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4/10/2014 12:14 pm  #1


Demons of the Outer Dark (14 new demon races)

The concept behind these demons is that they come from a realm outside of space and time (astral plane, the Outer Dark, the Void, primordial chaos, ...) and lack any true physical form. When encountered, it's either through astral travel to their native realm, or they are possessing a physical body in the material world. A short duration summoning spell can create a temporary magical body that mirrors the demons astral form, but these immediately dissolve when the spell ends or the demon is slain (and returns to its realm).

Demons (Astral Forms)

Wrath Demon
No. Encountered: 2d8
Size: M
Movement: 40
Dexterity: 9
Intelligence: Low (5-7)
Armor Class: 4 (15)
Hit Dice: 4d8+4 (22 hp)
No. of Attacks: 2 (claw / claw)
Damage: 1d8 / 1d8
Saving Throw: 15
Morale: 11
Experience Points: 325
Treasure Class: ?

Wrath demons often appear as brutish, 2 meter tall humanoids with reptilian or insectoid features. They are single mindedly obsessed with destruction and are almost impossible to stop once unleashed. They have almost no regard for tactics or even their own survival and rarely hasitate to attack even the strongest opponent, as their spirits will simply reform with time to let them rejoin the carnage.

Special
* Can see perfectly in total darkness, even in the area of a darkness spell.
* Hit only by silver or magical weapons.
* 3-in-20 spell resistance versus CA 12 casters. For every CA level less than 12, the chance-in-twenty increases by one.
* Acid, cold, fire, and gas attacks inflict 1⁄2 damage, or 1⁄4 damage if save is made.
* Wrath demons deal double damage when striking against structures and objects.

Hunger Demon
No. Encountered: 1d12
Size: M
Movement: 60
Dexterity: 11
Intelligence: Average (8-10)
Armor Class: 2 (17)
Hit Dice: 5d8+5 (27 hp)
No. of Attacks: 3 (claw / claw / bite)
Damage: 1d6 / 1d6 / 1d12
Saving Throw: 14
Morale: 9
Experience Points: 660
Treasure Class: ?

Hunger demons resemble large badgers or boars, often covered in black or dark purple hide with huge fangs and powerful claws. Unlike wrath demons, their carnage has a goal, as hunger demons delight in devouring and consuming anything they consider prey. Hunger demons are intelligent enough to not simply attack and destroy everything in sight and when possessing a physical body in the material world they take some steps to avoid its destruction. The exist to consume, a thirst that the material world can satisfy much more than the immaterial realm of demons. Most hunger demons in the material simply desire to eat, often focusing on rare and unusual prey, ignoring anything else. Sometimes they become obsessed with more unusual things to consume, like cheese, roses, or even books. If promised a rare treat, hunger demons will gladly provide their tracking skills (but there is always some risk that they will simply devour their target once they find it.)

Special
* Can see perfectly in total darkness, even in the area of a darkness spell.
* Hit only by silver or magical weapons.
* 4-in-20 spell resistance versus CA 12 casters. For every CA level less than 12, the chance-in-twenty increases by one.
* Acid, cold, fire, and gas attacks inflict 1⁄2 damage, or 1⁄4 damage if save is made.
* Track: A base 8-in-12 chance of finding, identifying, and following fresh tracks. If the tracks are not recent, or have faded due to weather or other circumstances, the chance might be reduced to 6-in-12 or worse.
* If a hunger demon hit with its bite and at least one claw attacks, it automatically rends for 2d8 hp damage.

Greed Demon
No. Encountered: 1d10
Size: M
Movement: 40
Dexterity: 14
Intelligence: Very (11-12)
Armor Class: 0 (19)
Hit Dice: 6d8+6 (33 hp)
No. of Attacks: 2 (claw / claw)
Damage: 1d8 / 1d8
Saving Throw: 14
Morale: 6
Experience Points: 1,050
Treasure Class: ?

