons except for his seven “sons” which appear as Howling Demons / Type III / Glabrezu of the largest size and maximum hp. 

--

Not too bad.  A bit powerful for an AD&D or OSR game, but certainly great for a BECMI game.

Monday, June 1, 2020

Monstrous Monday: Grimlock (BECMI Special)

For all of June, I am going to be focusing on the BECMI rules, the only* D&D I never really played.
(*I played a lot of Holmes, Moldvay, Cook and Marsh Basic through Expert and used some BECMI books.)

For my June Monster Mondays (and there are 5 of them!) I am going to focus on a monster that would have been appropriate for the boxed set I am reviewing that week.  Also, I want to pick monsters I would have been likely to have used then OR ones I actually created back then.  Thankfully for this I have been "given" my youngest son's old game computer (wait...didn't I buy this??) and it has the only DVD-ROM drives in the house now.  I have been digging through some wonderful treasures I had semi-forgot I had.

So for this week, I want to do a creature that would have felt at home in the D&D Basic Set.  My general rule today is if I could have encountered them in the Caves of Chaos, then they are good.

I was talking to my oldest son about this and he suggested Grimlocks.  Honestly, it is perfect.

A lot of my own D&D world-building was built on the classics, and what is more classic than The Time Machine, both the book and the great 1960 George Pal directed film.   The Grimlocks of D&D have a spiritual ancestor in the Morlocks of the H.G. Welles classic.  Both creatures are essentially a human species that has "devolved" into a barbaric state.  They even share some literature (and not literal) DNA with similar creatures from H.P. Lovecraft or Richard Sharpe Shaver's "deros".  They would have been right at home in the Cave of Chaos.  Especially since they fill an "uncomfortable" niche of what happens to humans who dedicate themselves to darkness and chaos.  The Morlocks would have been still fresh in my mind in my early D&D days from the almost forgettable (expect by meI guess) 1978 Time Machine TV Movie.

I also like them for the witch connection.  Grimlocks were popular monsters on Charmed where they are essentially low-level demons.

In my games, Grimlocks are much the same as they are in all sorts of D&D games.  Save they are demon-worshipping cultists and their distrust of all other races (and their cannibalism) keep them from forming strong bonds to really rule the underworld.

Grimlock
Armor Class:  7
Hit Dice: 2+2*
Move: 120' (40')
Attacks: 1
Damage: 2-7 (1d6+1)
No. Appearing: 2-20 (0)
Save As: Fighter 4
Morale: 8
Treasure Type: Nil
Alignment: Chaos
XP Value: 30

Grimlocks are a blind subterranean race that attacks anyone and anything they do not know.   They are descended from a group of human cultists that worshipped the foulest demons.  Whether they were driven underground or sought it out on their own they have since moved far away from their original humanity into something more akin to a monster.

Their skin coloration is a dull gray and their milky white eyes appear to dull and sightless. Indeed the Grimlock is blind, but their senses of smell and hearing are so acute that they can still "see" in the complete darkness.  They can sense vibrations so they are capable of spotting and attacking enemies, even invisible ones, up to 120' away.  They do not use missile attacks and prefer to fight with clubs or rocks.  Most are bald, but some have sparse dark hair on their heads, especially the females.
Grimlocks are stronger than average, 15 Strength, but they also have lower than average intelligence and wisdom (usually 9 or 8).

Grimlocks have lived in small isolated communities for centuries.  They will keep prisoners to replace fallen members, at least until such prisoners can produce new Grimlocks for them.  Prisoners, fallen Grimlocks, or any other enemy, once they are dead are eaten.  Grimlocks have no use for, or understanding of, treasure save for weapons.

Despite being blind and immune to any effect that requires sight (a medusa attack for example) they loathe the sun and will avoid going to the surface world save for nights of the new moon.

Special Grimlocks can advance as far as the 4th level as a Warlock to a demonic cult.

Grimlocks and Troglodytes hate each other and will attack the other to the exclusion of all other enemies.

Some scholars believe that the human cultists that spawned the grimlock race had intermingled with lower demons to produce the first grimlocks.  So far none of these scholars have ventured out of their lofty towers of learning, with plenty of sunlight, to put their theories to the test.

Monday, May 25, 2020

Monstrous Mondays: Blood Goblin (Hæmogoblin)

Here is a nasty little beastie from WAY back in my past.  I used these guys in AD&D 2nd Ed and then again for Ghosts of Albion where they were a big part of my Obsession adventure.

