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Monster Details D



Monster Details D

Contents


Daemons

Demons are creatures of the lower planes of existence, but they are occasionally encountered in places where they have been enslaved to serve as guardians by powerful magic-users or evil priests. The more intelligent varieties might also be interrupted while carrying out plots of their own. Swords & Wizardry makes no game distinction between demons and daemons, for the convenience of those using only a three-alignment system; all are simply creatures of the lower planes, to be used as desired with the Referee’s own campaign.

Daemon, Cacodaemon

Cacodaemons are tall, sleek, ebony humanoids with long, thick arms that end in powerful claws. The average cacodaemon stands about 7 feet tall and weighs about 800 pounds. They have sleek, hairless heads and bright, fiery red eyes. Their mouths are lined with sharpened teeth and fangs. They are employed as guards and soldiers in the Oinodaemon’s palace. Cacodaemons are completely loyal to the Oinodaemon and never question their position or authority; they do not take orders from any other daemon. Cacodaemons are relentless combatants and never back down from a fight. They often begin combat by changing forms and appearing as a race friendly to their potential opponents. Once an opponent is lured close to the cacodaemon, it changes to its natural form and attacks. Cacodaemons can cast the following spells: darkness, esp, fear and hold person (3/day).

  • Cacodaemon: HD 12; AC -3 [22]; Atk Sword (2d6) or 2 claws (1d6); Move 12; Save 3; AL C; CL/XP 18/3800; Special: Spells, only harmed by silver weapons, immunity to acid and poison, magic resistance (60%), telepathy 100 ft.

Source: Daemon, Cacodaemon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Daemon, Charon (Boatman of the Lower Planes)

Charon spends his time ferrying dead souls to their final resting place in the Lower Planes. He appears as a skeleton shrouded in a dark hooded robe with small pinpoints of crimson light burning in his empty eye sockets. He uses a large, flat skiff to ferry his passengers across the dangerous waters of the River Styx. On occasion, he ferries living souls to a desired location within the Lower Planes, though he charges a hefty price for such passage. A rare and costly (to one’s sanity) spell can be used to summon the dread boatman. Passage for living souls across the River Styx costs a single magic item, 500 pp, or two gems of at least 1,000 gp total value. If his price is refused, Charon turns his skiff and moves away. If attacked, Charon attacks but seeks to escape as soon as possible. Those within 30 feet meeting Charon’s gaze must succeed on a saving throw or be paralyzed with fear for a number of rounds equal to the value by which they failed their saving throw. A creature hit by Charon’s staff must succeed on a saving throw or be paralyzed for 2d6 minutes. Charon can see through invisibility. Once per day he can trace a symbol of fear or symbol of stunning. Three times per day, Charon can summon 2d4 charonadaemons. Charon can control the waters of the River Styx as if using the control water spell. Additionally, he can form a 16 HD water elemental using this ability. A Styx elemental uses the standard 16 HD water elemental statistics with the addition that its touch causes feeblemind in those who fail a saving throw. Charon can roam the planes in its skiff at will.

  • Charon: HD 32 (128 hp); AC -5 [24]; Atk Staff (2d6); Move 18; Save 3; AL C; CL/XP 40/10800; Special: Control Styx, fear gaze, paralysis, spells, +1 or better weapons to hit, immunity to acid and poison, magic resistance (90%), telepathy 100 ft.

Source: Daemon, Charon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Daemon, Charonodaemon

Charonadaemons resemble their master, Charon, the Boatman of the Lower Planes, and are often mistaken for him. Unlike their master, they care nothing for ferrying souls across the River Styx and merely seek to murder or steal from those that request passage. Travel across the River Styx by a charonadaemon costs a single magic item, 50 pp, or 2 gems (total value of both gems must be at least 100 gp). Even if the price is paid, the charonadaemon usually betrays his passengers, attempting to dump them into the River Styx or kill them outright. If more money or fare is offered, the charonadaemon might be persuaded not to attack. A charonadaemon can be summoned to the banks of the River Styx by casting symbol (any). Those within 30 feet meeting the gaze of a charonadaemon must succeed on a saving throw or be paralyzed with fear for a number of rounds equal to the value by which they failed their saving throw. Charonadaemons can cast, at will, the spells cause fear and darkness, and they can discern invisible creatures. Charonadaemons can roam the planes in their skiffs at will.

  • Charonodaemon: HD 10; AC -2 [21]; Atk Staff (1d8); Move 15; Save 5; AL C; CL/XP 15/2900; Special: Fear gaze, spells, only harmed by silver weapons, immunity to acid and poison, magic resistance (45%), telepathy 100 ft.

Source: Daemon, Charonodaemon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Daemon, Dhergodaemon

The derghodaemon is one of the strongest of the daemon races, but its low intelligence has relegated it to a position of brute warrior and little more. It is a tall, bloated, insect-like creature with five arms and three legs. Each of its arms ends in a sharpened, clawed hand. Its legs end in four-toed feet. Its flesh is mottled green and black and its eyes are large and black with no pupils. A derghodaemon stands 8 feet tall and weighs about 800 pounds. Twice per day, by clicking its mandibles, a derghodaemon can affect all creatures within 30 feet as if by a feeblemind spell. A derghodaemon’s head can rotate 360 degrees, making it almost impossible to surprise the creatures or back stab them. In addition, they can see invisible creatures. Derghodaemons can cast, at will, the spells cause fear, darkness and sleep.

  • Dhergoodaemon: HD 10; AC -2 [21]; Atk 5 claws (1d4) or 2 claws (1d4) and 3 swords (2d6); Move 15; Save 5; AL C; CL/XP 15/2900; Special: Feeblemind, spells, only harmed by silver weapons, immunity to acid and poison, magic resistance (50%), telepathy 100 ft.

Source: Daemon, Dhergodaemon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Daemon, Guardian

A guardian daemon is summoned to the Material Plane by a spellcaster with the task of guarding an area or treasure. These daemons vary in size and appearance, though most resemble large bears, wild cats, or apes with added daemonic characteristics (horns, elongated fangs and nails, and so on). Despite its varying appearance and form, the guardian daemon is a dangerous adversary. Most guardian daemons are of neutral slant, though many, due to their daemonic heritage, are chaotic and usually only serve those of like alignment.

A guardian daemon only initiates combat if the area it is guarding is entered or the treasure it is watching over is disturbed. The realm of a guardian daemon encompasses only the area it is summoned to guard; a room, chamber, or treasure. The guardian daemon can wander freely in its area, but cannot move beyond the precincts of the designated area.

Three times per day a guardian daemon can breathe a cone of fire 30 feet long with a 15-foot wide base. This cone of fire deals 5d6 points of damage (save for half damage).

Guardian daemons are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), sleep, hold, and polymorph. They cannot be harmed by acid and poison.

  • Guardian Daemon: HD 8; AC -1 [20]; Atk Bite (2d6), 2 claws (1d6); Move 12; Save 8; AL C; CL/XP 11/1700; Special: Breath weapon, +1 or better weapon to hit, immunity to acid and poison, limited domain, telepathy 100 ft.

Source: Guardian Daemon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Ian McDowall.

Daemon, Hydrodaemon

Hydrodaemons are frog-like daemons that swim the River Styx. They are the only known creatures in existence that can touch the waters of the Styx without suffering any ill effects. Hydrodaemons are 10 feet tall and weight about 4,000 pounds. Large flaps of skin under their arms allow them to glide when leaping. The flesh of a hydrodaemon is warty and green. Its eyes are a sickly yellow in color. Up to five times per day a hydrodaemon can expel a 20-foot long line of sputum that causes those hit to save vs. sleep (as the spell) for 6 rounds. Hydrodaemons can, at will, cast cause fear, darkness, detect magic and dimenson door. Once per day, they can summon an 8 HD water elemental.

  • Hydrodaemon: HD 7; AC 0 [19]; Atk 2 claws (1d6), bite (2d6) or spit (see below); Move 9/24/12 (swimming/flying); Save 9; AL C; CL/XP 13/2300; Special: Spittle, spells, only hamed by silver weapons, immunity to acid and poison, magic resistance (35%), telepathy 100 ft.

Source: Hydrodaemon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Daemon, The Oinodaemon

The Oinodaemon claims rulership over all other daemons. There is no other single figure in the lower planes that commands more respect (and fear) than the Oinodaemon (excepting a few powerful arch devils). His position is constantly threatened by those that would usurp the throne and take the position for themselves. There are believed to be at least seven other extremely powerful daemons vying for the throne and title. Through subtle machinations, sheer power, and fear, the Oinodaemon has staved them off thus far.

The Oinodaemon stands 9 feet tall. Its head resembles that of a diseased and rotting ram with downward, forward-curving horns. The wool and flesh of its humanoid body seem to pull away or drop away in sickly clumps. Its body is covered in boils, blisters, sores and scabs. Thick, white foam oozes from its mouth and a thin yellow ichor squeezes from its bloodshot eyes.

The touch of the Oinodaemon carries with its the daemon plague, a terrible disease that prevents magical and natural healing and rots the flesh while the victim yet lives. A person afflicted with the daemon plague is contagious until it dies, usually in one week.

Oinodaemon’s gaze transfixes one target per round unless a saving throw is made. The transfixed target cannot move until permitted to do so.

Oinodaemon can cast spells as a 12th level cleric, as well as detect magic, dispel magic and invisibility at will and feeblemind once per day. Once per day, his touch can act as a rod of cancellation.

Staff of the Lower Planes: This 12-foot long, black wooden staff can only be wielded by the current Oinodaemon or any daemon he allows to wield it. In anyone else’s hands, the staff functions as a normal quarterstaff. Upon the current Oinodaemon’s death, the staff can be wielded (and it functions as detailed below) by the new Oinodaemon. The staff has the power of a staff of withering and can cast a charm monster spell that affects up to 20 targets, can lay a geas upon a person and can grant another’s wish.

Servants of the Oinodaemon

Followers of the Oinodaemon are usually evil humanoids and often consist of clerics and necromancers. Clerics of the Oinodaemon are called Servants of Decay and must sign a pact of evil with the Oinodaemon. Servants of Decay can receive cleric spells up to 3rd level from the Oinodaemon.

  • The Oinodaemon: HD 25 (100 hp); AC -3 [22]; Atk 2 slams (2d6 plus disease); Move 15; Save 3; AL C; CL/XP 34/8600; Special: Spittle, spells, only hamed by silver weapons, immunity to acid and poison, magic resistance (35%), telepathy 100 ft.

Source: The Oinodaemon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Daemon, Piscodaemon

Piscodaemons look like 7-foot tall bipedal lobsters with long, gangly arms that end in powerful pincers. It has a short, fish-like tail on its posterior and a centipede-like head with several small tentacles located beneath its mouth and looking like a writhing beard. Piscodaemons are found throughout the Lower Planes bullying and killing weaker creatures. They are often themselves used as cannon fodder or slaves by the more powerful races of the Lower Planes. If a piscodaemon scores a natural 20 on its attack roll with a claw attack and its victim fails a saving throw, it severs one of the opponent’s extremities (roll 1d6: 1-3 arm, 4-6 leg; 50% chance of either right or left). A piscodaemon’s mouth tentacles are poisonous, affecting a victim as though with a slow spell for 1 minute if a saving throw is failed. Piscodaemons can cast the following spells: Blink, cause fear, darkness, stinking cloud and mirror image (2/day). The piscodaemon’s faceted eyes can see in all directions, making it difficult to surprise. In addition, they can see invisible creatures and objects.

  • Piscodaemon: HD 10; AC -1 [20]; Atk 2 claws (2d6), mouth tentacles (1d8 plus poison); Move 9/18 (swimming); Save 5; AL C; CL/XP 20/4400; Special: Constrict, poison, spells, vorpal strike, only harmed by silver weapons, immunity to acid and poison, magic resistance (50%), telepathy 100 ft.

Source: Hydrodaemon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Dakon

Dakons are a race of intelligent apes that make their homes in the warmer regions of the world, though rarely, if ever, near a large expanse of water as they simply don’t trust the stuff. They are generally friendly toward humans who share their alignment, and view all other races (even those races of the same alignment as the dakons) with caution and suspicion. Dakons stand 8 feet tall and weigh about 500 pounds. Dakons speak their own language and might speak Common if they dwell near humans. Dakons are very passive and docile creatures; they rarely attack except in self-defense. If forced into combat, a dakon attacks with its claws.

  • Dakon: HD 2; AC 4 [15]; Atk 2 claws (1d6); Move 12/12 (climbing); Save 16; AL C; CL/XP 2/30; Special: None

Source: Dakon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Ian McDowall.

Darakel

The Darakel is a gigantic horse-headed eel, forty feet long and highly aggressive. It can attack with a nasty fanged bite and tail slap, and three times per day may exhale a 20-foot radius cloud of poison from its nostrils (5d6 points of damage in addition to normal attacks, saving throw for half damage). The Darakel can slither about on land at its normal movement rate, and enjoys preying upon farmers and livestock. It is immune to poison. (Author: Scott Wylie Roberts, “Myrystyr”).

  • Darakel: HD 10; AC 6 [13]; Atk 1 bite (3d6), 1 tail (2d6); Move 12 (swim 12); Save 5; AL N; CL/XP 11/1700; Special: Poison breath (3/day).

Source: Monstrosities

Dark Creeper

Dark creepers are humanoids that stand just under 4 feet tall, always swathed in heavy, dark cloaks and wrappings. Their flesh is pale and moist, and their eyes are milky white. Dark creepers exude a foul stench of sweat and spoiled food, owing primarily to the fact that they never take off their clothing—instead piling on new layers when the outermost one grows too ragged.

Dark creepers lurk in the black places deep below the surface of the world, venturing forth at night or into neighboring societies when the urge to steal and cause mayhem grows too great to resist. Endless layers of filthy, moldering black cloth shroud these small creatures, leading some to believe that the creature inside is smaller still. Usually encountered in groups, dark creepers flee from bright light, but are quite brave in the dark.

For all the mayhem and trouble a pack of dark creepers can cause, this is nothing compared to the dangers a tribe led by the taller, even more sinister dark stalkers represents. Dark creepers treat their tall, lithe masters almost like gods, presenting them with offerings and obeying their every whim. Invariably, several dark stalkers serve as leaders to dark creeper tribes, with all of the tribe’s heavy work and labor falling on the diminutive shoulders of the creepers, freeing the dark stalkers for their own decadent pleasures. Yet the dark creepers themselves see no inherent imbalance in this arrangement—to a dark creeper, a life in the servitude of a dark stalker is a life fulfilled.

Dark creepers use daggers in combat, coating them with the poison called black smear. Black smear poison (unless a saving throw is made) reduces the victim’s strength by 1d2 points per round for 2d6-1 rounds. If the victim’s strength is reduced to 0, the victim dies. If the victim survives, the points of strength will return in 1d6 hours. The poison on a blade is used up when the weapon hits.

Dark creepers (and dark stalkers) are able to employ magic to create a very deep darkness, much more potent than ordinary darkness/light spells. This deeper darkness has a radius of 50ft, and several effects: (1) all normal light sources in the radius of effect are not only extinguished, but cannot be relit for a period of one hour; (2) all magical light sources must make a saving throw or be extinguished for a period of one hour; (3) darkvision will not penetrate the 50ft radius area around the object upon which the deeper darkness has been cast. Magical light sources that are not extinguished by the spell are able to function within the deeper darkness, but convey a range of vision no greater than 30ft.

When a dark creeper is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must make a saving throw or be blinded for 1d6 rounds. Other dark creepers within 10 feet are automatically blinded for at least 1 round.

  • Dark Creeper: HD 1+1; AC 7 [12]; Atk 1 dagger (1d4 + special poison); Move 9; Save 17; AL C; CL/XP 3/60; Special: create special darkness, death-flash, level 4 thief.

Source: Monstrosities

Dark Stalker

The strange and mysterious dark stalkers are apparently a noble sub-race of the dark creepers. The stalkers dwell in strange villages (some rumors suggest entire cities) built of stone and fungus, in remote underground caverns where they are served and worshiped by their coarser, diminutive kin, the dark creepers. Dark stalkers come to the surface rarely, but when they do it is on a mission, and with a force of creatures such that it never ends well for those they seek to rob or torment. Dark stalkers are tall, frail humanoids with incredibly pale skin. They always wear multiple layers of dark cloth and black leather armor, yet unlike their lesser kin, a dark stalker’s garb is always clean and spotless. Each dark stalker carries a pair of short swords— they prefer these weapons to all others, and coat them with the poison called black smear. Black smear poison (unless a saving throw is made) reduces the victim’s strength by 1d2 points per round for 2d6-1 rounds. If the victim’s strength is reduced to 0, the victim dies. If the victim survives, the points of strength will return in 1d6 hours. The poison on a blade is used up when the weapon hits.

Dark stalkers are 6 feet tall and weigh 100 pounds.

Dark stalkers have the ability to create a very powerful form of darkness magic 3 times per day (see dark creeper). All dark stalkers have the abilities of a level 4 thief. When a dark stalker is killed, its body explodes in a flash of illumination that causes 3d6 points of damage to anyone within 40ft (save for half damage).

In a fight, dark stalkers are not above sacrificing lesser creatures, including dark creepers, to win the day or cover their retreat if things go poorly. They hate well-lit areas and always prefer to fight under the cover of magical darkness. Dark stalkers rarely fight to the death if it can be avoided, preferring to slip away if things begin to look grim. The origins of the dark stalkers and the dark creepers are shrouded in mystery, made more difficult to decipher by the fact that the dark stalkers do not keep records of their history. Many scholars believe that, just as the drow descended from elves, so too must the dark folk have descended from humanity, their eerie powers and spell-like abilities the result of generation upon generation of devotion to profane and sinister magic.

  • Darkmantle: HD 6+2; AC 7 [12] or 0 [19] in darkness; Atk 1 short sword (1d6 + special poison); Move 12; Save 11; AL C; CL/XP 8/800; Special: Create special darkness, death-flash, level 4 thief.

Source: Monstrosities

Darkmantle

Darkmantles are flying, octopus-like creatures with skin textured and colored to resemble limestone. They ambush prey by sticking to cavern ceilings, and dropping to the attack (they are clumsy fliers). If a darkmantle hits, it attempts to suffocate its prey by folding its tentacles (and the webbing between the tentacles) around the victim’s head. If a darkmantle misses its attack, it will flap heavily into the air to make another attempt. When a darkmantle hits, the victim makes a saving throw to avoid having his head enfolded in the darkmantle’s octopoid clutches. If the saving throw succeeds, no damage is inflicted. If the saving throw fails, the darkmantle has attached and inflicts 1d4 points of damage, continuing to constrict for an automatic 1d4 points each round thereafter. Darkmantles have the ability to create darkness in a radius of 15-ft.

  • Darkmantle: HD 1+2; AC 4 [15]; Atk 1 grab (1d4); Move 3 (Fly 3); Save 17; AL N; CL/XP 2/30; Special: Suffocation, darkness.

Source: Monstrosities

Darnoc

The darnoc is a corrupting evil presence whose very touch sucks the life from an opponent bit by painful bit. The darnoc are said to be the restless spirits of oppressive, cruel, and power hungry individuals cursed forever to a life of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life. Often seen in the clothes and guise it wore in life, a darnoc often walks the same halls and repeats the same actions of its insipid existence over and over again.

Due to their great greed, a darnoc may be found within its treasury endlessly counting its coins, or within a graveyard noting the headstones of its vanquished foes with cruel mirth. When distracted from its reverie of its remembered past life, the creature flies into an inconsolable rage, often lashing out without warning or provocation at the first individual who attempts to speak to it. Creatures within a 30-foot radius and with less HD than the darnoc become flee in dear for 2d6 rounds when it flies into a rage if they fail a saving throw.

Once per day, a darnoc can scribe a symbol in the air. All creatures with an Intelligence score of 3 or higher within 60 feet who see the symbol must succeed on a saving throw or immediately fall into loud bickering and arguing. Meaningful communication is impossible. If the affected creatures have different alignments, there is a 50% chance that they attack each other. Bickering lasts 3d6 rounds. Fighting begins 1d6 rounds into the bickering and lasts 2d6 rounds. Once triggered, the symbol lasts 2 hours. Any damage dealt by a darnoc’s slam attack does not heal naturally and resists all magical healing (potions, cure spells, and so on). Before the damage can be healed, the curse must first be broken with a break enchantment or remove curse spell (requiring a DC 20 caster level check for either spell).

A darnoc can become incorporeal for up to 10 minutes each day. While incorporeal, the darnoc can only be harmed by magic weapons and spells. Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds. Spawn are under the command of the darnoc that created them and remain enslaved until its destruction.

  • Darnoc: HD 8; AC 3 [16]; Atk slam (1d6); Move 12; Save 8; AL C; CL/XP 10/1400; Special: Curse of the grave, symbol of discord, ghostly

Source: Darnoc from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Deasic (Ice Creeper)

The Deasic, or Ice Creeper, is a creature of living ice, resembling a long, branching, crystal-like structure. The deasic attacks by stealth, creeping up to living creatures in their sleep, smothering their air passages and draining their life heat. Anyone slain in this manner becomes frozen solid, as the warmth of life is sucked out of them. If discovered before it can complete its attack, the deasic will defend itself with dagger-like shafts of ice. It is immune to fire and cold based attacks, and can cause a burst of icy shards to erupt from its body, three times per day, causing 6d6 damage to all within 20ft. Deasic apparently have a rudimentary intelligence and society, as they have occasionally been observed gathering in large numbers to form gigantic snowflake-shaped structures under the aurora of polar skies in winter. (Author: Scott Wylie Roberts, “Myrystyr”).

  • Deasic (Ice Creeper): HD 9; AC 3 [16]; Atk 1 smother (2d6) or 3 ice daggers (1d4); Move 6; Save 6; AL N; CL/XP 11/1700; Special: Smothers, explosion of shards, immunities.

Source: Monstrosities

Death Dog

Death dogs are two-headed, mastiff-like hounds; nocturnal killing machines that hunt their prey without hesitation across the desert sands and wastelands. Death dog packs have been known to share territory with little friction, although they do engage in dominance battles in leaner times when hunting is difficult. Victims of the death dog’s bite must pass a saving throw or come down with the rotting death, losing 1d6 points of constitution each day until they succeed at a saving throw at a -5 penalty. Victims who lose all their points of constitution die. Constitution can be restored with powerful healing magic or be complete bed rest, with one point of constitution returning with each week of rest.

  • Death Dog: HD 2; AC 4 [15]; Atk 2 bites (1d6 plus rotting death); Move 15; Save 16; AL C; CL/XP 10/1400; Special: Rotting death

Source: Death Dog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, base on original material by Underworld Oracle.

Death Worm

Death worms are long, slender, reddish-brown monsters related to the purple worm. Its skin is mottled yellow across its back, tapering off as the colors near its head. Its mouth is huge and lined with rock hard teeth that allow it to break rocks and earth as it burrows underground. The death worm is a reclusive, desert-dwelling creature content to spend its life burrowing beneath the ground and sustaining itself on a diet of sand and earth. On occasion, it surfaces to devour more substantial prey (animals such as saiga, deer, yaks and humans). Death worms lay their eggs far beneath the surface of the earth. A death worm lurks under sand or loose earth, waiting for its prey to move close where it then ambushes its target, surprising on a 1-3 on 1d6. A death worm’s mouth constantly drips highly corrosive saliva. Once every 1d4 rounds a death worm can spit a 3 dice lightning bolt (saving throw for half damage).

  • Death Worm: HD 7; AC 2 [17]; Atk Bite (1d8 plus 1d6 acid); Move 9/6 (burrowing); Save 9; AL C; CL/XP 8/800; Special: Spit lightning, surprise on 1-3 on 1d6

Source: Death Worm from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley.

Decapus

A decapus is a large (4-foot in diameter), pale green spheroid with ten octopus-like tentacles protruding from its body. Hair grows in broken patches along its body. Its eyes are stark white and pupiless. Its large mouth sports long, yellow fangs. Decapuses are solitary creatures that dwell in dense forests or underground. Most prefer the forests as their ability to move among the trees allows them to either pursue their prey or flee in situations not to their advantage. On the ground, decapuses are slow-moving, thus they spend most of their time among the tree tops. Decapuses are nocturnal hunters and are quite fond of human, elf, and halfling flesh. In times when food is scarce, they exist on a diet of rats, snakes, and other small forest creatures (or dungeon denizens in the case of the subterranean decapus). Decapuses seem to be able to speak with others of their kind using a series of guttural noises.

Decapuses attack with their tentacles. A decapus that beats its opponent’s Armor Class by 6 or more latches around their neck and scores automatic damage each round thereafter until it is killed (and 1d4 rounds even after it is killed) or its victim makes a successful open doors check. At will, a decapus can create an effect identical to the phantasmal force spell. The creature can also mimic any creature it has previously encountered with near total accuracy, though it cannot mimic humanoid speech longer than two or three words at a time.

  • Decapus: HD 4; AC 4 [15]; Atk 9 tentacles (1d4); Move 6/12 (climbing and swinging); Save 13; AL C; CL/XP 7/600; Special: Strangle, illusion

Source: Decapus from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene based on original material by Jean Wells.

Demi-Lich

A demilich is a skull with gems in place of its eyes and teeth. Demiliches cannot be turned, and can cast cast death spells at will. Up to 8 times a day, a demilich can steal the soul of any creature within 30 feet unless the victim makes a save. After 24 hours, the demilich devours the soul, permanently slaying the creature. Power word kill and dispel evil spells deal 50 points of damage (no save) to a demilich. Demiliches are immune to all other spells. Unless its remains are consecrated, a demilich reforms in 1d10 days.

  • Demi-Lich: HD 11; AC 0 [19]; Atk Steal soul; Move 12 (flying); Save 4; AL C; CL/XP 13/2300; Special: Immune to most spells, +3 or better magic weapon to hit, immune to acid, electricity, fire, cold and polymorph, rejuvenation, steal souls

Source: Demi-Lich from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene based on original material by Gary Gygax.

Demiurge

The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain. The demiurge is very territorial, usually haunting an area of up to three square miles from its place of death. It appears as a humanoid with sunken nose, hollow eye sockets, and sickly pale white, semi-transparent flesh. Its hair is unkempt and dirty, and its clothes are nothing more than rags that hang loosely from its translucent form. Any creature within 30 feet meeting the demiurge’s gaze must succeed on a saving throw or be transfixed for one turn as if affected by a hold person spell. The touch of the demiurge brings the cold of the grave and deals 1d4 points of damage to a living creature touched. A creature that is moved through by a demiurge must pass a saving throw or die from shock. Animals can sense the unnatural presence of a demiurge at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

  • Demiurge: HD 8; AC 3 [16]; Atk Incorporeal touch (1d4); Move 12/15 (flying); Save 8; AL C; CL/XP 14/2600; Special: Chill, soul touch, transfixing gaze, incorporeal, only harmed by cold-wrought iron or spells, magic resistance (50%)

Source: Demiurge from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demodands

Demons are creatures of the lower planes of existence, but they are occasionally encountered in places where they have been enslaved to serve as guardians by powerful magic-users or evil priests. The more intelligent varieties might also be interrupted while carrying out plots of their own. Swords & Wizardry makes no game distinction between demons and demodands, for the convenience of those using only a three-alignment system; all are simply creatures of the lower planes, to be used as desired with the Referee’s own campaign.

Demodand, Shaggy

The mighty shaggy demodands are the ruling class of the demodand race. No greater demodands are known to exist, though rumors lately hint at a single, powerful demodand of near-deity status. Shaggy demodands are by far the most malign, selfish, evil, and ruthless of the tripartite race of demodands. They are the nobility and upper class of demodand society and commanders of the demodand armies. A typical shaggy demodand stands 6 feet tall and weighs about 550 pounds. They resemble bipedal frog-like creatures with crimson skin. Shaggy demodands are bloated and their skin hangs in great folds about its body. Large, bat-like wings protrude from the creature’s shoulders. Shaggy demodands can cast the following spells: Charm monster (1/day), cloudkill (3/day), dispel magic (1/day), ESP, gaseous form, invisibility (self), and obscuring mist (3/day).

  • Demodand, Shaggy HD 15; AC -3 [22]; Atk 2 claws (1d8), and bite (2d6); Move 15/18 (flying); Save 3; AL C; CL/XP 22/5000; Special: Spells, +1 or better weapon to hit, magic resistance (75%), immunity to acid and poison, immune to mental effects

Source: Demodand, Shaggy from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Demodand, Slime

Slime demodnads are 6 to 7-foot tall, bloated, slimy, black humanoids with large bat-like wings protruding from their shoulders. Its skin constantly drips and oozes a thick white-gray mucus. It has thick elephantine legs and long, powerful arms that end in razor-sharp talons. Slime demodands delight in torturing creatures of lesser skill and rank than themselves. The slimy secretions of the slime demodand are highly acidic, thus any contact with its skin causes 1d6 points of damage. Creatures hit by all three of the demodand’s attacks in a round are covered in the acidic slime and suffer 1d6 points of damage per round until they are doused in either sand or alcohol. Wine cuts the damage in half and water has no effect. Slime demodands exude a stench to a range of 30 feet. Any living creature in the area must succeed on a saving throw or become sickened, suffering a -2 penalty to hit and save each round they are in the area and 2d6 rounds after leaving the area. Slime demodands can cast the following spells: Cause fear, dispel magic (1/day), ESP, gaseous form, invisibility (self) and obscuring mist.