Greed demons are long-limbed humanoids that can easily be mistaken as humans at a distance in poor light, but their hands and faces are always clearly unnatural. Unlike hunger demons, greed demons do not desire to consume, but simply to hoard and possess. Often they become obsessed with objects that are highly valuable to mortals, like gold or magic items, but given the chaotic nature of demons it can also be something that is usually considered entirely worthless, as long as it's rare and hard to find. Greed demons make great thieves and assassins, and usually the promise of their chosen payment is all the incentive they need.

Special
* Can see perfectly in total darkness, even in the area of a darkness spell.* Hit only by silver or magical weapons.
* 5-in-20 spell resistance versus CA 12 casters. For every CA level less than 12, the chance-in-twenty increases by one.
* Acid, cold, fire, and gas attacks inflict 1⁄2 damage, or 1⁄4 damage if save is made.
* Can cast the following spells at will (though only one at a time): invisibility, spider climb.
* Greed demons can backstab an enemy just like a thief. The target must be unaware of the attack; this may be the result of hiding or moving silently. The attack is made at +4 “to hit”. Claw damage is 1d8×3, any modifiers (strength, sorcery, etc.) are added afterwards.
* A greed demon can hide and move silently, as the thief class abilities, at a 7:12 chance.
* They surprise on a 4-in-6 chance against most opponents.

Desire Demon
No. Encountered: 1d8
Size: M
Movement: 40 (fly 60)
Dexterity: 16
Intelligence: High (13-14)
Armor Class: -2 (21)
Hit Dice: 7d8+7 (38 hp)
No. of Attacks: 2 (claw / claw)
Damage: 1d6 / 1d6
Saving Throw: 13
Morale: 7
Experience Points: 1,720
Treasure Class: ?

Desire demons appear in humanoid shapes that often have some similarities to both snakes and birds. They are highly graceful creatures and have an impressive ability to read and manipulate mortal minds. Like greed demons, desire demons crave for riches and luxury, but unlike their lesser kin they are not merely satisfied by possessing things of great value, but desire to actually enjoy them to their fullest extend. Desire demons excessively indulge in all manners of luxury and material pleasures, but those who have been in the material world for longer times usually become a lot more sophisticated yet even more depraved by an equivalent measure. Unlike other demons, desire demons retain their ability to freely alter their appearance even when possessing a living humanoid body.

Special
* Can see perfectly in total darkness, even in the area of a darkness spell.
* Hit only by silver or magical weapons.
* 6-in-20 spell resistance versus CA 12 casters. For every CA level less than 12, the chance-in-twenty increases by one.
* Can cast the following spells at will (though only one at a time): alter self, charm monster, darkness, invisibility, read thoughts, suggestion. The following spells can be cast three times per day: dominate monster, improved phantasm, hold monster.

Sloth Demon
No. Encountered: 1d6
Size: L
Movement: 40
Dexterity: 12
Intelligence: Exceptional (15-16)
Armor Class: -4 (23)
Hit Dice: 9d8+9 (49 hp)
No. of Attacks: 3 (claw / claw / bite)
Damage: 1d10 / 1d10 / 2d6
Saving Throw: 12
Morale: 9
Experience Points: 2,800
Treasure Class: ?

Sloth demons are massive beasts resembling a blend of features of bears, apes, and boars, covered in bristly dark and matted fur or spikes. Sloth demons speak rarely and move even less, but behind their slugglish appearance hides a sharp mind and incredible physical strength. Unlike desire demons, sloth demons have no interest in material things and their craving takes a much darker and depraved form. Sloth demons are driven by an intense drive to subvert and corrupt, delighting in manipulation and causing both chaos and grief. After desire demons, they are the most commonly found type of demons in the material world.

Special
* Can see perfectly in total darkness, even in the area of a darkness spell.
* Hit only by magical weapons.
* 10-in-20 spell resistance versus CA 12 casters. For every CA level less than 12, the chance-in-twenty increases by one.
* Acid, cold, fire, and gas attacks inflict 1⁄2 damage, or 1⁄4 damage if save is made.
* Can cast the following spells at will (though only one at a time): charm monster, darkness, dispel magic, hold monster, ray of enfeeblement, sleep, suggestion.
* Hits infect victim with horrible rotting disease, unless death (poison) save is made. This disease prevents the function of magical healing (spells, scrolls, and potions); furthermore any wounds suffered require ten times as long to heal naturally. This disease is deadly within 2d6 weeks; only cure disease can end the affliction.