Blood Goblin (Hæmogoblin)

Undead faerie
Frequency: Very Rare
No. Enc.: 1-4 (1-6)
Alignment: Chaotic (Chaotic Evil)
Movement: 120' (40') [12"]
Armor Class: 6 [13]
Hit Dice: 4d8+4** (22 hp)
Attacks: 2 claws/1 bite (blood drain)
Damage: 1d4+1, 1d4+1, 1d6 + blood drain
Special: Acidic blood, 1d4 on touch, only harmed by silver, track by scent
Size: Small
Save: Monster 5
Morale: 7
Treasure Hoard Class:
XP: 225

Blood Goblins are nasty little beasties. Nominally part of the faerie, their essences have been corrupted by a vampiric or demonic power. The ritual to turn a faerie into a blood goblin is unknown to most mortals, but what is known is it is dark and evil and requires the vampire or demon to bind the potential blood goblin to feed it some of its own foul blood.

Once complete the faerie undergoes a horrible transformation. Their form becomes a twisted parody of what it once was. Wings (if they had them) wither and fall off. Teeth grow long and sharp. Their skin takes on the unhealthy look of a bruise or rotting flesh and thick acidic blood weeps from their pores. Arms grow long and their now taloned hands drag the ground. Their eyes turn completely milky white with no pupils visible.

They can speak, but it is difficult to understand them.

Blood goblins are bound to their master and will do his bidding. The trouble is most are far too dimwitted to be anything other than a nasty little killer. They enjoy hiding in alleys or darkened paths and ambush their targets. They have a keen sense of smell so often they need something that smells like the intended victim in order to attack them.  But they can and will attack anything warm-blooded.

Like all undead blood goblins are affected by holy water, taking 2-8 hp of damage per vial. blood goblins also take damage from sunlight. Blood goblins take 10 hit points of damage for every round they are exposed to bright, full sunlight. A “Continual Light” spell will also cause 1d4 hp of damage. Also they are unaffected by any mind spells (“Charm”, “Hold”, “ESP”) or “Sleep”.
Blood goblins have infravision to 90’.

Blood Goblins turn as Ghasts.

Here are my original AD&D 2nd Ed stats for them.


Hæmogoblin

CLIMATE/TERRAIN: Any
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET : Living beings
INTELLIGENCE: Low (5)
TREASURE: Nil
ALIGNMENT: Chaotic Evil
NO. APPEARING: 1 (1-4)
ARMOR CLASS: 6
MOVEMENT: 12”
HIT DICE: 4+4
THAC0: 16
NO. OF ATTACKS: 3 (claw/claw/bite)
DAMAGE/ATTACK: 1-8/1-8/1-10
SPECIAL ATTACKS: Blood Drain
SPECIAL DEFENSES: Can only be hit by silver or magic.
MAGIC RESISTANCE: Nil
SIZE: S (3’ to 4’)
MORALE: Steady (11 - 12)
XP VALUE: 800
PSIONICS: Nil

The highest level of undead a human may obtain is arguably the Vampire. It’s ability to blend in with human or demi-human society is as much as an asset to it as it’s great strength and magic. However, many sub-human races are not suitable for vampiric conversion. Some sages claim it could be their force of will or life is relatively low. Others claim it is the gods that control the sprits (and not souls) of these humanoids that do not allow them to become vampires. It could be that vampires find these sub-humans distasteful. However some sub-humans have become undead. Undead gnolls (q.v. Shoovusa) and trolls (q.v. Spectral and Spirit Trolls) have been recorded. The Hæmogoblin is also such a creature.
Hæmogoblin’s, are created by vampires in need of a specialized servant. Creating a hæmogoblin is similar to creating any other type of vampire; blood is exchanged between the vampire and the victim. However to create the hæmogoblin the vampire needs to do something slightly different. The vampire uses any humanoid creature, (orcs, kobolds, goblins, hobgoblins, norkers, etc…) usually goblins are chosen, due to their size and manageability.
It should be noted that creatures as large as an ogre might be used, but none have ever been reported, also goblyns (from Feast of Goblyns) can not be used, they have already been converted using powerful magics.
The vampire master takes the humanoid victim and first drains it of most of its blood. The vampire then will regurgitate the purloined blood back into the humanoids mouth. The victim will swallow the blood and it’s transformation to undeath has begun. Usually by the next nightfall the victim will reawaken to full hæmogoblin status. The vampire lord can create a number of these creatures that is equal to its own hit dice, e.g. a 12 hit die vampire can create 3 (3*4 hit die=12) of these creatures. From this point the hæmogoblin will act as a servant somewhere between a homunculus/familiar and a vampiric slave.

