Demons

ASHIMA-SHIMTU
Medium unique sentient evil demon [shadow] (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 32 (regenerate 1d6)
MELEE DEFENSE 46; RANGED DEFENSE 32; MENTAL DEFENSE 28
SOAK 20; VULN 1d6 (good); immune heat/fire
STATUS IMMUNITIES all

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

ACTIONS 3    
NATURAL DAMAGE 2d6+4  
REACH 5'                                                           

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

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)
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 1d6 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.


CERBURUS
Enormous unique evil semi-sentient demonic beast [poison, acid] (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 42
MELEE DEFENSE 27; RANGED DEFENSE 10; MENTAL DEFENSE 18
SOAK 5 (10 acid); VULN -; IMMUNE fire

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

ACTIONS 5
NATURAL DAMAGE 4d6+5    
REACH 10'                                                           

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

Skills perception 20 (5d6), combat 15 (5d6), reactions 6 (3d6)
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.

Guardian of the underworld. Cerberus cannot be ambushed.

Acid blood. Cerberus has acidic blood. In addition to gaining an additional 5 SOAK (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.


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 24    
MELEE DEFENSE 21; RANGED DEFENSE 11; MENTAL DEFENSE 11
SOAK 6 (chainmail); VULN -; IMMUNE fire

INITIATIVE 7d6    
PERCEPTION 3d6 (hearing 5d6); truesight    
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)        
Cause accident 3d6 (2d6+3 damage; line of sight)        

Skills stealth 6 (3d6), hearing 4 (2d6),  climbing 6 (3d6), tactics 10 (4d6), polearms 6 (3d6)
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 [fire, shadow] (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 1d6)
MELEE DEFENSE 23; RANGED DEFENSE 10; MENTAL DEFENSE 35
SOAK 20; VULN 1d6 (good); IMMUNE fire

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

ACTIONS 4
NATURAL DAMAGE 5d6+7 fire/evil
REACH 15'                                                       

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

Skills intimidation 12 (4d6), religion 12 (4d6), 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 40' aura of fire. Any creature which enters or starts its turn in that aura takes 3d6 fire/evil damage.

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. 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 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.


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 36    
MELEE DEFENSE 35; RANGED DEFENSE 25; MENTAL DEFENSE 32
SOAK 0; VULN 1d6 (good); IMMUNE fire

INITIATIVE 9d6    
PERCEPTION 5d6 (intuition 9d6); truesight
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/evil 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)
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'.

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


TERROR DOG    
Medium semi-sentient evil demonic beast [fire] (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 32
MELEE DEFENSE 28; RANGED DEFENSE 14; MENTAL DEFENSE 14
SOAK 5 (thick hide); VULN 1d6 (good)
STATUS IMMUNITIES -

INITIATIVE 7d6    
PERCEPTION 4d6; lifesense 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 damage)       
Fire breath 4d6 (3d6 fire damage; range 2)    

Skills jumping 6 (3d6),  running 6 (3d6),  reactions 6 (3d6), tracking 6  (3d6), combat 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.