Tyranny Demon
No. Encountered: 1d4
Size: LMovement: 40
Dexterity: 13
Intelligence: Genius (17-18)
Armor Class: -6 (25)
Hit Dice: 11d8+11 (60 hp)
No. of Attacks: 3 (claw / claw / tail)
Damage: 1d10 / 1d10 / 3d6
Saving Throw: 11
Morale: 10
Experience Points: 4,700
Treasure Class: ?

Tyranny demons are not satisfied by toying with the minds and lives of lesser beings and luring them to their own doom. What they desire above everything else is to completely control and dominate their subjects and impose their will on other beings. Most tyranny demons appear as hybrids of large reptiles and massive insects like mantises, centipedes, or scorpions, covered in dark blue and purple carapaces and scales.

Special
* Can see perfectly in total darkness, even in the area of a darkness spell.
* Hit only by magical weapons.
* 10-in-20 spell resistance versus CA 12 casters. For every CA level less than 12, the chance-in-twenty increases by one.
* Acid, cold, fire, and gas attacks inflict 1⁄2 damage, or 1⁄4 damage if save is made.
* Can cast the following spells at will (though only one at a time): charm monster, fear, read thoughts, suggestion. The following spells can be cast three times per day: dispel magic, dominate, hold monster, summon monster III.

Pride Demon
No. Encountered: 1d3
Size: H
Movement: 40 (fly 80)
Dexterity: 13
Intelligence: Superior (19-20)
Armor Class: -8 (27)
Hit Dice: 14d8+14 (77 hp)
No. of Attacks: 3 (claw / claw / bite)
Damage: 1d12 / 1d12 / 2d8
Saving Throw: 10
Morale: 12
Experience Points: 6,250
Treasure Class: ?

The greatest of all demons are the pride demons that exceed even the powerful and terrible tyranny demons. They come in many forms, but usually appear as massive horned humanoids covered in scales with huge claws and wings. Tyranny demons demand to be obeyed without question or hesitation, but for pride demons the only acceptible form of submission is worship. As they see themselves, they are true gods and the greatest beings in existance. While extremely powerful creatures in their own right, they usually rely on lesser beings to do the dirty work and are content to sit back as they summon hordes of lesser demons and raise the corpses of the dead as their twisted version of bringing new beings into existance. Only when their minions are clearly outmatched do they enter the battle themselves and the thought that they might be bested is just entirely inconceivable to them.

Special
* Can see perfectly in total darkness, even in the area of a darkness spell.
* Hit only by magical weapons.
* 12-in-20 spell resistance versus CA 12 casters. For every CA level less than 12, the chance-in-twenty increases by one.
* Acid, cold, fire, and gas attacks inflict 1⁄2 damage, or 1⁄4 damage if save is made.
* Can cast the following spells at will (though only one at a time): animate dead, charm monster, darkness, dispel magic, fear, fireball, lightning bolt, read thoughts, suggestion, summon monster IV. The following spells can be cast three times per day: dominate, hold monster.


"Steel isn't strong, boy. Flesh is stronger. What is steel compared to the hand that wields it?"

Spriggan's Den
 

4/10/2014 1:32 pm  #2


Re: Demons of the Outer Dark (14 new demon races)

Demons (Posession Forms)

Dread Warrior
No. Encountered: 2d6
Size: M
Movement: 30
Dexterity: 7
Intelligence: Semi (2-4)
Armor Class: 4 (15)
Hit Dice: 2d8+2 (11 hp)
No. of Attacks: 2 (claw / claw) or 1 (weapon)
Damage: 1d4 / 1d4 (or per weapon +1)
Saving Throw: 16
Morale: 12
Experience Points: 41
Treasure Class: ?