Combat: Hæmogoblins attack with a claw/claw/bite routine. On any natural “20” rolled to hit with the bite attack the hæmogoblin will begin to drain the victim's blood at the rate of 1 CON point per round. The hæmogoblin can only be removed with a successful “Bend bars/Lift Gates” roll. The victim may not attack during the rounds an attempt to remove the hæmogoblin takes place. If the hæmogoblins are S size or smaller then up to two may be draining one victim at the same time. If the victim reaches 0 CON points then they die. Unless a “Bless” or “Remove Curse” spell is cast on the corpse it will rise the next night as a Ghast.

Hæmogoblins turn as Ghasts. Hæmogoblins cannot pass on their curse of undeath like the vampire to create other hæmogoblins, however, there is a 50% chance that any sub-human killed by a hæmogoblin will become a ghoul, with 5% of those becoming ghasts. These victims are free-willed, but they are at a disadvantage when encountering the vampire that created the hæmogoblin. They make their saves at –5 and are 25% more likely to fall under that vampire’s control.
Like all undead hæmogoblins are affected by holy water, taking 2-8 hp of damage per vial. Hæmogoblins also take damage from sunlight. Hæmogoblins take 10 hit points of damage for every round they are exposed to bright, full sunlight. A “Continual Light” spell will also cause 1d4 hp of damage. Also they are unaffected by any mind spells (“Charm”, “Hold”, “ESP”), or “Sleep”.
Hæmogoblins have infravision to 90’.

Habitat/Society: Hæmogoblin’s are created undead, none will occur “naturally”. They can be most often found in or near the lairs of vampires. Crypts are very commonplace for hæmogoblins. They have been known to associate with ghouls for increased protection and hunting. Hæmogoblin’s prefer to eat living humans and humanoids. Often however they are forced to eat the scraps left to them by their vampire masters. If hard-pressed hæmogoblins will eat corpses.
Most hæmogoblins encountered will be in the service of a vampire lord/lady. They are often used as spies for the vampire. In one recorded incident a vampire set up one his own Hæmogoblins as a scapegoat to cover his own tracks. While any angry mob was dealing with the hæmogoblin, the vampire left the area.
Unlike a true familiar, the vampire suffers no ill effects if his hæmogoblin is destroyed.

Ecology: Hæmogoblins are undead and produce nothing. While the corpses of hæmogoblins may be useful to necromancers or sages, they have nothing else of value.

Wednesday, May 13, 2020

OMG: Central American Mythos

One Man's God: Central American Mythos

I return to One Man's God today with one of my favorite groups of Mythos, and the one that is the most problematic in terms of dealing with real-world history and myths.


Central American Mythos is a catch-all section that includes gods and monsters from a variety of societies and times.

Olmec: 1500 BCE to about 400 BCE, Mexico
Maya: 2000 BCE to 1697 CE, southeastern Mexico (Yucatan), all of Guatemala and Belize, and the western portions of Honduras and El Salvador.
Mezcala: 700 BCE to 650 CE, Central Mexico.
Zapotec: 700 BCE to 1521 CE, Central/South Central Mexico.
Toltec:  900 CE to 1168 CE, Central Mexico. (and there is still debate on this)
Aztec: 1300 CE to 1521 CE, Central Mexico.

While these people and civilizations overlapped and had influences on each other, there are a number of distinct differences.


Another issue to deal with here is the nature of demons and the gods of these myths.  In a very real sense, these myths are the epitome of "One Man's God is Another Man's Demon."

Even according to scholars it is difficult to tell what is a demon and what is a god.  From the outsider's point of view, many of the Aztec and Mayan gods can be considered "Demonic" and were certainly called that by the Catholic Priests that would come to these lands from Spain (predominantly).

A good example are the Aztec Tzitzimitl, or demons (or gods) from the stars.  They were thought to have been the demons that attack the sun during a solar eclipse and also been the gods that protected to place where humans were created.

