TM Written by SEAN PUNCH Illustrated by HEATHER BRUTON, KENT BURLES, and DAN SMITH GURPS System Design z STEVE JACKSON Chief Executive Officer z PHILIP REED GURPS Line Editor z SEAN PUNCH Chief Creative Officer z SAM MITSCHKE GURPS Project Manager z STEVEN MARSH Chief Operating Officer z SUSAN BUENO Production Artist and Indexer z NIKOLA VRTIS Director of Sales z ROSS JEPSON GURPS FAQ Maintainer z Page Design z PHIL REED and JUSTIN DE WITT VICKY “MOLOKH” KOLENKO Art Direction and Prepress Checker z NIKOLA VRTIS Reviewer: Steven Marsh GURPS, Pyramid, Warehouse 23, the pyramid logo, Dungeon Fantasy Monsters, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Dungeon Fantasy Monsters 5: Demons is copyright © 2021 by Steve Jackson Games Incorporated. All rights reserved. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated. STEVE JACKSON GAMES Stock #37-0367 Version 1.0 – May 2021 ® C ontents IntroductIon . . . . . . . . . . . . 3 Semi-Tangible Demons ......8 Divine Curse ..............17 Recommended Books ..........3 Attributes ...............8 Draining..................17 Publication History ............3 Attacks .................8 Dread....................17 About the Author . . . . . . . . . . . . . .3 Defenses ................9 Fragile ...................17 Flaws...................9 Revulsion.................17 1 . How to Summon Other Traits .............9 Susceptible ...............17 a demon . . . . . . . . . . . . . 4 Intangible Demons ..........9 Vulnerability ..............18 Devilish Details ............10 Weakness.................18 Demons with Class.............4 Demonic Attacks .............10 Limitations ...............18 Premeditated Evil............4 Natural Weapons ..........10 Everything Else ..............18 Demons Are Truly Evil.......5 Poison ...................11 Strange Body Plans.........18 Demons Are Magical.........5 Venom ................11 Supernatural “Tells”........19 Demons Are Cloud .................12 Senses ...................19 Extradimensional.........5 Touch Attacks .............12 Special Powers ............19 Demonic Talismans..........5 Elemental Attacks..........12 Mental Problems...........20 Demonic Minds Are Alien.....5 Aura ..................12 Skills ....................20 Demons Are NOT Alive.......6 Breath.................13 Demon Magic .............20 Demons Are, Well, Innate Missile .............13 Demons.................6 Imbued Weapon ...........13 2 . a QuIck Basic Demon Types ............6 Diabolical Creatures.........6 Elemental Demons..........13 demon-StratIon . . . . . . 21 Supernatural Effects........13 Centipedaur...............21 Attributes ...............6 Horrific Powers .........13 Reading Demon Stats .......21 Attacks .................6 Dark Thoughts..........14 Demon Stallion............22 Defenses ................6 Heroes of Hell ..........14 Expituum.................22 Flaws...................7 Demonic Defenses ............15 Hellfire Skull..............22 Other Traits .............7 Damage Resistance.........15 Lilithid...................23 Corporeal Demons ..........7 Invulnerability?............15 Zaffeer . . . . . . . . . . . . . . . . . . .23 Attributes ...............7 Other Physical Protection....15 Attacks .................7 Supernatural Defenses ......16 3 . cenSu daemonIorum . . . 24 Defenses ................8 Demonic Flaws...............16 Flaws...................8 Dependency...............17 Index . . . . . . . . . . . . . . . . . 25 Other Traits .............8 A GURPS bout Steve Jackson Games is committed to full sup- with #GURPShook on Twitter. 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Beyond all that, demons turn the spotlight on many delv- – Dungeon Fantasy Monsters ers, which is fun. Destroying demons is what demon-slay- ers (GURPS Dungeon Fantasy 20: Slayers, pp. 4-8) live Demons make perfect dungeon denizens. There’s little need for! Clerics, too, shine when facing their gods’ enemies – as to justify their presence; generally, “A spellcasting monster do their holy warrior colleagues, many of whom are sworn must have summoned them” is explanation enough. When it to slay demons. Demonologists (GURPS Dungeon Fantasy isn’t, “This place is a shrine to Evil” should suffice. Regardless, 9: Summoners, pp. 5-8) get to show off their knowledge of the fact that most demons are sustained by infernal ener- demons; shamans (Summoners, pp. 16-19), of evil spirits. gies – not by food, water, and air – sets to rest questions of Even druids regard demons as a crime against Nature. how they survived, sealed underground. Even if those arise The catch is that if the heroes keep encountering the same (“Wait, these demons need a steady supply of mortal souls.”), demons, they’ll memorize all their weaknesses: “Chop its there’s always, “A curse on this unholy place called them when arms off,” “Stab it in the heart,” “Dump holy water on it,” etc. you broke in!” Fortunately, demons are the forces of Chaos. They’re nothing if not unpredictable. There are more things in Hell, hero, than are dreamt of in your philosophy . . . r b eCommended ooks GURPS Dungeon Fantasy Monsters 5: Demons refers to GURPS Dungeon Fantasy 2: Dungeons and GURPS Dungeon Fantasy Monsters 1 for examples and traits; neither is required, but both are useful. Ditto GURPS Dungeon Fantasy 20: Slayers, which goes into depth on demons to give demon-slayers a better handle on their profession. And ditto GURPS Dungeon Fantasy 3: The Next Level, because the unholy warriors and evil clerics described there have ties to the fiends discussed here. P H ublICAtIon Istory This is the first edition of GURPS Dungeon Fantasy Monsters 5: Demons. It doesn’t repeat demons found in earlier Dungeon Fantasy vol- umes, but it does swipe their gifts and flaws for gen- eral use