Demons

Demons, devils, daemons, and other infernal beings share some similar traits:

  • Evil virtue.
  • Immune to fire and poison.
  • Vulnerable (1d6) to holy and silver damage.
  • Natural damage has the unholy type in addition to any other types it might have.
  • Sense good virtue with 5' per point of INT.
  • Truesight.
  • Speak in tongues. Demons with the ability to speak (LOG 3+) can speak in any language.
  • Immortality. Destroying a demon banishes it from a realm for 99 years. When banished in this manner, it evaporates in a burst of fire, leaving a burn mark in the shape of an unholy symbol.
  • Gains the Possession exploit (below).
    • Possession (2). Requires all of the demon's actions to make a MAG mental attack within 5' per point of WIL. This results in Lesser Possession unless otherwise noted. An exorcism can be performed with a CHA (religion) mental attack against the inhabiting demon, using all of the exorcist's actions.
  • Inevitable misfortune. Demons have the ability to cause accidents which do its natural damage with a LOG attack within line of sight. The accident can take any form appropriate to the surrondings, and does a damage type appropriate to the accident.
  • Ranks in the religion skill equal to its LOG score (note that religion is a MENTAL DEFENSE skll).
  • Diabolical compact. A demon can trade souls as long as it has a LOG score of 6 or more. If a willing person agrees, without duress, orally or in writing, to sell their soul to the demon, the contract is made. The victim gains the Evil virtue.
  • Gains the Corruption exploit (below) as long as it has a LOG score of 6 or more.*
    • Corruption (2). Make a CHA mental attack against one target. If successful, the target gains one Dark point.*
  • If a demon with an MDP of 6 or higher inhabits a location for a year, it becomes a Cursed environment with a diameter of 50' times the demon's maximum dice pool. If the demon has a MDP of 14 or more, it becomes an extreme Cursed environment within that area, and a Cursed environment out to twice the distance.* The demon can use its Inevitable Misfortune exploit anywhere within that area.
*See optional Light & Dark rules from OLD (Appendix A).

ASHIMA-SHIMTU
Medium unique sentient evil demon (15d6)

Lady of the Forked Tongue.  

STR 11 (4d6)  AGI 16 (5d6)  END 14 (4d6)
INT 12 (4d6)  LOG 12 (4d6)  WIL 12 (4d6) CHA 20 (5d6)  LUC 10 (4d6)  REP 60 (10d6)

MAG 15 (5d6)
charm 10 (4d6)
create
6 (3d6)
illusion
10 (4d6)
fire
death
humanoids
shadow

HEALTH 48 (regenerate 2d6)
MELEE DEFENSE 46; RANGED DEFENSE 32; MENTAL DEFENSE 32
SOAK 20; VULN 1d6 (holy, silver); immune fire, poison
STATUS IMMUNITIES all

INITIATIVE 4d6
PERCEPTION 8d6; bloodsense 60'; truesight; sense good 60'
SPEED 9; FLY 18 (hover); CLIMB 5; JUMP 32'/11'
CARRY 250lb (max lift 550lb)    

ACTIONS 3 (2 in her turn; 1 in 10 INIT points later)   
NATURAL DAMAGE 2d6+4  
REACH 5'                                                           

Claws 10d6 (2d6+4 piercing/unholy damage)    
Legendary spiked chain 15d6 (3d6 piercing/unholy damage; reach 10')
Inevitable misfortune 4d6 (2d6+4 damage)

Skills thievery 8 (3d6), bluffing 10 (4d6), stealth 10 (4d6), linguistics 10 (4d6), perception 10 (4d6), meditation 12 (4d6), dodging 10 (4d6), combat 15 (5d6), illusion* 10 (4d6), charm* 10 (4d6), creation* 6 (3d6), hardy 10 (4d6), religion 12 (4d6)
Gear legendary spiked chain                                                               

Prophecy. Ashima-Shimtu can cause seeming accidents which do her natural damage.  This is a LOG attack with a range of line-of-sight.

Bloodsense. Ashima-Shimtu can sense the presence of living creatures within 60' (as lifesense).