Tzitzimitl
Undead Demon
FREQUENCY:  Very Rare
NO.  APPEARING:  1-6
ARMOR CLASS: 3
MOVE:  12" Fly 24"
HIT DICE:  9+9 (50 hp)
%  IN  LAIR:  10%
TREASURE  TYPE:  Nil
NO.  OF  ATTACKS:  3 or 1
DAMAGE/ATTACK:  1-6 (claw)/1-6 (claw)/2-12 (bite) or bone club (1-10) + Special
SPECIAL  ATTACKS: Cause Darkness
SPECIAL  DEFENSES:  +1  or  better weapon to hit; double damage from sunlight
MAGIC  RESISTANCE:  25%
INTELLIGENCE:  Average
ALIGNMENT:  Chaotic  Evil
SIZE:  L  (9')
PSIONIC ABILITY:  Nil

Tzitzimitl are the demonic spirits of women who have died in child-birth or stillborn babies.  They appear as giant skeletal women wearing skirts decorated with the skulls and bones of their enemies. Around their necks, they wear the still-beating hearts of these enemies.  They are charged with protecting the lands where humans were created and thus they are invoked by a Curandero when a woman is giving birth.  They protect the mother and the child but demand that the ones that die be turned over to them.
They have been known to attack the sun during eclipses and this the time when they manifest in the Prime Plane. 
They attack with a claw-claw-bite routine or with a legbone from a defeated enemy.  On any successful hit with this leg bone, the victim must save vs. Paralysis or be blinded.
These creatures are semi-undead and can be turned by a cleric as Special.

One god in the book that works very well as a demon is Camazotz, the God of Bats.
His name means "Death Bat" and as I have pointed out before he could be a God, a demon or even a very, very powerful vampire.  In the Popol Vuh his description is very much demon-like.

Demon Lord, Camazotz
The Death Bat, Bat God, Sudden Bloodletter, Slaughter Lord 
FREQUENCY:  Unique
NO.  APPEARING:  1
ARMOR CLASS: -2
MOVE:  12" Fly 24" (infinite at night)
HIT DICE:  24+24 (132 hp)
%  IN  LAIR:  10%
TREASURE  TYPE:  Qx10
NO.  OF  ATTACKS:  3
DAMAGE/ATTACK:  1-8 (claw)/1-8 (claw)/1-12 (bite) + Special, Blood Drain 3 Points of Con
SPECIAL  ATTACKS: Cause Darkness, See in Darkness
SPECIAL  DEFENSES:  +2  or  better weapon to hit; see below
MAGIC  RESISTANCE:  50%
INTELLIGENCE:  Genius
ALIGNMENT:  Chaotic  Evil
SIZE:  L  (15')
PSIONIC ABILITY:  Nil

Camazotz is the demon god of bats and vampires. But he is not truly a god or a demon or a vampire but something that is thousands of years old and akin to all three.  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.

He can see perfectly well in even the most complete of darkness, magical or mundane. He can also cause darkness as per the spell to 100’.  In darkness his AC is reduced to -4 and +4 or better weapons are needed to strike him.

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.

Camazozt appears as a giant bat whose mouth is filled with bloody fangs.  He can also appear as an old man or a young warrior with bat wings.

He also makes a great demon lord to the Nabassu demons from Monster Manual II.

Tlazōlteōtl
This goddess is listed as the Goddess of Vice in the book.  She is also a "sin-eater" or someone that takes on the sins of others.   Among other things she is also the Goddess of Healing, Midwifery, Childbirth and the Goddess of Sweeping and Brooms.

Sounds like a perfect witch goddess to me!

What is Missing?

As to be expected with several lands, cultures, and 3,000 years of history, a few things are missing from the pages of the Deities and Demigods.

For example Dwarves. Dwarves in earlier Olmec culture and then in later Aztec culture are considered to be "touched by the gods" or the offspring of "witches."

Werejaguars are also an important creature with many warriors having the ability to become jaguars in battle.

Werejaguars
FREQUENCY:  Rare
NO.  APPEARING:  1-4
ARMOR CLASS: 3
MOVE:  12"
HIT DICE:  6+12 (39 hp)
%  IN  LAIR:  50%
TREASURE  TYPE:  Nil
NO.  OF  ATTACKS:  3
DAMAGE/ATTACK:  1-4 (claw)/1-4 (claw)/1-6 (bite) + Special
SPECIAL  ATTACKS: Lycanthropic curse, see below
SPECIAL  DEFENSES:  Obsidian or +1  or  better weapon to hit
MAGIC  RESISTANCE:  0%
INTELLIGENCE:  Average
ALIGNMENT:  Neutral Evil
SIZE:  M  (6')
PSIONIC ABILITY:  Nil

Werejaguars are often found in tropical cities and ancient jungle ruins, but will appear in more temperate climates as well. These lycanthropes can assume the form of a jaguar, a human, or a bipedal, jaguar-like hybrid of the two forms.
Lycanthropy: If a victim is reduced to half total HP will become a werejaguar on next new moon.
Werejaguars can only be hit by obsidian weapons or by magic.

