Daemons

Before going into stat blocks for daemons it would be beneficial to understand the general nature and different types of daemons. They are created by ‘promoting’ a daemon of a lesser type to a greater type by a more powerful daemon. This fact gives rise to debate about the origin of daemons since there is no record of the first time a daemon was promoted. Generally speaking daemons are creatures of chaos, which can be seen in their behavior as well as their appearance. There is only a general uniformity in the appearance in the types of daemons and frequently daemons of the same category may have abilities distinctly different from others of their ilk. All daemons can easily classify their brethren and once an observer has seen enough examples of different types of daemons, they too can classify them with relative ease. Now, on to the categories…


Larvae

These poor souls are not actually daemons but rather the first form taken by souls who transition from life in whatever plane they came from to the Abyss. They appear as large worms with twisted versions of the face they had in life. More powerful daemons can divine the nature and intensity of a larvae’s evil deeds and could read their past life if they so wished. Larvae are usually used as food or as a form of currency among daemons and those who traffic with daemons. Occasionally beings who were particularly evil in life are “promoted” to a tortured soul also known as a mane. Recently transformed larvae will still retain knowledge of their previous life but as time wears on they will descend into madness. Larvae have no stats except perhaps INT and SPI though these would be reduced from the values they had possessed in life. They have no ability to speak and their means locomotion, crawling, is extremely slow.


Tortured Soul – Mane

This is the lowest form of daemon. Daemons may ‘promote’ a larvae to a mane. Manes are generally used as disposable troops or for crude forms of entertainment.

They have STR, AGI, VIG reduced by two die types from the traits they possessed in life and upon entry their SMA and SPI are reduced by one die type from the traits they possessed in life. Manes with a SMA or SPI greater than d4 are known as “cunning manes”. Over time the conditions of the abyss cause cunning manes to lose one die type in all traits with the maximum loss 3 die types. Each drop in SPI will also trigger a loss in all skills of one die type. Any skills already at d4 are lost when that happens.

If a larvae was promoted to a mane quickly they may retain memories and traits from their former life. If their SMA has not been reduced to d4 they will retain their skills though all are reduced by one die type. If they possessed fighting skill it will never be reduced.

They lose all edges that involved power points and all edges when their SPI drops to d4

All manes gain the claws edge. All manes with a STR of d6 or better also have the bite edge.


Typical tortured soul

Attributes: AGI d4, SMA d4, SPI d4, STR d4, VIG d4
Pace: 6; Parry: 5, Toughness: 4
Skills: Fighting d6
Racial Abilities:
Claws: d4 + STR damage
Racial Hindrances:
Mindless


Crafty Tortured Soul




Attributes: AGI d4, SMA d6, SPI d6, STR d4, VIG d4
Pace: 6; Parry: 5, Toughness: 4
Skills: Fighting d6, Stealth d6, random other skills
Racial Abilities:
Claws: STR +d4 damage ; Bite: STR +d4
Racial Hindrances:
Environmental Weakness to Holy Ground; Ancestral Enemy – Other daemons, Ancestral Enemy – Celestials


Tough tortured soul

Attributes: AGI d4, SMA d4, SPI d4, STR d6, VIG d6
Skills: Fighting d6
Pace: 6; Parry: 5, Toughness: 5
Racial Abilities:
Claws: STR + d4 damage; Bite STR + d4 damage
Racial Hindrances:
Animal Intelligence; Environmental Weakness to Holy Ground; Ancestral Enemy – Other daemons, Ancestral Enemy – Celestials


Mighty tortured soul

Attributes: AGI d6, SMA d4, SPI d4, STR d6, VIG d8
Pace: 6; Parry: 5, Toughness: 5
Skills: Fighting d6
Racial Abilities:
Claws: STR + d6 damage; Bite: STR + d4 damage
Racial Hindrances:
Animal Intelligence; Environmental Weakness to Holy Ground; Ancestral Enemy – Other daemons, Ancestral Enemy – Celestials


Familiars

Almost always a quasit. Promoted from among the manes for their craftiness and selfish natures.
Attributes: AGI d6, SMA d4, SPI d6, STR d4, VIG d4
Pace: 6; Parry: 5, Toughness: 5
Skills: Fighting d6, Notice d6, Stealth d6.
Racial Abilities:
Claws: STR + d4 damage; Shapechange into 2 different animals; Arcane Protection. -2 from cold, fire, and lightning damage; Darkvision; Invisibility; Size: Small -2


Lesser Daemons

Attributes: AGI d6, SMA d4, SPI d6, STR d6, VIG d6
Pace: 6; Parry: 5, Toughness: 7 (2)
Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d4, Shooting d4, Stealth d4
Racial Abilities:
Claws: STR + d4 damage; Arcane Protection. -2 from cold, fire, and lightning damage; Darkvision; Armor 2


Average Daemons

Attributes: AGI d6, SMA d6, SPI d6, STR d6, VIG d8
Pace: 6; Parry: 5, Toughness: 11 (6)
Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d6, Shooting d6, Stealth d6
Racial Abilities:
Claws: STR + d6 damage; Bite: STR + d4; Arcane Protection. -2 from cold, fire, and lightning damage; Darkvision; Armor 4, Magic Armor 2


Tough Daemons

Attributes: AGI d8, SMA d6, SPI d6, STR d8, VIG d8
Pace: 6; Parry: 5, Toughness: 11 (6)
Skills: Athletics d8, Fighting d8, Intimidation d8, Notice d6, Shooting d6, Stealth d6
Edges: Arcane Background; Gifted 15, Smite (fire)
Racial Abilities:
Claws: STR + d6 damage; Bite: STR + d4; Arcane Protection. -2 from cold, fire, and lightning damage; Darkvision; Armor 4, Magic Armor 2
Racial Hindrances:
Environmental Weakness to Holy Ground; Ancestral Enemy – Other daemons, Ancestral Enemy – Celestials


Common Daemon Abilities

Universal abilities

All daemons have the claw ability. Claw: STR +d4 can increase to STR +d6 damage

By type abilities

  • More powerful daemons have the bite ability. Bite: STR + d4 can be increased to STR + d6
  • Arcane Protection. -2/-4 from cold, fire, and lightning damage
  • Armor. 2-6 points vs non-magical physical damage
  • Magic Armor. 2-6 points vs physical damage. Stacks with armor above.
  • Damage Resistance: -2 damage from Cold, Fire, Lightning
  • Damage Immunity to Poison
  • Darkvision
  • Invisibility
  • Shapechange
  • Arcane Background: Gifted 15 Power Points, 1 Power
  • Additonal Powers: 2
  • Flight
  • Leaping

Common Daemon Hindrances

Universal hindrances

  • Environmental Weakness to holy ground
  • Ancestral Enemy – Other daemons
  • Ancestral Enemy – Celestials

By type hindrances

  • Small
  • Big
  • Animal Intelligence
  • Mindless