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| 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 |
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.
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
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.
+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.
+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.
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.
+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.
+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)
+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
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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