Dread Warriors are the most basic type of demons encountered in the world of mortals. A dread warrior is a recently slain corpse that has become possessed by a wrath or hunger demons and resembles a zombie or wight in appearance, except for the slight demonic glow in their eyes. Somtimes large animals like wolves, boars, pumas, or vultures also get possesed. These have the same stats but instead have the attacks and damage of the living creature.

Special
* Can see perfectly in total darkness, even in the area of a darkness spell.
* Acid, cold, fire, and gas attacks inflict 1⁄2 damage, or 1⁄4 damage if save is made.

Iron Demon
No. Encountered: 1d10
Size: M
Movement: 30
Dexterity: 9
Intelligence: Low (5-7)
Armor Class: 2 (17)
Hit Dice: 3d8+3 (16 hp)
No. of Attacks: 3/2 (weapon)
Damage: (per weapon +2)
Saving Throw: 15
Morale: 11
Experience Points: 105
Treasure Class: ?

Iron demons are more powerful than dread warriors, being created from the remains of armor worn by fallen warriors and possessed by wrath, hunger, or greed demons.

Special
* Can see perfectly in total darkness, even in the area of a darkness spell.
* Hit only by magical weapons.
* Acid, cold, fire, and gas attacks inflict 1⁄2 damage, or 1⁄4 damage if save is made.

Ice Demon
No. Encountered: 1d8
Size: M
Movement: 30
Dexterity: 8
Intelligence: Very (11-12)
Armor Class: 0 (19)
Hit Dice: 4d8+4 (22 hp)
No. of Attacks: 2 (slam / slam)
Damage: 1d10 / 1d10
Saving Throw: 15
Morale: 9
Experience Points: 350
Treasure Class: ?

An ice demon is made from corrupted elemental ice and possessed by a hunger or greed demon. They usually have a roughly humanoid shape made entirely from ice, but other forms are also possible. In conditions of low lighting a slight cold blue glow can be seen at the core of their bodies.

Special
* Can see perfectly in total darkness, even in the area of a darkness spell, and also never suffer any penalties to sight because of snow or fog.
* Hit only by silver or magical weapons.
* 2-in-20 spell resistance versus CA 12 casters. For every CA level less than 12, the chance-in-twenty increases by one.
* Acid, cold, fire, and gas attacks inflict 1⁄2 damage, or 1⁄4 damage if save is made.
* Ice demons can walk on any icy surfaces like under the effect of the spider climb spell.
* Once every 1d4 rounds, an ice demon can cast a cone of cold spell.
* Ice demons automatically extinguish any nonmagical fires they come into contact with.

Shadow Demon
No. Encountered: 1d6
Size: M
Movement: 60 (fly 60)
Dexterity: 17
Intelligence: High (13-14)
Armor Class: -1 (20)
Hit Dice: 5d8+5 (27 hp)
No. of Attacks: 2 (claw / claw)
Damage: 1d8 / 1d8
Saving Throw: 14
Morale: 8
Experience Points: 740
Treasure Class: ?

Shadow demons can come into existance in places that have been highly corrupted by demonic magic and are constantly cloaked in total darkness. They are usually possessed by greed or desire demons, but occasionally even sloth demons.

Special
* Can see perfectly in total darkness, even in the area of a darkness spell.
* Hit only by silver or magical weapons.
* 4-in-20 spell resistance versus CA 12 casters. For every CA level less than 12, the chance-in-twenty increases by one.
* Acid, cold, fire, and gas attacks inflict 1⁄2 damage, or 1⁄4 damage if save is made.
* Can cast the following spells at will (though only one at a time): charm monster, darkness, suggestion.
* A shadow demon can hide, as the thief class abilities, at a 10:12 chance. It can always be perfectly silent even when it moves.
*Powerless in direct sunlight.
* They surprise on a 3-in-6 chance, which increased to 5-in-6 in dark environments.

Ash Demon
No. Encountered: 1d4
Size: L
Movement: 0 (fly 40)
Dexterity: 15
Intelligence: High (13-14)
Armor Class: -2 (21)
Hit Dice: 6d8+6 (33 hp)
No. of Attacks: 2 (claw / claw)
Damage: 2d6 / 2d6
Saving Throw: 14
Morale: 10
Experience Points: 1,290
Treasure Class: ?