  • Demodand, Slime HD 13; AC -2 [21]; Atk 2 claws (1d8 plus 1d6 acid) and bite (1d8); Move 15/18 (flying); Save 3; AL C; CL/XP 22/5000; Special: Enslime, spells, +1 or better weapon to hit, immunity to acid and poison, immune to mental effects, magic

Source: Demodand, Slime from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Demodand, Tarry

Tarry demodands are tall gray-skinned humanoids with green eyes and a long, oval heads. Two large, dull gray bat-like wings sprout from its shoulders. Its hands end in blackened claws. Cruel, malevolent creatures, they wander the planes of Tarterus as soldiers and warriors in the mighty demodand armies. Tarry demodands care little for anything and attack and kill just about anything weaker than themselves. When they take damage, they have a 50% chance of flying into a rage, gaining +2 bonus to hit and damage and suffering a -2 penalty to Armor Class. A tarry demodand exudes a thick tar-like substance that acts as a powerful adhesive, holding fast any creatures or items touching it. Removing a stuck item or body part requires an open door check. Because of their adhesive skin, tarry demodands enjoy a +2 bonus to grapple and pin opponents in combat. Strong alcohol dissolves the adhesive. A pint of wine or a similar liquid weakens it, but the tarry demodand can still grapple normally. A tarry demodand can dissolve its adhesive at will, and the substance breaks down 1 minute after the creature dies. Tarry demodands can cast the following spells: Cause fear, dispel magic (1/day), ESP, gaseous form, invisibility (self) and obscuring mist.

  • Demodand, Tarry HD 11; AC -1 [20]; Atk 2 claws (1d8), bite (1d8); Move 15/18 (flying); Save 4; AL C; CL/XP 18/3800; Special: Adhesive, spells, +1 or better weapon to hit, immune to acid and poison, immune to mental effects, magic resistance (50%)

Source: Demodand, Tarry from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Demons

Demons are creatures of the lower planes of existence, but they are occasionally encountered in places where they have been enslaved to serve as guardians by powerful magic-users or evil priests. The more intelligent varieties might also be interrupted while carrying out plots of their own. Swords & Wizardry makes no game distinction between demons and devils, for the convenience of those using only a three-alignment system; all are simply creatures of the lower planes, to be used as desired with the Referee’s own campaign.

Demon, Achaierai

Achaierai resemble hellish birds standing fifteen feet tall on four stilt-like legs with cruel talons. Three times per day an achaierai can breathe a black cloud of gas, inflicting 1d6 points of damage and requiring a saving throw to prevent being affected as if by a Confusion spell. As demons, they are immune to fire.

  • Achaierai Demon: HD 6; AC 3 [16]; Atk 2 claws (1d6), 1 bite (2d6); Move 12; Save 11; AL C; CL/XP 9/1100; Special: Magic resistance (25%), breath of confusion, immune to fire.

Source: Monstrosities

Demon, Aeshma (Rage Demon)

Aeshma are demons of rage. They creature are 8-foot tall humanoids with basalt-colored skin. Dark hair covers its head and its hair is long and braided. Its arms are well-muscled and its hands end in powerful claws. Its head is human-like and its eyes are sapphire blue. Large leathery, bat-like wings protrude from its shoulders. Aeshma, sometimes called “fiends of the wounding spear”, sometimes command battalions of lesser demons, usually vrocks or dretches. An aeshma that is reduced to half it normal hit points in combat flies into a berserk rage on its next turn, swinging madly with its longspear. A raging aeshma fights until either it or its opponent is dead and gains an additional attack each round. Aeshma continuously see invisibility. They can cast a web spell twice per day. Aeshma carry long +1 spears that cause terrible wounds when they hit. Creatures wounded by these spears suffer 1d2 points of damage each round after they are wounded from blood loss until the wounds are bound or magically healed.

  • Aeshma (Rage Demon): HD 12; AC -1 [20]; Atk Weapon (2d6+1) or 2 claws (1d8); Move 15/21 (flying); Save 3; AL C; CL/XP 19/4100; Special: Rage, spells, wounding spear, +1 or better weapon to hit, immune to electricity, see invisibility, magic resistance (45%), telepathy 100 ft.

Source: Aeshma (Rage Demon) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon, Alu-

The alu-demon is the female demonic offspring of a succubus and human. Though part demon, not all alu-demons are inherently chaotic (although lawful alu-demons are extremely rare). The typical alu-demon has black or brown hair and dark green, brown, or black eyes. Alu-demons might be sent to the Material Plane to seduce mortals. When on such missions they typically arrange their flowing hair so it hides their horns and also fold their wings against their backs (and tuck them under their robe, shirt, or whatever garment of clothing one happens to be wearing at the time). Each time an alu-demon hits with its claw attack it gains temporary hit points equal to the damage she inflicts. These temporary hit points disappear in one hour. Alu-demons can cast the following spells: Charm person (3/day), dimension door (1/day), ESP (3/day) and suggestion (1/day).

  • Alu-Demon: HD 6; AC 1 [18]; Atk Sword (1d8) or 2 claws (1d4); Move 12/18 (flying); Save 11; AL C; CL/XP 10/1400; Special: Spells, vampiric touch, immune to poison, magic resistance (15%), telepathy 100 ft.

Source: Alu-Demon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Demon, Arauk (First-category Demon)

Arauks are a somewhat lesser-known first-category demon, unrelated to the Vrock type but roughly equal in strength to the other type. Arauk demons have heads resembling that of a horsefly and legs like a goat’s; the demon’s hair-covered torso is human, but with four arms. They have bat-like wings, but they are slow and clumsy fliers.

Arauks take only half damage from electricity, cold, fire, and poison gas. They are able to cast darkness in a radius of 5-ft. at will, and to teleport once per day. In addition, they have the ability to detect invisibility, cause fear (as per a wand), and to telekinese 100 pounds of weight, each usable at will. In addition to the weapons they carry, Arauk demons can breathe a small cloud of fire (10 ft. in diameter) in addition to their normal attacks, causing 1d6 hit points of damage unless the target(s) make a saving throw against the breath weapon.

Arauk demons can be hit by normal weapons. They can gate in another Arauk (10% chance of success). (Author: Matt Finch)

  • Arauk Demon: HD 8; AC 0 [19]; Atk 4 weapons (by weapon); Move 12 (Fly 12); Save 8; AL C; CL/XP 11/1700; Special: Demonic immunities, magical abilities, breathe fire, gate (10%).

Source: Monstrosities

Demon, Baalroch (Balor) (Sixth-category Demon)

Editor’s Note

The Baalroch seems to be missing a stat block for its special spell-like abilities?

Hmm. I have a feeling we might have used the “Balrog” stats from the very early printing of the game for the type 6, which would then be overshadowed somewhat by the Eldritch Wizardry demons. Try adding fear, detect magic, read magic, read languages, detect invisibility, dispel magic, pyrotechnics, suggestion, telekinesis (600 lbs.), symbol of fear, discord, sleep, stunning.

That’s more on par with the others. – Matt F.

[Source]

The Baalroch’s name means, roughly, the Bull of Baal: the Baal-aurochs (the aurochs was a bull that stood twelve feet tall at the shoulder, and Baal is an ancient and evil pagan deity). These powerful demons somewhat resemble vast minotaurs with great, spreading bat-wings; they burn with the fires of hell and are wreathed in flame. Spells from casters below 6th level do not affect them, and against higher-level spell casters they are yet 75% immune to all spells. In combat, a baalroch uses whip and sword; the whip can be used to reach great distances – on a successful hit the victim is pulled close to the baalroch and burned by the fires of the demon’s body (3d6 hit points). Baalrochs are sometimes referred to in ancient texts as Balor or Baalor, which may be the name of a single demon rather than a term for all of them. A baalroch could be forced or tricked into the service of a powerful wizard, but the risk would be immense.

Baalrochs may attempt to gate in an ally with a 70% chance of success. The responding demon will usually be a third-category demon (01-80 on 1d100) but an unusually successful summoning might call a fourth-category demon (81-00 on 1d100).

  • Baalroch Demon: HD 10; AC 2 [17]; Atk 1 sword (1d12+2) and 1 whip (entangles); Move 6 (Fly 15); Save 5; CL/XP 17/3500; Special: Magic Resistance (75%), surrounded by flame (3d6), magic weapon required to hit, unaffected by spells from casters lower than 6th level.

Source: Monstrosities

Demon, Balban (Brute Demon)

A balban demon resembles a 12-foot-tall bipedal elephant. Balbans attack with its two fists. If it hits a single opponent with both fists, it pounds the victim into the ground for an additional 2d6 points of damage. Balbans can charge and trample creatures for 2d8 points of damage (save avoids).

  • Balban (Brute Demon): HD 9; AC 2 [17]; Atk 2 fists (1d6), 1 bite (1d8); Move 14; Save 6; AL C; CL/XP 10/1400; Special: Magic resistance (15%), pound, trample

Source: Balban (Brute Demon) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon, Cambion

When an incubus mates with a human female, the offspring is a cambion. Cambions, unlike their “sisters” the alu-demons, are always chaotic and care little for anyone or anything but their own well-being. They are selfish, self-centered, and egotistical. Cambions hate humans and are often employed as assassins. Cambions are always male. The typical cambion stands 6 or 7 feet tall and weighs 200 pounds or more. It is stocky in build and has scaly skin of various colors, with blue being the most common, small fangs, tiny horns and crimson eyes. Cambions usually speak the common tongue of men, the secret language of demons and at least one other language. Cambions can cast cause fear, ESP, levitate and polymorph self at will.

  • Cambion: HD 8; AC 1 [18]; Atk Weapon or 2 claws (1d6); Move 15; Save 8; AL C; CL/XP 12/2000; Special: Spells, +1 or better weapon to hit, immune to electricity and poison, magic resistance (20%), telepathy 100 ft.

Source: Cambion from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Demon, Coral

Coral demons are often associated with the Demon-Lord Thalasskoptis, although not all coral demons are in his service. These horrific undersea demons are often found leading large bands of water-ghouls and sea-wights when on the material planes of existence. Such a group will generally be composed of 1d6 sea-wights and 1d10+10 water-ghouls.

A coral demon resembles a mass of coral with a vaguely humanoid shape, but with 4 coral-encrusted tentacles reaching from the body along with a pair of pincers. On land, they give off a stench of brine and rot so strongly that anyone coming within 20ft must make a saving throw or become nauseated for 1d6 rounds.

Coral demons have all the normal powers and resistances of demons, taking half damage from electricity, cold, fire, and poison gas. They can only be hit by magical weapons. They are able to cast darkness in a radius of 15-ft. and to teleport once per day. In addition, coral demons have the ability to detect invisibility, cause fear (as per a wand), and to telekinese 200 pounds of weight, each usable at will. If underwater, a coral demon can summon 1d4 giant sharks, and they can also jet forth a cloud of ink 15-ft. in radius which acts as a dispel magic spell (12th level of ability) cast against anyone within the cloud. The cloud persists for 1d3+1 rounds, and anyone remaining inside it for a second round will be treated for each round as if the dispel magic had been cast again. They have the ability to gate in another coral demon with a chance of 15% on land and 40% if underwater. Finally, all coral demons have magic resistance of 55%.

Clearly, coral demons are considerably weaker on land than under the water, and they seldom venture too far from their natural element. In the dark and dreaded seas of the abyss, coral demons are common, and few other demons venture willingly into the territories they claim as their own. (Author: Matt Finch)

  • Coral Demon: HD 10; AC -1 [20]; Atk 2 pincers (2d6), 4 tentacles (1d4); Move 9 (Swim 2); Save 5; AL C; CL/XP 15/2900; Special: Magic resistance (55%), hit only by magic weapons, demonic immunities and magical powers, gate (15% or 40%).

Source: Monstrosities

Demon, Chaaor (Beast Demon)

A chaaor is a 12-foot-tall, hulking, ape-like brute with the head of a bear. Large downward curving, grayish-silver horns grow from its head and end in rounded points. A chaaor’s body is covered in reddish-black fur and is almost always caked or matted in blood. The powerful arms of a chaaor end in razor-sharp and filthy black claws. Long rows of sharpened teeth fill the chaaor’s mouth. When moving, the chaaor usually drops to all fours. When facing an aggressor it assumes a bipedal stance. If a chaaor hits with both claw attacks, it tears the flesh of its opponent for an automatic 2d8 points of damage. Three times per day, a chaaor can let loose a deadly roar that does 3d6 points of damage to all creatures within 60 feet (save for half). At will a chaaor can create darkness (15 foot radius) and teleport. Chaaor are immune to electricity and poison, and take half damage from cold, fire and acid.

  • Chaaor (Beast Demon): HD 11; AC 1 [18]; Atk 2 claws (1d8+3) and bite (2d6+3); Move 12; Save 4; AL C; CL/XP 15/2900; Special: Rend, roar, magical abilities, summon demons, +1 weapons to hit, immune to electricity and poison, resists cold, fire and acid

Source: Chaaor (Beast Demon) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon, Choronzon (Chaos Demon)

A choronzon is a 20-foot-tall behemoth weighing 9,000 pounds with a muscular demonic body. It has bluish-black scaly flesh and horns and claws. Choronzons radiate confusion (as per the spell of the same name) within 20 feet and its decomposing breath deals 8d6 points of damage in a 50-foot diameter (save for half damage). The massive demon can cause darkness in a 20-foot radius and resists magic.

  • Choronzon (Chaos Demon): HD 16; AC 0 [19]; Atk 2 claws (1d8), 1 bite (2d6); Move 14; Save 6; AL C; CL/XP 17/3500; Special: Confusion, magic resistance (55%), +2 or better magic weapon required to hit, immune to electricity and fire, decomposing breath

Source: Choronzon (Chaos Demon) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon, Corruptor – Azizou (Pain Demon)

The azizou is slightly larger than the barizou and is quite strong for its size. They are relentless combatants and love to inflict pain and suffering on their opponents in combat. Azizoiu have jackal heads, grayish skin covered in patches of course, black hair and large, round eyes with slitpupils of gray. Membranous wings protrude from their backs and their hands and feet end in talons. A combatant who suffers damage from both of an azizou’s claw attacks in the same round suffers an additional 1d6 damage as its flesh is rended. Azizous can cast cause fear, ESP, invisibility (self) and stinking cloud.

  • Corruptor Demon – Azizou (Pain Demon): HD 4; AC 1 [18]; Atk 2 claws (1d4), bite (1d6); Move 12/18 (flying); Save 13; AL C; CL/XP 7/600; Special: Spells, whisper of madness, rending claws, +1 or better weapon to hit, immunity to electricity and poison, magic resistance (10%), telepathy 100 ft.

Source: Corruptor Demon – Azizou (Pain Demon) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson.

Demon, Corruptor – Barizou (Assassin Demon)

Called assassin demons or infiltrator demons, the barizou are employed as such because their small size allows them to move unseen in many places larger demons cannot go. They look like gray-skinned halflings with the heads of wolves, membranous wings and talons on their hands and feet. A barizou’s mouth is filled with razor-sharp fangs and its back is mottled with sickly patches of bluish-gray. Barizou can cast cause fear and invisibility (self) at will. Barizou can alter their coloration to blend with their suroundings, allowing them to surprise on a roll of 1-4 on 1d6. When a barizou attacks a surprised opponent, they can backstab for double damage (as a thief).

  • Corruptor Demon – Barizou (Assassin Demon): HD 3; AC 2 [17]; Atk 2 claws (1d4), bite (1d6); Move 12/18 (flying); Save 14; AL C; CL/XP 6/400; Special: Spells, whisper of madness, chamelon, backstab, +1 or better weapon to hit, immunity to electricity and poison, magic resistance (5%), telepathy 100 ft.

Source: Corruptor Demon – Barizou (Assassin Demon) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson.

Demon, Corruptor – Geruzou (Slime Demon)

Geruzou are sometimes called slime demons because their sickly-gray, leathery skin constantly drips and oozes thick, jelly-like mucus. Like their brethren, they are fierce combatants and are often employed as hunters and trackers by greater demons. The typical geruzou stands nearly 4 feet tall and has a horse-like head with downward-curving horns. It has long, sharp teeth exploding from its mouth, stretching its lips back in a perpetual snarl, and taloned hands and feet. A pair of large, membranous wings jut from its back. Three times per day, a geruzou can spit a stream of slimy goo in a 20-foot line. This spit attack requires a ranged attack against an AC of 10 plus its target’s Dexterity bonus to AC (if any). A creature hit by the slime is coated and slowed (as the slow spell) for 6 rounds if it fails a saving throw. A geruzou can cast cause fear, darkness, ESP, invisibility (self) and mirror image.

  • Corruptor Demon – Geruzou (Slime Demon): HD 5; AC 0 [19]; Atk 2 claws (1d4), bite (1d6); Move 12; Save 12; AL C; CL/XP 8/800; Special: Spells, whisper of madness, spit slime, +1 or better weapon to hit, immunity to electricity and poison, magic resistance (15%), telepathy 100 ft.

Source: Corruptor Demon – Geruzou (Slime Demon) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson.

Demon, Daraka (Swarm Demon)

Darakas are 9-foot tall, black-skinned humanoids with the heads of rams. A daraka’s skin is leathery and oily and from a distance of 10 feet or more appears to be a mass of writhing flesh. Closer inspection reveals thousands of tiny scorpions swarming its flesh, skittering in and out of its mouth, ears and nose, seemingly unnoticed by the demon. They act as guards to the greater demons or as shock troops in demonic armies. Quite intelligent, they are often used as commanders or leaders, with each daraka having a battalion of minor demons at its command. Darakas can make themselves invisible at will and can cast the spell feeblemind once per day. They can sling scorpions at opponents as a range attacks. Those hit are covered in a swarm of the tiny vermin and stung repeatedly for 1d6 points of damage and, if a saving throw is failed, paralysis for 1d4 rounds.

  • Demon, Daraka: HD 12; AC -3 [22]; Atk 2 claws (1d10), bite (2d6) or scorpions (1d6 plus poison); Move 15; Save 3; AL C; CL/XP 19/4100; Special: Scorpions, spells, magic or silver weapons to hit, immunity to electricity and poison, magic resistance (50%), telepathy 100 ft.

Source: Daraka (Swarm Demon) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon, Darkswimmer

Darkswimmers are demons generally associated with the Demon-Princess Teratashia, the ruler of dimensions and spirit bindings. They resemble long, black eels twenty feet in length, with a mouth full of sharp teeth and a pair of short, clawed arms.

These demons are able to shift from one dimension to another at will, allowing them to move through walls and other solid objects and even to disappear into another dimension entirely. Shifting dimensions in this manner requires the demon’s full concentration, but causes the demon to disappear from existence for 1d3 rounds, after which time it will return with 1d4+1 hit points restored.

Darkswimming demons take half damage from electricity, cold, fire, and poison gas, and are immune to non-magical weapons. They are able to cast darkness in a radius of 15-ft. at will, dimension door and passwall once per day, and to teleport twice per day. In addition, they have the ability to detect invisibility, cause fear (as per a wand), and to telekinese 200 pounds of weight, each usable at will. A darkswimming demon has the ability to gate in 1d2 other darkswimmers (25% chance).

Because these demons swim through water, air, and solids indifferently, treating all as an identical material for travel, they can be found in any element both in the abyss and on the prime material plane. They are 90% resistant to magic. (Author: Matt Finch)

  • Darkswimmer Demon: HD 9; AC 4 [15]; Atk 2 claws (1d6), 1 bite (2d6); Move 24 (Fly 24); Save 6; AL C; CL/XP 15/2900; Special: Magic resistance (90%), hit only by magic weapons, demonic immunities and magical powers, gate (25%).

Source: Monstrosities

Demon, Dretch

These creatures are fat, with long, spindly arms and legs. They have rudimentary human heads, with slobbering jaws and folds of fat. Wretch demons have some weak demonic powers. Although they are not particularly intelligent, they can cause a horrible stinking cloud once per day, can teleport once per day, can cause darkness (10 ft. diameter) once per day, and can summon 1d4 giant rats once per day. The stinking cloud has a radius of 20ft and requires anyone caught within it to make a saving throw or be rendered helpless from nausea for 1d4+1 rounds.

  • Dretch Demon: HD 4; AC 2 [17]; Atk 2 claws (1d4), 1 bite (1d6); Move 9; Save 13; AL C; CL/XP 6/400; Special: Magical abilities.

Source: Monstrosities

Demon, Erinyes

The erinyes, the “furies” of Ancient Greek mythology, are female demons who pursue those guilty of crimes against the order of the gods. Their appearance is so terrible as to cause fear (saving throw). They are impossible to hide from, being able to see invisible things and locate objects at will. The furies carry a whip, which, if it hits, entangles the victim (saving throw) until the fury releases it. The furies are immune to fire and cold, and have a magic resistance of 25%. The blade of a fury’s sword causes paralysis (saving throw).

  • Erinyes Demon: HD 6; AC 2 [17]; Atk 1 bronze sword (1d6 + paralysis); Move 12 (Fly 24); Save 11; AL C; CL/XP 10/1400; Special: Magic resistance (25%), magical abilities, fear, immune to fire and cold, entangle.

Source: Monstrosities

Demon, Gallu- (Faceless Demon)

A gallu-demon is a 9-foot-tall featureless black humanoid with a mouth filled with rows of sharpened teeth. A gallu-demon can polymorph self and dimension door at will. Gallu-demons are immune to poison and electricity.

  • Gallu-Demon (Faceless Demon): HD 7; AC 0 [19]; Atk 2 claws (1d3), 1 bite (2d6); Move 12; Save 9; AL C; CL/XP 9/1100; Special: Immune to poison and electricity, magical abilities

Source: Gallu-Demon (Faceless Demon) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon, Gharros (Scorpion Demon)

This hideous creature appears to be half-scorpion and half-human. Its upper torso is that of a greenish-silver humanoid with long, flowing dark hair and stark white eyes while its lower torso is that of a reddish-brown scorpion. Its tail splits into two separate stingers and the creature’s mouth is filled with razor-sharp teeth. Gharros serve as guards, soldiers, shock troops and assassins to some of the minor nobles and lesser demon lords of the Abyss. The poison from the gharros’ scorpion sting is lethal if one fails a saving throw. Gharros can cast the spells darkness and mirror image at will.

  • Gharros Demon (Scorpion Demon): HD 16; AC -3 [22]; Atk Axe (2d8) and 2 tail stings (1d8 plus poison); Move 12; Save 3; AL C; CL/XP 22/5000; Special: Poison, spells, +1 or better weapon to hit, immune to electricity and poison, magic resistance (50%), telepathy 100 ft.

Source: Gharros Demon (Scorpion Demon) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon, Glabrezu (Third-Category Demon)

The third-category demons, Glabrezu, are massive and horrible, standing ten feet high or more. They have goat horns and humanoid shape, with no wings. Four arms sprout from the torso: two huge arms with great crab-pincers, and two much shorter arms with claws. Glabrezu can cause darkness in a 10ft radius, are immune to fire, can cause Fear at will, can levitate at will, can polymorph themselves, and are 60% resistant to magic. These demons have a 30% chance to gate in an ally (roll 1d4 to determine the category of demon that responds).

  • Third-Category Demon: HD 10; AC –4 [23]; Atk 2 pincers (2d6), 2 claws (1d3), 1 bite (1d6); Move 9; Save 5; AL C; CL/XP 15/2900; Special: Magic resistance (60%),immune to fire, demonic magical powers.

Source: Monstrosities

Demon, Greruor (Frog Demon)

A greruor is a squat, bloated, frog-like demon with arms in place of its forelegs. Its wide, frog-like head has two 3-foot-long horns protruding just above its deep, sunken eyes. It moves by hopping on its rear legs, leaping up to 20 feet. Its arms end in talons that are usually clutched around the greruor’s deadly ranseur (2d6). Its huge mouth sports razor-sharp teeth of a dull gray color. The greruor’s flesh is greenish-brown mottled with red or gray. Its skin constantly oozes and secretes a thick, mucus-like clear slime. Once every 1d4 rounds, a greruor can spit a line of acid up to 30 feet that deals 4d4 points of damage. On the greruor’s next turn, the acid ignites and the opponent bursts into flame and takes 1d6 points of damage per round until extinguished. A save halves the acid damage and prevents the creature from bursting into flame. At will, a greruor can cause confusion, create darkness (15 foot radius), hold person and detect good. Greruor are immune to electricity and poison, and take half damage from cold, fire, and acid.

  • Greruor Demon (Frog Demon): HD 10; AC -1 [20]; Atk gore (1d6) and bite (2d6) or polearm (2d6); Move 9; Save 5; AL C; CL/XP 14/2600; Special: Acid and fire spittle, magical abilities, summon demons, leap, immune to electricity and poison, resist cold, fire and acid

Source: Greruor Demon (Frog Demon) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon, Grimlek

Grimleks are large wolf-like demons covered in dark, ratty fur. Their most striking features are over-sized canines that prevent their mouths from closing and their lack of eyes. The absence of eyes does not negatively affect them. They are often used in the service of powerful demons and sorcerers as guards, trackers, or assassins.

A Grimlek may “latch on” to a victim after a successful attack, causing 1d6 points of damage every round until the victim is freed from the bite. Their bites can also cause a lycanthropic-like disease if the victim is not cured before the next new moon, at which point the infected person will become a hybrid similar to a werewolf. At this point even more powerful healing magics are needed to reverse the effects before the following new moon or the person will fully transform into a Grimlek and be lost forever.(Author: the Lizard of Oz).

  • Grimlek: HD 5+3; AC 5 [14]; Atk 1 bite (2d6); Move 24; Save 12; AL C; CL/XP 7/600; Special: Disease, continuous damage.

Source: Monstrosities

Demon, Hezrou (Second-Category Demon)

Toad-like demons with bat wings, the Hezrou have magic resistance of 50%. At will, they can cause fear (per the spell), detect invisibility (per the spell), and cause darkness 15-ft. radius. They are immune to fire. Hezrou have a 20% chance to succeed at summoning another second-category demon to their aid.

  • Second-Category Demon (Hezrou Type): HD 9; AC -2 [21]; Atk 2 claws (1d3), 1 bite (4d4); Move 6 (Fly 12); Save 6; AL C; CL/XP 11/1700; Special: Magic resistance 50%, demonic magical powers.

Source: Monstrosities

Demon, Khavorr (Third-Category Demon)

Khavorr demons are considered to be a third-category demon, although they are unrelated to the more commonly summoned Glabrezu type. They resemble grossly fat humans, or perhaps giants, for they stand 10 ft. in height. A Khavorr demon has the head of an alligator, and these powerful jaws are a terrible weapon.

Khavorrs take only half damage from electricity, cold, fire, and poison gas. They are able to cast darkness in a radius of 15-ft. at will, and to teleport once per day. In addition, they have the ability to detect invisibility, cause fear (as per a wand), and to telekinese 300 pounds of weight, any of these abilities being employed at will. Khavorrs can polymorph themselves into massive alligators or into a human shape, and can cast charm monster 3 times per day.

Khavorr demons can be damaged by normal weapons. A Khavorr demon can attempt to gate in another demon with a 30% chance of success. The demon appearing may be of Category 1, 2, or 3 (roll 1d3 to determine). (Author: Matt Finch)

  • Third-Category Demon (KhavorrType): HD 10; AC -3 [22]; Atk2 claws (1d10), 1 bite (3d6); Move 9; Save 5; AL C; CL/XP 13/2300; Special: Magic resistance 55%, demonic magical powers.

Source: Monstrosities

Demon, Larvaxu (Second-Category Demon)

The Laravaxu are a second form of Type II demon existing in the depths of the abyss in addition to the better-documented Hezrou form. Laravaxu take half damage from electricity, cold, fire, and poison gas. They are able to cast darkness in a radius of 15-ft. at will, and to teleport twice per day. In addition, they have the ability to detect invisibility, cause fear (as per a wand), and to telekinese 200 pounds of weight, each usable at will.

Laravaxu have the form of a massive, slimy grub with a huge mouth. They cannot be damaged with blunt weapons, but normal piercing or cutting weapons will damage them. The Laravaxu’s only attack is its bite, but if the demon rolls a natural 19 or 20 on its to-hit roll, the opponent has been swallowed whole. Any creature swallowed by the demon will be turned into a demonic larva within 1d3+5 melee rounds unless the Laravaxu is killed.

A Laravaxu demon has the ability to gate in another Category 2 demon (20% chance of success). When a Laravaxu successfully gates in another demon, there is a 50% chance that the summoned demon will be a Hezrou and a 50% chance that it will be another Laravaxu. If several demons end up being summoned into the battle, if the Hezrou outnumber the Laravaxu by 2:1 or more, the Hezrou will fall upon the Laravaxu and attempt to kill them. (Author: Matt Finch)

  • Second-Category Demon (LarvaxuType): HD 9; AC -2 [21]; Atk1 bite (2d8); Move 9; Save 6; AL C; CL/XP 13/2300; Special: Magic resistance 50%, swallow whole, demonic magical powers.