Telepathy. Ashima-Shimtu can communicate directly with any creature she can see using telepathy.

Demonic celerity. Ashima-Shimtu gains an extra action each turn (noted, above).

Regeneration. Ashima-Shimtu regenerates 2d6 HEALTH at the start of her turn.

Lady of deception. Ashima-Shimtu always detects lies.

Terrible rejuvenation. Whenever a creature is affected by Ashima-Shimtu's fear aura, she regains 3d6 HEALTH.

Fear aura. A 30' aura old fear surrounds Ashima-Shimtu.  Whenever a creature enters or starts its turn in the aura, it is automatically subject to a 5d6 vs. MENTAL DEFENSE attack which, if successful, renders the target Apprehensive [17].

Always prepared. Ashima-Shimtu has a brilliant tactical mind, and is always prepared. She may declare a single action which she took prior to the encounter (even if she didn't know the encounter was going to take place) which helps her in this exact scenario. This must be an action she was capable of.

Sidestep (0). Once per turn, when charged by an attacker, Ashima-Shimtu casually steps aside, causing it to rush past her. If the attacker's attack misses, it continues onwards in a straight line to the extent of its movement, unless something blocks his way. If it collides with a solid object, it takes 1d6 blunt damage.

Prestidigitation (1). Ashima-Shimtu can perform any cantrip-level magical effect at-will as a single action.

Shield of lies (1). Ashima-Shimtu can appear to be in a location slightly different to her actual location.  This requires concentration (1 action per round) but grants her +10 to her MELEE and RANGED DEFENSEs.

Shapechange (2). Ashima-Shimtu can change shape to any small, medium, or large humanoid. Reverting to her normal form is a free action.

Create illusion (2). Ashima-Shimtu can create convincing illusions which include all the senses.  The illusions must be size Large or smaller. The illusion is created with two actions, and can thereafter be maintained and controlled with one action per round.

Animate chains (2).  This spell causes spiked chains to appear and attack Ashima-Shimtu's victim, attacking with MAG vs. MELEE DEFENSE at a range of up to 50', and doing 3d6 piercing/evil damage.  A successful hit renders the victim Hindered [17] as the chains wrap around the target. The chains can only attack one victim at a time.

Confusion (2).  Ashima-Shimtu can whisper magical words of confusion and lies, making a MAG vs. MENTAL DEFENSE attack against a creature within 30'. If successful, the target is pushed one stage down the Cognizance status track.

Corruption (2). Make a CHA mental attack against one target. If successful, the target gains one Dark point.

Demonic traits. Ashima-Shimtu has all the regular demon traits, including sense good, immortality, possession, soul transactions, immunities, and causing accidents.


CERBURUS
Enormous unique evil semi-sentient demonic beast (10d6)    

Monstrous three-headed dog guarding the gates of the underworld.

STR 20 (5d6)  AGI 20 (5d6)  END 20 (5d6)        
INT 20 (5d6)  LOG 3 (2d6)  WIL 4 (2d6) CHA 4 (2d6)  LUC 0 (0d6)  REP 27 (6d6)

HEALTH 56 (each head)
MELEE DEFENSE 27; RANGED DEFENSE 10; MENTAL DEFENSE 25
SOAK 5 (10 ranged); VULN 1d6 (holy, silver); IMMUNE fire, acid, poison
STATUS IMMUNITIES fear, fire

INITIATIVE 8d6    
PERCEPTION 10d6; all-around sight; truesight; sense good 100'
SPEED 12; CLIMB 6; JUMP 40'/20'    
CARRY 800lb (max lift 2,000lb)

ACTIONS 5 (2 in its turn; 1 every 5 INIT points later)
NATURAL DAMAGE 4d6+5    
REACH 10'                                                           

Bite 10d6 (4d6+5 piercing/unholy damage)    
Snake tail 10d6 (3d6+5 poison/unholy damage; rear only; nausea)    
Poison bile 5d6 (4d6+5 poison/unholy damage; 20' cone; nausea)   

Skills perception 20 (5d6), combat 15 (5d6), reactions 6 (3d6), hardy 10 (4d6), religion 3 (2d6)
Gear -
                                                                        
Three heads. Cerberus has three heads, giving him an additional two actions beyond normal. This also gives him all-round sight; he is not affected by crossfire or flanking.