by new demons. Avid Dungeon Fantasy players will therefore recognize the occasional idea – especially Demonic Talismans (p. 5), which paraphrases the eponymous section in GURPS Dungeon Fantasy 20: Slayers. A A bout tHe utHor Sean Punch set out to become a particle phys- icist in 1985 and ended up as GURPS Line Editor in 1995. In that capacity, he has written, edited, or contributed to hundreds of GURPS releases, revised Demons are also ideal foes for adventurers. For the vast the game into its fourth edition (2004), and been a regular majority of delvers who are heroic, or at least nice, demons contributor to Pyramid magazine. From 2008, he has served are pure Evil in need of destroying. For the minority who are as lead creator of the GURPS Action and GURPS Dungeon no better than demons . . . it’s survival of the fittest, right? In Fantasy series; work on the latter led to his design of the any case, demons will almost certainly attack mortals on sight Dungeon Fantasy Roleplaying Game, released in 2017. Sean because that’s what demons do – few players are likely to find has been a gamer since 1979, but devotes most of his spare it implausible. No convoluted plot is needed to rationalize the time to Argentine tango. He lives in Montréal, Québec with forces of Chaos engaging in, well, chaos. son amour, Geneviève. I 3 ntroduCtIon C o HAPter ne H s ow to ummon d A emon Here’s the problem with demons: They slaughter people, previous four volumes by offering the tools to conjure up steal souls, and rain down chaos on the mortal world. an infinity of demons! The GM can use these as guardians Okay, those are the problems that demons pose to delvers of bastions of Evil, or as generic monsters – from fodder and the things those heroes protect. to bosses – in any dungeon. This is particularly important For GMs, the problem is that demons aren’t a few neatly when challenging adventuring parties that include demo- defined monster species with variants, but a wild collection nologists (GURPS Dungeon Fantasy 9: Summoners, of menaces, with predictable, recurring types as exceptions pp. 5-8) and/or demon-slayers (GURPS Dungeon Fantasy and not the rule. That’s as it should be – demons aren’t only 20: Slayers, pp. 4-8). the legions of Evil, but also the agents of Chaos! However, it makes defining the “Demon” class tricky, especially as it d C emons wItH lAss spans demonic creatures of flesh (like hellhounds; GURPS Dungeon Fantasy 5: Allies, p. 26), corporeal denizens of Before looking far too closely at demons, it’s important Hell for heroes to engage in physical battle (e.g., as-Sharak; to frame the Demon monster class (Dungeons, p. 21) as pre- GURPS Dungeon Fantasy 2: Dungeons, p. 21), and diffuse cisely as possible. Below are the features (in the technical beings one step away from being ghosts (such as the toxifier; sense; see pp. B261, B452) implied by the class label “Demon.” Dungeons, p. 26). It also encompasses forces that can’t be The ones marked with an asterisk (*) are definitive. Although seen or touched, only vaguely sensed and exorcised; see Curses extraordinary demons might be exceptions to those that 101 (Dungeons, p. 9). aren’t marked, the absence of a marked feature – or of many Rather than merely provide more examples, this GURPS of the unmarked ones – means that whatever the creature is, Dungeon Fantasy Monsters installment departs from the it isn’t a demon. P e remedItAted vIl This chapter offers lots of options, many with random these fight. Watchers keep an eye on unholy places and rolls to choose among them. But some things shouldn’t people, and guardians protect such assets; these are be left to chance! A fair few guidelines dispense with the observant and often obsessed. Hunters track down spe- dice – the GM must make up their mind in accordance cific mortals who have broken contracts and owe their with their goals. Here are three key considerations to pon- souls, or whom The Devil has decreed threats to infernal der before creating a demon: primacy, while skulkers hunt opportunistically; these need stealth and cunning. Tempters lead mortals to sin, Power. A demon might be “fodder,” “worthy,” or a and tricksters seed chaos for its own sake; these need “boss” in the sense of Dungeons, pp. 27-28; this rates its wits and social ability. And there are demons who do power as a monster, typically one for delvers to fight. It the work of smiths, teachers, emissaries, and everything may also be “lesser/minor” or “greater/major” (or even a else. Use this knowledge of your demon to choose which “lord,” “noble,” “master,” “superior,” or “archfiend”); this abilities suit it. has to do with its standing in the infernal hierarchy. Lesser Theme. Be sure the demons you use are thematic for or minor demons are usually fodder or worthies, and the place, encounter, or adventure where they show up. greater or major ones are usually worthies or bosses, but This might be a question of power or abilities – e.g., boss there are many exceptions; e.g., a semi-tangible demon fights need bosses, while volcanos make better lairs for considered a minor pest in Hell may be a scary boss for fire demons than for cold demons – but it doesn’t have to a low-powered party! Bear this in mind when assigning be. It’s just as often about minor features and descriptive quantities – like DR, Magery, and damage – to the demon. text, or “color” (perhaps literally: “These demons wield Role. What does the demon do? Foot soldiers make up purple flame.”). Hell’s legions, with stormtroopers as their elite; mostly, H s d 4 ow to ummon A emon Demons Are Truly Evil* spell (skill, for demon-slayers), which forcefully repatriates them, as well as by any spell, ability, or artifact that singles out The question “Is the subject evil?” is used