Source: Monstrosities

Demon, Lemure

Lemures are vaguely humanoid, but their flesh is mud-like, shifting and soft upon their horrible bodies. (This amorphous form allows them to regenerate 1 hp per round.) Lemures are lower forms of demons, the fleshly manifestations of damned souls. These demons can be permanently destroyed only by sprinkling their disgusting bodies with holy water.

  • Lemure Demon: HD 3; AC 7 [12]; Atk 1 claw (1d3); Move 3; Save 14; AL C; CL/XP 4/120; Special: Regenerate (1hp/round).

Source: Monstrosities

Demon, Mallor (Serpent Demon)

A mallor is a 10- to 12-foot-long, powerful humanoid with the lower torso of a giant coral snake. Its humanoid frame is crimson-colored while its snake body is black with bands of yellow and red. Its arms end in sharpened claws, slightly curved under, just enough to tear through flesh, sinew and muscle. Mallors have black, gold, or amber hair. Their eyes are white with red or green pupils. Anyone meeting a mallor’s gaze must save or flee in fear for 1d6 rounds. All liquids, including potions, within 100 feet of a mallor automatically become foul and unsuitable to drink. Anyone drinking the water must save or become nauseated for 1 minute. A mallor injects a virulent poison when it hits an opponent with its claws. At will, a mallor can use burning hands, dispel magic and teleport. Once per day, a mallor can summon 1d6 giant vipers with a 50% chance of success. Mallors are immune to electricity and poison, and take half damage from cold, fire and acid.

  • Mallor Demon (Serpent Demon): HD 14; AC -4 [23]; Atk 2 claws (1d6 + poison) or +1 longspear (2d6+1); Move 12; Save 3; AL C; CL/XP 20/4400; Special: Fear gaze, foul liquid, poison, magical abilities, summon demons, summon serpents, +1 magic weapon to hit

Source: Mallor Demon (Serpent Demon) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon, Manes

Pathetic, damned souls, manes are demons no larger than humans, with gray skin and empty eyes. Non-magical weapons inflict only half normal damage on them.

  • Manes Demon: HD 1; AC 5 [14]; Atk 2 claws (1d2), 1 bite (1d4); Move 5; Save 18; AL C: CL/XP 2/30; Special: Half damage from non-magic weapons.

Source: Monstrosities

Demon, Marilith (Fifth-Category Demon)

Mariliths appear as a cruel-eyed beautiful woman with a six-armed torso, but the lower body of a huge constrictor snake. They can wield weapons in all six arms at once, and the tail, if it hits, constricts for automatic damage after the initial hit. Mariliths are among the most feared of demons – as much, even, as the mighty Baalrochs. They can, at will, cast Charm Person, Levitate, and Polymorph Self, and are 80% resistant to magic. Fire does not affect them. They have a 50% chance of success when attempting to gate in allies; if the attempt succeeds, roll 1d12 to determine the result. (1-3) First-category, (4-6) Second-category, (7-8) Third-category, (9-10) Fourth-category, (11) Sixth-category, (12) a demonlord or demon prince.

  • Fifth-category Demon (Marilith Type): HD 7; AC 7 [12]; Atk 6 weapons (1d8), tail (1d8); Move 12; Save 8; AL C; CL/XP 13/2300; Special: Magic resistance (80%), +1 or better magic weapon required to hit, demonic magical powers.

Source: Monstrosities

Demon, Mehrim (Goat Demon)

A mehrim is a man-sized black goat that exhales putrid black smoke when it breathes. It has three horns and jet black, glossy hooves. Its diseased bite inflicts 1 point of damage each day until cured. A mehrim can cast darkness at will, and dispel magic once per day. They are able to see invisible creatures at all times.

  • Mehrim Demon (Goat Demon): HD 6; AC 3 [16]; Atk 2 hooves (1d4), 1 bite (2d6 + disease); Move 14; Save 11; AL C; CL/XP 9/1100; Special: Diseased bite, magic resistance (10%), magical abilities

Source: Mehrim (Goat Demon) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon, Mezzalorn (Wasp Demon)

A mezzalorn looks like a hellish giant wasp with the head and torso of a man. When reduced to half its hit points it releases a pheromone that gives it and all other mezzalorns a +1 to-hit bonus. The poison injected by a mezzalorn’s stinger is lethal if the victim fails a saving throw.

  • Mezzalorn Demon (Wasp Demon): HD 12; AC -3 [22]; Atk 2 claws (1d6), 1 sting (2d6 + poison); Move 6/14 (flying); Save 3; AL C; CL/XP 13/2300; Special: Magic resistance (10%), immune to poison

Source: Mezzalorn (Goat Demon) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon, Nabasu (Death Stealer Demon)

A mehrim is a man-sized black goat that exhales putrid black smoke when it breathes. It has three horns and jet black, glossy hooves. Its diseased bite inflicts 1 point of damage each day until cured. A mehrim can cast darkness at will, and dispel magic once per day. They are able to see invisible creatures at all times.

  • Demonling Nabasu: HD 7; AC -1 [20]; Atk 2 claws (1d6), bite (1d6); Move 12/24 (flying); Save 9; AL C; CL/XP 15/2900; Special: Death gaze, feed, spells, magic or silver weapons to hit, immunity to electricity and poison, magic resistance (30%), telepathy 100 ft.
  • Mature Nabasu: HD 13; AC -2 [21]; Atk 2 claws (1d8), bite (1d6); Move 12/24 (flying); Save 3; AL C; CL/XP 23/5300; Special: Death gaze, paralysis, spells, summon ghosts, magic or silver weapons to hit, immunity to electricity and poison, magic resistance (40%), telepathy 100 ft.

Source: Nabasu (Death Stealer Demon) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Demon, Nalfeshnee (Fourth-Category Demon)

Nalfeshnee demons have the body of an enormous gorilla, the head of a boar, and cloven hooves. These massive, brutish demons are actually quite intelligent, despite their appearance, an incongruity that has deceived and doomed many who would attempt to control or enslave them. The very size of a nalfeshnee prevents them from being particularly agile flyers, though they do have wings. Nalfeshnee are incredibly powerful (+2 to hit), and have various demonic powers in addition to being immune to fire: they cause fear as per the spell (at will), polymorph self (at will) and dispel magic (at will). They can create a symbol of discord once per day. A nalfeshnee demon has a 60% chance to gate in an ally (roll 1d6 to determine which category of demon will respond).

  • Fourth-category Demon (Nalfeshenee Type): HD 10; AC 4 [15]; Atk 2 claws (1d4), 1 bite (2d4); Move 9 (Fly 14); Save 9; AL C; CL/XP 12/2000; Special: +1 or better magic weapon needed to hit, magic resistance (65%), +2 on to-hit rolls, immune to fire, magical abilities.

Source: Monstrosities

Demon, Nerizo (Hound Demon)

The bestial nerizo can be found on almost all planes of the Abyss. More animalistic than not, the nerizo are sometimes used as “hunting dogs” by the greater demons and lords. Neziro are man-sized demons with dark, blue-black skin. Their arms end in clawed hands and their legs in cloven hooves. They have long, barbed tails. These barbed tails deliver a poison that causes lethargy and weakness in the limbs; victims must pass a saving throw or suffer a -1 penalty to hit and damage and a 1 point penalty to AC. Once per hour, a nerizo can spit a glob of stomach bile in a 10-foot line. A creature hit takes 2d6 points of damage (saving throw allowed for half damage). Nerizos can cast confusion once per day.

  • Nerizo (Hound Demon): HD 10; AC -1 [20]; Atk 2 claws (1d6), tail sting (1d6 plus poison); Move 15; Save 5; AL C; CL/XP 17/3500; Special: Poison, spit acid, spells, magic or silver weapons to hit, immune to electricity and poison, magic resistance (35%)

Source: Nerizo (Hound Demon) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon, Nysrock (Cobra Demon)

A nysrock is a 14-foot-long cobra-like demon with a humanoid head. After a nysrock hits with its bite, it automatically constricts for 1d8 points of damage per round thereafter. The poison of a nysrock deals 1d6 points of damage each round until healing is applied. A nysrock can spit poison up to 40 feet. The poison spit causes blindness unless a saving throw is made.

  • Nysrock (Cobra Demon): HD 10; AC 0 [19]; Atk 1 bite (1d8), 1 sting (2d4 + poison); Move 12; Save 5; AL C; CL/XP 12/2000; Special: Constrict, immune to poison, spit poison

Source: Nysrock (Cobra Demon) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon, Ooze

Ooze demons are the forgotten children of Jubilex, The Faceless Lord, faithful servants that obey the will of their master without question. When the Faceless Lord went missing (see the module, G5 Chaos Rising, by Necromancer Games for details) the ooze demons formed search parties and scoured the planes for signs of his whereabouts.

Ooze demons, both lesser and greater, appear as a combination of ooze and demon. An ooze demon resembles a humanoid with a long, crocodilian snout, razor-sharp teeth, and long talons. From a distance, this monster looks like a typical demon (if such a thing exists). Up close, the horror is easily ascertainable; the creature is actually a single entity of swirling black and white or black and gray ooze in the shape of a humanoid.

  • Greater Ooze Demon: HD 10; AC 0 [19]; Atk 1 slam (1d8) or bite (1d8 + 1d6 acid) and 2 claws (1d6 + 1d6 acid); Move 6; Save 5; AL C; CL/XP 13/2300; Special: Acid, summon demons, vomit
  • Lesser Ooze Demon: HD 4; AC 4 [15]; Atk 1 slam (1d6) or bite (1d6 + 1d4 acid) and 2 claws (1d4 + 1d4 acid); Move 6; Save 13; AL C; CL/XP 6/400; Special: Acid, summon demons

Source: Ooze Demon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon, Quasit

Quasits are demon familiars, much like imps but without wings and with a less human-like shape. A quasit can polymorph into two other forms (commonly a giant centipede and a bat). These demons are 25% resistant to magic, regenerate at 1hp per round, can become invisible at will, and once per day can cast a Fear spell. Their claws are laden with poison that reduces an opponent’s dexterity by 1 point (saving throw applies, lasts for 2d6 rounds).

  • Quasit: HD 3; AC 2 [17]; Atk 2 claws (1d2 + non-lethal poison), 1 bite (1d3); Move 14; Save 14; AL C; CL/XP 7/600; Special: Magic resistance (25%), non-lethal poison, regenerate (1hp/round), magical abilities.

Source: Monstrosities

Demon, Shaazavi (Fourth-Category Demon)

Shaazavi demons are a fourth-category demon with three vulture-like heads, a human torso, and the legs of a goat.

Shaazavis take only half damage from electricity, cold, fire, and poison gas. They are able to cast darkness in a radius of 15-ft. at will, and to teleport once per day. In addition, they have the ability to detect invisibility, cause fear (as per a wand), and to telekinese 300 pounds of weight, any of these abilities being employed at will. Shazavis can polymorph themselves, and can cast charm monster 3 times per day.

In addition, each head of a Shaazavi demon can employ a breath weapon, although these cannot all be brought to bear in the same direction at one time, each head “covering” a 120-degree angle around the demon. One of the heads can spit a line of acid similar to that of a black dragon; the second head breathes a cone of fire as a red dragon, and the third head exhales a cloud of gas similar to that of a green dragon. Each breath weapon inflicts 5d6 points of damage, with a successful saving throw indicating half damage.

Shaazavi demons cannot be damaged by normal weapons; magic weapons are required to damage them. A Shaazavi demon can attempt to gate in another demon with a 60% chance of success. The demon appearing may be of Category 1, 2, 3, or 4 (roll 1d4 to determine type).

Most Shaazavis have individual names. (Author: Matt Finch)

  • Shaazavi: HD 10; AC -1 [20]; Atk 2 claws (1d6); Move 12; Save 5; AL C; CL/XP 15/2900; Special: Magic resistance (60%), immune to non-magic weapons, demonic and magical abilities.

Source: Monstrosities

Demon, Shadow

This creature resembles a living shadow of inky darkness. Large bat-like wings protrude from its form. Shadow demons are the incorporeal form of a demon trapped in the form of a shadow as punishment for some wrongdoing. If anything can release a demon trapped in shadow form, only the dukes, princes, and lords of the Abyss know such secrets. As a result of their new form, shadow demons are especially malign and ill-tempered. In shadows and darkness, a shadow demon surprises foes on a roll of 1-5 on 1d6. Shadow demons are powerless in natural sunlight, and avoid it at all costs. Once per minute, a shadow demon can move at six times its normal speed. Shadow demons can cast darkness, fear and magic jar (1/week).

  • Shadow Demon: HD 7; AC 4 [15]; Atk 2 claws (1d6), bite (1d8); Move 15 (flying); Save 9; AL C; CL/XP 12/2000; Special: Incorporeal, spells, immunity to electricity and poison, shadow blend, sunlight powerlessness, telepathy 100 ft.

Source: Shadow Demon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Neville White.

Demon, Shrroth (Squid Demon)

A shrroth is a 15-foot-tall copper-colored demon with the lower torso of an octopus and the upper torso of a powerful humanoid. Its arms end in 6-fingered talons. Its lower torso sports a mass of writing tentacles reaching lengths of 10 feet. Six larger tentacles stretching 20 feet surround the smaller tentacles. Its mouth is filled with serrated teeth. A mass of long black hair hangs from its head; from under which protrude two forward-curving, blackish horns. If a shrroth hits the same opponent with two tentacles, the victim is constricted for an automatic 2d6 points of damage each round thereafter. A shrroth can emit a cloud of grayish liquid in a 40-foot spread once per minute that conceals the creature (20% chance to miss) and forces any creature in the cloud to save or be sickened for 3 rounds. At will, a shrroth can dispel magic, create a mirror image or teleport. Twice a day it can use feeblemind, and once per day it can cast power word blind. A shrroth can jet backward in a straight line at a speed of 30 once per round. Shrroth are immune to electricity and poison, and take half damage from cold, fire and acid.

  • Shrroth (Squid Demon): HD 12; AC 2 [17]; Atk 6 tentacles (2d6), 2 claws (1d6), 1 bite (1d8) and trident (3d6); Move 6/18 (swimming); Save 3; AL C; CL/XP 15/2900; Special: Constrict, sickness cloud, magical abilities, summon demons, +1 weapons to hit

Source: Shrroth (Squid Demon) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon, Skitterdark

Skitterdarks are small humanoid-shaped creature no more than 1 foot tall with crimson leathery bat wings. Its body is blood red and somewhat stocky for its size. Its hands end in sharp claws and its eyes and teeth are sickly yellow. Skitterdarks are commonly found in groups and sometimes use poison on their weapons.

  • Skitterdark Demon: HD 2; AC 4 [15]; Atk 2 claws (1d2), 1 bite (1d2), or 1 weapon (1d3); Move 8/12 (flying); Save 16; AL C; CL/XP 3/60; Special: Magic resistance (5%), immune to electricity, poison

Source: Skitterdark Demon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon, Stirge

One of the most foul and despicable of all demonkind, the stirge demon hates all other demonic races and usually attacks them on sight. It savors the blood of vrocks and hezrous, but generally avoids any more powerful demonic races. Stirge demons look like a cross between a human, stirge and demonic fly. They have four, stirge-like hind legs and human forearms that end in chitinous, claw-like fingers. Stirge demons have the wings of stirges and human heads topped with bristly manes. Stirge demons have long, sharp noses that are used to pierce the flesh and draw blood.

Stirge demons can drain blood by making a successful bite attack and rolling a natural ‘20’. The stirge deals 1d4 points of damage per round until the victim succeeds on an open doors check and breaks its hold.

Stirge demons constantly emit a droning sound from their winfs. All creatures within a 60-foot spread that hear it must succeed on a saving throw or fall into a comatose sleep for 1d4 hours.

Stirge demons can walk on walls, floors, ceilings, and other such surfaces at their normal movement rate. This is an inherent ability and cannot be dispelled or negated.

  • Stirge Demon: HD 8; AC 0 [19]; Atk 2 claws (2d6), bite (1d10); Move 9/24 (flying); Save 8; AL C; CL/XP 16/3200; Special: Blood drain, drone, spells, magic or silver weapons to hit, immunity to electricity and poison, magic resistance (40%), spider climb, telepathy 100 ft.

Source: Stirge Demon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax.

Demon, Succubus

A succubus is a creature of demonic lust, a drinker of souls who offers fatal temptation to mortals that fall into the trap of her deadly embraces: each kiss drains one level of experience. (The male form of this demon is called an incubus. A succubus is always female, just as an incubus is always male.) The demon’s form is that of a supernaturally beautiful woman, curvaceous and alluring, but whose furled bat wings and delicate horns betray her true nature. Small white fangs gleam from behind the demoness’s full lips, and when she is enraged the pupils of her eyes will contract and shift into those of a vicious serpent.

A succubus can “cast” Charm Person whenever desired, as well as ESP, Clairaudience, and Suggestion. They can change shape at will, but only into human or human-like forms. Succubi also have the ability to call forth (by gate) other demons. A succubus can summon a demon prince (40% chance to succeed), but will seldom do so, for the price to be paid afterwards is generally significant and unpleasant. However, a succubus can summon a Baalroch demon or a Nalfeshnee (fourth-category demon), again, with a 40% chance of success regardless of the type of demon being summoned. If a succubus does not specify the sort of demon she is summoning, there is a 5% chance that the respondent will be a demon prince, and if not, there is a 75% chance that the demon will be of the fourth category, a Nalfeshnee.

Succubi almost never rely upon physical attacks; they use their charm and suggestion abilities to allow them to bestow their deadly kisses upon opponents.

  • Succubus: HD 6; AC 9 [10]; Atk 2 scratches (1d3); Move 12 (Fly 18); Save 11; AL C; CL/XP 9/1,100; Special: Magic resistance (70%), immune to non-magic weapons, cause darkness in a 10-foot diameter, level drain (1 level) with kiss, summon other demons, spells,change shape.

Source: Swords & Wizardry Complete Rulebook

Demon, Vrock (First-Category Demon)

These demons are vulture-headed, with feathered but humanoid bodies, and huge dark-feathered wings. All can create darkness in a radius of 5-ft. and are immune to fire. They use their wings to allow both their arms and legs to be brought into combat, along with their beaked bite. Vrock demons are quite stupid, though like most demons they consider themselves to be tremendously intelligent. A Vrock has a 10% chance to gate another first-category demon to its assistance.

  • Vrock Demon: HD 8; AC 0 [19]; Atk 1 beak (1d6), 2 foreclaws (1d8), 2 rear claws (1d6); Move 12 (Fly 18); Save 8; AL C; CL/XP 11/1700; Special: Magic resistance (50%), darkness, immune to fire.

Source: Monstrosities

Demon, Yildra

Yildra demons are servitors of Yildraathu, the Demon-Lord of Pestilence, and as such they are not considered to be a general demonic “type.” The Yildra take the form of massive rats standing on their hind legs, their fur crawling with vermin and their skin mottled with rot and mange. The demon’s long tail bears a wicked barb at the end, and their claws drip with foul ichor.

The claws of a Yildra carry disease, and the barb on the demon’s tail carries a lethal poison. The diseased claws have the immediate effect (if a saving throw fails) of causing the diseased victim to move at half speed as if affected by a slow spell, and the disease will eventually cause death in 2d6 days if it is not magically cured.

Yildras take only half damage from electricity, cold, fire, and poison gas. They are able to cast darkness in a radius of 15-ft. at will, and to teleport once per day. In addition, they have the ability to detect invisibility, cause fear (as per a wand), and to telekinese 300 pounds of weight, any of these abilities being employed at will. Yildras can attempt to summon another Yildra demon, but this can be attempted only once per day and has only a 10% chance of success.

Yildras can be hit with normal weapons, but such weapons have a penalty of -1 to hit and damage against the demon.

  • Yildra Demon: HD 7; AC 3 [16]; Atk 2 claws (1d6 + slow), 1 bite (1d8), tail (1d4 + poison); Move 9; Save 9; AL C; CL/XP 12/2000; Special: Disease, poison, magic resistance (50%), darkness, demonic immunities.

Source: Monstrosities

Demon Lord, Baphomet (Demon Lord of Beasts)

Baphomet is the demon prince of brutes, most especially ogres and minotaurs, but also bull-headed humans and petty tyrants. His iron keep is located within a large stone cavern on a desolate plane of the Abyss. It is said his castle is a maze of twisting rooms and corridors, with his personal throne room located at the heart of his maze keep. Those that have ventured there remember little about the place other than the never-ending corridors and maze of rooms. Baphomet stands 12 feet tall and weighs about 4,500 pounds. He looks like a powerfully muscled minotaur, his body covered in shaggy, black fur and marred with battle scars. Baphomet wields a wicked-looking +2 halberd. When the halberd causes damage on an armored opponent, it reduces the armor value (i.e. the AC bonus afforded by the armor) by 2 points.

Baphomet is a dangerous combatant. Once every 1d4 rounds, he can belch forth a stream of unholy water in a 10-foot line at a single target. Lawful creatures take 10d6 points of damage (saving throw allowed for half damage). Neutral and chaotic creatures are unaffected. Three times per day, Baphomet can unleash a roar that instills fear in those within 30 feet that hear it and fail a saving throw.

Baphomet can cast spells as a 12th level magic-user. He can cast darkness, dispel magic, maze, passwall and wall of iron three times per day each as magical abilities. Baphomet can summon 2d10 minotaurs per day.

Servants of Baphomet

Followers of Baphomet are usually minotaurs or brutish humanoids like ogres, orcs or humans, and consist of clerics, necromancers, and sorcerers or adepts. Clerics of Baphomet are called Horned Ones and must sign a pact of evil with Baphomet. Horned ones are granted access to up to 3rd level cleric spells.

  • Baphomet: HD 25 (115 hp); AC -5 [24]; Atk Gore (2d6), bite (1d8), weapon (2d6+2); Move 18; Save 3; AL C; CL/XP 34/5600; Special: Roar, breath weapon, spells, +1 or better weapon to hit, immune to electricity, poison and charm, magic resistance (75%), teleapthy 100 ft.

Source: Baphomet, Demon Lord of Beasts from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene, based on original material by Gary Gygax.

Demon Lord, Beluiri (The Temptress)

Beluiri is a bronze-skinned feminine demon standing about 6 feet tall. Her head is hairless and features four downward-curving horns jutting just above her forehead. The two lower horns are smaller than the topmost horns. A ridge of small spines runs from her brow down the center of her head and tapers off just below her shoulder blades. Her hands end in razor-sharp talons and her eyes are sapphire blue. Beluiri is one of the many concubines of Lord Baphomet (and one of his favorites). She is known throughout the Abyss as the Temptress, for in her many disguises she has seduced countless princes, lords, and generals of the demons. She sometimes journeys to the Material Plane (in one of her many guises) to tempt and seduce mortals, for she knows that all mortals, in their hearts, always give in to their true desires—be they power, greed, lust, or one of many countless other sins. Beluiri rarely wears clothing, but at times when she does, she enjoys gowns and robes of gold, white, and red.

Beluiri is a cunning combatant, preferring subterfuge to direct assaults, luring her victims by assuming a pleasing and non-threatening form. Three times per day she can turn her gaze upon a creature within 30 feet. The target of her gaze must pass a saving throw or become her slave, per a more powerful version of the charm monster spell. Her claws are coated with a debilitating poison that saps a person of their strength. Victims of the poison must pass a saving throw or temporarily lose 2d4 points of Strength (to a minimum of 1) for 1 hour.

Through body language and movement, Beluiri can fascinate all creatures of the opposite sex (which could be either sex, depending on her current form) within 30 feet that observe her dancing. Those viewing this dance must succeed on a saving throw or fall under her influence for 1d6+1 hours as if affected by a charm monster spell. In addition, Beluiri can cast the following spells: Cause fear, darkness, dispel magic, polymorph self and wall of fire. Beluiri is completely immune to illusions and can see invisible creatures.

  • Beluiri (The Temptress): HD 16 (70 hp); AC -2 [21]; Atk 2 claws (1d8 plus poison); Move 15; Save 3; AL C; CL/XP 25/5900; Special: Dominating gaze, poison, seduction, spells, true sight, +1 or better weapon to hit, immune to electricity and poison, magic resistance (65%), telepathy 100 ft.

Source: Beluiri, The Temptress from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon Lord, Caizel (Deposed Queen of Succubi)

Caizel is an astonishingly beautiful creature standing just under 6 feet tall. Her skin is delicate, soft, and copper in color. Her eyes are blue-green. Two tiny horns are hidden beneath her long, raven-black hair. Her hands, while clawed, are shapely and delicate. Small leather wings protrude from her back, but she usually keeps these hidden beneath her robes and gowns. Caizel’s body courses with a virulent poison that she can intensify or suppress at will. It is not secreted through her skin (therefore her touch is not poisonous); rather it is delivered through the exchange of body fluids with another creature (kissing, consummating an encounter, etc.). At will she can cast charm monster, create darkness (15 foot radius), detect good, teleport, read magic, use suggestion and create a wall of fire. Once per day she can cast mirror image. Once per round, Caizel’s touch can flood a creature’s mind with pleasurable images if it fails a save. This stuns the creature for 1d4 rounds. Caizel is immune to electricity and poison, and takes half damage from cold, fire and acid. Any creature she hits with Bonerazor, her +2 dagger, must save or be held (as by a hold person spell).

  • Caizel (Deposed Queen of Succubi): HD 18; AC -4 [23]; Atk +2 dagger of returning (Bonerazor) (2d4 + hold person) or 2 claws (1d6+3); Move 12; Save 3; AL C; CL/XP 22/5000; Special: Poison, magical abilities, summon demons, touch of ecstasy, +1 magic weapons to hit, immune to electricity and poison, resists cold, fire and acid

Source: Caizel, Deposed Queen of Succubi from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon Lord, Dagon (Demon Prince of the Sea)

Dagon is the demon prince of sea creatures. He is worshipped as a deity by legions of sahuagin, locathah, lizardfolk, tritons (those that have accepted the ways of chaos) and some merfolk. Dagon makes his home in a great underwater iron citadel called Thos located in the deepest recesses of his home plane. Dagon appears as a 10-foot tall merman and weighs about 2,000 pounds. He has blue-green skin and the lower torso of a black-scaled leviathan. A thin, translucent fin runs the length of his back, and a long mane of black hair falls from his head and down his finned back. His eyes are deep purple with glowing motes of crimson floating in them.

Dagon is a master of the seas. He is immune to all water-based spells and effects. When fighting in water, he gains a +2 bonus to hit and improves his AC by 2. As their prince, he can summon 20 HD worth of aquatic creatures per day and communicate with them telepathically.

Dagon casts spells as a 12th level magic-user. He has the following magical abilities: Control water, create water, darkness, dispel magic, water breathing and feeblemind (1/day).

Dagon wields a +3 trident that can telescope to up to 20 feet long on its master’s command. The trident is forged of black bronze with adamantine barbs. Creatures struck by the trident and suffering more than 10 points of damage are caught on the barbs, suffering an addition 1d4 points of damage per round and unable to move until they make a successful open doors roll. Creatures that extract themselves from the trident suffer 1d8 points of damage from their rending of their flesh by the barbs.

Servants of Dagon

Followers of Dagon are mermen, locathah, sahuagin, lizardmen and evil humanoids that revere the seas and oceans. Clerics of Dagon are called Scaled Ones and must sign a pact of evil with Dagon. Scaled Ones can receive up to 3rd level spells from Dagon.

  • Dagon (Demon Prince of the Sea): HD 20 (110 hp); AC -5 [24]; Atk +3 trident (2d6+3) or 2 meaty fists (1d10); Move 9/24 (swimming); Save 3; AL C; CL/XP 30/7400; Special: Spells, master of the waters, summon sea creatures, only harmed by +2 or better weapons, immune to cold, electricity and poison, immune to water-based spells, magic resistance (80%), telepathy 100 ft.

Source: Dagon, Demon Prince of the Sea from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon Lord, Fraz-Urb’luu (Demon Prince of Deception)

Fraz-Urb’luu appears as a hulking, ape-like creature standing nearly three times as tall as a normal human. His head sports large, fan-like, pointed ears and a large, round mouth lined with sharpened teeth. His skin is gray and covered with fine, thin blue hair. A long, serpentine tail, gray and yielding to blue near the barbed end, trails behind him. Two large bat-like wings protrude from his back. Fraz-Urb’luu is one of the most physically powerful demon princes as well as one of the most cunning. His deceptions range far and wide, affecting and influencing not only those on the Material Plane but also other demon princes and demon lords. His malevolent nature lends itself well to his trickery and deception, and he bends others to do his will. Those that oppose him are quickly dispatched. Those he favors are often captured and taken back to his lair in the Abyss where they are forced into a life of servitude. When the day comes that Fraz-Urb’luu grows weary of them, he devours them or throws them to his other servants to do with as they wish. He makes his home deep within the Abyss on a smoldering and scarred layer devoid of most life. His keep is a large iron and stone castle situated near the very center of the layer. A constant stream of traffic emanates to and from his castle; demons and slaves tending to their daily tasks.