Three lives. Every time Cerberus is reduced to 0 HEALTH, one of his three heads is disabled and his HEALTH is restored to maximum again. Only when the third head has been disabled is Cerberus defeated. He loses one action per round each time a head is disabled, and loses his all-around sight when reduced to one head.

Guardian of the underworld. Cerberus cannot be ambushed.

Monumental. Cerburus has double SOAK against ranged weapons.

Acid blood. Cerberus has acidic blood. In addition to making him immune to acid, melee attackers which cause more than 10 slashing or piercing damage in a single blow take 1d6 acid damage from the blood splash.    

Pounce (1). With a single leap, Cerberus leaps upon his victim, bearing it to the ground and inflicting his regular bite damage. The target must be within Cerberus' horizontal jump distance (40'). This costs 2d6.

Quake (1). Quake. Cerberus slams a mighty paw on the ground, shaking the area within 30'. He makes a STR (5d6) melee attack against everybody within the area, knocking targets prone and doing 1d6 blunt damage to them.

Demonic traits. Cerberus has all the regular demon traits, including sense good, immortality, possession, soul transactions, immunities, and causing accidents.


CHAIN DEVIL
Medium very rare sentient evil demon (8d6)

Sadistic chain-wielding demons.

STR 10 (4d6)  AGI 10 (4d6)  END 9 (3d6)    
INT 10 (4d6)  LOG 4 (2d6)  WIL 10 (4d6) CHA 10 (4d6)  LUC 6 (3d6)  REP  14 (4d6)
MAG 10 (4d6)

HEALTH 40   
MELEE DEFENSE 28; RANGED DEFENSE 16; MENTAL DEFENSE 21
SOAK 6 (spiked chainmail); VULN 1d6 (holy, silver); IMMUNE fire, poison
STATUS IMMUNITIES fire, pain

INITIATIVE 8d6    
PERCEPTION 4d6 (insight 8d6); truesight; sense good 50'
SPEED 7; CLIMB 5; JUMP 20'/10'    
CARRY 190lb (max lift 500lb)            

ACTIONS 2    
NATURAL DAMAGE 2d6+4                                                              

Claw 4d6 (2d6+4 slashing/unholy damage)            
High quality spiked chain 8d6 (3d6+4 slashing/unholy damage; great reach, trap)        
Inevitable misfortune 3d6 (2d6+3 damage; line of sight)        

Skills stealth 6 (3d6), climbing 6 (3d6), tactics 10 (4d6), chains 6 (3d6), hardy 10 (4d6), insight 10 (4d6), religion 4 (2d6)
Gear glaive, chainmail

Spiked chain. The demon's spiked chain has a reach of 20' (4 squares); on a successful hit it renders the target immbobilized until it shakes off the bstatus or the demon releases it. The demon has two chains and can immobilize two foes at once. it does not suffer dual-wielding penalties for using two chains. An immoblized foe automatically suffers 1d6 slashing/unholy damage each round until it escapes the chains completely.

Pain immunity. Chain devils are compleyely immune to pain in all its forms.

Demonic traits. A chain devil has all the regular demon traits, including sense good, immortality, possession, soul transactions, immunities, and causing accidents.


CUBI
Medium sentient evil demon (10d6)

Succubi and Incubi - demons of temptation.       