to ascertain “extradimensional,” “extra-planar,” or “summoned” beings. whether many abilities, effects, and artifacts work. For Not all demons can possess bodies or objects in the mate- demons, the answer is always and without exception “Hells, rial world, but some have this ability. Kicking them out calls yes!” Helpfully, almost everything for which this distinction for the Exorcism skill or Remove Curse spell; see Curses 101 matters has the word “evil” in its name or definition. (Dungeons, p. 9). However, such measures merely expel the Thus, the Protection from Evil and Sense Evil spells demon from its subject. The demon might return to Hell, if it’s from GURPS Dungeon Fantasy 11: Power-Ups, p. 15 affect a spirit that can’t affect the material world without an anchor. demons. So does the Detect (Evil) advantage. And Resistant If it doesn’t . . . Banish it! to Evil Supernatural Powers helps against demons’ resistible Exceptions exist. Some demons “move house,” making the attacks and abilities, while DR (Only vs. evil) blocks damage material world their home. Others are mortals who become that demons inflict. demonic through the action of curses, forbidden rituals, or This also means that demons need no explicit defensive malevolent artifacts. These beings can’t be banished. trait to safely wield items and enter zones that are haz- ardous to beings that aren’t Evil. Conversely, even without having a special flaw, anything that threatens anyone who is Evil – like Retribution (Power-Ups, d t emonIC AlIsmAns p. 23) and the bonus damage of holy weapons (Slayers, p. 21) – applies to demons. These effects, though indi- The rules in Demonic Talismans (Slayers, p. 22) are highly vidually serious, cancel out. recommended for any campaign that uses this supplement. However, “Evil” isn’t perforce “weak to Good.” That’s a long, detailed discussion, but here are the highlights. Being burned by holy water, repelled by sacred objects, Each demon has a mystic artifact called a talisman. This weakened on consecrated ground, and the like are not remains in Hell if the demon is sent up by an archfiend, or class-wide traits. Specific demons might have these is summoned; the talisman ensures that the demon returns flaws, but they’re always indicated by a disadvantage to Hell at the end of its service, or after being killed. A pow- (notably Divine Curse, Dread, Revulsion, Susceptible, erful demon might carry its talisman with it; if so, it can’t be Vulnerability, or Weakness) or by a limitation on a banished or summoned, and can return to Hell with a Con- defensive trait such as Unkillable. centrate maneuver. Either way, as long as the demon is in the mortal world and its talisman is either with it or in Hell, Demons Are Magical slaying it just sends it to Hell for a month. But if the demon’s talisman is neither with it nor in Hell – say, it’s in the hands Demons are supernatural beings. Many spells and of someone in the mortal world – then killing the demon abilities word this as “magical.” In practical terms, destroys it for good! they’re detectable by Mage Sight, Seek Magic, and Someone who has a demon’s talisman cannot kill or ban- similar spells, and by Detect (Supernatural beings) ish the demon just by destroying the artifact – that returns the and Detect (Supernatural phenomena and beings). talisman to Hell without the demon! But holding a demon’s This part of the feature is sometimes excepted – subtle talisman gives +1 on all rolls made against the demon, while demons might hide from such non-specific detection. If the demon has -1 on all rolls made against the wielder. Rolls so, note this. to control or banish the demon are at +4 (not +1). Rolls to “Magical” extends beyond detection, though! All summon it succeed automatically. demons are affected by Pentagram – both the spell and the demon-slayer skill – and by Utter Dome/Wall, but not a mere Force Dome/Wall. Their attacks and abilities count as coming from “magical” or “supernatural” creatures, Demonic Minds Are Alien where that determines vulnerability or protection (as it does Demons are influenced by spirit-manipulating spells from for Shield of Faith, Power-Ups, pp. 23-24). the Necromantic college – whether cast by a cleric, demonol- This doesn’t mean demons need mana or unholy sanctity to ogist, necromancer, shaman, or wizard – instead of by Mind function. Only their spells require those things. Just as living Control spells. This is a tradeoff, not an advantage. The GM a virtuous life enables Holy Might (GURPS Dungeon Fantasy may make exceptions if this seems un-fun . . . but be warned 1: Adventurers, p. 22) to operate regardless of sanctity, most that allowing, say, Loyalty, Charm, or Enslave to dominate demonic abilities “just work.” And although some demons demons goes against the spirit of Summon Demon, which need supernatural energies to survive, that’s far from univer- portrays controlling demons as risky at best. sal – only fiends with Dependency have this flaw. Psionics have no trouble with merely demonic minds – they affect even bizarre Elder Things, after all – and can control Demons Are Extradimensional them unless the demon has explicit Immunity to Mind Control, Most demons originate from Hell or another plane of exis- Immunity to Control, or Immunity to Psionics. Influence skills tence that some cosmology identifies as a realm of pure Evil. work, too, if the demon lacks Indomitable (circumvented by They’ve traveled or been pulled from there – Summon Demon Spirit Empathy, not Empathy). So does nonmagical fear (like is the archetypal means, but some demons have Jumper the Terror ability of certain Elder Things and some demonol- (p. 19) or can cast Plane Shift, and then there’s the ever-popu- ogists), unless the demon is Unfazeable. Such