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Excerpts from The Demonomicon Of Iggwilv

Standard Demonic Resistances

Attack Form Damage Potential Notes
acid full  
cold 1/2 save for 1/4  
electricity 1/2 save for none  
fire 1/2 save for 1/4  
gas  1/2 save for 1/4 non-poisonous gas only; for poisonous gas see the poison attack form
magic missile full  
poison full  
weapon varies some demons are susceptible to damage from cold-iron weaponry

Standard Demonic Abilities

Any demon worth its ichor has at least the following standard abilities, usable at will:

  • teleport without error

  • darkness (variable radius)

  • infravision (at least 6" range)

  • gate (specifics vary)

The sad fact is that not all demons have even these meagre abilities . . . . 

Standard demonic abilities are further broken down by type of demon, or by generation for the Lords and Ladies of the Abyss.  A general list of such powers follows.  Given the vast number of breeds of demonkind, however, exceptions to these general trends occur frequently.  Abilities listed are cumulative, so most lesser demons have the powers of minor demons, etc.

Minor Demons

  • can be hit by normal or cold-iron weapons

  • gate one creature with little chance for success (1/day)

  • telekinese 2000 gp weight or less

  • cause fear (probably by touch only)

  • darkness (up to 1" radius)

  • detect invisibility

  • levitate

  • low-level psionics may be present, although without disciplines

Lesser Demons

  • cold-iron or +1 weapons to hit

  • gate varying types of lesser or minor demons (1/day)

  • telekinese 2500 gp weight or less

  • cause fear (possibly at a penalty)

  • detect magic

  • invisibility

  • spectral forces

  • change self

  • pyrotechnics

Note that Lesser Demons begin to develop limited illusory powers---they can cloak themselves in false images as well as darkness.  

Major Demons

  • +1 to +3 weapons to be hit (rare, but it does occur)

  • gate up through demon lords (at low chances for success, 1/day)

  • telekinese 5000 gp weight or less

  • read languages

  • clairaudience

  • clairvoyance

  • projected image

  • illusion (as an efreet)

  • charm person

  • suggestion

  • lesser symbols (up to 1/week)

  • dispel magic

  • polymorph self

  • most Major Demons have Demonic Amulets

Note that Major Demons can project threats on several levels---in addition to much more advanced powers of deception, Major Demons can begin to influence the freewill of their victims through charm, suggestion, and symbols.  In addition, they can gain greater insight into their foes (read languages, clairaud/voy), and are able to dispel the magics of their opponents.  

Greater Demons

  • +2 to +3 weapons to be hit

  • gate strong underlings bound to the Greater Demon (possibly multiples times/day)

  • strong psionics (or type VI)

  • ESP

  • magic jar

  • plane shift

  • major symbols (up to 1/day)

  • individuated magics:

    • shadow magic

    • evard's black tentacles

    • chain lightning

  • automatic damage attacks

  • limited shape change

  • some Greater Demons can grant limited wishes

  • all Greater Demons have Demonic Amulets

Greater Demons are even more dangerous.  Gaining possession, planar travel, ESP, and even stronger combat abilities, Greater Demons are best dealt with from within the confines of a Thaumaturgic Pentagram, truename on the lips, and spiritwrack in hand.   

Demon Lords and Ladies

Among the Princes and Queens of the Abyss, powers vary even more than among the limitless breeds of lesser demonkind.  Generalizations therefore become even more difficult to state with any accuracy.  

The terminology below is defined as follows:  Firstborn applies to any demon with one or both parents as Nyt and/or Murkyos.  Secondborn is any demon with both parents as Firstborn, or is of equivalent strength (due to genetic quirk, acquired/stolen/absorbed power, or whim of the Dungeon Master).  Thirdborn lords  have one parent of note and another fairly insignificant or otherwise weak.  Beyond Thirdborn only inherent powers matter, as the blood of Murkyos, Nyt, and the Firstborn has diluted beyond consideration.  

The Thirdborn

  • +2 or +3 weapons to be hit

  • 50% to 75% Magic Resistance

  • gate with automatic success 

  • infravision and ultravision to 9" ranges

  • 2x human standard sensory ranges

  • polymorph self (2/day)

With one parent quite possibly weaker than a Greater Demon, not all Thirdborn lords and ladies have the widely-ranging powers available to Greater Demons.  None-the-less, Thirdborn demons are forces to be reckoned with, and are generally equal to a Greater Demon in power, though not always.

The Secondborn

  • +2 to +4 weapons to be hit

  • 60% to 90% Magic Resistance

  • gate multiple types of demons with automatic success

  • infravision and ultravision to 12" ranges

  • 3x human standard sensory ranges

  • shape change (3/day)

  • symbol (1/day, any)

  • wish (1/day)

The Firstborn

  • +3 or greater weapons to be hit

  • 75% or more Magic Resistance

  • gate multiple types of demons with automatic success

  • summon multiple types of creatures with automatic success

  • see in all spectrums (including x-ray, gamma ray, etc.)

  • 5x human standard sensory ranges

  • astral and ethereal travel

  • continual darkness

  • shape change

  • telepathy

  • illusion (as efreet)

  • symbol (all, 1/day each)

  • wish

Demonic Amulets

Demons who have amulets, and who possess them on their person, are granted the following additional standard abilities:

  • immunity to possession (from any type or source---magical, psionic, ghosts, etc.)

  • all saving throws versus its magic are at -2

Demon amulets are AC -7, have a base 30 hit points (plus 1 hit point per HD of the owner), and can only be harmed by weapons able to strike their owners (+1 minimum).  They save as Hard Metal against all attack forms and have the same standard demonic resistances listed above.  


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