STR 6 (3d6)  AGI 10 (4d6)  END 10 (4d6)    
INT 10 (4d6)  LOG 8 (3d6)  WIL 6 (3d6) CHA 21 (6d6)  LUC 6 (3d6)  REP 10 (4d6)
MAG 10 (4d6) person        

HEALTH 40    
MELEE DEFENSE 25; RANGED DEFENSE 14; MENTAL DEFENSE 25
SOAK -; VULN 1d6 (holy, silver); IMMUNE fire, poison    
STATUS IMMUNITIES fire, charm, autonomy

INITIATIVE 7d6    
PERCEPTION 4d6 (insight 8d6)    
SPEED 7; CLIMB 4; JUMP 20'/6'    
CARRY 160lb (max lift 300lb)        

ACTIONS 2
NATURAL DAMAGE 1d6+3
                                                               
Claws 7d6 (1d6+3 slashing/unholy/poison damage) 
Inevitable misfortune 3d6 (1d6+3 damage)

Skills seduction 10 (4d6), bluffing 10 (4d6), linguistics 10 (4d6), enchantment* 10 (4d6), insight 10 (4d6), religion 3 (3d6), hardy 6 (3d6), reactions 6 (3d6), combat  6 (3d6), illusion* 6 (3d6)
Gear -   

Corrupting kiss (2). If a cubi kisses a willing humanoid, the target gains one Dark Point. The cubi also recovers 3d6 HEALTH.

Change shape (2). A cubi can make an INT (insight) mental check (8d6) against a person within 30'. If successful, it is able to use illusion magic to change its appearance to appear in a form most desireable to that target.

Bewitching summons (1). The cubi makes a CHA (seduction) mental check (10d6) against a persont within 30'. If successful, the target is moved one stage down the Charm status track. The cubi can only do this once per round.

Word of sleep (2). The cubi makes a MAG (enchantment) mental attack (8d6) against one person within 30'. The target gains the snoozing status (the moderate Drowsiness status).


MILITUS DEVIL
Medium very rare sentient evil demon (7d6)

Rank and file infernal soldiers.

STR 8 (3d6)  AGI 8 (3d6)  END 9 (3d6)    
INT 6 (3d6)  LOG 4 (2d6)  WIL 6 (3d6) CHA 6 (3d6)  LUC  (0d6)  REP  14 (4d6)

HEALTH 40   
MELEE DEFENSE 21; RANGED DEFENSE 11; MENTAL DEFENSE 18
SOAK 6 (chainmail); VULN 1d6 (holy, silver); IMMUNE fire, poison
STATUS IMMUNITIES fire

INITIATIVE 7d6    
PERCEPTION 3d6 (hearing 5d6); truesight; sense good 30'
SPEED 6; CLIMB 5; JUMP 16'/8'    
CARRY 170lb (max lift 400lb)            

ACTIONS 2    
NATURAL DAMAGE 2d6+3                                                               

Claw 3d6 (2d6+3 slashing/unholy damage)            
Glaive 6d6 (2d6+7 slashing/unholy damage)        
Inevitable misfortune 3d6 (2d6+3 damage; line of sight)        

Skills stealth 6 (3d6), hearing 4 (2d6),  climbing 6 (3d6), tactics 10 (4d6), polearms 6 (3d6), hardy 10 (4d6), religion 4 (2d6)
Gear glaive, chainmail

Infernal glaive. A hit from the demon's infernal glaive causes the target to move one stage down the Pain status track. This only applies when the demon itself is using the glaive - in anybody else's hands it is a regular glaive.

Demonic traits. A militus devil has all the regular demon traits, including sense good, immortality, possession, soul transactions, immunities, and causing accidents.


GREATER FIRE DEMON
Gigantic very rare evil super-sentient demon (14d6) 

Mighty demons shrouded in fire and shadow.  

STR 30 (7d6)  AGI 10 (4d6)  END 30 (7d6)
INT 20 (5d6)  LOG 20 (5d6)  WIL 10 (4d6) CHA 4 (2d6)  LUC 15 (5d6)  REP 52 (9d6)

MAG 15 (5d6)
evoke 6 (3d6)
create 6 (3d6)
fire
shadow

HEALTH 120 (regenerate 2d6)
MELEE DEFENSE 23; RANGED DEFENSE 10; MENTAL DEFENSE 40
SOAK 20; VULN 1d6 (holy, silver); IMMUNE fire, poison
STATUS IMMUNITIES fear, fire

INITIATIVE 9d6    
PERCEPTION 5d6 (insight 8d6); truesight; sense good 100'
SPEED 15; FLY+ 15; CLIMB 8; JUMP 20'/30'
CARRY 2,400lb (max lift 6,000lb)    

