CACODEMON
FREQUENCY: Uncommon
NO. APPEARING: 1 – 3 or 4 - 16
ARMOR CLASS: 0
MOVE: 9"
HIT DICE: 8 - 10
% IN LAIR: 10%
TREASURE TYPE: D
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1 – 4/1 – 4/2 - 12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 65%
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil (neutral)
SIZE: L (6' - 8' tall)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: VII/ 2375 + 13/HP
Cacodemons are hideous
monstrosities, having the worst of demonic features, which appear to have melted
in places. Their flesh seems to writhe and their eyes (of which they have
1 – 6) are lambent. They roam the howling, distorted landscapes of
Pandemonium, where they are the most common denizens. They attack with
their clawed hands and a bite from their wide mouth. They regenerate
three hit points per round starting the round after they are first damaged,
reattaching any severed parts and re-growing eyes and other organs. Only
fire-based attacks do permanent damage.
Cacodemons have the
following innate abilities, usable at will, one per melee round: cause fear (as
wand), detect invisible, detect magic, infravision, polymorph self (3/day),
teleport (no error). Once each turn, they may give vent to a howl which
combines the effects of fear and confusion. They take half
damage from acid, cold, gas, and wind attacks; and are immune to attacks of
silver or any weapon of under +1 magic bonus. If a spell directed at them
does not overcome the creature’s magic resistance, there is a 50% chance that
it will rebound upon the one casting it rather than merely failing to activate.
These creatures will
only have treasure in their lairs.
DREGGAL
FREQUENCY: Common
NO. APPEARING: 3 - 30
ARMOR CLASS: 1
MOVE: 12"
HIT DICE: 5
% IN LAIR: 20%
TREASURE TYPE: L (x10), M, O, Q
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6/1-6 or by weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 30%
INTELLIGENCE: Average
ALIGNMENT: Neutral evil (lawful)
SIZE: M (5½' tall)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: V/ 285 + 5/HP
These beings inhabit the
fuming and heat-glowing tiers of Gehenna and are considered by most other
netherbeings to be amongst the “dregs” of such creatures, and hence the common
appellation¹. As they are looked down upon by most other creatures, they
have a hatred of all those who are more powerful than they are (especially
barghests and devils), and are bullies to those (few) that are weaker.
These creatures have the
following abilities, usable once per round at will: affect normal fires,
burning hands (5 pts. damage), change self, detect good, detect magic, fear (by
touch), pyrotechnics, and teleport (no error). They may be struck by
non-magical weapons, but are immune to fire and poison damage. Cold attacks
do double damage to them.
Dreggals appear as
rather short humanoids with spidery limbs and hoofed feet. Their dark
skin is pocked and covered with wart-like bumps, their faces are bat-like and
their craniums are covered with spikes. Their voice has a metallic
quality to it. They are sly and prying by nature, and thus very unpopular
with other netherbeings.
¹As per Gary Gygax
DUMALDUN
FREQUENCY: Uncommon
NO. APPEARING: 3 - 12
ARMOR CLASS: 0
MOVE: 15"
HIT DICE: 8
(monkey, gibbon, STR: 18/76), 9 (chimp, mandrill, STR: 18/00), 10
(orangutan, gorilla, STR: 19)
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2 – 8/2 – 8/3 - 12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 5%/HD
INTELLIGENCE: Low to average
ALIGNMENT: Chaotic evil (neutral)
SIZE: L (7' - 9' tall)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: VIII/ 3000 + 14/HP
The dumalduns roam in
packs the chill acid swamp regions of the basalt plains of Tarterus; usually
avoiding the tar pits, bubbling slime and quicksand that are the territories of
the demodands. Demodands will sometimes use them as shock troops,
but they are too savagely unpredictable to serve in most other capacities.
Dumalduns have the
appearance of large, dingy-furred, simian-featured monsters; their faces
resembling gibbons, gorillas, mandrills, orangutans, and such. They have
vicious claws and terrible fanged and tusked maws. Their claws are
endowed with venom derived of negative planar material, and any hits scored thus
require a save versus poison at –2 or death results. As they attack they
gibber and howl, causing fear (as a wand). They have infravision
and ultravision to 12". On their native plane they are known to
fashion spears from frozen acid and utilize these as weapons (1 – 8 + 2d4 acid
damage).
These beasts are immune
to acid and poison attacks, and take but half damage from cold attacks. A
+1 or better weapon is required to harm them.