But the biggest miss, in my opinion, is the God Seven Macaw.

Vucub Caquix, or Seven Macaw, as a trickster demi-god and thus has the best chances of interacting with the characters.  Like many tricksters, he is chaotic, and also in this case evil.  He is associated with the Hero Twins Hunahpu and Xbalanque.  He tricks them into thinking he is the God of the Sun, Moon, and Corn.  They respond by killing him and becoming the gods of the Sun and Moon themselves while their father also becomes the new Corn God.  But like all good tricksters, he comes back.

I don't fault the authors and editors of the D&DG for missing certain aspects of these myths or getting them "wrong."  While researching this I was reading that new translations going on in the 1980s and into the 1990s changed how we now view these stories.  And again, with 3,000 years of myths told and retold across seven or more civilizations there would be more to put in than the book could allow.

There is a lot more I could go about here, but one of my goals is to contain myself to the entries in the book and only add when needed.

Tuesday, January 7, 2020

OMG: Indian Mythos

One Man's God: Indian Mythos

It's 2020 and welcome back to my series One Man's God (OMG).  I look at the various gods, monsters and everything in between and see how well they could (or would or would not) fit into the AD&D 1st Monster Manual as demons.

Before I jump back in a few introductory notes.
I use the word "demon" a lot.  By this I don't usually mean the Christian meaning of the term, but rather the much more generic meaning as a usually evil spiritual creature.  This is important here since I am going to jump feet first into the Indian myths and they have a lot of demons, and many are called demons too.

I am also limiting myself to AD&D 1st edition here.  While I do draw from other editions and games, it is AD&D 1st ed I am most interested in.   How do these creatures and monsters fit the AD&D (not Earth's) cosmology?



So in preparation for this, I grabbed my copy of the Ramayana to help me out.  Though the focus here is not on the myths and stories themselves but rather on how the Deities & Demigods presents them.

It would be difficult, if not impossible, to collect all the myths and stories of India collate them, sort them and then put them into a gamebook and have them make sense.  Indian myths, like and maybe more so than other mythologies in the D&DG, are far too dense and scattered over time to fit the needs of a book publisher with a handful of pages to spare.  So I am not going to fault the creative choices made by the authors and editors here.  The authors acknowledge this in their first sentence of text for these myths.   So the list of gods, goddesses and creatures here combine Hindu, Buddist, Shakta, Jainism, and other beliefs.  Much like India itself.

Indian mythology is ancient, with Hindu texts going back to at least 1500 BCE.  I remember reading the Rig Veda in college and the Ramayan a while back.  What struck me then and again now is how much color and vibrancy there is to these tales.  I could go on and on, but that is not focus here.

In the Indian Myths as presented in the D&DG there are many gods and goddesses that look monstrous but are not.  This will be a classic example of not judging someone by their looks.

Kali
Kali might be one of the more recognizable personas from the Indian mythos.  She gained notable status soon after the D&DG came out thanks to the Indiana Jones and Temple of Doom movie.  But Kali is much, much more complicated than that. Kali is needed and required in Hindu mythology she is the one who dances with Shiva to destroy and then rebuild, the world.  Here name means "Time" and thus is a complicated character. 
In the D&DG she is reduced to just a goddess that can instill fear in demons and devils. She should be more.

Rakshasa
The rakshasa from the MM (and every Monster Manual hereafter) is often described as a demon.  Throughout D&D's history they have been consistently Lawful Evil. They are featured in many of the ancient tales, and in the Ramayana in particular.  Originally I wanted to re-classify them as Chaotic Evil, but after rereading the Ramayana I think I'll stick with Lawful Evil, with some odd individuals as Lawful Neutral or even Lawful Good.  Even in some tales Shurpanakha, the demonic sister of Ravana, the rakshasa king of Lanka, becomes so good that her beauty comes back to her.

Vitra and Susna
Both of these creatures are described as "dragons", "serpents" or "snakes" and often as a demon of drought.  They are typically blocking rivers or damming up waters and Indra has to fight them.