ACTIONS 4 (2 in its turn; 1 every 5 INIT points later)
NATURAL DAMAGE 5d6+7 fire/evil
REACH 15'                                                       

Tail smash 11d6 (5d6+7 blunt/unholy/fire damage)    
Mastercraft longsword 14d6 (3d6+7 slashing/fire/unholy damage)
Flamewhip 10d6 (6d6 fire/unholy damage; range 6; grab)
Inevitable misfortune 5d6 (5d6+7 damage)   

Skills intimidation 12 (4d6), religion 20 (5d6), history 12 (4d6), evocation* 12 (4d6), creation* 12 (4d6), insight 8 (3d6), concentration 15 (5d6), hardy 10 (4d6), tactics  10 (4d6), swords 10 (4d6)
Gear mastercraft giant longsword, mastercraft flamewhip                                               

Fiery aura. Fire demons are surrounded by a 20' (4 squares) aura of fire. Any creature which enters or starts its turn in that aura takes 3d6 fire/evil damage.

Aura of Terror. Anybody who can begins their turn able to see the demon is affected by its aura of terror. A REP (9d6) mental attack pushes the target one stage along the Fear status track.

Combust. The demon makes a MAG ranged attack (9d6); on a success, the target bursts into flame for 5d6+7 fire/evil damage and is burning (extreme Fire track).

Knockback (m). The target is pushed back 5' for a cost of 1d6. For 2d6, this can be increased to 10'.

Knockdown (m). The target is knocked prone for a cost of 2d6. The demon cannot Knockdown colossal or larger targets.

Whip grab. Fire demons can grab their opponents with a ranged attack using its flamewhip. A grab is an attack with a -2d6 cost (8d6). A creature struck by the grab attack is grabbed and remains so until escape. An escape requires a STR or AGI attack against the grabbing creature's MELEE DEFENSE (23) and is an action which places the victim free from the grab in an adjacent square. It costs the demon an attack each round to maintain the grab, but it does not need to make any further checks; however it can use that action to make an opposed STR check and drag the victim 5 squares closer.

Corruption (2). Make a CHA mental attack against one target. If successful, the target gains one Dark point.

Demonic traits. A greater fire demon has all the regular demon traits, including sense good, immortality, possession, soul transactions, immunities, and causing accidents.


IMP
Small evil sentient demon (3d6)    

Mischievous servants of evil.

STR 2 (1d6)  AGI 8 (3d6)  END 4 (2d6)    
INT 8 (3d6)  LOG 6 (3d6)  WIL 4 (2d6) CHA 6 (3d6)  LUC 1 (1d6)  REP 1 (1d6)
MAG 3 (2d6) illusion

HEALTH 16    
MELEE DEFENSE 18; RANGED DEFENSE 18; MENTAL DEFENSE 11
SOAK 0; VULN 1d6 (holy, silver); IMMUNE fire, poison        
STATUS IMMUNITIES fire

INITIATIVE 3d6                                    
PERCEPTION 3d6; truesight; sense good 40'            
SPEED 3; CLIMB 3;  FLY 6; JUMP 16'/2'                        
CARRY 60lb (max lift 100lb)        

ACTIONS 2    
NATURAL DAMAGE 1d6+1    

Bite 3d6 (1d6+1 piercing/unholy damage)                                   

Skills bluffing 3 (2d6), stealth 3 (2d6),  thievery 3 (2d6),  perception 3 (2d6), climbing 3 (2d6), dodging 1 (1d6), religion 6 (3d6)        
Gear -    

Demonic traits. Imps have all the regular demon traits, including sense good, immortality, possession, soul transactions, immunities, and causing accidents.

Invisibility. Once per day an imp can turn itself invisible for up to five minutes.


