Saturday, April 13, 2013

L is for Lilith and Lilim

Lilith by Isra2007
Lilith.  Ah, Lilith.

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

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

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

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

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

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

I am revising these races once again for Eldritch Witchery.

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


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

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

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

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

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

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

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

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

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

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

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


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


Zatannurday: Zatanna vs. Demons

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


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



And runs into some minor demons.



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


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

Friday, April 12, 2013

K is for Kôkabîêl

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

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

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

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

Kôkabîêl

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

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


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

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

Thursday, April 11, 2013

J is for Jann/Jinn

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

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

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

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

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

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

Wednesday, April 10, 2013

White Dwarf Wednesday #60

The beginning of the 60s takes us to the end of 1984 which may have been one of the best years in gaming.  Issue #60 comes to us from Dec. 1984.  Let's talk about the cover for a bit.  Two warriors on horseback, one with a woman behind, either fighting or raising their weapons in salute to each other.  Majestic castle in the background.  I think I like to think these are not enemies; their stances do not scream combat to me though that is what the artist had in mind I think.  Doesn't matter. The cover is 30 years old and I get to see what I like now.  Again, we have Chris Achilleos to thank for this one.

Ian Livingstone kicks things off with an editorial about the price of metal minis and how they have tripled in price.  I never bought many metal minis myself, price being one of the factors, but mostly I can't paint worth a damn.  It seems odd to me that the idea of doing plastic minis didn't catch on then.  I think that the metal ones were very detailed (still are) and preferred by the people that do the painting (still are).  Hard for me to say really, not at all my area of expertise.

Up first is First Issues or how to start a supers game.  Really, if you are looking to start up, re start up or even just reboot a supers game then this is a must read.  They suggest minis, which I like and is not really as needed as they say, but you can also use good old fashioned action figures.

Open Box has a few classics on hand.  The Elfquest RPG from Chaosium is up.  I dismissed this game as a "kiddie" game back in the day.  Yeah, yeah I know how wrong I was now.  Murray Writtle rubs salt in that old wound by giving it a 9/10.  Three modules from TSR are up.  In case there was any doubt that this is the Silver Age of Gaming, included in this group is DL1 Dragons of Despair, the first Dragonlance module.  Now at the time I liked this and thought the concept was cool, new and exciting.  Graham Staplehurst agress and gives it an 8/10.  I have to admit I hated (and still do to far lesser degree) the Kender.  Also up are the next two UK modules in the new trade dress. UK2 and UK3 get 8/10 and 7/10 respectively also from Graham Staplehurst.

Graeke Davis has part 2 of the magical item manufacture rules.  This time covering rods and potions; ie things all characters can use.  Again, these have been superceded by similar rules in 3.x, but the flavor is great and it is much more than a list of spells and XP expenditures.  When dealing with magic in games, flavor text is often everything.

Steve Williams and Jon Sutherland are up with The Bleeding Stone of Iphtah (god choice for I day!) this scenario for Call of Cthulhu featuring one of my favorite races, the Yithians or Great Race.  CoC works best when it works in small doses like this. A mystery, some investigation, 1 (and not much more) monster or race and really nothing from the Great Old Ones.  If Cthulhu shows up in your game then play D&D.  This adventure is nearly perfect for me.  I'd love to try it either as a Cthulhu by Gaslight one or a Ghosts of Albion one.

Marcus Rowland has some tips for Scifi gaming.  If I was smart I should scan these in or copy them and put them in a folder for the next time I try Traveller.

Stuart Hunter as an AD&D adventure "The Fear of Leefield" for 4-6 characters of 3-5 level. The adventure is longish. It uses a new race from a whle back (Mandrake people) and has a new spell and magic item.  The scenario involves slavers and drugs, so it could be used just about anywhere.

Microview is back with some computer games.  Games Workshop was in the Sinclair Spectrum games biz for a bit and gives us Tower of Despair (also known as Argent Warrior). This game lives up to it's claim of "State of the Art" graphics and gets a 9/10 from Kevin Westbury. D-Day is also reviewed and gets a 9/10 from Andrew Miller. Lindsay Paton gives Lords of Midnight 9/10 as well.
Now here is an interesting thing going on here.  The Atari for all intents and purposes is seeing a decline in the home game market at this point while computer games are getting better and better.  Is the silver Age of RPGs related to the rise of computer games?  Or visa versa?  There were certainly some interesting things going on in 1984/85 on both fronts.

Ars Arcana details the uses of various new 8th and 9th level spells from AD&D.  I have read lots of articles like this over the years, a DIY in D&D (not DIYD&D) if you will.  Doing more with the tools you already have. Always a good idea or two.

Fiend Folio is up with some new AD&D monsters.  Felines, Fungi and Phantoms is the subtitle. We get a Bush Cat that changes stats as it ages. Also there is the Helghost, or an undead magic-user that was particularly vile in life.

Letters tackles such topics as Thrud and why won't WD cater to every type of gamer everywhere.

RuneRites has some monsters. I think. Hard to say really. There are pictures of monsters, there are stats, but I am not sure if I am supposed to take the Furballs, Wereballs, and Dragonballs seriously or not.  They look like Pokemon to be honest.

Table top heroes details brushing techniques.

News is up. First note is the Mayfair / TSR dust up is over. some rumors of Milton Bradley and Parker Brothers getting into the RPG market. Major new British RPG is on the way Dragonroar is set to take the world by storm.

Ads, and finally that last nail in the coffin of the Golden Age, an ad for software graces the back cover. Not only that but for Adventure Writer, a program that allows you to create the adventure in English on your computer.

If there was ever a doubt that we are in a new age, look no further than issue 60.  1984 was a big year in gaming. Lots of changes. Even the covers of the now classic AD&D are changing.  Next time it's 1985.


If you are looking for my A to Z post, just scroll down.

I is for Iblis

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

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

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

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

ʾIblīs 

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


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


White Dwarf Wednesday will be posted later today.

Tuesday, April 9, 2013

H is for Hellhound

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

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

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

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

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

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


Hellhound
Ghosts of Albion, Unisystem

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

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

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

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

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


Hellhound
Savage Worlds (Rippers / Gaslight)

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

Hellhound
Victoriana 2nd Edition 

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

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


Hellhound
Victoriana 1867 Edition 

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

Hellhounds are 1st circle demons, slightly above imps.


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

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

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


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