defenses against lar dimensional gate. These demons are affected by the Banish influence are common but hardly universal among demons. H s d 5 ow to ummon A emon Demons Are NOT Alive Diabolical Creatures This one is highly technical: It means only that any spell An unnatural creature of flesh (not always living), sus- that strictly requires a living subject can’t affect demons. The tained in whole or in part by its demonic essence – perhaps GM may rule that demons have versions of these spells for meaning it consumes blood, emotions, souls, etc. – possibly casting on each other; if so, mortals might be able to learn instead of by air, water, and ordinary food. Encompasses such them from forbidden tomes as different “specialties” that things as “demon dogs,” zombies and golems animated by don’t affect the living. In any case, spells that work on both demonic spirits, and people slowly turned to demons by vam- the living and undead (e.g., Deathtouch) are also effective piric swords. If it has vital areas, they’re in the usual places on demons. for a dog, human, or whatever. This doesn’t fit demons who This does not mean that all demons are immune to all take mortal form as trickery . . . those are corporeal demons things that harm living beings! Some possess fleshy bodies (pp. 7-8) with Shapeshifting. that aren’t alive but that eat, breathe, are affected by poi- To create a demon like this, start with any material being son, and so on. Check for Doesn’t Breathe, Doesn’t Eat or of another class – Animal, Construct, Hybrid, Mundane, and Drink, Doesn’t Sleep, Immunity to Metabolic Hazards, Injury Undead are most likely – and adjust traits as discussed below. Tolerance, etc. – the demon enjoys such a benefit only if listed among its traits. The GM may rule that any demon with no Attributes such traits is genuinely alive and an exception to this feature. Nearly all diabolical creatures are sapient (they can under- This also doesn’t mean that demons are inanimate. Demons stand speech, aren’t thwarted by simple door latches, etc.), are very much animate! so when starting from an IQ 1-5 creature, raise IQ to at least 6; this incidentally removes the Domestic Animal or Wild Demons Are, Well, Demons* Animal meta-trait. Consider improving an IQ 6-9 being – and perhaps even those IQ 1-5 beasts – to IQ 10, to match wits All demons and their powers – regardless of exceptions with an average human. There’s no need to increase IQ other- to other features – are subject to spells and abilities that wise, although spellcasters won’t be less intelligent than typi- explicitly name “demons” as what they affect or act on: cal mortal ones (consult a suitable character template). Detect (Demons), Detect (Demons and demonic forces), and When raising IQ, leave Will and Per alone. But if Will Demon Sniffer (Slayers, p. 4); DR (Only vs. demons) and Iron or Per ends up lower than the new IQ, raise it to that level. Soul (Slayers, p. 5); Higher Purpose (Slay Demons), Higher Optionally, add +3 to Will or set Will to 15, whichever is Purpose (Protect the world from demons), and Mortal Foe higher, as noted in Possessed (GURPS Dungeon Fantasy (Demons) (Power-Ups, p. 12); Resistant to Demonic Powers; Monsters 1, p. 38). See Invisible (Specialized, Demons) and Hell Vision (Slayers, It isn’t necessary to elevate other scores. The customary gifts p. 5); the reaction bonus (or, for demon-slayers, penalty and of demonic creatures are unexpected, malicious intelligence offsetting benefits) from Close to Hell (Power-Ups, p. 24); and tenacity. That said, those intended to be guardians or war- and so on. Regardless of what profession they’re for, or what riors are “based on” physically impressive material – large or power modifier they bear, such things affect all monsters predatory animals, dragons, flesh golems, etc. – and share of the Demon class – no matter what traits those crea- their stats. tures possess. All of this also holds true for items that expressly Attacks harm demons; e.g., Demonhunter’s Tassels The thing retains all its usual attacks and might gain (GURPS Dungeon Fantasy 6: 40 Artifacts, p. 12) one like fire breath (Elemental Attacks, pp. 12-13), and demon-bane (Slayers, p. 21). It goes for poison (pp. 11-12), or even an unnatural “natu- artifacts that explicitly offer protection against ral” weapon (pp. 10-11), if it suits the encounter. demons, too, like the Demonhunter’s Helm (40 One based on a creature that’s mainly a physical Artifacts, p. 6). threat – like a bull, flesh golem, or zombie – might instead gain ST or Striking ST to make it the equal b d t AsIC emon yPes of a “brute” corporeal demon of its size (pp. 7-8). There are four basic demon “subclasses.” Defenses The GM is welcome to hybridize by borrowing Demonic creatures of flesh have unusual tenac- ideas from one into another. Each offers these ity, best represented by adding some or all of the details: following traits. Assign these as needed, or option- Attributes: Any special notes on ST, DX, IQ, ally roll 1d: HT, HP, Will, Per, FP, Basic Speed, or Basic Move for demons of this category. 1 – Hard to Kill, from one level to enough to raise effective HT to 16 (or 1d levels). Attacks: Especially suitable offensive traits from Demonic Attacks (pp. 10-14). 2 – Hard to Subdue, from one level to enough to raise effective HT to 16 (or 1d levels). Defenses: Particularly fitting defensive mea- sures from Demonic Defenses (pp. 15-16). 3 – High Pain Threshold. Flaws: Common Demonic Flaws (pp. 16-18) for 4 – Indomitable. creatures of this sort. 5 – Unfazeable. Other Traits: Anything else worth noting! 