POSSESSED

Possessed is a template which can be attached to another creature, usually an NPC stat block. Adjust the stat block in the following ways:

  • Increase STR to 12 (4d6) if it is lower than 12.
  • Gain the demonic traits Sense Good, Immunities, and the Evil virtue.
  • Gain Vulnerability 1d6 (holy, silver).
  • Gain an immunity to pain.
  • Gain one of the following traits:
    • Speaking in tongues
    • Eyes gouged out (this does not affect perception) or other forms of self mutilation
    • Markings/symbols covering the body and face
    • Blasphemous rage and profanity

There are two levels of possession - lesser and greater possession.

  • Lesser possession imbues the creature with the above qualities, but the creature retains its own ability to act. It has complete loyalty to the demon which has possessed it. The creature speaks with its own voice.
  • Greater possession imbues the creature with the above qualities, but the creature is completely controlled by the demon which has possessed it. The creature speaks with the demon's voice and gains the demon's INT, LOG, and WIL attributes.

An exorcism can be performed with a CHA (religion) mental attack against the inhabiting demon, using all of the exorcist's actions.

EXAMPLE: POSSESSED MARINE    
Medium uncommon evil sentient humanoid (6d6)

Demonic marines, their eyes gouged out, serving an evil master.

STR 12 (4d6)  AGI 8 (3d6)  END 8 (3d6)    
INT 8 (3d6)  LOG 8 (3d6)  WIL 8 (3d6) CHA 6 (3d6)  LUC 6 (3d6)  REP 10 (4d6)

HEALTH 32    
MELEE DEFENSE 24; RANGED DEFENSE 18; MENTAL DEFENSE 11
SOAK 10 (navy battlesuit); VULN 1d6 (holy, silver); IMMUNE fire, poison  
STATUS IMMUNITIES fear, fire                                                          

INITIATIVE 5d6
PERCEPTION 3d6; sense good 40'   
SPEED 6; CLIMB 3; JUMP 16'/8'    
CARRY 190lb (max lift 550lb)                                                

ACTIONS 2
NATURAL DAMAGE 2d6+3
REACH 5'

Longsword 6d6 (2d6+4 slashing damage)    
Laser rifle 6d6 (2d6+3 heat damage; range 20)

Skills rifles 3 (d6), pistols 3 (2d6), brawling 3 (2d6), heavy armor 3 (2d6), medicine 1 (1d6),  computers 1 (1d6),  hardy 3 (2d6), swimming  (0d6), carrying 3 (2d6), tactics 3 (2d6), dodging 3 (2d6), swords 3 (2d6)
Gear laser rifle, laser pistol, navy battle suit, hand scanner, medkit

Lesser possession. The marine is possesed by a demonic entity.  It retains its own ability to act. It has complete loyalty to the demon which has possessed it. The marine speaks with its own voice. The marine is completely immune to pain.

Hunker downCover grants marines one extra die of cover when in cover.

Protector. Marines can take an attack meant for an adjacent ally. If the attack hits the ally, the marine takes the damage instead. If the marine has a shield, the ally also benefits from the shield's defense bonus.

Get on with it (2). Once per day, marines can pause for two actions and recover 2d6 HEALTH.

Double tap (m). Once per turn, a marine can fire two quick shots at a target at the cost of just one action, paying 2d6.

Demonic traits. A possessed marine has the demon traits Sense Good, Immunities, and the Evil virtue.


RASKILLON DEMON    
Medium evil super-sentient demon (9d6)  

Expert magic-using, manipulative vermin lords.

STR 12 (4d6)  AGI 12 (4d6)  END 12 (4d6)        
INT 20 (5d6)  LOG 20 (5d6)  WIL 20 (5d6) CHA 20 (5d6)  LUC 20 (5d6)  REP 22 (6d6)

MAG 15 (5d6)
charm 10 (4d6)
compel 10 (4d6)
creation
10 (4d6)
illusion
10 (4d6)
summon
10 (4d6)
vermin
humanoids
beasts
shadow

HEALTH 52   
MELEE DEFENSE 35; RANGED DEFENSE 25; MENTAL DEFENSE 35
SOAK 0; VULN 1d6 (holy, silver); IMMUNE fire, poison
STATUS IMMUNITIES fire, nausea