If Fraz-Urb’luu strikes the same creature with both of its clobber attacks in a single round it hugs them for an additional 1d12 points of damage and gains a +2 bonus to hit with his bite attack.

Fraz-Urb’luu is immune to all charms, compulsions and phantasms. He casts spells as a 12th level magic-user and can use the following magical abilities: Charm monster, darkness, dispel magic, ESP, polymorph other (1/day), polymorph self (3/day), power word blind (1/day), prismatic sphere (1/day) and suggestion. Once per day, Fraz-Urb’luu can attempt to summon a demon lord or demon prince with a 70% chance of success, and deceive the summoned demon into believing it was called by his opponents. The summoned lord or prince must succeed on a saving throw at -10 or fall for the deception.

Servants of Fraz-Urb’luu

Followers of Fraz-Urb’luu are usually evil humanoids and consist of charlatans, clerics, magic-users, politicians and aristocrats. Clerics of Fraz-Urb’luu are called Deceivers and must sign a pact of evil with Fraz-Urb’luu. Deceivers can receive spells up to 3rd level from Fraz-Urb’luu and are granted access to the magic-user spells phantasmal force and suggestion as though they were cleric spells of the same level.

  • Fraz-Urb’luu (Demon Prince of Deception): HD 25 (130 hp); AC -3 [22]; Atk 2 clobbers (1d12), bite (1d10) or tail slash (2d6); Move 15/24 (flying); Save 3; AL C; CL/XP 35/8900; Special: Gnashing teeth, spells, summon demonic entity, +2 or better weapon to hit, immunity to electricity and poison, sealed mind, magic resistance (75%), telepathy 100 ft.

Source: Fraz-Urb’luu, Demon Prince of Deception from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on material by Gary Gygax.

Demon Lord, Jubilex (The Faceless Lord)

Jubilex is a large, bubbling mass of greenish-black, foul-smelling liquid. Ooze, slime, and pus constantly squirt and seep from its form. Deep within the oozing form you notice several large red eyes. Jubilex is the ruler over all slimes, oozes, jellies, and other disgusting and foul ooze-like creatures – the cosmic ooze from which the forces of Law crafted reality and back to which reality always threatens to sink. Known by some as the Faceless Lord, his Abyssal home is a steaming, bubbling lair of putrid ooze and slime pits that are constantly shifting and changing at his whim. Even the other demonic rulers loathe to journey here. Jubilex makes his home in a huge slime pit somewhere on one of the many planes he controls. He is constantly attended by and surrounded with all sorts of slimes and oozes.

When confronted, he takes the form of a 12-foot tall column of bubbling and squirting ooze. Jubilex attacks with 10-foot long slimy appendages that emerge from its form. The demon prince secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit deals 2d6 points of acid damage. Armor or clothing dissolves and becomes useless immediately unless the wearer succeeds on a saving throw. A metal or wooden weapon that strikes Jubilex also dissolves immediately unless the wielder succeeds on a saving throw. The save DCs are Constitution-based.

Once every six rounds, Jubilex can fire a stream of acidic slime in a 20-foot line. This requires a successful ranged attack that ignores armor. A creature hit takes 2d6 points of acid damage (save for half) and 1d6 points of acid damage on each round it remains on the target. On the first round after striking a target, the slime may be scraped off (most likely destroying the scraper in the process), but after that it must be burnt, frozen, or cut away (applying damage to the victim as well). Extreme cold or heat, sunlight, or a cure disease spell destroys the slime.

Jubilex can cast spells as a 15th level cleric. He can also use the following magical abilities: Circle of cold (emanate cold in a 10-ft. radius; 5d6 damage, save for half damage, lasts 1 minute per level), cause disease (reverse of cure disease), darkness, dispel magic, ESP, hold monster, invisibility (self), symbol of insanity and wall of acid (as wall of fire, but deals acid damage). He is immune to illusions and can see invisible creatures without difficulty. Once per day, Jubilex can summon up to 2d4 ochre jellies, gray oozes, or gelatinous cubes, or 1d4 black puddings. Because of his ooze-like structure, Jubilex is immune to sleep effects, paralysis, polymorph, and stunning.

Servants of Fraz-Urb’luu

Followers of Jubilex are evil humanoids with an affinity for slimes, jellies, and all things that ooze. Clerics of Jubilex are called Masters of the Ooze and must sign a pact of evil with Jubilex. Masters of the Ooze can receive spells up to 3rd level from Jubilex and are granted access to the circle of cold and wall of acid spells described above. Circle of cold is a 5th level cleric spell and wall of acid is a 5th level cleric spell.

  • Jubilex (The Faceless Lord): HD 20 (120 hp); AC -2 [21]; Atk Slam (3d6); Move 9/24 (flying); Save 3; AL C; CL/XP 30/7400; Special: Acid slime, spells, summon oozes, +3 or better weapon to hit, immunity to electricity and poison, magic resistance (80%), telepathy 100 ft.

Source: Fraz-Urb’luu, Demon Prince of Deception from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on material by Gary Gygax.

Demon Lord, Kostchtchie (Demon Prince of Wrath)

Kostchtchie is the demon lord of cold and is the epitome of hatred and evil. If there is a demon lord more ruthless and malevolent than he, that lord has never made his presence known. Kostchtchie is hated by all (including other demon lords and princes). He moves across his Abyssal landscape with a shuffling gait, and is rarely, if ever, encountered alone. He appears as a 10 foot tall, ogrish creature, with yellowish skin and hairless save for it bushy eyebrows. He has two twisted, stumpy legs and a thick torso. His head is flat and oval and sports two large, sunken, crystal-blue eyes of immeasurable beauty. Kostchtchie’s Abyssal home is a frigid and mountainous realm of ice, rock, snow, and subfreezing temperatures. Unprotected travelers and those vulnerable to cold do not last long here.

Kostchtchie wields a cold-wrought +3 warhammer that must be wielded with two hands. It creates a cacophonous roar like thunder upon striking with a successful critical hit, deafening those who fail a saving throw. When Kostchtchie’s attack roll is a natural ‘20’, the hammer leaves a thick layer of frost and ice on whatever it strikes, causing an additional 1d6 points of freezing damage.

Kostchtchie can cast spells as a 12th level magic-user. He can cast cause serious wounds (reverse of cure serious wounds), charm monster, darkness and dispel magic at will. Three times per day he can summon 1d4 frost giants or 1 large, adult white dragon.

Servants of Kostchtchie

Followers of Kostchtchie are usually berserkers, frost giants and ogres. Clerics of Kostchtchie are called Ice Lords and must sign a pact of evil with Kostchtchie. Ice Lords cast receive spells up to 3rd level from Kostchtchie.

  • Kostchtchie (Demon Prince of Wrath): HD 15 (100 hp); AC -4 [23]; Atk +3 warhammer (3d6); Move 9; Save 3; AL C; CL/XP 23/5300; Special: Spells, +1 or better weapon to hit, immune to cold, electricity and poison, magic resistance (60%), telepathy 100 ft.

Source: Kostchtchie, Demon Prince of Wrath from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on material by Gary Gygax.

Demon Lord, Maphistal (Second of Orcus)

Maphistal is the second of Orcus, Demon Prince of the Undead. He makes his home on a stinking, smoldering layer of the Abyss and commands his troops from his great castle, Maalstege (The Keep of Bones, so called because it is believe to be constructed from the skeletal remains of those slain by Maphistal). He is loyal to no one but Orcus. He does not trust Sonechard, the General of Orcus’s undead legions, and seeks to discredit him at any opportunity, though he does not do this openly for fear of rebellion by his troops or punishment by Orcus. His machinations against Sonechard are primarily through his agents and spies in Sonechard’s camps.

Maphistal stands 9 feet tall and weighs 700 pounds. He is a feral-looking humanoid with two great horns protruding from his head and huge, bat wings sprouting from his shoulders. His legs end in sooty hooves and short, coarse, black hair covers his body save his face and clawed hands.

Maphistal’s +3 heavy mace deals an extra 1d6 points of damage against lawful creatures and it drains one level from any lawful creature attempting to wield it. Each time a living creature is hit by Maphistal’s mace, it must succeed on a saving throw or lose 1d4 points of Dexterity as its bones fuse together. Creatures reduced to 0 Dexterity can no longer move or attack. Only a restoration spell can repair this damage, restoring 1d4 points of Dexterity with each application.

Maphistal’s bite infects victims with a demonic fever that incubates for 1 day and then begins inflicting 1d6 points of Constitution damage each day until the afflicted succeeds at a saving throw at a -3 penalty.

Maphistal can cast the following spells: Animate dead, darkness, dispel magic, power word stun and suggestion. Once per day, Maphistal can summon 3d10 zombies or skeletons, 2d6 ghouls, 2d4 ghasts, 1d6 wraiths or wights, or 1d4 spectres.

  • Maphistal (Second of Orcus): HD 20 (90 hp); AC -3 [22]; Atk +3 heavy mace (2d6) and bite (1d8 plus disease) or 2 claws (1d8) and bite (1d8 plus poison); Move 15/30 (flying); Save 3; AL C; CL/XP 30/7400; Special: Bone knit, disease, spells, summon undead, +1 or better weapon to hit, immunity to electricity and poison, magic resistance (70%), telepathy 100 ft.

Source: Maphistal, Second of Orcus from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon Lord, Orcus (Demon Prince of the Undead)

Orcus is the Prince of the Undead, and it said that he alone created the first undead that walked the worlds.

Orcus is one of the strongest (if not the strongest) and most powerful of all demon lords. He fights a never-ending war against rival demon princes that spans several Abyssal layers. From his great bone palace he commands his troops as they wage war across the smoldering and stinking planes of the Abyss. Orcus spends most of his days in his palace, rarely leaving its confines unless he decides to leads his troops into battle (which has happened on more than one occasion). Most of the time though, he is content to let his generals and commanders lead the battles.

Orcus is a squat, bloated humanoid standing 15 feet tall and weighing 3 tons. His goat-like head sports large, spiraling ram-like horns and his legs are covered in thick brown fur and end in hooves. Two large, black, bat-like wings protrude from its back and a long, snake-like tail, tipped with a sharpened barb, trails behind it.

When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.

Orcus prefers to fight using his wand. His tail sting delivers a virulent poison (save or die).

Orcus can command or banish undead as a 15th-level cleric, controlling up to 150 HD worth of undead at one time. He casts spells as a 15th level cleric and 12th level magic-user, and can use the following magical abilities at will: animate dead, charm monster, darkness, dispel magic, ESP, fear, feeblemind (1/day), lightning bolt, speak with dead, symbol (any) and wall of fire.

Orcus radiates a 60-foot-radius aura of fear (as the spell). A creature in the area must succeed on a DC 44 Will save or be affected as though by a fear spell (caster level 35th). A creature that successfully saves cannot be affected again by Orcus’s fear aura for one day. The save DC is Charisma-based.

Three times per day, Orcus can summon one balor, 1d3 nalfeshnees or 1d4 mariliths. As their prince, Orcus can summon up to 100 HD of any type of undead each day.

Wand of Orcus: Mighty Orcus wields a huge black skull-tipped rod that functions as a +3 heavy mace. It slays any living creature it touches if the target fails a saving throw. Orcus can shut this ability off so as to allow his wand to pass into the Material Plane, usually into the hands of one of his servants. Further, the Wand has the following magical powers: 3/day—animate dead, darkness and fear; 2/day—unholy word.

Servants of Orcus

The followers of the Prince of Undead are clerics that venerate death, magic-users fascinated with death, and cambions and alu-demons. His followers are most often clerics and necromancers. Clerics of Orcus are known as Disciples of Orcus and must sign a pact of evil. Disciples of Orcus can receive spells up to 3rd level from Orcus.

  • Orcus (Demon Prince of the Undead): HD 30 (120 hp); AC -5 [24]; Atk Wand of Orcus (2d6 or death) or 2 fists (3d6) and tail sting (2d6 plus poison); Move 18/24 (flying); Save 3; AL C; CL/XP 40/10400; Special: Command undead, spells, summon undead, +3 or better weapon to hit, immunity to electricity and poison, speak with dead, magic resistance (75%), telepathy 100 ft.

Source: Orcus, Demon Prince of the Undead from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax.

Demon Lord, Pazuzu (Demon Prince of Air)

Pazuzu is the demon prince of aerial creatures, and is revered as such on both the Abyssal plane and the Material Plane. Unlike other demon princes, his lair is not confined to a single plane or multiple adjoining planes; Pazuzu rules the sky realms above all layers of the Abyss. (No demon prince has contested his rulership of the skies thus far.) Pazuzu appears as a muscular human being with the head of a hawk and four great, feathery wings spanning its shoulders. His feathers are red and gold, fading to black at the tip and his eyes are red. Pazuzu’s heads and feet end in talons.

Pazuzu has three breath weapons. Regardless of which breath weapon he uses, he can’t breathe more than once every 1d4 rounds. Each breath weapon is a 100-foot long cone. The first works like the creeping doom spell, the second like the insect plague spell and the last is a corrosive gas that deals 10d6 points of acid damage (saving throw for half damage) and ruins leather equipment, including armor.

Three times per day, Pazuzu can automatically summon 2d6 harpies, 2d8 gargoyles or 1d4 hieracosphinxes with a 50% chance of success. Pazuzu can automatically dominate any aerial creature of 6 HD or less that is within sight, no saving throw allowed. This functions as a charm monster spell. At any one time, Pazuzu can have a total of 20 HD of creatures dominated. Affected creatures must remain with sight or the effect ends. Aerial creatures are defined as avians, gargoyles, harpies, and elemental air creatures. No aerial creature of 10 HD or less willingly attacks Pazuzu, but they can be forced to magically.

Pazuzu can cast spells as a 12th level magic-user. He can use the following magical abilities: Control weather, darkness, dispel magic, flesh to stone, lightning bolt, shape change, wind walk and, once per day, wish.

Servants of Pazuzu

Followers of Pazuzu are chaotic humanoids that respect and revere the air and sky. Clerics of Pazuzu are called Aerial Lords and must sign a pact of evil with Pazuzu. Aerial Lords can receive up to 3rd level spells from Pazuzu.

  • Pazuzu (Demon Prince of Air): HD 20 (110 hp); AC -2 [21]; Atk +2 sword (2d6+2), 2 claws (1d10); Move 15/30 (flying); Save 3; AL C; CL/XP 30/7400; Special: Breath weapon, dominate and summon aerial creatures, spells, aerial passivism, +2 or better weapon to hit, immunity to electricity and poison, magic resistance (70%), telepathy 100 ft.

Source: Pazuzu, Demon Prince of Air from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Demon Lord, Sonechard (General of Orcus)

Sonechard is a ram-headed demon standing 14 feet tall. He has gray, leathery skin, large, curved horns (half of the left horn broken off) and two large, bat-like wings. Sonechard’s body is covered in thick, dark hair. Portions of the hair are torn away in areas revealing masses of battle-born scars and damage. Sonechard is a general in the infernal armies of Orcus and serves him—at least to all onlookers—with unswerving loyalty. He has countless numbers of demons and undead at his command. Though his true loyalty lies only to himself, he would never openly refuse a request by Orcus nor challenge his position as Prince of the Undead. Should the day come when Orcus weakens, Sonechard plans to be there to claim what he believes is rightfully his. Sonechard makes his home in a large castle that sits atop a plateau of scorched earth surrounded by a moat of blood. The walls are constructed of bone and sinew, and it is said that the souls of those who cross him are entombed within.

Sonechard’s form secretes a nauseating odor that emanates from him to a range of 20 feet. All living creatures within this range must succeed on a saving throw or be nauseated, suffering a –1 penalty to hit for 1 hour. A neutralize poison spell removes the nausea.

Once per day, Sonechard can automatically summon 4d10 zombies or skeletons, 2d8 shadows, wights, or wraiths, 2d4 greater shadows or spectres, or 1d4 dread wraiths. He can create up to 50 HD of undead creatures with the animate dead spell and can control undead as a 20th level chaotic cleric.

Sonechard can cast the following spells: Animate dead, fireball (3/day), power word stun, suggestion and wall of fire.

Sonechard’s +2 military pick deals an extra 1d3 points from blood loss when it hits a creature. This damage is inflicted every round thereafter until the wound is bound or magically healed.

  • Sonechard (General of Orcus): HD 18; AC -2 [21]; Atk +2 military pick (1d8+2) or 2 claws (1d10); Move 15/30 (flying); Save 3; AL C; CL/XP 27/6500; Special: Control undead, spells, stench, summon undead, +1 or better weapon to hit, immunity to electricity and poison, magic resistance (60%), telepathy 100 ft.

Source: Sonechard, General of Orcus from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon Lord, Tsathogga (The Frog God)

Tsathogga is a gigantic frog no less than 60 feet long with spindly, elongated limbs and fingers. His body is covered in warts and sores and all ooze a putrid, yellowish mucus. His eyes are red and glow with an inherent evil and his massive mouth sports rows of sharpened teeth, each at least as long as a sword. Tsathogga cares less about the machinations of men and power than he does about obliterating light and life with the slow oozing sickness and decay that he represents. He is the viscous dark evil bubbling up from beneath the surface, the foul corruption at the heart of the earth. Tsathogga makes his home on both Tarterus and the Abyss, spending equal amounts of time in both places. His lair is a vast swamp of filth deposited by the River Styx as it flows between the two planes. Tsathogga thoughtlessly commands a host of evil creatures, notably his own vile frog race, the tsathar (see that entry in this book).

Tsathogga’s demonic form constantly oozes and drips acid, causing opponents to take an extra 1d8 points of acid damage every time he succeeds on a bite, claw, or tongue attack. Creatures attacking Tsathogga unarmed take this same acid damage each time one of their attacks hits. Any weapon striking Tsathogga’s acidic body must succeed at a saving throw or suffer a cumulative -1 penalty to damage – a weapon that has its potential damage reduced to 0 is destroyed.

Creatures struck by Tsathogga’s tongue suffer 1d8 points of acid damage and must succeed at a saving throw or be swallowed whole and consumed.

Three times per day, Tsathogga can unleash a piercing shriek that affects all non-chaotic creatures within a 100-foot radius as if by an un-holy word (reverse of holy word). Tsathogga can billow forth a cloud of thick, dark fog from his skin. This fog spreads to fill a 50-foot radius, 50 feet high. The darkness generated by the cloud nullifies normal lights (torches, candles, lanterns, and so forth) within the area. Light spells of 5th level or lower are incapable of brightening the area. This cloud remains for 10 minutes before dispersing. Tsathogga cannot use this ability underwater.

Tsathogga can cast spells as a 15th level magic-user. He can also use the following magical abilities: Acid cone (as cone of cold, but deals acid damage), darkness, dispel magic, ESP, polymorph self and water breathing. He can summon up to 30 HD of oozes, tsathar, giant frogs, or froghemoths each day.

Servants of Tsathogga

Followers of Tsathogga are the tsathar and some few evil and vile humans or giants. He has few other worshippers, though it is rumored that an evil cult of sahuagin worships him on the Material Plane. Clerics of Tsathogga are called Lords of the Gaping Maw and must sign a pact of evil with Tsathogga. Lords of the Gaping Maw receive up to 3rd level spells from Tsathogga.

  • Tsathogga (The Frog God): HD 5 (130 hp); AC -4 [23]; Atk Bite (3d6) or tongue (see below); Move 15; Save 3; AL C; CL/XP 34/8600; Special: Blasphemous shriek, swallow whole, spells, +3 or better weapon to hit, immune to acid and poison, magic resistance (80%), telepathy 100 ft.

Source: Demon Lord Tsathogga, The Frog God from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Bill Webb.

Demon Lord, Vepar (Duke of Dagon)

Vepar is an Abyssal duke who resembles a 12-foot-tall merman. His upper torso is coppery-brown while his lower torso and fins are silver and scaled. Vepar’s hair is long and black, and he usually wears it tied back or braided. His eyes, usually blue in color, burn with a silvery fire when he is angered or excited. Under his hair, two small copper horns can be seen just above his eyes. Vepar’s hands end in wicked claws with silvery nails. At will, Vepar can control winds, detect good, cause fear, dispel magic, teleport and polymorph self. Once per day he can create an ice storm. Vepar wields his trident – named Demonbrand – which can fire up to seven magic missiles per day for 1d4+1 points of damage each. Anyone hit by Vepar’s claws must save or be overcome by bone-numbing cold that does 1d8 points of damage (save for half). He is immune to electricity and poison, and takes half damage from cold, fire and acid.

  • Vepar (Duke of Dagon): HD 22; AC -4 [23]; Atk +2 trident (Demonbrand) (2d6+4) or 2 claws (1d8+2 + hypothermic touch); Move 6/24 (swim); Save 3; AL C; CL/XP 34/8600; Special: Magical abilities, hypothermic touch, summon demons, +2 magic weapons to hit

Source: Vepar, Duke of Dagon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demon Prince, Isclaadra (Demon-Prince of Mists)

Isclaadra is a tall, human-like figure with the horns and legs of a goat, and massive bat wings. He is one of the weakest of the demon princes, and he is uncharacteristically subtle when compared to his peers. He has the spell-casting ability of an 8th level magic-user in addition to the powers described below, and can only be hit by weapons of +2 or greater.

At will, Isclaadra can cast charm monster, clairvoyance, continual darkness, dispel magic, ESP, fear, read languages, read magic, telekinesis (1,000 pounds of weight), and suggestion.

Isclaadra’s Staff of Mist is a powerful magic artifact, allowing the holder to enter gaseous form at will, and capable of summoning forth one of three types of mist (each once per day):

Mist of Magic Absorption: this mist can be streamed forth from the staff up to a distance of 100ft before it expands. Once it blossoms into a cloud, it eats magic in an area 50 ft. in diameter, temporarily removing all bonuses or other effects from magic items while they are in the mist. The power of the mist does not extend to powerful artifacts, but is enough to suppress magical swords, armor, and miscellaneous items. Spells cannot be cast within the mist, but the effects of a spell that has already been cast (e.g. invisibility or haste) are unaffected by the mist, and potions will also take effect if imbibed in the mist. The holder of the staff can cause the mist to creep in any direction, but it has a move of only 10ft. Its duration is 5d6 turns

Mist of Confusion: the range, size, move, and duration of the Mist of Confusion are all identical to those of the Mist of Magic Absorption. Its effect is that of a confusion spell.

Mist of Striking: The Mist of Striking is a thin ribbon of vapor that extends from the staff up to a length of 100ft. It can attack once per round as a 30HD monster, inflicting 2d6 points of damage. Other than by dispel magic against a 12th level caster, the Mist of Striking cannot be killed, although it will disappear after 5d6 turns.

  • Demon Prince Isclaadra: HD 22 (110 hp); AC -6 [25]; Atk 1 staff (6d6) or 2 claws (2d6); Move 12 (Fly 12); Save 3; AL C; CL/XP 30/7400; Special: Magic resistance (90%), +2 magic weapon required to hit, spells, staff of mist, magical abilities.

Source: Monstrosities

Demon Prince, Kharkazax (Demon-Prince of Carrion)

Kharkazax resembles a humanoid jackal with the wings and head of a vulture, and he is always accompanied by 6 vrock-type demons of maximum hit points. This demon-lord is known as the Prince of Carrion, for his followers are scavengers and carrion-eaters of all kinds, including, unpleasantly, his human cultists. Although he is brilliant and subtle, Kharkazax is more feral in combat than most demon princes; if he is forced into melee combat he will tear into his foes with beak and claws rather than using weapons. Any creature other than a demon coming within 50ft of him will be affected by his smell, as if by a slow spell (no saving throw). His bite is diseased, causing death within 1d4+1 rounds if the rapid course of the disease is not checked (if a saving throw succeeds, the disease merely causes 1d4 points of damage each round, for 1d4+1 rounds, but does not kill).

At will, Kharkazax can cast charm monster, clairvoyance, continual darkness, dispel magic, ESP, fear, read languages, read magic, telekinesis (1,000 pounds of weight), and suggestion. Once per day, Kharkazax can create a wall of vermin, a mass of roaches and centipedes that rises 40 ft. in height and 100 ft. in length, or forms a covered dome thirty feet across and twenty feet in height. The biting creatures in the wall automatically inflict 2d10+20 points of damage against anyone breaking through it, and 1d10 hit points per round against anyone trying to attack it with a melee weapon. The wall is armor class 8, and has 100 hit points. Kharkazax can see through the eyes of his wall-vermin, and cast spells from the wall as if he were standing within it, but for all others the wall blocks vision and cannot be penetrated by spells. Demons take no damage from passing through the wall unless Kharkazax so desires.

This demon-prince cannot be damaged by weapons of less than +3 enchantment. (Author: Matt Finch)

  • Demon Prince Kharkazax: HD 30 (120 hp); AC -6 [25]; Atk 2 claws (2d8) and 1 bite (4d8); Move 9 (Fly 12); Save 3; AL C; CL/XP 38/9800; Special: Magic resistance (70%), +3 magic weapon required to hit, magical abilities.

Source: Monstrosities

Demon Prince, Orcus (Demon-Prince of the Undead)

Orcus is one of the strongest (if not the strongest) and most powerful of all demon lords. Known as the Prince of the Undead, he fights a never-ending war against rival demon princes that spans several Abyssal layers. From his great bone palace he commands his troops as they wage war across the smoldering and stinking planes of the Abyss. Orcus spends most of his days in his palace, rarely leaving its confines unless he decides to leads his troops into battle (which has happened on more than one occasion). Most of the time though, he is content to let his generals and commanders lead the battles.

Orcus is a squat, bloated humanoid standing 15 feet tall and weighing 3 tons. His goat-like head sports large, spiraling ram-like horns and his legs are covered in thick brown fur and end in hooves. Two large, black, batlike wings protrude from his back and a long, snake-like tail, tipped with a sharpened barb, trails behind it.

When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in the demon lord’s armies.

Combat

Orcus prefers to fight using his Wand. His tail sting delivers a virulent poison (save or die). Orcus can command or banish undead as a 15th-level cleric, controlling up to 150 HD worth of undead at one time. He casts spells as a 15th level Cleric and 12th level Magic-user, and can use the following magical abilities at will: animate dead, charm monster, darkness, dispel magic, ESP, fear, feeblemind (1/day), lightning bolt, speak with dead, symbol (any) and wall of fire.

Orcus radiates a 60-foot-radius aura of fear (as the spell). A creature in the area must succeed at a saving throw or be affected as though by a fear spell.

Three times per day, Orcus can summon one balor, 1d3 nalfeshnees or 1d4 mariliths. As their prince, Orcus can summon up to 100 HD of any type of undead each day.

Wand of Orcus: Mighty Orcus wields a huge, black, skull-tipped rod that functions as a +3 heavy mace. It slays any living creature it touches if the target fails a saving throw. Further, the Wand has the following magical powers: 3/day—animate dead, darkness and fear; 2/day—unholy word. Orcus occasionally allows his wand to pass into the Material Plane, usually into the hands of one of his servants.

  • Orcus: HD 30 (125 hp); AC -6 [25]; Atk Wand of Orcus (2d6 or death) or 2 fists (3d6) and tail sting (2d6 plus poison); Move 18 (Fly 24); Save 3; AL C; CL/XP 40/10400; Special: Command undead, spells, summon undead, +3 or better weapon to hit, immunity to electricity and poison, speak with dead, magic resistance (75%), telepathy 100 ft.

Source: Monstrosities

Demon Princess, Teratashia (Demon-Princess of Dimensions)

The Demon-Princess Teratashia’s dark palace in the depths of the Abyss is a nexus of countless gaps between dimensions, a warren of tunnels worming their way deep into a multitude of other realities. From the center of this web of connections, Teratashia sends her minions creeping and slithering through the planes of existence to do her bidding. Her darkswimmer demons (q.v.) are but one of the many types of servitors employed by this horrid creature.

Teratashia resembles a huge, female-headed cockroach with a feral visage, wearing a necklace of human skulls. This necklace is a powerful artifact (see, “The Necklace of Skulls,” below). She is often known as the Mistress of Dimensions, and her servants include many demons and other creatures that hunt and hide in the dark non-places between the true planes of existence.

At will, Teratashia can cast charm monster, clairvoyance, continual darkness, dimension door, dispel magic, ESP, insect swarm (3/day), fear, read languages, read magic, telekinesis (1,000 pounds of weight), teleport, suggestion, and wall of stone. In darkness, she regenerates 2 hit points per round, and in the light she moves with preternatural speed, her armor class improving to -8. Only weapons with an enchantment of +2 or more can damage her.

Teratashia’s Necklace of Skulls has 25 charges, and recharges itself within 25 hours (one charge per hour). Each round (until the charges are expended) the necklace can perform one of the following actions in addition to Teratashia’s other abilities).

Cone of Cold (3 charges)
Cure the wearer of 2d8 hit points of damage (2 charges)
Darkness 30-ft. radius (1 charge)
Death spell (5 charges)
Fireball (2 charges)
Knock (1 charge)
Wizard lock (1 charge)

Teratashia seldom involves herself in the quarrels of the other great demons, being far more interested in controlling the nooks and crannies between dimensions than with her political status in the Abyss.