6 – Roll twice more, rerolling repeats. H s d 6 ow to ummon A emon Flaws roll 1d+10. Demon lords are inevitably fiendishly smart, and Diabolical creatures don’t need supernatural flaws, but should never have low or random IQ; the GM will probably Divine Curse (Reversed Healing) and Dread (Holy Objects) assign them IQ 20+. are both common. HP is usually equal to ST. If rolling dice for ST, though, optionally make the same roll for HP, and keep the result if Other Traits higher. For instance, if rolling 2d+8 for demon of SM 0, a 17 for ST and a 13 for HP would mean ST and HP are 17 – but the All diabolical creatures become malevolent in some way, opposite would give ST 13, HP 17. exhibiting as many of Bad Temper, Berserk, Bloodlust, Will is at least equal to IQ – never lower, usually no less Bully, Callous, Compulsive Killing, Sadism, etc. as the GM than 10, and often higher. Those who like to roll dice might wants to roleplay. Frightens Animals is common, too. For go with IQ+1d. monsters that consume blood or life force, Lifebane and/or Per is also at least equal to IQ, and typically at least 10. It’s Uncontrollable Appetite are also likely. only likely to be higher for guardians that watch over cursed places and therefore need to be observant; e.g., as-Sharak and Corporeal Demons peshkali (Dungeons, p. 25). For these, increase Per as desired, The “default” demon, made of solidified Evil or similar or go with IQ+1d. strangeness, sent out to thwart Good. Though tangible, it FP equals HT. If the demon casts spells, give it an Energy isn’t alive, only animate. Any body parts that resemble Reserve (see Demon Magic, p. 20). those of natural creatures are present to shock and horrify Basic Speed is (DX+HT)/4, as for most beings. Real combat (and as such often take inspiration from several unrelated monsters – like Demons of Old – might have the next-highest creatures). Any vital areas are alien – roll vs. Hidden Lore whole-numbered score, for much the same reason why spell- (Demons) to know where they are – and either deliberately casters enjoy higher IQ. included by a demon lord (or such a fiend’s mortal servants) Basic Move typically equals (DX+HT)/4, dropping frac- as a means of control, or a result of black magic’s flawed tions. Large demons might add SM to this to represent lon- capacity to create “life.” ger strides; e.g., Demons of Old, with DX 12, HT 12, and SM +1, end up at Move 7. For demons that run fast because Attributes they have more than two legs, add Enhanced Move 0.5 or ST should be commensurate with size. Typical ranges (with 1 (Ground) instead – although the GM might express the approximate dice rolls, for those who like to roll dice) are: resulting speed as Basic Move for demons that are worri- some because they’re hard to outrun (for instance, doomchil- SM ST Range Roll Example dren have Move 10, as though they had Enhanced Move 0.5). -3 4-7 1d+2 Devilkin (Summoners, p. 33) And for flyers, add Flight. -2 5-10 1d+4 -1 8-15 2d+5 Doomchild (Dungeons, p. 22) Attacks 0 10-20 2d+8 as-Sharak (Dungeons, p. 21) Almost all corporeal demons have some sort of built-in +1 15-30 3d+12 Demon of Old (Monsters 1, weapon! This necessarily relies on the GM’s vision of the p. 10) demon, but here are some ideas. +2 25-50 5d+20 The most common attacks are sharp claws or teeth +3 35-70 7d+28 Small dragon-like demon (thrust-1 cutting), fangs or talons (thrust-1 impaling), and var- +4 50-100 10d+40 Medium dragon-like demon ious barbs, horns, spikes, and stings (thrust cutting, piercing, +5 75-150 15d+60 Large dragon-like demon or impaling, at +1 per die). Claws and talons are usually on +6 100-200 20d+80 Gargantuan dragon-like feet as well, and can kick at -2 to hit but +1 to damage; hooves demon can only do this, but get another +1 per die to damage. Any of these might be poisoned (pp. 11-12). “Brute” demons whose main offensive ability is being After that, demons with humanoid hands will surely be strong enough to tear everyone apart might have ST commen- armed. Give them whatever weapons seems fun, some classics surate with at least one SM higher. being spiky morningstars, nasty hooked chains (treat as kusa- DX and HT are typically elevated relative to humans, in ris), scythes, wickedly curved swords (treat as cavalry sabers), the 12-14 range for demons meant to be any kind of physi- and all manner of spears and polearms (including the iconic cal threat at all; when rolling dice, consider 1d+10 for each trident); see pp. B271-274. These can be of any quality and score. Optionally, physically pathetic fiends like petty demons bear any enchantment; if the demon and all its stuff vanish to (Summoners, pp. 32-33) might have more human scores in Hell once defeated, there’s no need to define this as treasure. the 10-11 range, or roll 1d+7 for each. When rolling, tradeoffs Tossing on a follow-up +2 fire or “unholy” injury never hurts. between DX and HT are fair; e.g., agile-but-fragile doomchil- And poison – poison is good. Of course, hands also mean dren might trade DX up to 18 and HT down to 10. being able to grapple. IQ is 10 for most demons. If the GM decides that a demon Beyond these things, fire is a common theme: fire breath, is Hell’s equivalent of a barely sapient beast (like a doom- flame auras (linked to the unarmed and weapon attacks above), child), it can have IQ 6-7 – and if it’s smarter but still just a fireballs, etc. Damage should be comparable to thrust, give or pest (like a petty demon), it might rate only IQ 8-9. Demons take. Of course, chill is just as fitting for classic demons, and intended to be able to tempt mortals, and spellcasters (p. 20), works the same way – it just doesn’t set fires. need to be smart; if that’s the demon’s role, assign it IQ 11+ or H s d 7 ow to ummon A emon Defenses their weapons; DX+1 to DX+6, like the levels on templates for Corporeal demons normally have the Demonic Suste- delvers, is fair. Hands also go well with Wrestling at