INITIATIVE 9d6    
PERCEPTION 5d6 (intuition 9d6); truesight; sense good 100'
SPEED 8; CLIMB 4; JUMP 24'/12'            
CARRY 240lb (max lift 600lb)                

ACTIONS 2
NATURAL DAMAGE 2d6+4    
REACH 5'                                                           

Claw 7d6 (2d6+4 slashing/unholy/poison damage; nausea)    
Inevitable misfortune 5d6 (2d6+4 damage)

Skills bluffing 15 (5d6), religion 15 (5d6), charm* 10 (4d6), compulsion* 10 (4d6), illusion* 10 (4d6), creation* 10 (4d6),  summoning* 10 (4d6), intuition 10 (4d6), concentration 10 (4d6), dodging 6 (3d6), combat  6 (3d6), tactics 10 (4d6), hardy 10 (4d6)
Gear -    

Always prepared. Raskillon demons have a brilliant tactical mind, and are always prepared. They may declare a single action which they took prior to the encounter (even if they didn't know the encounter was going to take place) which helps them in this exact scenario. This must be an action they were capable of.

Masters of vermin. Raskillon demons are able to control all vermin (rats and the like) within 100'.

Domineer (2). One target within 30' becomes controlled (the extreme Autonomy condition) with a MAG (9d6) mental attack, and will follow the Raskillon's commands to the best of its ability; the demon can also sense whatever the creature senses, even if it goes beyond range. The creature is unaware that it has been controlled, and cannot shake off the effect. The effect ends at the end of its 1-day duration.

Nauseaus claws. Any hit from a Raskillon's claw pushs he target one stage down the Nausea status track. A critical hit infects the vistim with flesh rot.

Taunt (1). The demon taunts its target, enraging it, and makes a CHA (5d6) mental attack. If successful, the target focuses all its attacks on the demon until the start of the demon's next turn.

Corruption (2). Make a CHA mental attack against one target. If successful, the target gains one Dark point.

Demonic traits. A Raskillon demon has all the regular demon traits, including sense good, immortality, possession, soul transactions, immunities, and causing accidents.


TERROR DOG    
Medium semi-sentient evil demonic beast (8d6)

Demonic hellhounds which serve evil powers.

STR 12 (4d6)  AGI 10 (4d6)  END 12 (4d6)
INT 10 (4d6)  LOG 3 (2d6)  WIL 10 (4d6) CHA 3 (2d6)  LUC 0 (0d6)  REP 18 (5d6) 

MAG 6 (3d6)
-

-

HEALTH 48
MELEE DEFENSE 28; RANGED DEFENSE 14; MENTAL DEFENSE 21
SOAK 5 (thick hide); VULN 1d6 (holy, silver); IMMUNE fire, poison
STATUS IMMUNITIES fire, fear

INITIATIVE 7d6    
PERCEPTION 4d6; lifesense 50'; truesight; sense good 50'
SPEED 11; CLIMB 5; JUMP 26'/18'    
CARRY 240lb (max lift 600lb)    

ACTIONS 2    
NATURAL DAMAGE 2d6+4  
REACH 5'                                                            

Bite 8d6 (2d6+4 piercing/unholy damage)       
Fire breath 4d6 (3d6 fire/unholy damage; range 2)    

Skills jumping 6 (3d6),  running 6 (3d6),  reactions 6 (3d6), tracking 6  (3d6), combat 10 (4d6), hardy 10 (4d6)
Gear -    

Superior darksight.  Terror dogs can see in the dark as though it were daylight.

Regeneration. Terror dogs regenerate 1d6 HEALTH at the start of each of their turns as long as they have more than 0 HEALTH.

Pounce (m). With a single leap, the terror dog leaps upon its victim, bearing it to the ground and inflicting its regular natural damage (2d6+4 piercing). The target must be within the dog's horizontal jump distance of 26'. This costs 2d6.

Fire breath (2). Terror dogs can breathe fire in a 5' cone, attacking all in the area and doing 3d6 heat/fire damage to those it successfully hits.

Demonic traits. A terror dog has all the regular demon traits, including sense good, immortality, possession, soul transactions, immunities, and causing accidents.