An ash demon is a desire or tyranny demon possessing corrupted elemental fire and ash. It appears like a semisolid four-limbed creature made from glowing coals and sheathed in thick clouds of smoke and ash.

Special
* Can see perfectly in total darkness, even in the area of a darkness spell.
* Hit only by silver or magical weapons.
* 5-in-20 spell resistance versus CA 12 casters. For every CA level less than 12, the chance-in-twenty increases by one.
*Acid, cold, fire, and gas attacks inflict 1⁄2 damage, or 1⁄4 damage if save is made.
* Can cast the following spells at will (though only one at a time): burning hands, wraithform.
* Fire attacks heal an ash demon instead of damaging it, albeit at 50% effectiveness.
* The claws of an ash demon are searing hot. Against creatures with any form of fire resistance they deal only 1d8 points of damage.

Tar Demon
No. Encountered: 1d3
Size: L
Movement: 30 (swim 20)
Dexterity: 11
Intelligence: Exceptional (16-17)
Armor Class: -3 (22)
Hit Dice: 7d8+7 (38 hp)
No. of Attacks: 2 (slam / slam)
Damage: 1d10 / 1d10
Saving Throw: 13
Morale: 9
Experience Points: 1,720
Treasure Class: ?

Tar demons are masses of black or dark green ooze most often possessed by sloth demons, but in rare cases by tyranny demons as well.

Special
* Can see perfectly in total darkness, even in the area of a darkness spell.
* Hit only by silver or magical weapons.
* 6-in-20 spell resistance versus CA 12 casters. For every CA level less than 12, the chance-in-twenty increases by one.
* Acid, cold, fire, and gas attacks inflict 1⁄2 damage, or 1⁄4 damage if save is made.
* Can cast the following spells at will (though only one at a time): fear, hold monster.
* Tar demons can squeeze through the tiniest cracks. Squeezing through a space 1 inch high and 1 foot wide takes a whole round. Halving any of these dimensions doubles the required time. (i.e. it would take eight rounds to squeeze through a crack one half inch high and one quarter foot wide.)
* Any living creature hit by a tar demon must make death (poison) save or become numb-skinned after 1d6 rounds; face muscles also fail to work, and speech is garbled. Paralysis takes effect 1d4 turns later and lasts 1d6+6 turns.
* They surprise on a 4-in-6 chance in natural environments or when submerged in water.

Rock Demon
No. Encountered: 1d3
Size:HMovement: 40
Dexterity: 9
Intelligence: Exceptional (16-17)
Armor Class: -4 (23)
Hit Dice: 9d8+9 (49 hp)
No. of Attacks: 2 (slam / slam)
Damage: 1d12 / 1d12
Saving Throw: 12
Morale: 11
Experience Points: 2,050
Treasure Class: ?

Rock Demons are towering brutes of massive side made from large chunks of corrupted earth and rock with a demonic fire burning inside them. Among the most powerful forms of demonic possession, rock demons are possessed only by sloth, tyranny, or pride demons.

Special
* Can see perfectly in total darkness, even in the area of a darkness spell.
* Hit only by silver or magical weapons.
* 8-in-20 spell resistance versus CA 12 casters. For every CA level less than 12, the chance-in-twenty increases by one.
* Acid, cold, fire, and gas attacks inflict 1⁄2 damage, or 1⁄4 damage if save is made.
* Can cast the following spells at will (though only one at a time): dispel magic, hold monster, shape stone, spider climb


"Steel isn't strong, boy. Flesh is stronger. What is steel compared to the hand that wields it?"

Spriggan's Den
     Thread Starter
 

4/10/2014 1:35 pm  #3


Re: Demons of the Outer Dark (14 new demon races)

I don't have a lot of experience with AD&D an pretty much none with play on higher levels, so this is pretty much uneducated guesses of what might be well created monsters. If you see anything you think could be done better, please do say so and tell me.


"Steel isn't strong, boy. Flesh is stronger. What is steel compared to the hand that wields it?"