DX+1 or nance meta-trait (p. 15). Greater ones typically get Unkill- DX+2, for +1 to +2 to grappling ST. Optionally, roll DX+1d able, if not Supernatural Durability, on top of this. All also in each case. Other skills should suit the scenario and the have some of the traits recommended for diabolical creatures demon’s role: Observation for watchers, Stealth for skulkers, (pp. 6-7) – Hard to Subdue, High Pain Threshold, Indomi- Thaumatology for casters, etc. table, Unfazeable, and (if not Unkillable) Hard to Kill – for Lastly, corporeal demons are more likely than most to have which the GM is free to roll as for those monsters. a Higher Purpose (p. 19) tied to their reason for being in the Those things aside, these sorts of demons usually have material world. native DR as well. The DR 1-5 suggested as “natural armor” (p. B46) for animals works best – but without flaws like Flexible, Partial, The terms we use for what is considered or Tough Skin, because it isn’t actually natural supernatural are woefully inadequate. Beyond at all. Optionally, roll 1d-1 (DR 0 is possible, just not likely). Humongous demons might such terms as ghost, specter, poltergeist, angel, merit extra DR equal to SM on the basis of devil, or spirit, might there not be something sheer bulk. Humanoid ones might wear armor, cumulative with their innate DR. more our purposeful blindness has prevented Special DR is possible. A good guideline is that if a demon uses fire, ice, or another “ele- us from understanding? mental” damage type, it may have DR (Limited) – Louis L’Amour, The Haunted Mesa vs. this. If this is as well as other DR, assign limited DR about equal to basic DR; e.g., a fire demon with DR 4 skin might have another DR 4 vs fire. If it’s the demon’s only DR, it can be higher – say, Semi-Tangible Demons 1d+4 levels. Epic demons might have magical force fields and the like. A demon that can’t fully materialize in the material world These shouldn’t be random powers! The GM can assign what- because it’s too weak to do so – or because its creator wanted ever seems necessary to give the PCs a hard time. The Devil is to frustrate mortals who wield everyday weapons. lots of things, but “fair” isn’t one of them. Attributes Flaws ST is always 0! Such a demon can’t pick things up, shove Corporeal demons, not being of flesh at all, usually objects aside, grapple, and so on. If they need to do these things have at least one of the problems under Demonic Flaws to make the adventure work, give them Telekinesis (or use a (pp. 16-18) – this makes them more fun as opponents, corporeal demon that has Insubstantiality as a special ability). because smart heroes with Hidden Lore (Demons) can get HT is usually best left at 10, because these demons are extra mileage out of their skill. already extremely hard to beat. It isn’t fun to pick off 10-20 HP Summoned demons almost always have Fragile (Unnat- a point or two at a time (thanks to Diffuse), only to have the ural), too – a serious beating can return them to Hell. Visi- demon make endless HT rolls. That said, greater demons of tors with Supernatural Durability or Unkillable never have this type might have the usual HT 12-14 (or roll 1d+10). this, however! And superficially identical demons might be HP aren’t equal to ST – that is, they aren’t 0. Assign a score Fragile if intentionally summoned, lack that when visiting on as for corporeal demons (pp. 7-8), depending on size. Since their own ticket (e.g., due to a critical failure with magic or a SM isn’t that meaningful for things that aren’t material, it gate foolishly left open), and enjoy Supernatural Durability or might be easier to assume SM 0 in all cases and assign HP Unkillable if sent up to do The Devil’s work. 10-20 (or roll 2d+8). Will should be higher than typical for demons, because Other Traits these creatures – being hard to defeat using weapons – often As with diabolical creatures, an evil temperament – espe- end up facing spells and abilities resisted by Will. Unless the cially an unhealthy helping of Bloodlust, Bully, Callous, encounter is supposed to be easy, consider Will 14-16. If roll- Compulsive Killing, Intolerance (Mortals), and Sadism – is ing dice, go with 1d+12. the norm. Bad Smell (be the odor brimstone or corpses), Basic Move generally doesn’t matter much, as such demons Frightens Animals, Lifebane, and Uncontrollable Appetite have Flight, according air Move equal to twice Basic Speed, (blood, souls, etc.) are likely, too. Most of this amounts to and don’t need to “walk.” “color” for a monster than can’t pass as anything natural, but For everything else, follow the guidelines for attributes for clever heroes can exploit it . . . and unfortunate ones can fall corporeal demons. afoul of it. Attacks Corporeal demons, not being based on other creatures, require more thought when it comes to skills. At a mini- Being largely noncorporeal, semi-tangible demons don’t mum, Brawling (at DX+2 or better, for +1 damage per die) attack with physical blows. They rarely possess overtly phys- is a must for anything that fights with claws, horns, teeth, or ical special attacks like flame breath, though those aren’t other natural weapons. Ones that have hands need skills for impossible. H s d 8 ow to ummon A emon On the other hand, they’re likely to have either a touch Other Traits attack (p. 12) or noxious vapor (p. 12) that can reach into the Semi-tangible demons all have Flight alongside No Legs material world. Such effects might affect single targets, and (Aerial). Gliding around like this gives them Silence – at least call for a roll to hit against DX – but it’s common for them to two levels, or roll 1d: 1-3 is two levels, 4-5 is three, 6 is four. be area effects. Some affect only a one-yard radius (on a battle They’re