  • Demon Princess Teratashia: HD 25 (130 hp); AC -6 [25] or -8 [27]; Atk 4 claws (2d6); Move 12 (Fly 24); Save 3; AL C; CL/XP 42/11000; Special: Magic resistance (85%), +2 or better weapon to hit, regeneration in darkness, improved AC (speed) in light, necklace of skulls, demonic powers.

Source: Monstrosities

Demon Prince, Thalasskoptis (The Sea-Demon Lord)

Thalasskoptis is a mass of writhing tentacles with a feral, boyish face in the center. It is a powerful demon-prince that makes its lair in the deep, dark seas of the Abyss, living in a sprawling palace of coral that dives into deep subterranean tunnels beneath the sea floor. Thalasskoptis is the lord of underwater corruption, the sea-dead, and many horrific beasts of the dark, oceanic deeps. It is an occasional rival with Orcus, given that its rulership of the sea-undead conflicts with the broader claims of the other demon-prince, but the two demons are similar enough that they are allies more frequently than enemies in the grim power struggles of the Abyssal realms. Some rivals of Thalasskoptis even dismiss it as the underwater minion of Orcus, a claim which is likely to incur a terrible vengeance from the sea-demon.

Beyond the realms of the Abyss, Thalasskoptis has scattered followings of human cultists, predominantly in coastal communities, and in the deeps he is served by dark tritons (q.v.). From time to time, his dark ships of drowned, undead sailors will rise from the waters to pillage treasure for their dread lord; one reason why his human cults are not attacked or driven off is the potential for reprisal by these ships. When the black fleets rise from the water, reeking of salt and rot, miles of coastline can be purged of life by hordes of Thalasskoptis’s dead men, the inhabitants dragged down beneath the waves to serve the master they dismissed with insufficient fear.

At will, Thalasskoptis can cast animate dead, charm monster, clairvoyance, continual darkness, dispel magic, ESP, fear, read languages, read magic, telekinesis (1,000 pounds of weight), teleport, suggestion, and wall of stone. Three times per day, the demon-prince can also squirt a vast cloud of poisonous ink into the air or water, with twice the dimensions of a fireball. Anyone in the area of the cloud must make a saving throw against this poison or die. Anyone looking directly at the demon must also make a saving throw each round or become entranced for 1d4+3 melee rounds, unable to take any actions until the fascination has ended. Thalasskoptis cannot be damaged by any weapon with less than a +3 enchantment. (Author: Matt Finch)

  • Demon Prince Thalasskoptis: HD 30 (125 hp); AC -6 [25]; Atk 8 tentacles (2d8); Move 12(Swim 24); Save 3; AL C; CL/XP 39/10100; Special: Magic resistance (90%), +3 or better weapon to hit, poison ink, gaze attack, demonic powers.

Source: Monstrosities

Demon Prince, Yildraathu (Demon-Lord of Pestilence)

Yildraathu is a large, bubbling pool of viscous ichor, with tentacles constantly emerging from and sucking back into the horrid mass of the demon-lord’s “body.”

At will, Yildraathu can cast charm monster, clairvoyance, continual darkness, dispel magic, ESP, fear, read languages, read magic, telekinesis (1,000 pounds of weight), and suggestion.

If Yildaathu hits an opponent, the opponent must succeed in a saving throw or be afflicted by a disease. This disease, Yildaathu’s Plague, immediately causes the loss of 1d6 hit points in addition to the damage caused by the tentacle itself, and the disease may cause death within 3 rounds (a second saving throw is allowed to avoid death). Even if the victim survives, if a cure disease spell is not used to prevent further infection then death will result in 1d4+3 days. A character who has been hit by a tentacle and succeeds with the initial saving throw is not immune to the disease, but each time that a saving throw is made against the disease a bonus of +1 (cumulative) is gained on saving throws made against infection or death from infection.

Three times per day, Yildraathu can breathe forth a cone-shaped blast of pestilence 100ft long and expanding to 60 ft. in width. Anything in this cloud must make as saving throw against the poisonous breath or suffer the loss of 6d6 hit points of damage, in addition to paralysis for 3 rounds. Success on the saving throw indicates that only half damage is taken and that the paralysis is avoided.

Yildraathu can only be damaged by weapons with an enchantment of +2 or greater.

The yildra demons (q.v.) are particularly associated with Yildraathu, and are summoned from time to time by Yildraathic cults, but the demon-lord is also served by a number of other demon types.(Author: Matt Finch)

  • Demon Prince Yildraathy: HD 32 (160 hp); AC -7 [26]; Atk 1d6+4 tentacles (1d8+1+disease); Move 6; Save 3; AL C; CL/XP 40/10400; Special: Magic resistance (60%), +2 weapon to hit, disease, pestilential breath weapon, demonic and magical powers.

Source: Monstrosities

Demon-Stirge

Demon-stirges are the result of magical experimentations with infusing demonic ichor into the bodies of stirges, then breeding the tainted creatures. The result of these experiments, often attributed to the mage Sacavious of the Black Monastery, is a diseased creature more durable and cunning than a natural stirge. A demon-stirge can cast darkness 15-ft. radius once per day, and there is a 10% chance that with a successful hit, it will infect the character with a disease that will be fatal in 1d4+7 days.

Like a normal stirge, demon-stirges have a proboscis which they jab into their prey to drain blood. After a stirge’s first hit, it drains blood automatically at a rate of 1d6 hit points per round. The faster rate of blood-draining is due to barbs and ridges on the proboscis; pulling a dead demon-stirge out of a wound will inflict one last hit point of damage simply from ripping out the barbed tube. (Originally published in The Black Monastery, by Frog God Games, adapted to Swords & Wizardry by Matt Finch)

  • Demon-Stirge: HD 3; AC 5 [14]; Atk 2 horns (1d4); Move 9; Save 14; AL C; CL/XP 7/600; Special: Magic resistance (30%), Immune to blunt damage, fire and poison.

Source: Monstrosities

Demon-Wolf of Braazz

The demon-wolves of Braazz are creatures from another plane of existence than can be summoned forth by use of forbidden tomes and sorcerous rituals. In their normal shape, they resemble grey-skinned demons with hideous wolf-like faces and the legs and tail of a wolf (the rest of the body being gaunt but human). They are also, however, shape-changers, and can take on the appearance of wolves with twisted human faces.

The Wolves of Braazz can only be hit by a magic weapon, although they do not have any magic resistance to spells. They have certain other supernatural abilities as well: they can blink once per day (teleporting to a random location within 30ft, usually just after attacking or after becoming invisible), they can turn invisible three times per day at will, and they can charm any creature meeting their gaze (although they can maintain this charm over only one creature at a time). (Originally published in The Black Monastery, by Frog God Games, adapted to Swords & Wizardry by Matt Finch)

  • Demon-Wolf of Braaz: HD 5; AC 1 [18]; Atk 1 bite (1d10); Move 15; Save 12; AL C; CL/XP 8/800; Special: Blink, invisibility, charm, magic weapon required to hit.

Source: Monstrosities

Demonic Knight

The demonic knight—known by some as a death knight—is rumored to be the creation of the great demon prince Orcus, the Prince of the Undead. Some sages doubt the validity of such a claim, since the demonic knights are not undead. Though no link has been proven, however, it is known that three of the most powerful demonic knights (Baruliis, Caines, and Arrunes) make their home in the shadow of Orcus’s great citadel. The demonic knights serve their master (whoever it may be) with unswerving loyalty. They never question their orders or station. They are often sent to the Material Plane to recruit new bodies for their master’s next plot or deception, or to punish those that have offended their lord. On some occasions, they are simply sent to another plane to corrupt and slay those that are just and good (to the delight of their master). It is unknown exactly how many demonic knights exist, but they are believed to number no more than nine. Demonic knights appear as humanoids in black, gothic plate armor. They are armed with +1 longswords.

Those within sound of the demonic knight’s voice must pass a saving throw or flee in terror for 2d4 rounds. Three times per day, a demonic knight can exhale a blast of negative energy in a 10-foot cone. Creatures in the area of the cone must pass a saving throw or suffer 2d4 points of Strength damage. Strength returns at the rate of 1 point per day. Creatures reduced to a strength score of 0 are killed, rising as shadow demons in 2d4 rounds. The shadow demons are slaves to the demonic knight until it is destroyed.

Demonic knights can cast the following spells: dispel magic (2/day), fireball (1/day), symbol of fear (1/day) and wall of ice. They are capable of seeing through invisibility and illusions.

  • Demonic Knight: HD 9; AC -1 [20]; Atk +1 longsword (1d8+1) or 2 slams (1d6); Move 12; Save 6; AL C; CL/XP 14/2600; Special: Breath of unlife, fear, magic resistance (30%), +1 or better weapon to hit, spells, summon demons

Source: Demonic Knight from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Demonvessel

A demonvessel is a corpse that has been animated by trapping the essence of a demon within the body rather than relying on the more basic necromantic means of animating corpses. Depending upon the exact method used to bind the demon into a dead corpse, these undead creatures usually resemble mummies, but in some cases they will appear to be zombies with strange runes tattooed into the skin. These undead do not have any particularly unusual attacks, but their minor magic resistance, immunity to normal weapons, and demonic immunities (see below) make them dangerous opponents, particularly when they are commanding numbers of lesser undead. A demonvessel is turned as a vampire, and is affected by protection from evil spells.

Demonvessels take only half damage from lightning, fire, and cold, and they are unaffected by charm and sleep magic. They have the ability to take permanent control of any non-intelligent undead within speaking distance, and can charm ghouls (although the ghoul would be allowed a saving throw). For this reason, demonvessels are often found leading packs or even small hordes of such lesser undead. Demonvessels are no more intelligent than the demon imprisoned within, so there is a certain amount of variation: many are little more intelligent than ghouls, but some of them are quite crafty and subtle, capable of long range planning and unexpectedly devious thinking.

Most demonvessels will be encountered with a band of 2d4 skeletons, 2d4 zombies, 1d6 ghouls, and 1d2-1 ghasts. These undead are all turned as vampires while under the command of the demonvessel. (Author: Matt Finch)

  • Demonvessel: HD 6; AC 2 [17]; Atk 2 claws (1d8); Move 12; Save 11; AL C; CL/XP 9/1100; Special: Magic resistance 10%, +1 or better weapon to hit, immunities.

Source: Monstrosities

Denizen of Leng

The eerie Men of Leng travel the universe from their strange homeland, always disguising themselves as humans in loose-fitting robes, with wrappings about the head and face. They are the same size as humans, but under their disguises they have horned brows, clawed fingers, mouths full of tentacles, and crooked goatish legs with cloven hooves. Many scholars have argued over where the otherworldly realm of Leng lies—some believe it can be found among the Outer Planes, while others are convinced it can only be reached via a dimension of dreams. The denizens of Leng can travel to other planes freely, and often do so in strange, black ships, constantly seeking new breeds of slaves or trading rubies for unusual services or magical treasures. At other times, their visits are much more violent, focusing on abducting victims for use as slaves or worse. On Leng, these denizens have long fought a war against that realm’s monstrous spiders, a war that sometimes spills over into other worlds.

A Leng denizen’s bite causes lassitude if the victim fails a saving throw (at -2). Any attack rolls, damage rolls, and saving throws are made at -2 thereafter until the victim has slept continuously for 12 hours. If the same victim is bitten (and fails the saving throw) a second time, the victim immediately falls into deep slumber and cannot be awakened for 12 hours. Additionally, a denizen of Leng is constantly able to read the thoughts of nearby creatures (ESP) and once per day can cast a mirror image of itself.

The denizens of Leng regenerate naturally if they are not on Leng, at a rate of 5hp per round. The process cannot be arrested by fire as it can, for example, with trolls. However, once a denizen reaches 0 hit points, the body dissolves into slime (and re-forms on Leng). On Leng itself, denizens do not regenerate, and die completely. Not having souls, they cannot be raised from the dead.(Author: Adapted by Matt Finch)

  • Denizen of Leng: HD 8; AC 5 [14]; Atk 1 bite (1d3 + lassitude), 2 claws (1d4+1); Move 12; Save 8; AL C; CL/XP 13/2300; Special: regeneration (5hp), lassitude, immune to poison, mirror image, constant ESP.

Source: Monstrosities

Dergenue (Wall Wench)

When dungeons and dark temples have bas-reliefs of half-naked women carved into their walls, adventurers should be aware that some of these provocative decorations may be Dergenue, a race of intelligent, mischievous earth elementals. They hide in walls, using their innate ability to phase through earth and stone, and attack by reaching out to grab at unwary passersby (high chance to surprise). Their blows cause 1d6 damage, and they may drag their victims into the wall (to swiftly suffocate and die) if the attack roll succeeds by 4 or more points. Earth-based magic may cause 1d8 damage per spell level to a dergenue, or slay her outright, depending upon the spell. A dergenue takes normal damage from fire, cold, and weapons, but is otherwise immune to almost all other attack forms. If she steps out of a wall, a dergenue must remain in contact with earth or stone or lose 1 HP per turn, and they cannot cross a barrier of fire or water. (Author: Scott Wylie Roberts, “Myrystyr”).

  • Dergenue: HD 2; AC 4 [15]; Atk 1 strike (1d6); Move 12; Save 16; AL N; CL/XP 3/60; Special: Drag into stone, immunities.

Source: Monstrosities

Dertesha

The Dertesha are a race of aquatic humanoids dwelling in rivers and lakes. They appear tall, thin, and human-like, but with long tentacles in place of legs. Some are a mottled greenish-blue in colour, and others are reddish-brown; a few have been reported yellowish-white. Dertesha are able to travel above water – on land and through the air – by magical watery spheres, oily and roiling in appearance. The dertesha are slightly translucent, and their bones are sometimes visible.
Dertesha disdain physical conflict, being haughty and convinced of their moral and intellectual superiority over the land-dwelling races. They can cause large tentacles to erupt from any surface within 60ft, one per round, which restrain any target they strike (saving throw if hit negates). They may also cast Magic Missile at will. If pressed into close combat, their touch acts as a paralytic poison that can have hallucinatory after-effects. They may also simply drag air-breathing opponents under the water and hold them there to drown.

Dertesha have a sophisticated culture unseen by land-dwelling races, and they communicate frequently with creatures of elemental air and water. (Author: Scott Wylie Roberts, “Myrystyr”).

  • Dertesha: HD 6; AC 6 [13]; Atk 1 (special); Move 12 (swim or fly 12); Save 11; AL N; CL/XP 9/1100; Special: create tentacles, magic missile, paralysis touch.

Source: Monstrosities

Dhezik

Dheziks look rather like dwarves with green skin and yellow eyes. However, they are feral, naked savages who paint swirls on their bodies with the blood of their foes. Their long white hair, eyebrows and moustaches are prehensile, enabling the Dhezik to entangle an opponent in close combat (saving throw to avoid), then bite the beard-entwined opponents with their prominent canine fangs. After a fresh kill there is a 1 in 6 chance their bloodlust may cause them to attack each other. Dheziks are completely resistant to arcane magic directed at them, due to strange glyphs branded on their shoulders. They are of low intelligence, are infertile, have a pack mentality, and will viciously attack Dwarves (+1 to hit). (Author Sean Wills).

  • Dhezik: HD 4; AC 7 [12]; Atk 1 bite (1d6); Move 12; Save 13; AL C; CL/XP 5/240; Special: Entangle, Immune to Arcane Magic.

Source: Monstrosities

Devils

Demons are creatures of the lower planes of existence, but they are occasionally encountered in places where they have been enslaved to serve as guardians by powerful magic-users or evil priests. The more intelligent varieties might also be interrupted while carrying out plots of their own. Swords & Wizardry makes no game distinction between demons and devils, for the convenience of those using only a three-alignment system; all are simply creatures of the lower planes, to be used as desired with the Referee’s own campaign.

Devil, Amaimon

Amaimons stand nearly 10 feet tall, weigh about 700 pounds and look like bloated, squat humanoids with scarlet flesh. They have a long, curved and forked tail, clawed hands and feet, and round, squashed heads with two small horns just above their sapphire colored eyes. Amiamons can breathe a cloud of poisonous fire that deals 3d8 points of damage. A saving throw halves the damage. Amaimons radiate fear in a 10-foot radius. At will, Amaimons can teleport, create a phantasmal force and cast wall of fire. Amaimons can use ESP at will.

  • Devil, Amaimon HD 7; AC 2 [17]; Atk 2 claws (1d6), 1 bite (1d8); Move 12; Save 9; AL C; CL/XP 3/60; Special: breath weapon, magic resistance (15%), immune to fire, fear aura, spell-like abilities

Source: Devil, Amaimon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Devil, Blood Reaver (Garugin)

Blood reavers, also known as garugins, are 7-foot-tall bipedal humanoids with reddish-bronze leathery flesh and gleaming, gold eyes. Its hands end in blood-stained claws and the smell of fresh blood always hangs in the air around a blood reaver. Its fearsome visage sports a slightly curved mouth laced with sharp, flesh-rending fangs. The blood reaver has a long, forked tail the same color as its body. Blood reavers radiate an aura in a 20-foot radius that causes creatures to bleed from their mouths, noses, eyes and ears. Affected creatures must save or lose 1d6 hit points each round. When a blood reaver hits with its barbed flail, the opponent must save or be stunned for 1 round. At will a blood reaver can teleport, turn invisible and create a wall of fire. Once per day it can create a lightning bolt. Blood reavers are immune to fire and poison, and take half damage from cold and acid.

  • Devil, Blood Reaver (Garugin) HD 9; AC 1 [18]; Atk dual-headed barbed flail (1d10+3 + stun) or 2
    claws (2d6+3); Move 12; Save 6; AL C; CL/XP 13/2300; Special: Siphoning aura, magical abilities, summon devils, +1 weapons to hit, regenerates 5 hp/round

Source: Devil, Blood Reaver (Garugin) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Devil, Flayer (Marzach)

A flayer demon is a 13-foot-tall hulking brute with leathery, crimson skin, a large mouth lined with razor-sharp teeth, and large, round horns protruding from the sides of its hairless head. Its hands and feet end in large, sharpened claws and its eyes are bronze-colored and slitted. A flayer devil that rolls a natural 20 with its claw attack rips the flesh from its opponent’s body, dealing 2d6 points of damage. At will, a flayer can detect good and teleport. Once per day, it can cast wall of fire. Three times per day, the flayer devil can unleash a burst of hellish black vapor in a 30-foot radius that sickens anyone in the area for 1d6 rounds (save resists). Lawful creatures take 3d6 points of damage from this unholy aura if they fail their save. Flayers are immune to fire and poison, and take half damage from cold and acid.

  • Devil, Flayer (Marzach) HD 12; AC -1 [20]; Atk 2 claws (1d6+3) and bite (1d8+3); Move 12; Save 3; AL C; CL/XP 18/3800; Special: Flensing, magical abilities, summon devils, unholy burst, +1 magic weapons to hit, regenerate 5 hp/round, magic resistance (24%), immune to fire and poison, resists cold and acid

Source: Devil,Flayer (Marzach) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Devil, Ghaddar

The terrible and mighty ghaddars roam the planes of Hell devouring the unfortunate souls of those they encounter. They also consume the essence and being of any outcast devils and dukes that cross their path. A typical ghaddar stands 15 feet tall and has the head of a donkey with large, downward-curving horns. A ghaddar’s eyes are stark white, with hollow, black pupils. Its feet are splayed and it shuffles with a hunched gait.

If a ghaddar scores a natural “20” on its attack roll and its foe fails a saving throw, it severs the foe’s head. When a ghaddar slays a humanoid, spending a minute to devour both flesh and life force. Feeding destroys the victim’s body and prevents any form of raising and resurrection. For every three suitable corpses a ghaddar devours, it gains 1 Hit Die and its Armor Class increases by +1. The ghaddar only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total.

Ghaddars can use the following spells: Fireball (3/day), phantasmal force and wall of fire.

  • Devil, Ghaddar HD 16; AC -2 [21]; Atk 2 claws (2d8) and bite (2d6); Move 15; Save 3; AL C; CL/XP 23/5300; Special: Feed, spells, vorpal bite, +1 or better weapon to hit, immunity to fire and poison, see in darkness, magic resistance (40%), telepathy 100 ft.

Source: Devil,Ghaddar from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Devil, Hellstoker (Marnasoth)

Hellstokers stand just less than 6 feet tall and weigh about 180 pounds. Their rubbery, grayish-black flesh hangs loosely on their bodies, and is always smeared with a fine layer of yellowish-brown oil. Hellstokers have ovoid heads, no hair, and small upward curving horns. A hardened ridge of bone runs from their brow across the top of their head and disappears into their spine. Hellstokers have long, serpentine, forked tails. Their eyes are round with red or black pupils. A hellstoker carries a set of bellows that can fire a line of flame up to 30 feet. The oil coating a hellstoker is highly flammable, and any fire-based spell causes them to burst into flame, which adds an extra 1d6 points of damage to their claw attacks. Hellstokers can teleport at will. Once per day, they can cast burning hands. Hellstokers are immune to fire and poison, and take half damage from cold and acid.

  • Devil, Hellstoker (Marnasoth) HD 5; AC 0 [19]; Atk 1 spear (1d8+3) or bellows (1d8 fire) or 2 claws (1d4+3); Move 9; Save 12; AL C; CL/XP 8/800; Special: Bellows, fiery body, magical abilities, summon demons, +1 magic weapons to hit

Source: Devil,Hellstoker (Marnasoth) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Devil, Lilin

A lilin is a crimson-skinned woman about 5-1/2 feet tall with long dark hair. Her eyes are dark, almost black as is her hair. A pair of small bat-like wings protrudes from her shoulders. She wields a gleaming long sword. Lilins can use ESP and cast charm person, charm monster or teleport at will. Three times per day they can animate dead. They can see perfectly in darkness of any kind.

  • Devil, Lilin HD 7; AC 6 [13]; Atk 2 claws (1d3), 1 weapon (1d8); Move 12/18 (flying); Save 9; AL C; CL/XP 8/800; Special: Magic resistance (15%), immune to fire, magical abilities, +1 magic weapons to hit

Source: Devil,Lilin from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Devil, Nupperibo

Those evil souls that are taken to Hell and processed to become lemures but fail ultimately become nupperibo: a life-form even more disgusting and sad than the lowly lemure. Nupperibos are vaguely humanoid. They have clawed hands and dark, grayish-black flesh. They are gathered by the dukes and arch devils and used as fodder in their never-ending wars. A nupperibo killed in battle is 99% likely to be reformed (by a duke or arch devil) into another nupperibo; the remaining 1% are “promoted” to lemure status, having proved their worth in combat. Nupperibos are blind and deaf but can ascertain all foes within 60 feet using scent and vibration. Nupperibos are immune to all mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects).

  • Devil, Nupperibo HD 1; AC 7 [12]; Atk Spear (1d6) or 2 claws (1d4); Move 9; Save 17; AL C; CL/XP 4/120; Special: +1 or better weapon to hit, immunity to fire and poison, mindless, regeneration (1 hp/round), see in darkness

Source: Devil,Nupperibo from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Devil, Tormentor (Tormentor of Souls)

These reddish-gray scaled humanoids stand taller than a human. Their hands are clawed and its feet cloven. Oversized fangs jut from their upper jaw and drip foul-smelling saliva. Small horns protrude from just above its eyes, curving backwards. Their bodies are hairless and they have small curving tails. Tormentors of Souls, known as tormentor devils, make their way across the uppermost plane of Hell searching for souls that have entered the realms of evil. They are in the employ of this devil lord or that devil lord and return captured souls to their current master, where they are justly rewarded. Tormentors often employ hell hounds when pursuing renegade or runaway souls.

Tormentor devils can cast the following spells: ESP, scorching ray (1/day, as fireball but a 30-ft long ray that requires a ranged attack). A tormentor devil can track the soul of any creature that enters the planes of Hell.

A tormentor devil’s net looks like a normal net and acts like a normal net save that it can entrap incorporeal creatures. The net has many small razor-sharp barbs lining it. These barbs deal 1d4 points of damage each round to any creature caught in the net, including incorporeal creatures. A tormentor’s +1 battleaxe can also deal damage against incorporeal creatures.

  • Devil, Tormentor HD 8; AC -1 [20]; Atk +1 battleaxe (1d8+1) or soulcatcher net (1d4 plus entanglement) or 2 claws (1d8); Move 12; Save 8; AL C; CL/XP 15/2900; Special: Magic weapons, spells, +1 or better weapon to hit, immunity to fire and poison, regeneration (2 hp/round), magic resistance (45%), see in darkness, soul track, telepathy 100 ft.

Source: Devil,Tormentor (Tormentor of Souls) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson.

Unique Devil, Alastor (Executioner of Hell)

Alastor stands at least 16 feet tall, and his body is entirely cloaked in hellish red and yellow flames. Huge bat-like wings spread from his scaled body and his arms end in clawed hands that hold a tight grip on a wickedly curved iron battleaxe named Grimfang. Alastor’s eyes are black with red pupils and its mouth is filled with rows of fangs. At will, Alastor can dispel magic, cast fireball or use ESP.

  • Alastor, Executioner of Hell HD 25 (120 hp); AC -4 [23]; Atk 1 weapon (2d6+2), 1 claw (2d8), 1 bite (1d8), 1 tail (2d8); Move 6/15 (flying); Save 3; AL C; CL/XP 28/6800; Special: Magic resistance (75%), +3 magic weapon required to hit, immune to fire and charm, magical abilities

Source: Alastor, Executioner of Hell from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Unique Devil, Amon (Duke of Hell)

Amon is a wolf-headed demon who stands 9 feet tall. His fur is brownish-black and his eyes and teeth are yellow. Amon is a vassal in service to Geryon, commanding no less than 3 legions of bone devils. He is completely loyal to the Great Serpent and never questions his post. On more than one occasion an arch devil has tried to seduce Amon into betraying his lord, but such attempts always fail Amon’s iron citadel sits high on a flat-topped mountain within the domain of Hell’s fifth plane. It is a great, dark place filled with devils, wolves, and creatures far worse.

Amon’s gaze induces fear to a range of 30 feet. An affected creature must succeed on a saving throw or be affected as by a fear spell. Amon can cast the following spells: Animate dead, charm monster, dispel magic, fly, produce flame, suggestion, symbol of discord (1/day) and wall of ice. Once per day, Amon can summon a total of 40 HD of wolves and worgs. He can control up to 40 HD of wolves and worgs, whether summoned by him or not. Twice per day, Amon can summon 4d10 lemures or nupperibos, 2d4 bone devils, 1d4 barbed devils or 1 ghaddar devil or pit fiend.

  • Amon, Duke of Hell HD 20 (100 hp); AC -3 [22]; Atk +3 heavy mace (3d6), bite (2d6); Move 24; Save 3; AL C; CL/XP 30/7400; Special: Fear gaze, spells, control and summon wolves, summon demons, +2 or better weapon to hit, immunity to fire and poison, magic resistance (75%), regeneration (3 hp/round), teleapthy 100 ft.

Source: Amon, Duke of Hell from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Unique Devil, Baal (Duke of Hell)

Baal is a tall, golden-skinned humanoid dressed in battered bronze chainmail. His bovine head features large, round eyes of black, a large nose, the ears of a wolf and a large mouth lined with razor-sharp teeth. Tiny forward-curving horns protrude from his forehead. Baal is a duke in the employ of Great Mammon and leads 5 legions of barbed devils in his service. Baal follows Lord Mammon’s orders without question but secretly plans one day to wrest the throne from his master (who has become complacent as of late). For now, though, he waits and schemes.

Baal attacks with a +3 morningstar that can telescope to up to 8 feet in length. He radiates a 20-foot-radius aura of fear (save or affected as fear spell). He can cast the following spells: Animate dead, cause serious wounds, charm monster, dispel magic, invisibility (self), phantasmal force, produce fire, pyrotechnics, shape change (2/day), suggestion and symbol of stunning (1/day). Twice per day Baal can summon 4d10 lemures or nupperibo, 2d4 barbed devils or bearded devils, 1d4 erinyes, or 1 ghaddar devil, horned devil, or 1 pit fiend.

  • Baal, Duke of Hell HD 16 (80 hp); AC -4 [23]; Atk +2 morning star (3d6) or 2 claws (1d8); Move 15; Save 3; AL C; CL/XP 26/6200; Special: Fear aura, spells, summon devils, +1 or better weapon to hit, immunity to fire and poison, magic resistance (70%), regeneration (3 hp/round), telepathy 100 ft.

Source: Baal, Duke of Hell from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Unique Devil, Baaphel (Duke of Hell)

Baaphel is a grand duke in the service of Belial, leading 2 legions of bearded devils in battle for his lord. He is a dog-headed humanoid with grayish-brown skin, pale scarlet eyes, two crimson horns, two large bat wings, hooved feet and a forked crimson tail. Baaphel is constantly scheming against the other dukes in Belial’s service and takes every opportunity to discredit them in the eyes of their lord, though he never does this openly; it is always through lesser dukes and other devils that his machinations come to fruition. Baaphel yearns to be ruler of an entire plane and is waiting anxiously until the time comes that he can overthrow his lord. Baaphel makes his home in a great castle of basalt and iron on Hell’s fourth plane.