In this case, he could be related to any number of world-threatening serpents such as Apep or even Azi-Dahaka.  I honestly could use the same stats for it as I did for Apep.  Or in his "human" form that of a Balor.



A bestiary of all the monsters and demons from India would fill their own book.  It would be a fun book too!

Though if I were to do such a thing I'd rather do it for Ghosts of Albion and set it in the early Victorian Age.

Monday, December 30, 2019

Monstrous Monday: Painted Minis Edition

I am still on Christmas vacation and I barely remembered today was Monday.
So here are some minis my wife has painted over break.

First up, a blue dragon.







And, my favorite, a Demogorgon!







Here's to new monsters in 2020!

Monday, October 21, 2019

Monstrous Mondays: Pumpkin Headed Demon

Working on getting The Pumpkin Spice Witch Tradition book out to you all very soon and also working on NIGHT SHIFT.   So here is a creature that works well for both.  A demonic spirit summoned into a body of golem or lifeless corpse.  The Pumpkin headed demon.

Pumpkin Headed Demon

A Pumpkin Headed Demon, or Pumpkin Head for short, is a demon that is either summoned by dark forces or finds it way to inhabit a Pumpkin Golem, Scarecrow, or other such construct.  The material the golem was made from  is replaced by a crude flesh but the general shape remains the same.
The Pumpkin Head exists only to kill.  It is not mindless, even if it’s killing spree seems to be.  It is surrounded by an aura of fear that acts as the Cause Fear spell to a 60’ radius.  It attacks with its claws which appear to be made of steel.  Once per day is can breathe fire for 6d6 damage (save vs. Breath Weapon for half).



Pumpkin Headed Demon
(Labyrinth Lord, Pumpkin Spice Editon)
No. End.: 1 (1d4)
Alignment: Chaotic (evil)
Movement: 90’ (30')
Armor Class:  5
Hit Dice: 8d8+8* (44 hp)
Attacks: 2 (claws)
Damage:  1d4/1d4 + fire breath (6d6), fear
Special: Fear aura
Saves As: Fighter 8
Morale: 10
Treasure: None
XP: 2,200
A Pumpkin Head can be turned as “Special”.

Pumpkin Headed Demon
(Blueholme Journeymanne Rules)
AC: 5
HD: 8d8+8
Move: 30
Attacks: 2 claw (1d6-1 x2) + Fire Breath (1/day 6d6)
Alignment: Chaotic
Treasure: None
XP: 1,130

Pumpkin Headed Demon
(Old-School Essentials)
AC 5 [14], HD 8+8 (44hp), Att 2 claw (1d6-1 x2) + Fire Breath (6d6), THAC0 17 [+2], MV 90’ (30’), SV D8 W9 P10 B10 S12 (8), ML 10, AL Chaotic, XP 1,130, NA 1 (1-3), TT None
 Breath fire: 1/day, 6d6 damage, save for half.
 Demon-possessed Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Pumpkin Headed Demon
(Night Shift)
No. Appearing: 1
AC: 5
Move: 40ft.
Hit Dice: 8
Special: 2 attacks (2 claw) + Breath Weapon (Fire)



Edited to add: Now available, Night Shift: Veterans of the Supernatural Wars.
You can get the PDF from DriveThruRPG and both the standard and special edition hardcovers from Elf Lair Games.

Sunday, October 13, 2019

October Horror Movie Challenge: Satanic Saturday

Staying in all day. Let's have a Satanic Sunday!

Jaws of Satan (1981)
Druids, Witches, Cursed Priests, and Satan.  It sounds like a great mix. And a young Christiana Applegate and her real-life mother to boot!  Well... the movie is not great, but for 1981 it is not bad.

Satan comes to terrorize a small town in the form of a snake.  Not a giant snake, just a regular-sized snake. But I guess it does some strange things to the corpses and moves really fast, so that is something right?

Well, the Devil-as-a-Snake controls all the other snakes in the area so that is kinda fun.  This is more of a snake movie than a Satanic one.  Though I am not sure what is worse though, the snake or the casual misogyny and racism.  Well, this is the danger I knew I would run when I decided to go through every horror movie in the "Basic Era" (1977-1981).

The priest does have a nice "magical" battle with the Satan Snake, so that is cool.  Something I would have loved my cleric to have done back in the days of Basic D&D.

Monster Idea: Demonic Snakes.