HIPPOKERES
FREQUENCY: Very rare
NO. APPEARING: 2 - 12
ARMOR CLASS: 2
MOVE: 12" (24" charge)
HIT DICE: 8
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3 - 12
SPECIAL ATTACKS: Charge, trample
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic neutral
SIZE: L (14'+ long)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: VI/ 725 + 10/HP
Hippokeres appear as
huge (7' at the shoulder) creatures with a rhino-like body and legs (of which
it has six) and a horse-like head with a long horn set over its nose. Its
skin is extraordinarily tough and damage resistant, and its mouth is filled
with sharp and extremely hard teeth. They are notably ill tempered, even
among other demon beasts, and only the most powerful of Lords and Princes can
successfully harness them. They are seldom found above the 400th
level of the Abyss. If they hit an opponent while charging, damage from their
horn is doubled, and a trample does 3 – 24 points of damage to any creature of
eight-foot height or less. This attack form requires at least a 2"
running start. Hippokeres take but half damage from cold, fire and
poisonous gas attacks.
MAELVI
FREQUENCY: Common
NO. APPEARING: 2 – 8 or 20 -100
ARMOR CLASS: 1 [-1]
MOVE: 15"
HIT DICE: 6+6 [8]
% IN LAIR: 15%
TREASURE TYPE: C
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-5/2-5 or by weapon (+4) x2
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 40%
INTELLIGENCE: Low to average [High]
ALIGNMENT: Lawful evil (neutral)
SIZE: M (7' tall)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: VII/ 1000 + 10/HP
The maelvis make up the
largest contingent of those creatures native to the charnel and reeking planes
of Acheron, whereon their mighty armies clash. These beings usually
travel about in small groups, but occasionally they will gather into great,
regimented hordes under the direction of various leaders [stats are in
brackets], who in turn answer to Netherlords. These hordes meet to do
battle with one another.
Maelvis possess the
following abilities usable once per melee round: animate dead, cause fear (as
wand), detect good, detect magic, stinking cloud. They may be harmed by
non-magical weapons, but are unharmed by acid, alkaline or poison. They take
but half damage from cold or fire attacks.
They are tall and
skeletal in appearance, with rather large heads. They are agile and their
tough skin is covered in bony ridges, and they possess sharp-taloned hands,
making them dangerous foes. They generally utilize katana-like swords
with saw-edged backs (Dam = d12, 2d4+1 on a backstroke) or pole arms, generally
of the glaive or guisarme sort. Leaders will have weapons of +1 or +2 magical
bonus.
NETHERLORD
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -1 or better
MOVE: 15"
HIT DICE: 11 - 15
% IN LAIR: 20%
TREASURE TYPE: A, S
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 55% - 75% (5%/HD)
INTELLIGENCE: Supra-genius
ALIGNMENT: Lawful evil
SIZE: M
PSIONIC ABILITY: Possible
LEVEL/X.P. VALUE: X/variable (13,000 max.)*
The Netherlords are the
powerful rulers of Acheron, commanding hordes of maelvis, as well as the
zombies and skeletons they have animated. The most powerful of them is
Hafdoligor Kaathbaen (120 hp; AC: -4), Lord of the Undead, who controls
large groups of skeletons, zombies, wights, and wraiths. It is unknown
whether Netherlords are native to Acheron or were powerful necromancers who
migrated there from the Prime Material.
All Netherlords appear
as tall (6' - 7'), gaunt humans with red-glowing eyes and wearing black armor
and helm. The armor type is variable, but always magical and always at
least equal to AC -1. They will generally wield a mace or staff of great
power (such as a +2 staff of withering or +3 mace of life-stealing [as
the sword]…) and their 18(00) Strength gives them a +6 bonus to damage.
They are often astride an armored nightmare of maximum hit points (AC:
-5, hit points: 54) when encountered during battle. They are immune
to energy-draining attacks and take half damage from cold attacks.
They wield the following
necromantic type spells once/round at will as a 15th level
spellcaster: animate dead, cause serious wounds, energy drain (as m-u
spell, 3/day), slay living (3/day), and speak with dead. They otherwise
cast clerical spells at a level equal to their hit dice. A Netherlord may
also summon 2 – 8 mire wraiths, once each day, and will always have one maelvi
leader and at least 2 – 8 regular maelvi nearby. A few Netherlords are
known as “The Lords of Evil” and are allied with the god Hextor.
This stuff is great! Will have to give GT an attaboy next time I see him.
ReplyDeleteI agree. It feels a little weird to be featuring so much stuff written by someone else on this blog, but it’s too good not to share!
DeleteI pinged him on Scotty's boards to see if he was coming to GaryCon this year, but didn't hear back.
ReplyDeleteAllan.
I have heard there is a pun demon summoning ritual in the lost pages of the Demonomicon of Iggwilv...
ReplyDeleteI have it as an innate magic ability once annually but I'm waiting for it to recharge... ;)
hmm, only saw one of these before, and had forgotten the names of the others (it's been a long while since reading the books). Thanks!
ReplyDelete