Baaphel can induce fear by touch, an affected creature affected by a fear spell if they fail a saving throw. Baaphel can cast the following spells: Charm monster, dispel magic, invisibility, suggestion, symbol of sleep (1/day) and transmute flesh to stone (1/day). Twice per day Baaphel can automatically summon 4d10 nupperibos, 2d6 bearded devils, 1d4 barbed devils, bone devils, or erinyes or 1 ghaddar devil.

  • Baaphel, Duke of Hell HD 18 (120 hp); AC -2 [21]; Atk +3 scythe (2d6) or 2 fists (1d8); Move 12/18 (flying); Save 3; AL C; CL/XP 28/6800; Special: Fear touch, spells, summon devils, +2 or better weapon to hit, immunity to fire and poison, magic resistance (65%), regeneration (3 hp/round), telepathy 100 ft.

Source: Baaphel, Duke of Hell from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Unique Devil, Caasimolar (Former President of Hell)

As President of Hell, Caasimolar was the second in command of the Abyss. Caasimolar appears as a wizened old man about 7 feet tall with a silver beard and balding head. His eyes are ruby red, as are the small rounded horns that jut from his head just above his eyes. His hands and feet are humanoid and his nails are ruby red. His long, snaky, thin forked tail is crimson. Caasimolar wears robes of purple, white, amber, or sapphire. Underneath his robes his body is crimson with small scales. By speaking, Caasimolar induces fear (as per the spell) in all creatures within 30 feet who fail a save. At will, Caasimolar can animate dead, cast a cone of cold, detect magic, detect good, use ESP, dispel magic, teleport and polymorph self. Three time a day he can cast wall of ice, and once a day he can cast power word kill. Caasimolar is immune to fire and poison, and takes half damage from cold and acid. Caasimolar’s rod is a 6-foot long iron rod that functions as a +3 quarterstaff. In addition, once per day it can unleash a lightning bolt for 10d6 points of damage (save for half), and three times a day it can cast finger of death. Each strike by Caasimolar’s rod does 1d6 points of damage and inflicts serious wounds (2d6+2).

  • Caasimolar, Former President of Hell HD 25; AC -8 [27]; Atk Caasimolar’s rod (1d6 + inflict serious wounds); Move 32; Save 3; AL C; CL/XP 32/5900; Special: Fear, magical abilities, summon devils, +3 magic weapons to hit, regenerate 7 hp/round, magic resistance (40%), immune to fire and poison, resists acid and cold

Source: Caasimolar, Former President of Hell from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Unique Devil, Demoriel (Twice-Exiled Seductress)

Demoriel was once a powerful angel who made her home in the heavens among the other angels. Demoriel’s journey into evil altered her appearance and left her with black hair, coal black eyes, amber skin, small horns protruding above her eyes, and a thin, snake-like forked tail. Small bat-like wings protrude from her shoulders, though she often keeps these folded against her back and hidden beneath her robes. Anyone seeing Demoriel must save or stand enthralled for 1 minute (as per a hold person spell). At will, Demoriel can charm monster, detect good, detect magic, dispel magic, cast a fireball, teleport, turn invisible, polymorph self, make a suggestion, and create a wall of fire. Once per day she can create a meteor swarm and use power word stun. Demorial is immune to fire and poison, and takes half damage from cold and acid. Demorial wields Reaver, a +3 short sword.

  • Demoriel, Twice-Exiled Seductruss HD 20; AC -2 [21]; Atk +3 short sword (Reaver) (1d6+6) or 2 claws (1d6+3); Move 15/24 (flying); Save 3; AL C; CL/XP 26/6200; Special: Enrapture, magical abilities, summon devils, +2 weapons to hit, regenerate 6 hp/round, magic resistance (30%), immune to fire and poison, resists cold and acid

Source: Demoriel, Twice-Exiled Seductruss from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Unique Devil, Geryon (Arch-Devil)

Geryon is a towering creature with the upper torso of a humanoid with paw-like hands, blue-furred arms, dark hair, and piercing black eyes, and the lower torso of a massive black and gold banded snake. Called “the Great Serpent”, he rules Hell’s fifth plane. His fortress, a large iron citadel located in the heart of a great city, is situated at the center of his plane. Geryon often leaves his fortress to wander the city, but rarely ever journeys beyond the city’s gates. The city is a large, dark place filled with all manner of filth. Geryon is one of the most powerful arch devils (by physical standards) and enjoys displaying his physical prowess to any who would watch, often destroying pit fiends or minor dukes for sheer pleasure and entertainment. While he is weaker than other arch devils (in station and overall power), he has allied himself with Mephistopheles and as such is feared by many. For all of Hell’s inhabitants know, if any can wrest the throne of Hell from Asmodeus, it is Mephistopheles, and Geryon wants to make sure he is on the winning side when the time comes to challenge the current Overlord.

Geryon’s gaze induces fear (as the spell) to a range of 30 feet. His tail sting delivers a deadly poison. Geryon casts spells as a 12th level magic-user. He can also use the following magical abilities: Charm monster, dispel magic, geas, ice storm, invisibility, light, raise dead, symbol of stunning (1/day) and wall of ice. Three times per day, Geryon can automatically summon 4d10 lemures or nupperibos, 2d8 bearded devils, 2d4 bone devils or barbed devils, or 2 ghaddar devils or pit fiends.

Geryon carries a great horn made of bone. He can blow this horn and summon 5d4 minotaurs who serve him until their death. This horn can be blown three times per week. Lawful creatures touching the horn take 5d6 points of electricity damage each round they touch it (no save).

  • Geryon, Arch-Devil HD 20 (120 hp); AC -4 [23]; Atk 2 claws (2d10), tail sting (2d6 plus poison); Move 9/21 (flying); Save 3; AL C; CL/XP 31/7700; Special: Fear gaze, spells, bull’s horn, summon devils, +2 or better weapon to hit, immunity to fire and poison, regeneration (3 hp/round), see in darkness, magic

Source: Geryon, Arch-Devil from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Unique Devil, Gorson (The Blood Duke)

The Blood Duke, Gorson, is a great lion-bodied centaur that serves Great Mammon as 2nd general of his infernal army. Gorson leads 5 legions of barbed devils in service to his lord. Gorson is called “The Lion” for his ferocity in battle and his general appearance. He often takes the entrails of those he has slain and makes a necklace, wrapping it around his neck or entwining them in his bloody mane-like hair. Wounds from his battleaxe do heal naturally, and until a remove curse is cast upon them, healing spells cure only 1 point of damage per casting.

Gorson can cast the following spells: Animate dead, charm monster, dispel magic, produce flame, suggestion, symbol of stunning (1/day) and wall of fire. Twice per day Gorson can automatically summon 2d10 lemures or nupperibos, 2d4 bearded devils, 1d4 bone devils, erinyes, or barbed devils, or 1 pit fiend.

  • Gorson, The Blood Duke HD 18 (90 hp); AC -3 [22]; Atk +2 battle axe (2d8), 2 forepaws (1d8); Move 18; Save 3; AL C; CL/XP 27/6500; Special: Spells, summon devils, +2 or better weapon to hit, immunity to fire and poison, magic resistance (80%), regeneration (3 hp/round), see in darkness, telepathy 100 ft.

Source: Gorson, The Blood Duke from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Unique Devil, Hutijin (Duke of Hell)

Hutijin is a tall humanoid with bat-like wings, a whip-like tail and dark red, scaled skin. He has a mouth filled with sharpened teeth and two oversized canine teeth and upward curving horns project from his head. Hutijin is a loyal servant of Mephistopheles and commands 2 companies of pit fiends in the infernal armies of the eighth plane of Hell. Hutijin is a noble of Mephistopheles’ court and commands much respect from the other dukes and nobles. His battle prowess and strong demeanor command respect from the other dukes of Hell.

Hutijin can cause fear by speaking. Creatures within 30 feet that hear his voice must succeed on a saving throw or be affected as though by a fear spell (caster level 20th). He can also cast the following spells: Animate dead, cure serious wounds, dispel magic, fireball, hold monster, invisibility, polymorph self, produce flame, suggestion, symbol of stunning (1/day) and wall of fire. Twice per day Hutijin can automatically summon 2d10 lemures, 2d4 ice devils or erinyes, 1d4 barbed devils, or 1d2 pit fiends.

Upon command, Hutijin’s trident is sheathed in fire. The fire does not harm the wielder, but deals an extra 1d6 points of damage on a successful hit. His magical net holds fast any creature it hits.

  • Hutijin, Duke of Hell HD 17 (85 hp); AC -5 [24]; Atk +3 flaming trident (2d8 plus 1d6 fire) or net of snaring or 2 claws (1d8); Move 15/24 (flying); Save 3; AL C; CL/XP 28/6800; Special: Fear, spells, summon devils, +2 or better weapon to hit, immunity to fire and poison, regeneration (3 hp/round), magic resistance (65%), see in darkness, telepathy 100 ft.

Source: Hutijin, Duke of Hell from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Unique Devil, Lilith (Former Queen of Hell)

Lilith is an insanely comely female standing 5’7” tall and weighing roughly 130 pounds. Her skin is cinnamon colored and her hair is waist length and blood red. She has a small pair of leathery black bat-like wings. Lilith can use ESP and cast fireball, hold person, charm person or charm monster, suggestion and teleport at will. Three times a day she can cast lightning bolt and wall of fire. One a week she can grant a wish. She can see perfectly in darkness of any kind. Lilth can summon 1d4+4 lilins with a 100% chance. She carries a +2 longsword that can fire a finger of death spell 3 times each day.

  • Lilith, Former Queen of Hell HD 17 (71 hp); AC -3 [22]; Atk 2 claws (1d4), 1 weapon (1d8); Move 12/18 (flying); Save 3; AL C; CL/XP 20/3400; Special: +2 magic weapons to hit, magic resistance (65%), immune to fire, magical abilities, summon minions

Source: Lilith, Former Queen of Hell from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Unique Devil, Lucifer (Prince of Darkness)

Lucifer has many names: The Prince of Lies, The Prince of Darkness, The Adversary, The Prince of Light, and Satan. It is believed that Lucifer was the first devil in existence, having been cast down from the heavens when he challenged the rulings of the gods of law. After being cast down, Lucifer constructed a plane he called Hell. There he built his palace of iron and basalt on the lowest and darkest region of Hell. He divided this realm into nine distinct regions and appointed his closest allies to rule. Each lord was allowed to mold and shape his domain as he saw fit, but all paid homage to Lucifer.

A millennia passed and Lucifer reigned supreme in Hell. During this time, one of the lieutenants (each of which had now become known as arch-devils or rulers) decided he could do a much better job of running Hell than Lucifer could. Asmodeus coveted the Throne of Hell and wanted it for himself. Using his powers of persuasion, he promised each and every other arch-devil that stood with him and challenged Lucifer a larger role in the “new” Hells. Those that stood against him, he said, would be destroyed or cast out of Hell along with Lucifer when the end came. This time in Hell’s history became known as the Great Uprising.

Asmodeus managed to sway every single arch-devil, save one. Belial refused to stand with Asmodeus and barely escaped capture at the hands of the other arch-devils. When the battle for Hell’s Throne commenced, Belial, Lucifer, and their allies stood fast against the mighty armies of the other arch-devils. In the end however, the sheer numbers of devils that fought against Lucifer overwhelmed his armies and those that stood with him. Lucifer and his allies were forced to flee Hell or face destruction. The sole exception was Belial. Near the end of the war when he saw that Lucifer would likely lose the Throne, Belial turned and joined Asmodeus’ ranks and helped oust Lucifer from Hell.

Cast out, Lucifer wanted vengeance. But vengeance required power, and he was tired, injured, and weakened from the time spent battling in Hell. He needed a place to rest, a place to grow in power, and a place to plan. Thus he created Infernus, a plane of eternal and everlasting fire and suffering: one plane, one ruler; created by his own hands, his own blood, and a portion of his very essence. From his great keep, Malefacta, Lucifer waits for the day he can challenge for the Throne of Hell again.

Lucifer is said to be one with the plane. As the gods of law are to the upper planes, so is Lucifer to Infernus. Nothing goes unnoticed by him on Infernus. All movements are seen, all whispers are heard. A plan is not hatched or contrived in this place without Lucifer’s knowledge. When people speak of Infernus, they speak of Lucifer and vice versa. No creature, it is thought, stands a chance against Lucifer on Infernus, not even the arch-devils that stood against him a millennia ago. But Lucifer knows that when the battle comes, he will have to fight the arch-devils on their own planes, not on Infernus, and he is preparing for just that. By sending his agents to the Material Plane to corrupt lawful beings and convert those currently paying homage to Hell’s rulers, Lucifer grows in strength. And this strength gives him power, power that surpasses any he ever had—including his near deific powers he possessed in the planes of good. And when his power finally reaches its pinnacle, he will travel to Hell and destroy it and every single inhabitant.

Lucifer is an exquisitely handsome humanoid with jet black hair and a forked beard. His hands end in wicked claws and his feet are cloven. A long snake-like tail dances behind him and intertwines itself around the massive triple-pronged pitchfork he carries. Two oversized and backward-curving blackened horns jut from his head. He is cloaked in a suit of banded armor that glistens with the color of the night sky.

Lucifer has two gaze weapons. Each gaze weapon has a range of 30 feet. His first forces victims to pass a saving throw or have their alignment shift one step toward chaotic. The second gaze weapon curses the victim with a -4 penalty to all attack rolls and saving throws.

Lucifer’s tail ends in a deadly stinger that delivers lethal venom.

Lucifer casts spells as a 15th level cleric and a 12th level magic-user. He can also use the following magical abilities at will: Animate dead, charm monster, darkness, dispel magic, ESP, fireball, geas, hold monster, ice storm, invisibility, locate object, meteor swarm (2/day), phantasmal force, polymorph self, produce flame, pyrotechnics, restoration (2/day), shapechange (2/day), symbol of death (1/day), symbol of fear (2/day), teleport, wall of fire, wall of ice and wish (1/day).

Once per week, Lucifer can attempt to summon each arch devil to his palace on the nethermost plane of Hell. The arch devil can resist with its magic resistance, but gets no saving throw. Lucifer cannot currently use this ability while in Infernus. Three times per day, Lucifer can summon 4d10 lemures or nupperibos, 2d8 bearded devils or chain devils, 2d4 bone devils, ice devils, or erinyes, 1d6 barbed devils or ghaddar devils, or 1d3 pit fiends.

Rod of Infernus: Lucifer’s black iron rod functions as a +5 heavy mace. Any lawful creature that touches the rod must pass a saving throw or suffer 10d6 points of electricity damage per round. Once per round, and no more than five times per day, the rod can fire a ray to a range of 60 feet. A creature struck by this ray must succeed on a saving throw at -2 or be annihilated instantly—not even a trace of dust is left behind. No form of mortal magic can restore life to a creature annihilated by this ray. Once per round, and no more than three times per day, the rod can fire a ray of hellish-red energy to a range of 60 feet that functions as a magic jar spell. A target can make a saving throw to resist the effects. If failed, the victim’s soul vanishes into Lucifer’s rod. Up to 10 such souls can be held in the rod at one time.

  • Lucifer, Prince of Darkness HD 25 (150 hp); AC -6 [25]; Atk Rod of Infernus (3d6), bite (2d4 plus poison) or 2 claws (2d8), bite (2d4 plus poison), tail sting (1d8 plus poison); Move 21/30 (flying); Save 3; AL C; CL/XP 40/10400; Special: Gaze weapons, spells, summon devils, +3 or better weapon to hit, immunity to fire and poison, regeneration (4 hp/round), magic resistance (90%), see in darkness, telepathy 100 ft.

Source: Lucifer, Prince of Darkness from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Unique Devil, Moloch (Arch-Devil)

Moloch rules the sixth plane of Hell, a flat, stinking plane of acrid smoke and soot. He is currently plotting to wrest control of the plane completely from its true ruler, Baalzebul, for Moloch is nothing more than a lieutenant in Baalzebul’s infernal army or seneschal to Baalzebul’s court. Yet before he puts in motion steps to secure his plane, he must first deal with the machinations of the Great Serpent, Geryon. Geryon and Moloch hate each other; their infernal armies are constantly warring with each other either openly or through subterfuge.

Moloch is a massive, barrel-chested, hairless humanoid that stands 14 feet tall. His head is squat and large and its oversized mouth is filled with rows of wickedly-sharp teeth. His eyes are sapphire blue and his large, curving horns are black. His flesh is dark brown. He wields a long black metal rod with 6 long pliable metal tails.

Once per round, Moloch can breathe a cone of fear to a range of 30 feet. Affected creatures must succeed on a saving throw or be affected as by a fear spell.

Moloch casts spells as a 12th level cleric. He can use the following magical abilities at will: Animate dead, charm monster, dispel magic, firestorm (1/day), fly, geas, phantasmal force, polymorph self, produce flame, raise dead, suggestion, symbol of stunning (1/day), wall of fire. Twice per day, Moloch can summon 4d10 lemures or nupperibos, 2d6 bearded devils, 2d4 bone devils, 1d4 horned devils or barbed devils, or 1d2 pit fiends.

Unholy Shocking Six-Tailed Whip: Moloch’s +3 six-tailed whip deals an extra 1d6 points of electricity damage on a successful hit.

Servants of Moloch

Followers of Moloch are evil humanoids and usually consist of assassins, clerics and magic-users. Devout followers of Moloch are called Knights of Moloch and must sign a pact of evil with Moloch. Knights can receive up to 3rd level cleric spells from Moloch.

  • Moloch, Arch-Devil HD 20 (100 hp); AC -4 [23]; Atk +3 six-tailed whip (2d8 plus 1d6 electricity), bite (2d8) or 2 claws (2d6) and bite (2d8); Move 15; Save 3; AL C; CL/XP 31/7700; Special: Breath weapon, spells, summon devils, +2 or better weapon to hit, immunity to fire and poison, regeneration (3 hp/round), magic resistance (70%), see in darkness, telepathy 100 ft.

Source: Moloch, Arch-Devil from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Unique Devil, Xaphan (Duke of Infernus)

Xaphan is 13 feet tall and resembles a satyr, with the lower torso of a goat and the upper body of a powerful humanoid. His skin is blackish-brown and the fur on his lower torso black. Two small horns jut from his forehead, just above his golden eyes. His hair is long and black, and he often wears it in a braided ponytail. Two large, leathery bat-like wings protrude from his back. Xaphan can cause his entire body to erupt in flame, doing 2d6 points of damage to all creatures within 5 feet (no save). In addition, any creature meeting his gaze must save or begin to burn from the inside out, dealing 1d6 points on the 1st round, 3d6 on the 2nd, and 6d6 on the 3rd. The victim gets a save each round to negate the continuing damage. Xaphan casts spells as a 20th-level Magic-User. At will he can cast animate dead, create darkness (15 foot radius), cause fear, detect magic, dispel magic, fireball, pyrotechnics, or wall of fire. Once per day he can cast power word kill, symbol of fear and limited wish.

  • Xaphan, Duke of Infernus HD 33; AC -7 [26]; Atk +4 flaming falchion (Hellstorm) (2d6 + 1d6 fire); Move 9/24 (flying); Save 3; AL C; CL/XP 38/9800; Special: Fiery aura, fiery gaze, spells, summon devils, magic resistance (75%), +3 magic weapons to hit, immune to fire and charm, magical abilities, spells, regenerate 10 hp/round

Source: Xaphan, Duke of Infernus from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Devil Dog

The wolf-like devil dog is larger than a wolf — about 5 feet long and 3 feet high at the shoulder. It has frost white fur that blends in almost perfectly with its snowbound environment, becoming effectively invisible when more than 30 feet away. Devil dogs have glowing blue eyes. When a devil dog bays, all creatures within 30 feet with fewer HD than the devil dog that hear it must succeed on a saving throw or become frightened for 2d6 rounds, suffering a -1 penalty to all hit rolls and saving throws. When the devil dog’s to hit roll beats its target’s AC by 4 or more, the victim suffers a throat attack. A throat attack deals double damage and stuns the victim for 2d4 rounds if they fail a saving throw. Stunned creatures die unless healing magic is applied before the end of the duration of the stun.

  • Devil Dog: HD 6; AC 4 [15]; Atk Bite (1d6); Move 21; Save 11; AL C; CL/XP 8/800; Special: Frightening howl, immune to cold, throat attack

Source: Devil Dog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Louis Boschelli.

Diger

Digers are semi-transparent oozes about 9 feet in diameter that live in abandoned ruins or underground areas where they spend most of their time hunting for food. A large, reddish-colored gem, actually an eye, floats near the center of the creature. A diger’s gem-like eye offers it a means to lure its prey in so it can attack. A character has a 1 in 6 (2 in 6 for dwarves and elves) to realize the gem is not real. A diger attacks by hitting a foe with its slimy appendage, or by simply waiting, floating unnoticed until an opponent contacts it. A diger secretes a digestive acid that dissolves only flesh. Any melee hit deals acid damage. Digers also secrete an anaesthetizing slime. A creature making physical contact with a diger must succeed on a saving throw or be paralyzed for 1d6 rounds. Digers do not deliver this paralysis with an attack by one of their slimy appendages. A diger can automatically engulf a paralyzed foe. An opponent remains paralyzed for as long as it remains engulfed. A paralyzed foe is considered to be grappled and takes 1d4 points of acid damage every 10 minutes as the diger slowly digests it. By releasing naturally occurring helium from its body, a diger is able to fly for 2 rounds. After that, it must land and cannot fly again until it has rested for 2 rounds.

  • Diger: HD 2; AC 5 [14]; Atk Slimy appendage (1d4 plus 1d4 acid), surprise in water on 1-5 on 1d6; Move 3/12 (flying, swimming); Save 16; AL N; CL/XP 4/60; Special: Acid, engulf, paralysis, limited flight

Source: Diger from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Jean Wells.

Dinosaurs

Dinosaurs are particularly useful in time-traveling adventures, for valleys that time forgot, or for the mounts of sword & sorcery barbarians.

Ankylosaurus

An ankylosaurus looks like a turtle with spikes around the edge of its shell and elephant-like legs. It has a tail with a clubbed end. They are herbivores, and travel in small groups.

  • Ankylosaurus: HD 9; AC 0 [19]; Atk 1 clubbed tail (3d6); Move 6; Save 6; AL N; CL/XP 9/1100; Special: None.

Source: Monstrosities

Brontosaurus

Brontosaurus (Apatosaurus) is a massive, long-necked herbivore. They are encountered in groups or even herds. A brontosaurus stands 20 ft. tall at the shoulder, and weighs from 35 to 45 tons.

  • Brontosaurus: HD 30; AC 5 [14]; Atk 1 stomp (3d6); Move 6; Save 3; AL N; CL/XP 30/7400; Special: None.

Source: Monstrosities

Elasmosaurus

Fish-like, 15-ft. long carnivores, the elasmosaurus has a long neck like a sea serpent, but has a thick, saurian body with fins. This is a good sea monster for use in campaigns where the dark horrors of the far-forgotten past might still survive. These creatures cannot survive more than a few minutes on land.

  • Elasmosaurus: HD 15; AC 7 [12]; Atk 1 bite (4d6); Move 1 (Swim 15); Save 9; AL N; CL/XP 7/600; Special: Aquatic.

Source: Monstrosities

Stegosaurus

These dinosaurs have large back-plates standing out from the spine, and a spiked tail. They are herbivores, and travel in small groups.

  • Stegosaurus: HD 17; AC 2 [17]; Atk 1 bite (1d4), 1 spiked tail (4d6); Move 6; Save 3; CL/XP 17/3500; Special: None.

Source: Monstrosities

Triceratops

A triceratops has three horns protruding from its face, and a protective plate rising like an armored frill behind its head. They are extremely hard to damage with frontal assaults. The bony plate behind the head would also provide excellent protection for a rider. The horns inflict double damage if the creature charges.

  • Triceratops: HD 16; AC 1 [18] front, 6 [13] back; Atk 1 bite (1d8) and 2 gore (1d12); Move 9; Save 3; AL N; CL/XP 17/3500; Special: Charge.

Source: Monstrosities

Tyrannosaurus

Tyrannosaurus is a deadly carnivorous dinosaur, walking on two legs and attacking with a massively powerful bite. When it bites prey, it grabs the victim in its jaws, shaking and chewing for 3d8 points of automatic damage in subsequent rounds. It can inflict such damage even against opponents as large as a brontosaurus. Only creatures with shells, bone frills, or spines can avoid the horrendous tearing damage a tyrannosaur can inflict (e.g., triceratops, stegosaurus, ankylosaurus).

  • Tyrannosaurus Rex: HD 18; AC 4 [15]; Atk 1 bite (5d8); Move 15; Save 3; CL/XP 19/4100; Special: Chew for automatic 3d8 damage after bite.

Source: Monstrosities

Dire Bison

Dire bison resemble their smaller normal-sized relatives. They can grow to a length of 20 feet and weigh up to 6,000 pounds. Humanoids often hunt dire bison for the value of their pelts as well as the copious amounts of meat they can provide. A single dire bison can feed a village for weeks.

A frightened herd of dire bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything smaller than they are that gets in their way, dealing 2d12 points of damage per each 5 dire bison in the herd (saving throw for half damage).

  • Dire Bison: HD 9; AC 3 [16]; Atk Butt (2d6); Move 18; Save 7; AL C; CL/XP 9/1100; Special: Stampede

Source: Dire Bison from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Dire Corby

Dire corbies are wingless bipedal crows with slick black feathers, powerful arms that end in razor-sharp claws and a gold beaks. They dwell deep beneath the surface world, making their homes in large, open caverns, hollowing out individual shelters in the walls themselves. These creatures do not possess wings now, but did in some remote part of their past. Dire corbies are omnivores but prefer a diet of fresh meat, enjoying the flesh of subterranean rodents, animals, and even other races. They are particularly fond of the flesh of bats, savoring the leathery grit of their flesh. Dire corbies speak their own language of clicks and tweets. More intelligent dire corbies have a 10% chance of speaking Common as well. Dire corbies hunt in flocks. They enjoy the thrill of the hunt and enjoy running their prey down, toying with it before swooping in and tearing it to shreds with their claws. Dire corbies always fight to the death and never flee, even when faced with overwhelming odds.

Dire corbies as Characters

Dire corby flocks are usually led by fighters. Dire corby characters are capable of seeing in the dark as elves. Their keen hearing assures that they never suffer penalties for fighting blind and succeed at listening through doors and thin walls on a roll of 1-3 on 1d6. A dire corby’s feathers and thick skin give is a natural AC of 8 [11]. Their coloration allows them to surprise foes on a roll of 1-2 on 1d6 in areas of darkness. Dire corbies can advance to 8th level as fighters (or up to 9th level with a strength of 14 or higher) and 4th level as thieves (or up to 5th level with a dexterity of 16 or higher).

  • Dire Corby: HD 2; AC 5 [14]; Atk 2 claws (1d4); Move 12; Save 16; AL C; CL/XP 2/30; Special: None

Source: Dire Corby from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Jeff Wyndham.

Dire Deer

A dire deer stands 6 feet at the shoulder and weighs 1,000 pounds. It has an impressive rack of antlers up to 8 feet wide. Dire deer are hunted for their meat as well as their tough hides. A reasonably intact dire deer hide is worth 50 gp. Dire deer usually flee combat, but rutting males are highly aggressive. A dire deer attacks by goring with its antlers or by rearing on its hind legs and smacking opponents with its hooves.

  • Dire Deer: HD 5; AC 3 [16]; Atk Gore (1d8) or 2 hooves (1d6); Move 18; Save 12; AL N; CL/XP 5/240; Special: Surprise on roll of 1-3 on 1d6

Source: Dire Bison from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.

Dire Dog

Dire dogs are the domestic equivalent of dire wolves. They are large, vicious canines highly prized for their ability to track and kill opponents much larger than themselves. Domesticated dire dogs are often trained and outfitted for war in spiked, studded leather armor. Orcs use trained dire dogs in warfare.

  • Dire Dog: HD 3; AC 3 [16]; Atk bite (1d6); Move 18; Save 18; AL N; CL/XP 3/60; Special: None

Source: Dire Dog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.

Dire Elephant

A dire elephant is a truly tremendous animal, as large as some dinosaurs. It stands 20 feet high at the shoulder, and weighs many tons. Its trunk is thicker than a human’s body and is 20 feet long.

A dire elephants is as intelligent as a normal elephant and can be trained to carry a howdah almost as big as a house. Trained and outfitted for war, a dire elephant is a nearly unstoppable dreadnaught from which warriors can launch swarms of arrows. Some dire elephants are trained as mobile siege engines, even to the point of having catapults and ballistae mounted on their backs. War engineers have for centuries pondered how to use dire elephants to pull down entire castles, but have been frustrated by the prospects of inventing ropes strong enough for the task.