also likely to have Stealth skill at DX level or higher; map, the demon’s own hex); others have greater areas of effect optionally, roll DX+(1d-1). (the demon’s hex plus one or more rings of hexes around it, Along with No Legs, these demons lack arms, mean- or all the hexes that a high-SM demon occupies). Such attacks ing No Manipulators. These two traits don’t mean they’re require no specific maneuver from the demon; they affect any- unable to make touch attacks or cast spells that require ges- body who spends any part of their turn in the area, whether tures! They do indicate that they have no means of picking up because they moved there or because the demon moved up to objects, wielding weapons, wrestling, etc. if somehow forced them, once per turn on their turn. to materialize. And some semi-tangible demons have no attacks in the Cloud-like demons – those that suffer from Vulnerability usual sense. Instead, they cast spells (p. 20), or use something (Wind) – have further traits that go with being “creatures of like Possession or Terror. air.” Put the Lighter Than Air limitation on their Flight, but also give them Vibration Sense (Air). These tend to be highly Defenses mobile, and might have these traits (choose or roll 1d): All such demons have Injury Tolerance (Diffuse) – not 1-2 – Aerobatics at DX+2, or DX+(1d-2). any kind of Insubstantiality. That said, spells, abilities, and 3-4 – Enhanced Dodge 1-3, or 1d/2, rounded up. artifacts that affect spirits or have Affects Insubstantial 5-6 – Both of the above! (p. B102) partly ignore this advantage: They do full injury, but the demon has no discrete hit locations to target (treat all Finally, semi-tangible demons without damaging attacks hits as torso hits), nor blood to shed. (When building such a are more likely than most demons to be either spellcasters demon on points, this partial nullification by a rare attack is (p. 20) or – if using GURPS Dungeon Fantasy 14: Psi – psis. merely a Nuisance Effect, -10%.) They might be both! Even those with attacks could possess Most semi-tangible demons also have Demonic Suste- such powers, although this is best saved for bosses. nance (p. 15). If they steal life via a touch attack and need this for sustenance, however, give them all parts of that meta-trait except Doesn’t Eat or Drink. This is more common for these Demons are likely to be demons than for most. Semi-tangible demons almost never have DR – they rely on spellcasters, psis, or both! being Diffuse to avoid harm. The exception is DR (Limited) against rare damage types that can bypass Diffuse; e.g., psy- chic damage. They also rarely have Hard to Subdue or Hard Intangible Demons to Kill, for the same reason why they have merely average HT. Beyond all that, follow the guidelines for defenses for A normally incorporeal demon that can materialize when corporeal demons (pp. 7-8): They might have Supernatural it desires or as the adventure requires is a corporeal demon Durability or be Unkillable if very powerful; the built-in (pp. 7-8) with Insubstantiality and perhaps abilities it can use flaw of the former is typically magical damage, which is often while intangible. This should be rare! Unlike semi-tangible an Achilles Heel for the latter. All of High Pain Threshold, demons, such monsters aren’t fun, because the unprepared Indomitable, and Unfazeable are likely; to choose randomly, party is doomed. roll 3d for each trait and assign it on 12 or less. However, there are also demons that exist strictly as “evil forces” in an unholy temple, on a cursed altar, or whatever. Flaws Rather than write these up as fully detailed monsters with ST, For the sake of fun – because it lets adventuring parties DX, HT, DR, HP, etc., treat them like traps or hazards. Assign without spirit-slaying weapons get some use out of Hidden them the following: Lore (Demons) – semi-tangible demons should have some of Domain: Define the physical extent of the demon’s powers. the problems under Demonic Flaws (pp. 16-18). Dread (Holy For the sake of preserving the GM’s sanity, something like the Objects) is the best choice, as it allows delvers to prevent the interior of a room (e.g., evil chapel, burial chamber, demo- monster from simply descending on them and killing them nologist’s lab, or a chokepoint in the dungeon) works best. with its mere presence. It’s also easy enough to specify a radius around some sort of Cloud-, vapor- or smoke-themed demons also often have unholy object, often an altar, shrine, or sarcophagus – but it’s Vulnerability (Wind), letting them be blasted by Air spells. a good idea to make this slightly larger than the easy line of This is highly recommended if they attack as a toxic cloud. The sight to the object, or exorcists will cower around the corner. GM could decide otherwise, but being “real” enough to poison Vaguer areas (like a whole dungeon) tend to raise too many people on contact but not be blown away is counterintuitive questions, and offer too few ways to retreat, to be fun. and hard for players to stomach. Will: The score that resists Exorcism and Remove Curse, Like summoned corporeal demons (pp. 7-8), summoned as discussed in Curses 101 (Dungeons, p. 9) – and, poten- semi-tangible ones normally suffer from Fragile (Unnatural), tially, Banish. This needn’t be excessively high; Remove Curse while willing visitors lack this, as do powerful envoys with takes an hour, while Exorcism takes three, so even if these Supernatural Durability or Unkillable. are fated to succeed, the demonic presence has time to act! H s d 9 ow to ummon A emon If the demon is meant to be a serious danger, though, it should that gradually drains FP, HP, or attributes, or causes symp- be at least an even match for the “average” cleric with either toms. Most dramatic are