Spriggan's Den
     Thread Starter
 

4/10/2014 2:36 pm  #4


Re: Demons of the Outer Dark (14 new demon races)

Hi, Yora,

These demons (NB: AS&SH uses "daemon" with the a-e ligature which I'm too lazy to hunt up on my character map right now) seem very tied to people since the astral forms go by the names of emotions. I wonder how in your mind this came about, in distinction to the daemons in AS&SH vol. 4, which are much like the AD&D demons: CE and up to their own demonic games.

Typical daemon abilities usually include darkness, telekinesis, det. invis, and teleport w/o error--and summoning more daemons! These abilities would certainly make your demons much tougher! But perhaps the cosmology behind them prevents their use of these powers in Hyperborea? Or something about their increased connection with people?

Would these by Undead Type 13 like the daemons in vol. 4?

All those are just questions, not criticism! I like what you're doing. I like the more "personal" nature of these demons ("My demons and I are closer then ever! Next year we're visiting every major league ball park").

I think if I were to change anything, it would be the number appearing. For the Astral Forms, I would certainly put a 1 in front of the no. appearing as you have them and then enclose what you have in parentheses to show that's what one might encounter outside the realm of Hyperborea (*beyond* beyond the North Wind!). If these are in the world only through summoning spells, I'd hope only one at a time could be summoned! If not, I might need to join this summoner's union. Also, the ice, shadow, ash, tar, and rock demons just *feel* solitary to me. One would awaken and start large nefarious doings. It would eventually have plenty of other kinds of help. I don't think traveling in herds fits their style!

Those are my thoughts. Thanks for sharing these!

 

4/10/2014 3:01 pm  #5


Re: Demons of the Outer Dark (14 new demon races)

Yora wrote:

I don't have a lot of experience with AD&D an pretty much none with play on higher levels

 If you don't mind me asking, what is your gamig background? That might help provide some context for how you're thinking about monsters.


Blackadder23: Insanely long villain soliloquy, then "Your action?"
BORGO'S PLAYER: I shoot him in the face
 

4/10/2014 4:14 pm  #6


Re: Demons of the Outer Dark (14 new demon races)

Well, I did mostly run low-level 3rd Edition D&D for about 10 years and eventually pretty much ran E6, but mostly because it was rules that I already knew and AD&D and early retroclones seemed confusingly convoluted in comparison. I never actually made us of most of the mechanical elements of the system.

Stylistically, I want these demons to be somewhat like the 1980ish sci-fi horror monster, like Alien, the Thing, or Predator. The nature of monstrous abominations in early Survival Horror games like Resident Evil and Silent Hill is also a big influence.
What does that actually mean in practice? I guess an important element would be that you usually won't just charge these things head on and start hacking at them with your sword. They just butcher you without a sweat. These monsters always get killed by traps and trickery. Blown out an airlock, fed a bundle of dynamite, lured into a minefield, crushed by an industrial steam hammer, and so on. This instantly makes me think that I probably made them all too weak.
The biggest problem with 3rd Edition D&D is that it often takes so very long until characters are able to even consider meeting certain enemies. I don't want that, so a single wrath demon or ice demon should be something a group of four 4th level characters could defeat if they use cunning against it.
Looking the other direction from top down, a pride demon is supposed to be the most nastiest thing imaginable. They consider themselves gods because there aren't many people who would dare to object. Like Diablo or Orcus. The highest level characters in AS&SH are 12th level, and I think I'd say that a group of 6 of them might be able to defeat a pride demon in straight on battle without the help of artifacts or massive magical traps, but probably still taking some casualties.

Design-wise I am quite happy with these demons. They have all the abilities I want them to have. But judging the number of hit dice they have and the amount of damage their attacks do (and I guess their spell resistance) is something I feel really uncertain about. The current numbers still go back to a 1st draft for Pathfinder, in which I have some general idea of how strong a creature is, but I don't think that really translates well to AS&SH.


"Steel isn't strong, boy. Flesh is stronger. What is steel compared to the hand that wields it?"

Spriggan's Den
     Thread Starter
 

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