The victim of a dire elephant’s trunk attack must pass a saving throw or be grabbed and squeezed for 3d6 per round. The dire elephant can drop a creature it has snatched for 2d6 points of falling damage or fling it aside. A flung creature travels 1d6×10 feet, and takes 1d6 points of damage per 10 feet it traveled.

A dire elephant can inflict 3d8 points of trampling damage by moving over the top of smaller creatures.

A light load for a dire elephant is 33,200 pounds; a medium load, 33,201-66,402 pounds; and a heavy load, 66,402-99,600 pounds. A dire elephant can drag 498,000 pounds.

  • Dire Elephant: HD 24; AC 1 [18]; Atk Slam (3d6) and 2 stomps (3d6) or gore (3d8); Move 18; Save 3; AL N; CL/XP 24/5600; Special: Trample

Source: Dire Elephant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.

Dire Goat

Dire goats stand 3 feet tall at the shoulder and resemble their smaller cousins. Although they are normally wild, domesticated dire goats are not unheard of. They are domesticated their meat as well as the amounts of milk they can produce. Dire goats are non-aggressive unless threatened or provoked. A dire goat rams opponents with its head, or tries to run them over, inflicting 1d6 points of damage doing so.

  • Dire Goat: HD 3; AC 6 [13]; Atk Head butt (1d6); Move 18; Save 14; AL N; CL/XP 3/60; Special: Trample

Source: Dire Goat from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Dire Hippopotamus (Behemoth)

Dire hippos resemble their smaller cousins and grow up to 20 feet long and can weigh up to 10,000 pounds.

Dire hippos gave rise to the legends of the behemoth, a massive beast that can drink entire rivers, and make the earth tremble when it walks. Although they can’t quite drink it all, dire hippos are the undisputed masters of the river in which they reside. All predators give them a wide berth.

A submerged dire hippo that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20-60 feet long and a 20% chance to capsize a vessel over 60 feet long.

A dire hippo can hold its breath for 10 minutes before it risks drowning.

  • Dire Hippopotamus (Behemoth): HD 13; AC 1 [18]; Atk Bite (3d6); Move 15; Save 14; AL N; CL/XP 13/2300; Special: Capsize

Source: Dire Hippopotamus (Behemoth) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Dire Moose

A dire moose is over 20 feet long from nose to tail. Its rack of antlers is 18 feet across. Dire moose are hunted only by the brave, as their sheer size and strength makes them nearly unbeatable foes. A hunter that can mount a pair of dire moose antlers is sure to receive the praise and admiration of his fellows. A dire moose charges with its antlers, but it can rear onto its hind legs and batter opponents with its hooves.

  • Dire Moose: HD 9; AC 1 [18]; Atk Head butt (2d6) and 2 hooves (1d8); Move 15; Save 7; AL N; CL/XP 9/1100; Special: Surprise on roll of 1-2 on 1d6

Source: Dire Moose from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Dire Porcupine

The dire porcupine ranges in size from 3 to 4 feet in height and can weigh up to 80 pounds. When the porcupine is relaxed, the hair and quills lie flat and point toward the rear of its body. When threatened, it draws up the skin of the back to expose quills facing all directions.

Dire porcupines are passive until threatened. When faced with possible combat, the dire porcupine raises the quills on its body and spins around, smashing an opponent with its quill-covered tail. If it bites an opponent, 1d4 quills break off from its body and lodge in the opponent.

When the dire porcupine strikes with its tail, it dislodges 1d6 quills that automatically break off and lodge in the opponent’s flesh. A lodged quill imposes a -1 circumstance penalty to attacks and saving throws. Each 1 minute thereafter, the quill moves deeper into the opponent’s flesh, dealing 1d3 additional points of damage. Removing the quill takes 1 round and deals 1d4 additional points of damage. If the quill has been embedded for more than 2 rounds, an open doors check is needed to remove the quill. An unarmed or melee touch attack against a dire porcupine causes 1d4 quills to break off and lodge in the attacker.

  • Dire Moose: HD 1; AC 5 [14]; Atk 1d6 quills (1d4) and bite (1d4); Move 12; Save 17; AL N; CL/XP 2/30; Special: Quills

Source: Dire Porcupine from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Dire Ram

Dire rams are larger, meaner cousins of normal rams. They can grow to a length of 10 feet and weigh as much as 1,000 pounds. Dire rams are the majestic lords of their domain, and tolerate not incursion by predators.

A dire ram is such a tenacious combatant that it continues to fight without penalty for 1d4 rounds after its hit points are reduced to 0.

  • Dire Ram: HD 5; AC 3 [16]; Atk Butt (1d8); Move 15; Save 12; AL N; CL/XP 5/240; Special: Ferocity

Source: Dire Ram from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Dire Skunk

A dire skunk is 3 feet long, with a tail that rises 2 feet into the air. When aroused, it stamps it forefeet and hisses. A dire skunk gives its opponents every opportunity to back down and leave the area. If it is not left alone, a dire skunk rises onto its forelegs and sprays its musk. A dire skunk bites an opponent not driven away by the odor.

Once per round, and no more than 5 times per day, a dire skunk can release a cloud of stinking musk that quickly fills a 5-foot area in front of it. A creature within or entering the area must succeed on a saving throw or be sickened for 1d4 rounds. One round later a second save must be made (whether the first one succeeded or not) or the affected creature is blinded for 1d4 rounds. A neutralize poison spell removes the effect from the sickened creature, but does not remove the blindness.

The stench is highly potent, and short of magical means of cleaning, all cloth and such material continue to reek for 1d6 months. The odor is so strong that it doubles all chances for wandering monster encounters and imposes a -50% penalty on an assassin or thief’s ability to hide in shadows while wearing clothing contaminated with a skunk’s musk. Flesh, leather goods, and metal goods (weapons, armor, and so on) must be washed in a concentrated mixture of vinegar for a period of 1d3 days. Otherwise, the stench clings to them for at least 1 week.

  • Dire Skunk: HD 1; AC 5 [14]; Atk Bite (1d4); Move 12; Save 17; AL N; CL/XP 1/15; Special: Musk

Source: Dire Skunk from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.

Dire Sloth

Dire sloths grow up to be 7 feet long and weigh up to 250 pounds. The fur of a dire sloth is stained green by algae. A dire sloth that hits with both claw attacks latches onto the opponent’s body and tears the flesh for an additional 1d4 points of damage.

  • Dire Sloth: HD 3; AC 7 [12]; Atk 2 claws (1d4) and bite (1d6); Move 6/12 (climbing); Save 14; AL N; CL/XP 3/60; Special: Rend with claws, move or attack each round, surprise on roll of 1-2 on 1d6 in wooded environment

Source: Dire Sloth from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Disenchanter

A disenchanter resembles a lightly-built, blue-furred dromedary with slightly translucent skin and a long snout ending in something akin to a suction cup. The disenchanter is greatly feared for the damage it can cause. Much like a rust monster, it feeds on objects most adventurers hold near and dear to their hearts—magic items. A typical disenchanter is about 8 feet long and weighs 600 pounds. A disenchanter targets magical items carried or worn by an opponent. A disenchanter is able to discern the most powerful magical items in a group and always attack those items first, unless those items are too difficult to reach (such as hidden in a backpack), in which case the disenchanter will choose to attack a more readily available item (such as a magical shield). It fastens its snout onto an item and drains the item’s magical properties unless its owner passes a saving throw. The item hit is determined randomly by the Referee. If the disenchanter aims for a specific item, it suffers a -6 penalty to hit. Magical weapons are not drained of their magical properties if they merely strike a disenchanter – the weapon must be struck by the creature’s snout to be drained.

  • Disenchanter: HD 5; AC 4 [15]; Atk Snout (disenchantment) or 2 hooves (1d6); Move 12; Save 12; AL N; CL/XP 7/600; Special: Disenchant, +1 or better weapon to hit

Source: Disenchanter from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Roger Musson.

Djinni

Djinn are one of the genies of folklore, creatures of the air (and possibly of the elemental planes). They can carry 700 pounds of weight, and have a number of magical powers. A djinni can create food and water of high quality, as well as wooden and cloth objects. They can also create objects of metal (including coins), but all such magically created metals disappear in time. Djinn can call up illusions, and although these are quite excellent they disappear when touched. Djinni can turn themselves into gaseous form (cannot attack or be attacked, can enter any area that is not airtight), and can become invisible at will. Finally, a djinni can turn itself into a whirlwind much like an air elemental, sweeping away any creature with one or fewer hit dice (the diameter of the whirlwind is 10ft. More powerful types of djinn might be capable of granting limited wishes or even true wishes.

  • Djinni: HD 7+3; AC 5 [14]; Atk 1 fist or weapon (2d8); Move 9 (Fly 24); Save 9; AL Any; CL/XP 9/1100; Special: Magical powers, whirlwind.

Source: Monstrosities

Dog

These are large, trained dogs. Normal dogs would have hit dice 1 or lower, and inflict no more than 1d3 points of damage.

  • Dog (Pet or Wild): HD 1; AC 7 [12]; Atk 1 bite (1d3); Move 15; Save 17; AL N; CL/XP 1/15; Special: None.
  • Guard/War Dog: HD 2; AC 7 [12]; Atk 1 bite (1d6); Move 14; Save 16; AL N; CL/XP 2/30; Special: None.

Source: Monstrosities

Dolphin/Porpoise

Dolphins are unlikely to be opponents in most adventures, but they might be enchanted guardians, or “dark” dolphins of evil temperament.

  • Dolphin: HD 2; AC 6 [13]; Atk 1 bite (1d6); Move 0 (Swim 24); Save 16; CL/XP 2/30; Special: None.

Source: Monstrosities

Doppelganger

A doppelganger can change its form to resemble the physical appearance (including clothing and gear) of any person. These creatures are immune to sleep and charm, and are considered magic resistant for purposes such as breaking through wizard locks and similar spells. They have a very good saving throw (5) against magic of all kinds.

  • Doppelganger: HD 4; AC 5 [14]; Atk 1 claw (1d12); Move 9; Save 13 (5 vs magic); AL C; CL/XP 5/240; Special: Mimics shape, immune to sleep and charm.

Source: Monstrosities

Dracolisk

This creature resembles a young six-legged dragon with glistening scales and gleaming eyes.

The vicious dracolisk is a rare crossbreed of dragon and basilisk. A dracolisk has a scaled body the same color as its dragon parent that fades to a lighter shade on its underside. A short, curved horn, similar to a rhino’s, juts from its nose. Like the basilisk, it has six legs. Its dragon-like wings match its body color but fade to a slightly darker shade near the tips. A dracolisk’s eyes are pale green with sparkles that match its dragon-parent color. Dracolisks speak a crude and broken form of the language of their dragon parent. Black dracolisks can be found in warm marshes, deserts, or underground; blue dracolisks favor warm hills and mountains, rarely being found underground; green dracolisks favor temperate or warm forests and underground settings; red dracolisks favor warm mountains and underground settings; and white dracolisks favor cold mountains, cold deserts, and underground. A dracolisk has the breath weapon of its parent. It can use its breath weapon three times per day, inflicting 4d8 points of damage with it.

Dracolisk Variety Breath Weapon
Black 60-foot line of acid
Blue 60-foot line of electricity
Green 30-foot cone of acidic gas
Red 30-foot cone of fire
White 30-foot cone of cold

Like the basilisk, the dracolisk’s gaze turns people to stone. The gaze has a range of 30 feet, and potential victims receive a saving throw to avoid the gaze.

  • Dracolisk: HD 11; AC 2[17]; Atk 2 claws (1d6), bite (2d6); Move 12/24 (flying); Save 4; AL N; CL/XP 14/2600; Special: Breath weapon, petrifying gaze

Source: Dracolisk from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Draconid

A draconid appears as a giant spider with eight spindly legs. Where its head should be, two long serpentine necks sprout from its body. Atop each neck sits a dragon-like head. A draconid’s spidery body is grayish-black and covered in short, coarse fur. Its heads and necks are scaled gray and fade to a grayish-black as they near the body. Each draconid head can breathe a jet of fire once every 1d4 rounds in a line 10 feet wide, 10 feet high and 30 feet long. Each jet deals 3d6 points of damage (save for half). A draconid’s bite delivers a toxic poison. Draconids can throw a web up to six times per day up to 50 feet that is similar to a web spell.

  • Draconid: HD 15; AC 3 [16]; Atk 2 bites (2d6 + poison); Move 9/3 (climb); Save 3; AL N; CL/XP 17/3,500; Special: Breath weapon, poison, web, resists fire

Source: Dracolisk from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Dragolem

Dragolems are golems fashioned in the shape of dragons. These powerful constructs are usually used to guard valuable artifacts or vast treasures. A dragolem is unintelligent and is unaffected by charm spells, hold, sleep or other mind altering spells, as well a gases, cold, and fire. Dragolems are also immune to all spells of up to level 4, and to normal and silver weapons. Dragolems are able to see the invisible and 3 times per day they may breathe a poisonous cloud (20 X 20 X 20ft). The victim of the poisonous cloud must make a successful saving throw or die. (Author: Skathros).

  • Dragolem: HD 8; AC 2 [17]; Atk 2 claws (1d6), 1 bite (2d10) or breath; Move 12 (fly 24); Save 8; CL/XP 12/2000; Special: Breath, Immunities.

Source: Monstrosities

Dragons

The size of a dragon is roughly 5 ft of body length per age category, up to the adult size of 20 ft. Dragons have double normal treasure (that is, a gold piece value of four times the dragon’s XP value).

Do not roll hit points for dragons as normal. Instead, determine the number of hit dice and the age category of the dragon. The age category indicates both the dragon’s hit points per die and how much damage the dragon’s breath weapon inflicts, given as points per hit die.:

  • (1) Very young dragon: 1 hit point per hit die, 1 hit point per die inflicted by breath weapon.
  • (2) Young: 2 hit points per hit die, 2 hit points per die inflicted by breath weapon.
  • (3) Immature: 3 hit points per hit die, 3 hit points per die inflicted by breath weapon.
  • (4) Adult: 4 hit points per hit die, 4 hit points per die inflicted by breath weapon.
  • (5) Old: 5 hit points per hit die, 5 hit points per die inflicted by breath weapon.
  • (6) Very Old (100 years old): 6 hit points per hit die, 6 hit points per die inflicted by breath weapon.
  • (7) Aged (100-400 years old): 7 hit points per die, 7 hit points per die inflicted by breath weapon
  • (8) Ancient (400+ years old): 8 hit points per die, 8 hit points per die inflicted by breath weapon

Note that dragons, while they are dangerous opponents, are not by any means invincible. In a medieval-type fantasy world, dragons are a common problem rather than godlike creatures of legend—so the statistics for dragons reflect a deadly but not mythical foe. The Referee is, of course, free to create stats for a more “mythical” conception of dragons. Since dice are not rolled for dragon hit points, it is possible for a truly mythical dragon to have more points per die than it is actually possible to roll on a hit die.

Breath Weapons: All dragons have a breath weapon of some kind, which can be used three times in a day. The Referee chooses when a dragon will use its breath weapon, or may roll a 60% chance in any given round. Damage inflicted by a dragon’s breath weapon is indicated under the age category. When used breath weapons appear in three different shapes:

1 — Cloud-shape for gaseous exhalations
2 — A line, for spitting dragons
3 — Cone shape for any others.

The dimensions of a dragon’s breath differ according to the dragon’s type.

If a dragon is beaten down by subdual damage (see rules for Combat), the dragon will surrender and serve its conquerors, even to the point of allowing itself to be sold. However, subdued dragons are only loyal while they are impressed by and frightened of their masters; signs of weakness may cause the dragon to escape or even attack its master.

A standard-colored dragon generally has a challenge level based on its hit points: CL=(hp/4) +2.

Black Dragon

Black dragons spit a deadly, corrosive acid which covers everything in a line 5 feet wide and 60 feet long. Black dragons have a 45% chance of being able to talk; talking black dragons have a 5% chance of being able to cast 1d4 first-level Magic-User spells.

  • Adult Black Dragon (6 HD): HD 6 (24hp); AC 2 [17]; Atk 2 claws (1d4), 1 bite (3d6); Move 9 (Fly 24); Save 11; AL C; CL/XP 8/800; Special: Spits acid.
  • Adult Black Dragon (7 HD): HD 7 (28hp); AC 2 [17]; Atk 2 claws (1d4), 1 bite (3d6); Move 9 (Fly 24); Save 9; AL C; CL/XP 9/1100; Special: Spits acid.
  • Adult Black Dragon (8 HD): HD 8 (32hp); AC 2 [17]; Atk 2 claws (1d4), 1 bite (3d6); Move 9 (Fly 24); Save 8; AL C; CL/XP 10/1400; Special: Spits acid.

Source: Monstrosities

Blue Dragon

Blue dragons spit a blast of lightning in a line 5 ft wide and 100 ft long, affecting everything in its path. A saving throw indicates half damage. Blue dragons have a 65% chance of being able to talk; talking blue dragons have a 15% chance of being able to cast 1d4 first-level Magic-User spells and 1d3 second-level Magic-User spells.

  • Adult Blue Dragon (8 HD): HD 8 (32hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (3d8); Move 9 (Fly 24); Save 8; AL C; CL/XP 10/1400; Special: spits lightning.
  • Adult Blue Dragon (9 HD): HD 9 (36hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (3d8); Move 9 (Fly 24); Save 6; AL C; CL/XP 11/1700; Special: spits lightning.
  • Adult Blue Dragon (10 HD): HD 10 (40hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (3d8); Move 9 (Fly 24); Save 5; AL C; CL/XP 12/2000; Special: spits lightning.

Source: Monstrosities

Brass Dragon

Brass dragons are greedy, but not as inimical to humankind as most of their kin. A brass dragon can breath a cone-shaped blast of sleep gas (70ft long, to a width of 20ft at the end), or a cloud of fear gas 50 ft. in diameter (20ft from the ground to the top of the cloud). A saving throw is required for anyone caught in a brass dragon’s breath weapon, regardless of level. Sleep lasts until the victim is physically awakened; fear causes the victim to flee for 3d6 rounds. Brass dragons have a 50% chance of being able to talk; talking brass dragons have a 5% chance of being able to cast 1d4 first level magic-user spells. Brass dragons range in size from 6 to 8 hit dice.

  • Adult Brass Dragon (6 HD): HD 6 (24hp); AC 2 [17]; Atk 2 claws (1d4), 1 bite (3d6); Move 12 (Fly 24); Save 11; AL N; CL/XP 8/800; Special: Fear or sleep breath.
  • Adult Brass Dragon (7 HD): HD 7 (28hp); AC 2 [17]; Atk 2 claws (1d4), 1 bite (3d6); Move 12 (Fly 24); Save 9; AL N; CL/XP 9/1100; Special: Fear or sleep breath.
  • Adult Brass Dragon (8 HD): HD 8 (32hp); AC 2 [17]; Atk 2 claws (1d4), 1 bite (3d6); Move 12 (Fly 24); Save 8; AL N; CL/XP 10/1400; Special: Fear or sleep breath.

Source: Monstrosities

Bronze Dragon

Bronze dragons are generally quite friendly to humankind. They can spit lightning in a line 100ft long (5-ft. wide) or exhale a cloud of misdirection gas in a 30 ft. diameter (20ft from ground to top of cloud). The misdirection gas forces anyone failing a saving throw to retreat away from the dragon for 6 full combat rounds. The lightning bolt causes full damage (age category times dragon’s hit dice) on a failed saving throw, half damage with a successful saving throw. Bronze dragons have a 70% chance of being able to talk; talking bronze dragons have a 15% chance of being able to cast 1d4 first level magic-user spells and 1d3 second level magic-user spells. These dragons range in size from 8 to 10 hit dice.

  • Adult Bronze Dragon (8 HD): HD 8 (32hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (3d8); Move 9 (Fly 24); Save 8; AL L; CL/XP 10/1400; Special: spits lightning or misdirection gas.
  • Adult Bronze Dragon (9 HD): HD 9 (36hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (3d8); Move 9 (Fly 24); Save 6; AL L; CL/XP 11/1700; Special: spits lightning or misdirection gas.
  • Adult Bronze Dragon (10 HD): HD 10 (40hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (3d8); Move 9 (Fly 24); Save 5; AL L; CL/XP 12/2000; Special: spits lightning or misdirection gas.

Source: Monstrosities

Cloud Dragon (Draco Nimbus Celo)

Cloud dragons are the most reclusive of all dragons, rarely leaving the safety and sanctity of their cloudy lairs. They have fringed and frilled heads and wings that sweep back from shoulders to tail. Large, piercing rose colored eyes dominate their somewhat triangular heads. A cloud dragon wyrmling’s scales are silvery-blue with a slight hint of red at the tip of each scale. As the dragon ages, its color slowly changes to a bright sunset orange. The oldest cloud dragons resemble gold dragons, save for the large bony plates on their heads and backs. Their tails trail off becoming misty and translucent near the tip. Cloud dragons have a great disdain for non-flying creatures and creatures that must use non-natural means to fly. Cloud dragons are not highly aggressive, but dislike interlopers and attack them on sight.

A cloud dragon has one type of breath weapon, a cone of icy cold air. Creatures smaller than the cloud dragon must succeed on a saving throw or be knocked down and blown back 2d12 feet plus 3 feet per age category of the cloud dragon. A creature takes 1d4 points of damage per 10 feet it is blown back. Flying creatures are buffeted and blown back twice the distance and sustain 2d6 points of damage per 10 feet.

The cloud dragon can assume a cloudy form and remain in this form indefinitely. While in cloud form, it can still use spells but cannot use its breath weapon or make physical attacks. This ability is otherwise identical to the gaseous form spell.

Twice per day, an adult or older cloud dragon can create a maximum of 81 cubic feet of water as per the create water spell, the water falling from the sky in the form of rain. In addition, it can cast the following spells: Call lightning (2/day), control weather (2/day), obscuring mist (3/day) and stinking cloud (2/day).

  • Adult Cloud Dragon (12 HD): HD 12; AC 2 [17]; Atk 2 claws (1d8), bite (3d6); Move 9 (Fly 24); Save 8; AL N; CL/XP 14/2600; Special: Cloud form, breath weapon, spells
  • Adult Cloud Dragon (13 HD): HD 13; AC 2 [17]; Atk 2 claws (1d8), bite (3d6); Move 9 (Fly 24); Save 6; AL N; CL/XP 15/2900; Special: Cloud form, breath weapon, spells
  • Adult Cloud Dragon (14 HD): HD 14; AC 2 [17]; Atk 2 claws (1d8), bite (3d6); Move 9 (Fly 24); Save 5; AL N; CL/XP 16/3200; Special: Cloud form, breath weapon, spells

Cloud Dragon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Copper Dragon

Copper dragons are generally hostile to evil/chaos, although they are not necessarily friendly to humans, either. They are greedy and covet wealth. A copper dragon can choose to spit a line of acid 5-ft. wide and 60ft long (saving throw for half damage), or to exhale a cloud of gas 30 ft. in diameter (20ft from top to bottom) that acts as a slow spell for a duration of 6 combat rounds (saving throw negates). Copper dragons have a 60% chance of being able to talk; talking copper dragons have a 10% chance of being able to cast 1d4 first level magic-user spells and 1d2 second level magic-user spells. These dragons range in size from 7 to 9 hit dice.

  • Adult Copper Dragon (7 HD): HD 7 (28hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (2d10); Move 9 (Fly 24); Save 9; AL L; CL/XP 9/1100; Special: Spit acid or breathe slowing gas.
  • Adult Copper Dragon (8 HD): HD 8 (32hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (2d10); Move 9 (Fly 24); Save 8; AL L; CL/XP 10/1400; Special: Spit acid or breathe slowing gas.
  • Adult Copper Dragon (9 HD): HD 9 (36hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (2d10); Move 9 (Fly 24); Save 6; AL L; CL/XP 11/1700; Special: Spit acid or breathe slowing gas.

Source: Monstrosities

Dungeon Dragon (Draco Carcer Dominus)

The dungeon dragon is a rare dragon race that delights in building intricate underground dungeons and mazes in which to ensnare would-be-delvers. A dungeon dragon is approximately 15 feet long, with a long serpentine neck, small atrophied wings, and glistening scales. Two small horns dominate its triangular head. Its body is gray in color, with scales tipped in flecks of gold and green. Its eyes are rounded and gold or gray. A dungeon dragon spits a blast of warm mist in a 100-foot line or a 50-foot cone that causes confusion.

  • Adult Dungeon Dragon (8 HD): HD 8; AC 2 [17]; Atk 2 claws (1d6) and bite (3d6); Move 9 (Fly 24); Save 8; AL N; CL/XP 10/1400; Special: Spits confusion mist
  • Adult Dungeon Dragon (9 HD): HD 9; AC 2 [17]; Atk 2 claws (1d6) and bite (3d6); Move 9 (Fly 24); Save 6; AL N; CL/XP 11/1700; Special: Spits confusion mist
  • Adult Dungeon Dragon (10 HD): HD 10; AC 2 [17]; Atk 2 claws (1d6) and bite (3d6); Move 9 (Fly 24); Save 5; AL N; CL/XP 12/2000; Special: Spits confusion mist

Dungeon Dragon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.

Faerie Dragon (Draco Fraudatio Minimus)

The faerie dragon is a tiny beast with delicate and brightly colored butterfly wings and a long, thin prehensile tail. Its scales are smooth and range in color from red to purple, with all colors of the spectrum falling in between. Its eyes are bluish-green, and its backward curving horns are silver with gold flecks. Faerie dragons are fey members of the dragon family and are believed to be distant cousins of the pseudodragon. Female faerie dragons have a golden sheen to their coloring while males have a silver sheen. Faerie dragons love to play pranks on passersby and employ their spells to this end. Some faerie dragons spend months on end preparing for the day they can unleash their single grand practical joke or prank. Faerie dragons avoid combat and only attack if cornered or if their lair or young are in immediate danger. A faerie dragon attacks with its breath weapon, spells, and bite.

The faerie dragon’s breath weapon is a cone 5 feet long and 5 feet wide at the base. Those within the cone must pass a saving throw or or wander aimlessly in a state of euphoric bliss for 2d6 rounds (similar to a confusion effect). The faerie dragon can emit its breath weapon three times per day.

A faerie dragon can replicate magic-user (65% chance) or druid spells (35% chance) as a 4th level spell caster. A faerie dragon can become invisible at will and remain invisible even while attacking. This effect can be dispelled, but the faerie dragon can create it again on its next turn.

  • Faerie Dragon: HD 2; AC 4 [15]; Atk Bite (1d4); Move 9 (Fly 36); Save 16; AL N; CL/XP 5/240; Special: Breath weapon, spells, invisibility, magic resistance (10%), telepathy (2 miles)

Faerie Dragon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Brian Jaeger and Gary Gygax.

Gold Dragon

Gold dragons are the noble wyrms of story and song. They can breathe either a cloud of poisonous gas, 50 feet in diameter (a successful saving throw indicates half damage) or they can breathe fire in a cone-shape 90 feet long and roughly 30 feet wide at the base. Gold dragons have a 100% chance of being able to talk and a 25% chance of being able to cast Magic-User spells: 1d4 first-level, 1d3 second-level, 1d2 third-level, and 1 fourth-level spell.

  • Adult Gold Dragon (10 HD): HD 10 (40hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (3d8); Move 12 (Fly 24); Save 5; AL L; CL/XP 13/2300; Special: fire or chlorine breath, magic-user spells.
  • Adult Gold Dragon (11 HD): HD 11 (44hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (3d8); Move 12 (Fly 24); Save 4; AL L; CL/XP 14/2600; Special: fire or chlorine breath, magic-user spells.
  • Adult Gold Dragon (12 HD): HD 12 (48hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (3d8); Move 12 (Fly 24); Save 3; AL L; CL/XP 15/2900; Special: fire or chlorine breath, magic-user spells.

Source: Monstrosities

Green Dragon

Green dragons breathe a cloud of poisonous gas, 50 ft. in diameter. (A successful saving throw indicates half damage.) Green dragons have a 55% chance of being able to talk; talking green dragons have a 10% chance of being able to cast 1d4 first level Magic-User spells and 1d2 second level Magic-User spells.

  • Adult Green Dragon (7 HD): HD 7 (28hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (2d10); Move 9 (Fly 24); Save 9; AL C; CL/XP 9/1100; Special: Breathes poison gas.
  • Adult Green Dragon (8 HD): HD 8 (32hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (2d10); Move 9 (Fly 24); Save 8; AL C; CL/XP 10/1400; Special: Breathes poison gas.
  • Adult Green Dragon (9 HD): HD 9 (36hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (2d10); Move 9 (Fly 24); Save 6; AL C; CL/XP 11/1700; Special: Breathes poison gas.

Source: Monstrosities

Mist Dragon (Draco Nebulos Terra)

Mist dragons are relatively passive and reclusive, preferring to spend their time away from most other folk, including other mist dragons. Mist dragons make their lairs near large sources of water such as waterfalls, lakes, and seashores. A mist dragon resembles a gold dragon in shape and size. Its scales are shiny-blue white as a hatchling and gradually darken to a blue-gray color with metallic silver splotches. It possesses no visible wings.