hurling around people or things Exorcism-14 and +1 for a blessed holy symbol, or Remove (like the Poltergeist or Winged Knife spell), setting fires, and Curse-15. That’s Will 15. If rolling dice, go with 1d+14. There’s so on. It’s easiest to pick a noxious spell, define how often it no upper limit, though. goes off (when a person enters the corridor, once per min- Harmful Effects: Passive effects – like giving those in the ute on anyone who remains in the room, each time a person area -1 to -3 to skill, similar to the Curse spell, or casting touches the altar, etc.), and assign it an effective skill level Zombie on anyone killed there – are best if the domain is equal to Will; ignore fiddly details like FP cost. However, large or the demon is meant mostly as an environmental con- “disease” or “poison” might instead work like the normal, dition. More active effects might resemble disease or poison non-supernatural kind – just resisted using Will rather than HT, modified by Magic Resistance or Resistant to Evil Supernatural Powers rather than Resistant to Disease or Poison (a suggested penalty to vic- d d evIlIsH etAIls tims’ Will is 10 minus the demon’s Will; e.g., -5 for Will 15). Optionally, the GM may allow delvers to specialize abilities that normally affect all demons to one of the subclasses discussed d A here: Diabolical Creatures (hellish denizens of the temporal world, emonIC ttACks such as hellhounds and demonologists-become-demons), Corpo- The most important question to answer about a real Demons (entities of solidified Evil and ichor, like as-Sharak, demon is “What horrible things can it do?” Beyond doomchildren, peshkali, and demonic foul bats), Semi-Tangible the punches, kicks, and weapons available to delv- Demons (diffuse demons; e.g., toxifiers), and Intangible Demons ers, demons can have any offensive ability, although (vague demonic presences, and possessed objects and people). some are more suitable than others. Below are many Wherever possible, this makes rarity a step less common: options; the GM may choose from among these, For Detect, demons are “Occasional” (10 points), so a sub- swipe attacks from existing monsters, or invent new class is “Rare” (5 points); for DR (Limited), attacks by demons ones. Not everything suits all demons – but like a are deemed “Common” (-40%), rendering those of a subclass careless summoner, feel free to be unwise and roll “Occasional” (-60%); and Resistant treats demonic powers as 1d, 1d: “Occasional” (10 points for immunity), so powers of a subclass are “Rare” (5 points for immunity). Channeling, Medium, See 1-3, 1-6 – Natural weapon (below). Invisible, and Spirit Empathy can have Specialized, Demons, 4, 1-2 – Touch attack (p. 12) – or, if armed with a -50%; Specialized in one subclass is -75%. If the GM permits melee weapon, imbued weapon (p. 13). Hidden Lore, Physiology, or Psychology skills for subclasses, use 4, 3-4 – Breath weapon (p. 13). Optional Specialties (pp. B169-170); e.g., Hidden Lore (Diabolical 4, 5-6 – Innate missile (p. 13). Creatures) is IQ/E, not IQ/A, but works at -2 for other demons. 5, 1-2 – Poison cloud (p. 12). Traits for which all demons already fall into the rarest “rar- 5, 3-4 – Elemental aura (p. 12). ity class” can’t be narrowed any further. Neither can perks or 5, 5-6 – Supernatural effect (pp. 13-14). Easy skills. Specialization is equally inappropriate for anything 6, 1-6 – Roll twice more! If this comes up again, linked to a specific demon, notably Allies, Alternate Forms, and keep rolling. Patrons – these are already tied to one particular being or form! For the sake of game balance, treat Summon Demon the same Natural Weapons way; in theory, this can call up any demon, but in practice, it Diabolical creatures and corporeal demons have always brings corporeal demons. unpleasant body parts for doing harm, although Capabilities that affect more than demons likewise don’t admit those with hands favor melee weapons, saving specialization. This includes the Exorcism skill, Banish spell, and unarmed combat for backup . . . or for making a Retribution and Shield of Faith power-ups. These affect many nasty, demonstrative point. The GM may select supernatural entities. If they make no provision for “demons some of these options or leave the matter to chance only,” a subset of demons is even less suitable. (roll 1d, 1d): Higher Purpose – including Mortal Foe – is a thorny case. Higher Purpose (Slay Diabolical Creatures) befits druids who 1-3, 1-3 – Claws (pp. B42-43). Choose or roll 1d eliminate affronts against Nature, Higher Purpose (Slay Corpo- for type: 1-3 is Sharp Claws* (thrust-1 cutting), real Demons) is enough for most demon-slayers and holy war- like those of natural predators; 4-5 is Talons*† riors, and Higher Purpose (Expel Semi-Tangible and Intangible (thrust-1 impaling), found on few natural crea- Demons) suits dedicated exorcists, particularly demonologists ture; 6 is Long Talons*† (thrust-1 impaling at +1 and shamans. Splitting up semi-tangible and intangible demons per die). Each retains the ability to function at isn’t recommended. For the three allowed cases, the “an extra 20% lower levels, if the demon shows mercy for some off” approach of DR is fairest: 4 points/level. odd reason. Claws modify all limbs; hind claws All of this requires the GM to specify a subclass for every and kicks get -2 to hit, +1 to damage. Claws demon, and then to put demons of all four types into the cam- start at Reach C, but this goes up with SM; see paign to justify making the specialized versions cheaper. If that p. B402. Optionally (or on 1 on 1d), limbs are seems like too much work, ignore this box! freakishly long, for +1 to final Reach; e.g., an SM +2 demon with Reach C, 1 has Reach C-2. H s d 10 ow to ummon A emon