Demonoid (1980)
A mine in Mexico uncovers a Satanic cult long buried. The soundtrack is pure 70s, but the movie stands up to be honest.  Again, if you don't mind the casual racism and sexism (are nurses supposed to show that much cleavage?). The movie is not great mind you, but the basic premise is solid.   The movie doesn't really pick up until about a third of the way in.  At no point, however, do the events depicted in the poster actually occur in the movie itself.

Though I expected a little more emotion from the protagonist.  She takes the death of her husband and then him getting up and walking from his grave in stride.

I could not help but think about how this would be a good set up for any sort of evil hand-like artifact focused adventure.  The hand gives up strange powers but at a cost.  Combine it with a bit of the Doctor Who serial "Hand of Fear" and the Hand of Vecna.

Monster/Plot Idea:  Demonic Hands.

Evilspeak (1981 or 1982)
An evil priest,  Father Estaban (an almost unrecognizable Richard Moll), is excommunicated by other priests in Middle Ages Spain.  Estaban shows how evil he is by cutting off the head of a perfectly nice Spanish girl.
We come to the modern age where we meet Stanley Coopersmith, an orphan in a military-like school played by B-Movie stalwart Clint Howard.  Coopersmith is picked on by everyone, the other kids, the teachers, even the priest.  While cleaning the chapel he finds Estaban's diary.  The diary, of course, is full of Satanic fun.  Coopersmith in true early 80s fashion types it all into a computer and it translates it automatically.  He begins to put more information into his schools' Apple 2e and soon he has the power.  Not sure if this is first mix of Satanic rites and computer technology but I am hard-pressed to name something that would have scared the Religious Right of the 1980s more.  I do love the Atari 2600 sound effects though.

This movie follows a cliched formula of the odd kid getting picked on and the kid turning to evil to get revenge.  We saw this to better effect in "Fade to Black" and the trope turned completely around in the Harry Potter books and movies.

The ending though is really fun with Coopersmith getting revenge on everyone by summoning up undead pigs from hell.  Interestingly enough, in the end, Coopersmith was admitted to the Sunnydale Asylum.   I have to admit this one was a lot of fun.

Monster Idea: Devil Swine

Lorna the Exorcist (1974)
Ok, this one is fairly notorious even by Jesús Franco's normal standards.  When I did my Franco October series a while back I had heard about it, but could not find a copy.  This year I did and saved it for tonight.  After all, if  Hall of the Nephilim can make Succubus Sundays a thing, I can contribute.
So right out of the gate.  "Lorna" is not an Exorcist. Nor are there any exorcists in this movie.  I can only assume that the English name was used to capitalize on the recent "The Exorcist" movie.  The original title in French is "Les possédées du diable" or roughly "Possessed by the Devil".  That's a better title really.
There is another bit to get over too.  There are two versions of this movie, an 81 minutes NR version and a 99 minute X rated one.  The X rated one features some rather graphic scenes featuring Lorna (Pamela Stanford) and Linda (a very young Lina Romay).

The plot is basically Rumplestilskin with demons.  Patrick Mariel is an out of his luck man who makes a deal with a woman named Lorna. She will make Patrick wealthy, but in 18 years he must give her his daughter.   He doesn't believe her but becomes wealthy all the same.  Nearly 18 years later his daughter Linda is a wild teen and Lorna has come back to make her claim on the girl.
Lorna can only really be described as a succubus (that would also explain the green eye makeup).  She seems to invade Linda's dreams where the two have some fairly graphic sex.  Likely these are the part of the edited out 18 mins.  There are also a few other scenes that are fairly notorious like the crabs' scene and one between Linda and her father Patrick.  The most notorious has to be the one where Lorna finally claims Linda as her own.

There are plenty of Franco hallmarks in this. Gratuitous nudity, jazzy soundtrack, casinos, weird almost psychedelic cinematography, and Franco himself making a cameo appearance.   He once talked about how much he loved seeing Lina Romay (aka the future Mrs. Franco) in all these scenes and how much she enjoyed them herself.  I will give her credit in this one. She actually is putting forward a good performance.  There is a marked difference in Linda before and after Lorna.  It also seems to me that Lorna turned Linda into a succubus herself.
There is also a bit with a madwoman, who I took to be a former lover of Lorna who still seems connected to her.
Franco is hit or miss, and mostly miss, to be honest, but this is one of the better ones I have watched.

Monster Idea: Succubus

Watched: 19
New: 14