A mist dragon can breathe a cloud of scalding vapor 20 feet in diameter up to three times per day. In still air, the vapor lingers for 1d4 rounds; on the second round, the vapor condenses into a heated smothering fog that deals 2d6 points of damage to creatures each round they remain in the area (saving throw for half damage) and additionally causes blindness (as the spell) as long as they remain within in the cloud and for 1d4+2 rounds after they leave the area.

A mist dragon can assume a mist form at will. This ability is as the gaseous form spell, but the mist dragon can remain in its mist form indefinitely and has a fly speed of 21 with perfect maneuverability. The mist dragon can use its spells in mist form, but not its physical attacks or breath weapon.

Twice per day, an adult or older mist dragon can create a maximum of 81 cubic feet of water as per the create water spell. It can also cast the following spells: Control winds (3/day), lower water (2/day), obscuring mist (2/day) and part water (2/day)

Mist dragons can breathe underwater indefinitely and can freely use their breath weapon, spells, and other abilities while submerged.

  • Adult Mist Dragon (9 HD): HD 9; AC 0 [19]; Atk 2 claws (1d6), bite (2d10); Move 9 (Fly 30); Save 6; AL N; CL/XP 14/2600; Special: Gaseous form, breath weapon, spells
  • Adult Mist Dragon (10 HD): HD 10; AC 0 [19]; Atk 2 claws (1d6), bite (2d10); Move 9 (Fly 30); Save 5; AL N; CL/XP 15/2900; Special: Gaseous form, breath weapon, spells
  • Adult Mist Dragon (11 HD): HD 11; AC 0 [19]; Atk 2 claws (1d6), bite (2d10); Move 9 (Fly 30); Save 4; AL N; CL/XP 16/3200; Special: Gaseous form, breath weapon, spells

Mist Dragon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Red Dragon

Red dragons are the fire-breathing wyrms of legend. They breathe fire in a cone-shape 90 feet long and roughly 30 ft wide at the base. Red dragons have a 75% chance of being able to talk; talking red dragons have a 20% chance of being able to cast 1d4 first level Magic-User spells, 1d3 second level Magic-User spells, and 1d2 third level Magic-User spells.

  • Adult Red Dragon (9 HD): HD 9 (36hp); AC 2 [17]; Atk 2 claws (1d8), 1 bite (3d10); Move 9 (Fly 24); Save 6; AL C; CL/XP 11/1700; Special: Breathes fire.
  • Adult Red Dragon (10 HD): HD 10 (40hp); AC 2 [17]; Atk 2 claws (1d8), 1 bite (3d10); Move 9 (Fly 24); Save 5; AL C; CL/XP 12/2000; Special: Breathes fire.
  • Adult Red Dragon (11 HD): HD 11 (44hp); AC 2 [17]; Atk 2 claws (1d8), 1 bite (3d10); Move 9 (Fly 24); Save 4; AL C; CL/XP 13/2300; Special: Breathes fire.

Source: Monstrosities

Silver Dragon

Silver dragons are active servants of law/good; although they do not necessarily pursue this goal by assisting humankind, most would protect human settlements and civilized regions in the face of serious threats. They have the ability to polymorph themselves into human and animal forms. Silver dragons can either breath a cone of cold (70ft long, to a width of 30ft) or exhale a cloud of paralytic gas 50 ft. in diameter and 20ft from ground to top (duration 3d6 turns, saving throw negates). Silver dragons have an 80% chance of being able to talk; talking silver dragons have a 20% chance of being able to cast 1d4 first level magic-user spells, 1d3 second level magic-user spells, and 1d2 third level magic-user spells. These dragons range in size from 9 to 11 hit dice.

  • Adult Silver Dragon (9 HD): HD 9 (36hp); AC 2 [17]; Atk 2 claws (1d8), 1 bite (3d10); Move 9 (Fly 24); Save 6; AL L; CL/XP 11/1700; Special: Breathes frost or paralyzing gas, polymorph.
  • Adult Silver Dragon (10 HD): HD 10 (40hp); AC 2 [17]; Atk 2 claws (1d8), 1 bite (3d10); Move 9 (Fly 24); Save 5; AL L; CL/XP 12/2000; Special: Breathes frost or paralyzing gas, polymorph.
  • Adult Silver Dragon (11 HD): HD 11 (44hp); AC 2 [17]; Atk 2 claws (1d8), 1 bite (3d10); Move 9 (Fly 24); Save 4; AL L; CL/XP 13/2300; Special: Breathes frost or paralyzing gas, polymorph.

Source: Monstrosities

Smoke Dragon (Draco Fumo Suffoco)

Smoke dragons are small, 3-foot long, black dragons with grayish underbellies and are often mistaken for immature black dragons because of their dark colored scales. Smoke dragons have smoke-gray talons and red-tinged wings. Their eyes are gray or, in some rare instances, blue. Small under-curved horns protrude from their heads and their serpentine tails are about 5 feet long. Smoke dragons spit a cone of smoke up to 20 feet that causes opponents to choke and cough (save avoids). Once per day, a smoke dragon can assume a smoky form (similar to gaseous form).

  • Adult Smoke Dragon (3 HD): HD 3; AC 3 [16]; Atk 2 claws (1d4) and bite (2d8); Move 9 (Fly 24); Save 14; AL N; CL/XP 3/60; Special: Spits smoke
  • Adult Smoke Dragon (4 HD): HD 4; AC 3 [16]; Atk 2 claws (1d4) and bite (2d8); Move 9 (Fly 24); Save 13; AL N; CL/XP 4/120; Special: Spits smoke
  • Adult Smoke Dragon (5 HD): HD 5; AC 3 [16]; Atk 2 claws (1d4) and bite (2d8); Move 9 (Fly 24); Save 12; AL N; CL/XP 5/240; Special: Spits smoke

Smoke Dragon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

White Dragon

White dragons are usually found in cold regions, where they camouflage themselves in ice and snow, lying in wait for prey. They breathe a cone of intensely cold air and frost, with a length of 70 ft and a base of 30 ft. White dragons are not able to talk or cast spells.

  • Adult White Dragon (5 HD): HD 5 (20hp); AC 2 [17]; Atk 2 claws (1d4), 1 bite (2d8); Move 9 (Fly 24); Save 12; AL C; CL/XP 7/600; Special: Breathes frost.
  • Adult White Dragon (6 HD): HD 6 (24hp); AC 2 [17]; Atk 2 claws (1d4), 1 bite (2d8); Move 9 (Fly 24); Save 11; AL C; CL/XP 8/800; Special: Breathes frost.
  • Adult White Dragon (7 HD): HD 7 (28hp); AC 2 [17]; Atk 2 claws (1d4), 1 bite (2d8); Move 9 (Fly 24); Save 9; AL C; CL/XP 9/1100; Special: Breathes frost.

Source: Monstrosities

Wrath Dragon (Draco Sanctus Benevolentia)

A wrath dragon is 30 feet long and weighs about 30,000 pounds. It has a serpentine neck and glittering silver scales. They breathe holy fire in a cone-shape 90 feet long and roughly 30 feet wide at the base. Wrath dragons have 75% chance of being able to talk; talking wrath dragons have a 50% chance of being able to cast spells as a 6th-level Cleric. They can turn undead as an 8th-level Cleric.

  • Adult Wrath Dragon (10 HD): HD 10; AC 2 [17]; Atk 2 claws (1d8), 1 bite (2d12); Move 9 (Fly 24); Save 5; AL L; CL/XP 12/2000; Special: Breathes holy fire, turn undead
  • Adult Wrath Dragon (11 HD): HD 11; AC 2 [17]; Atk 2 claws (1d8), 1 bite (2d12); Move 9 (Fly 24); Save 4; AL L; CL/XP 13/2300; Special: Breathes holy fire, turn undead
  • Adult Wrath Dragon (12 HD): HD 12; AC 2 [17]; Atk 2 claws (1d8), 1 bite (2d12); Move 9 (Fly 24); Save 3; AL L; CL/XP 14/2600; Special: Breathes holy fire, turn undead

Wrath Dragon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Dragon Horse

This creature resembles a horse with a smooth coat of scintillating blue hues that seem to flicker and wash over its body in waves as it gallops through the air. Its deep sky blue hooves do not touch the ground as it moves. The mane and tail of a dragon horse is of purest white and flows out behind it in an elegant cascade. The name “dragon horse” is something of a misnomer, as these creatures have no relation to true dragons. They are, in fact, more closely related to the noble ki-rin. Dragon horses are creatures originally from the Elemental Plane of Air that have decided, for reasons unknown to anyone but themselves, to reside more or less permanently in the Material Plane. Dragon horses visit the Elemental Plane of Air frequently, however.

Dragon horses are solitary creatures, but a mated pair will often remain together to raise their young. They have no need or desire for material possessions and so keep no treasure. Dragon horses are highly prized as steeds, but they are notoriously difficult to train. They have a very free spirit and do not tolerate captivity, thus only juvenile dragon horses have any chance of being tamed mounts. A captive foal can be raised only by a lawful being and doing so requires 10 years and a significant investment of time.

Three times per day, a dragon horse can create one of the following effects in a 30-foot cone: cone of cold (8 dice), obscuring mist or gust of wind capable of knocking weak or small creatures down if they fail a saving throw, a imposing a -5 penalty to ranged attacks while it continues.

A dragon horse can enter the Ethereal Plane, Astral Plane, Elemental Plane of Air, or the Material Plane. This ability transports the dragon horse and up to two other creatures, provided they are on its back.

  • Dragon Horse: HD 8; AC -1 [20]; Atk 2 hooves (1d8); Move 30/60 (flying); Save 8; AL L; CL/XP 12/2000; Special: Breath weapon, keen vision, limited empathy, magic resistance (30%), never surprised, sense alignment

Source: Dragon Horse from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Dragon Turtle

These shell-backed monsters breathe scalding steam in a cone-shape 90 feet long and roughly 30 ft wide at the base, inflicting as many hit points of damage as the monster has (when at full hp). Dragon turtles have a 75% chance of being able to talk, and these have a 20% chance of being able to cast 1d4 first level Magic-User spells, 1d3 second level Magic-User spells, and 1d2 third level Magic-User spells. A dragon turtle that rises beneath all but the largest ship can lift it, possibly making it capsize (roughly 50%).

  • Dragon Turtle: HD 11; AC 2 [17]; Atk 2 claws (1d8), 1 bite (3d10); Move 3 (Swim 9); Save 4; AL N; CL/XP 13/2300; Special: Break ships, breath weapon (steam).

Source: Monstrosities

Dragonfly, Giant

Giant dragonflies appear as normal dragonflies about 5 feet long. Their skin glitters in the sunlight and, if it can be removed and preserved, brings a very good price on the market. Giant dragonflies are dangerous predators and hunt humans and other humanoids as prey. A giant dragonfly is very aggressive and hunts warm-blooded creatures fearlessly. It attacks until either it or its prey is dead.

  • Dragonfly: HD 7; AC 2 [17]; Atk Bite (1d8); Move 9/30 (flying); Save 9; AL N; CL/XP 8/800; Special: None

Source: Dragonfly, Giant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Dragonne

These creatures resemble a cross between a lion and a dragon, for they have a scaled dragon’s body (smaller than a dragon’s, though) with a great mane of flowing hair. The head is leonine in shape, but has reptilian scales. They do not normally have a breath weapon, but dragonnes have a tremendous roar. Anyone hearing the roar must save or be weakened (-1 to all attacks) for 1 turn.

  • Dragonne: HD 9; AC 2 [17]; Atk 2 claws (1d6), 1 bite (2d6+1); Move 18 (Fly 9); Save 6; AL N; CL/XP 10/1400; Special: Roar.

Source: Monstrosities

Dragonnel

Dragonnels are believed to be either related to dragons or an abominal crossbreed of dragon and pteranodon, as they share the physical characteristics of both those monsters. Dragonnels are semi-intelligent and use this ability to their advantage when hunting or stalking prey. Dragonnels are fierce hunters, though some have been trained by evil humanoids as mounts and guardians. A typical dragonnel is about 25 feet long. It is thought that dragonnels speak or at least understand Common. A solitary dragonnel is usually either hunting or returning to its lair from hunting, while more than one dragonnel usually indicates a mated pair or family. In such a case, all dragonnels attack in concert with one another and usually fight to the death.

A dragonnel requires training before it can bear a rider in combat. To be trained, a dragonnel must have a friendly attitude toward the trainer. Training a friendly dragonnel requires six weeks of work by an animal trainer. Riding a dragonnel requires an exotic saddle. A dragonnel can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a saving throw. Dragonnels can carry up to 1,000 pounds without reducing their movement rate, up to 2,000 pounds at half their movement rate and 3,000 pounds at a third of their movement rate.

Dragonnel eggs are worth 4,500 gp apiece on the open market, while young are worth 9,000 gp each. Professional trainers charge 1,500 gp to rear or train a dragonnel.

  • Dragonnel: HD 8; AC 2 [17]; Atk 2 claws (1d8), bite (2d6); Move 15/30 (flying); Save 9; AL N (with Chaotic tendencies); CL/XP 9/1100; Special: None

Source: Dragonnel from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Dragonship

A dragonship is an animated sailing vessel—essentially a massive wood golem in the form of a longship. It is identical to a longship in every way except that it is only 20 feet long. It has a standard square-rigged sail, and 10 oars (5 on each side). The front of the ship sports a great wooden dragon-like figurehead. It has a near perfect knowledge of local sea charts and navigation routes. It can be told a destination and it will sail there by the quickest route possible. As a sailing vessel a dragonship has a crew of 30 and can carry up to 35 tons of cargo. At will, a dragonship can cause winds to fill its sails to carry it along. Three times a day, a dragonship can breathe a line of fire up to 30 feet that does 8d6 points of damage (save for half). A dragonship is vulnerable to fire, and takes one-and-a-half times damage from fire-based spells. No other magic harms a dragonship.

  • Dragonship: HD 20; AC 3 [16]; Atk 4 slams (2d6+2) and 1 bite (1d8+2); Move 18 (swim); Save 3; AL N; CL/XP 23/5300; Special: Breath weapon, vulnerable to fire, winds, immune to magic

Source: Dragonship from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.

Drake, Fire

Fire drakes look like small dragons with translucent scales of mottled mauve and burgundy, black wings and crimson eyes. Heat and steam rises from the dragon’s body. Fire drakes lair in caves and caverns deep within the hills and mountains. Fire drakes are carnivorous creatures and very territorial, fighting other drakes that move into their area. They are tolerant of other fire drakes, but view them with suspicion. On occasion, a mated pair is encountered, but only in the late summer months or early autumn.

A fire drake can spit a cone of fire to a range of 40 feet five times per day. Creatures in the cone suffer 2d8 points of damage (saving throw for half damage). A fire drake’s blood is highly flammable and ignites in a burst of flame upon contact with the air. A creature that makes a successful attack with an edged or pointed weapon (including natural weapons like claws) against a fire drake must succeed on a saving throw or take 1d3 points of damage from the splashing blood.

Fire Drake Blood

The blood of a fire drake can be sealed in an airtight container and used as a firebomb, equivalent to a burning flask of oil. It can also be used to create temporary flaming weapons. A weapon coated with fire drake’s blood inflicts an additional 1d6 points of damage with each hit for 1d4 rounds.

  • Drake, Fire: HD 4; AC 4 [15]; Atk Bite (1d6); Move 9/30 (flying); Save 13; AL N; CL/XP 6/400; Special: Breath weapon, pyrophoric blood, resistance to fire (50%)

Source: Drake, Fire from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Dave Waring.

Drake, Ice

Ice drakes look like small, immature white dragons with icy white scales and sapphire eyes. Ice drakes are found in cold mountainous caves and caverns. Most encounters are with a solitary drake. Only in the winter months is it common to find a mated pair or family. An ice drake can spit a cone of freezing air to a range of 40 feet five times per day. Those in the cone suffer 2d8 points of cold damage (saving throw for half damage).

Ice drakes can cast the spells fear and sleep, each twice per day. Twice per day, an ice drake can assume the shape of a young white dragon as a standard action. It can remain in this shape for up to 2 hours at a time and while in this shape has the statistics of a 6 HD white dragon of age category 2. It retains its own ability to cast spells, loses its own breath weapon and does not gain the white dragon’s breath weapon.

  • Drake, Ice: HD 3; AC 1 [18]; Atk Bite (1d6), 2 claws (1d4); Move 9/24 (flying); Save 14; AL C; CL/XP 7/600; Special: Breath weapon, spells, alternate form, immune to cold, double damage from fire, magic resistance (40%)

Source: Drake, Ice from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Mike Ferguson.

Drake, Salt

Salt drakes resemble blue dragons with mottled black wings and crimson eyes. They are found in warm, arid climates such as deserts or salt flats. Salt drakes are omnivorous creatures and very territorial, even fighting among themselves to protect their domains. Most encounters are with a solitary drake. Only in the midsummer months is it common to find a mated pair or family. A salt drake’s scales range from dull blue to midnight blue, and it is often mistaken for a young blue dragon. Salt drakes range from 8 feet to 30 feet long. Though difficult to train, salt drakes are favored as mounts by goblins, gnolls, and hobgoblins. A salt drake’s primary diet consists of large quantities of salt. This diet enables the drake to spew salt at its opponents five times per day. This blast of salt takes the form of a 60-foot cone that deals 3d6 points of damage (saving throw for half damage) from the grit and dessication.

  • Drake, Salt: HD 11; AC 1 [18]; Atk 2 claws (1d8), bite (2d6); Move 15/60 (flying); Save 4; AL N; CL/XP 13/2300; Special: Spit salt, regenerate 2 hp/round

Source: Drake, Salt from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Drake, Splinter

A splinter drake is a wingless dragon made from wood. They are about 12 feet long and weigh around 800 pounds (24 points of damage). They breathe a blast of thorns in a cone-shape 40 feet long and 20 feet wide at the base. A splinter drake can also fire a volley of thorns in a 60-foot-line that deals 3d6 points of damage.

  • Drake, Splinter: HD 8; AC 4 [15]; Atk 2 claws (1d8), bite (1d8); Move 12; Save 8; AL N; CL/XP 9/1100; Special: Breathe thorns, thorn volley

Source: Drake, Splinter from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Draug (Undead Captain)

The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies (see that entry). A draug looks as it did in life, wearing the same clothes and bearing the same possessions it held at the moment of death. The arrival of a draug is often taken as a death portent, for even if it does not attack, some dire circumstance is likely to befall the witness. A draug often acts as a death token, rising out of the sea and staring at or pointing a bony finger at a sailor fated to drown. Once per day, a draug can summon inclement weather to harass its opponents. The effects are felt immediately (i.e., there is no gradual shift in the weather). Otherwise, this ability is identical to the control weather spell. A draug has full control over its vessel (wind notwithstanding) so long as it remains at the wheel or within 20 feet of the helmsman. Should it leave the area, its ship meanders in a random direction until the draug regains control.

When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. The ship appears as it did at the time of its demise. The sails are tattered and the decks covered with seaweed. When a draug is at the helm, the “ghost ship” gains several powers. Regardless of the condition of the hull, a draug-piloted ship remains afloat in any weather conditions. It is not affected by wind of any type (though the draug can still use the wind to maneuver and sail the ship) and can even sail against gale-force winds. Strong waves may toss the ship about, but will not capsize it as a result. A draug ship is so waterlogged that it is completely immune to all fire effects. A draug can maneuver his ship to leave the waves and take to the air as long as the draug remains on board. This functions as the fly spell cast by a magic-user with a caster level equal to the draug’s HD.

  • Draug: HD 6; AC 2 [17]; Atk Cutlass (1d6) or 2 claws (1d4); Move 12/12 (swimming); Save 11; AL C; CL/XP 8/800; Special: Call storm, control ship, resistance to fire (50%)

Source: Draug (Undead Captain) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Draug (Wolf-Bear Folk)

The Draug are a race of 8ft tall, bear-like humanoids with wolf-like heads and tails. They are brave warriors and strong drinkers, and their shield-lined longhouses resound to boasting and merriment. The “wolf-bear folk” fight with spear, axe, dagger, or broad sword, and gain +2 to hit and damage due to their great strength. Any treasure will be in the form of hack-silver jewelry, weapons and shields of fine craftsmanship and exquisite decoration, and kegs of mead. Suggestions they were created by the same eccentric wizard responsible for the Owl Bear will be met with howls of laughter, and an overflowing tankard of mead. (Author: Scott Wylie Roberts, “Myrystyr”).

  • Draug: HD 3+3; AC 7 [12] or with shield 6 [13]; Atk 1 weapon (1d8+2); Move 12; Save 14; AL N or L; CL/XP 3/60; Special: +2 to hit.

Source: Monstrosities

Dream Spectre (Nightmare Creature)

Dream specters are incorporeal creatures that look like spectres. They are not undead, however. Their claw attack puts victims into an enchanted slumber (saving throw avoids). One creature per round seeing a dream specter must save or be reduced to 1 hit point. Unless healed, the victim dies in the next round. Dream specters can also enter the dreams of sleeping creatures within 100 feet. A dream is powerless in daylight.

  • Dream Spectre: HD 8; AC 4 [15]; Atk 1 claw (1d4 + sleep); Move 14 (flying); Save 8; AL C; CL/XP 10/1400; Special: enchanted slumber, death gaze, +1 magic weapon to hit

Source: Dream Spectre from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Drelb (Haunting Custodian)

Drelbs are energy creatures that make their home on the Negative Energy Plane. They appear as spectral figures of darkness with no discernable features save their eyes – two small pinpoints of light. They are summoned to the Material Plane by evil spellcasters who task them with the duty of guarding treasure or secret places to be left alone. Hence, they are sometimes referred to as haunting custodians. Drelbs are not undead and cannot be turned, though they sometimes feign being affected. A living creature touched by a drelb immediately drops anything it is holding and falls prone, shivering for 1 round. There is no save against this attack.

A drelb can rapidly diminish its form while it advances forward. To the onlooker, it appears as if the drelb is retreating. Creatures succeeding on a saving throw see through this illusion; otherwise, the drelb advances into melee range and its opponent is considered surprised for the first round of comnbat with the drelb.

A drelb can imitate any mind-affecting spell used within 30 feet of it as though a 5th level spellcaster. Further, any such spell that directly targets a drelb is reflected back on the attacker with full effect.

  • Drelb: HD 5; AC 4 [15]; Atk Incorporeal touch (1d4 plus nether chill); Move 9/9 (flying); Save 12; AL N (Chaotic tendencies); CL/XP 7/600; Special: +1 or better weapon to hit, double damage from silver weapons, immune to mind-affecting spells and abilities

Source: Drelb from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

Drider

Driders are spider-centaurs: the body is that of a massive spider, but the torso is that of a delicate human-like person.

Driders have the following innate magical abilities, usable once per day: create lantern-like lights at a range of 60ft, darkness 15-ft. radius, detect magic, and levitate. In addition, driders are spellcasters. Male driders are magic-users (4/3/2/1), and females are clerics (2/2/2/1/1).

  • Drider: HD 7; AC 3 [16]; Atk 1 weapon (1d8); Move 18; Save 9; AL C; CL/XP 9/1100; Special: Spells, magical abilities.

Source: Monstrosities

Drow

The drow are dark elves, denizens of the Under Realms, dwellers in darkness. They have coal-black skin and white hair. These creatures of chaos despise the surface-dwelling servants of Law, and would certainly choose to eradicate them if the drow themselves did not dislike sunlight. All attacks made by drow in sunlight, or in even magical light, will be made at a penalty of -2.

All drow have the following spell-like powers: darkness 15-ft. radius, ability to limn a target in faint light at a range of 60ft (all have +1 to hit the victim), and the ability to create lantern-like lights at a range of 60ft.

All drow wear +1 chain mail and carry +1 longswords. They wear cloaks and boots that make them difficult to see and hear (75% chance to surprise). All of this equipment will decay in sunlight, becoming useless after 2d6 days of normal exposure. Roughly half of normal drow will also be carrying hand-crossbows that fire poison darts (1d3 damage, sleep poison save at -4).

Drow are capable of advancing in level, and their leaders may be considerably more dangerous than the normal 2HD (Ftr2) drow. Male drow may have magic-user levels up to 12, and fighter levels up to 7. Female drow may have fighter levels up to 9, and magic –user or cleric levels up to 12 or 18 respectively. These higher-level leaders may be carrying swords with greater than a +1 bonus, shields with a magical bonus, and/or wearing chain mail with greater than a +1 bonus.

  • Drider: HD 2; AC 3 [16]; Atk +1 longsword (1d8+1); Move 12; Save 14; AL C; CL/XP 5/240; Special: 50% magic resistance, +2 on all saving throws, lights, darkness 15-ft, 1 in 8 to-be-surprised chance.

Source: Monstrosities

Dryad

Dryads are beautiful female tree spirits who do not venture far from their home trees. They can cast (as a native magical power) a strong charm that operates as a Charm Person spell with a -2 penalty to the saving throw. Those who are charmed seldom return, or might be kept for a hundred years and a day within the dryad’s tree.

  • Dryad: HD 2; AC 9 [10]; Atk 1 wooden dagger (1d4); Move 12; Save 16; AL N; CL/XP 3/60; Special: Charm person (-2 save).

Source: Monstrosities

Duergar

The duergar, often called the “dark dwarves,” are foul-tempered creatures that loathe intruders to their underground realms—but not nearly as much as they do their kinfolk closer to the surface. Duergar dwell in communities deep underground, and appear as darker, more twisted versions of normal dwarves. Their skin is a dull gray, as though rubbed with dust or ash, but this is a natural coloration that better allows them to blend with their underground surroundings. They are a race of slavers, but while non-dwarven prisoners are usually put to backbreaking work, dwarves are generally slain on the spot.

Duergar can turn invisible once per day, and can also double their size once per day (this allows the duergar to attack as a 4HD creature, and heals 50% of any damage the duergar had taken prior to the change). Duergar leaders gain +2 to hit rather than an increase in hit dice.

  • Duergar: HD 1+2; AC 4 [15]; Atk 1 weapon (1d8); Move 9; Save 18; AL C; CL/XP 3/60; Special: +4 save vs. magic, immune to illusions, invisibility, enlarge.

Source: Monstrosities

Dust Digger

Dust diggers are nocturnal desert carnivores about 10 feet in diameter. They resemble brown starfish with five long tentacles ringing a central maw lined with sharpened teeth and fangs. The creature spends most of its life buried under sand and dirt, waiting for potential prey to wander too close or actually wander over the area where a dust digger is buried. A dust digger inflates its body with air, buries itself under a thin lair of sand or dirt, and waits for its prey to pass nearby. When a living creature walks over a dust digger, the creature deflates its body and folds its arms around the victim, attempting to shove the prey into its mouth.

A dust digger can try to swallow a grabbed opponent by making a successful attack. Once inside the dust digger’s interior, the opponent takes 2d6 points of damage per round from the digestive fluids and the squeezing movement of the stomach. A swallowed creature can climb out of the dust digger with a successful saving throw made at a -3 penalty. This returns it to the creature’s maw, where another successful saving throw is needed to get free.

A dust digger can glide through sand, loose soil, or almost any sort of loosely packed earth as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing dust digger flings the dust digger back 30 feet, stunning the creature for 1 round unless it succeeds on a saving throw.

  • Dust Digger: HD 4; AC 3 [16]; Atk 5 tentacles (1d6); Move 6/6 (burrowing); Save 13; AL N; CL/XP 6/400; Special: Sinkhole, swallow whole

Source: Dust Digger from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Tracy and Laura Hickman.

Dwarf

Statistics above are for the common Dwarf with no particular unusual characteristics. A dwarf-at-arms would usually have a full 8 hit points, reflecting skill and general toughness. Stronger Dwarfs (sergeants-at-arms, for example) might have more hit dice or unusual bonuses to hit, or even magical abilities if such is possible (Norse myths are a good example of this.) Do not bother to treat more-powerful NPC dwarfs as Fighters or other character types; just assign the right number of hit dice and abilities (if any) and keep moving along with the fantasy.

  • Dwarf: HD 1; AC 4 [15]; Atk 1 weapon (1d8); Move 6; Save 17; AL L; CL/XP 1/15; Special: Detect attributes of stonework.

Source: Monstrosities

Dwelver

Dwelvers were once a race of dwarves that followed their greed to the elemental plane of earth to mine it for its riches. Throughout the millennia they slowly began to change into the very substances they sought. While still resembling dwarves in form, they are made of stone, ores and gems. Dwelvers are malevolent and greedy and will defend their claims against all comers. They now exist only to mine worlds of their mineral resources, which they use to create more of their race. Groups of Dwelvers are able to summon Earth Elementals, which will serve them faithfully. At least eight Dwelvers are needed to summon an 8 hit dice Earth Elemental, twelve for one of 12 hit dice and sixteen to summon one of 16 hit dice. It is also likely Dwelvers are able to employ other earthen magics. (Author: The Lizard of Oz).

  • Dwelver: HD 4 +2 ; AC 3 [16]; Atk 1 weapon or strike (1d8); Move 6 ; Save 13; AL C; CL/XP 5/240; Special: Collective Summoning.

Source: Monstrosities