Demons
Monsters that come from the hells. They are commonly summoned for their otherworldly strength, but underestimated. They feast on the suffering and souls of other mortal beings, feeding on the mortal races hoping to gain enough power to surpass their devil overlords.
Targets suffer Dazed on hit when an Demon ally is adjacent to them.
When another Demon of higher level is attacked, Minor Baatez can interpose for them.
- Strike (2x).1d8+3.
(or Range 8)
Minor Baatez are slightly more humanoid demons. Only enough to wield weapons, but not enough to to think for themselves. Often found as foot soldiers for more component devils.
If a creature starts its turn within 2 spaces of 3 Pitlings, the creatures are poisoned
- Stab.
1d6 (follows minion rules)
Pitlings are one of the most smallest and weakest creatures of the underworld. Feeding on insects and scraps. They like to boast a tough game and attack anything larger than them, but fall easily in line of the commands of a stronger demon with one smack across the head.
When another Demon of higher level is attacked, Minor Baatez can interpose for them.
- Strike (2x).1d8+4.
(or Range 8)
Minor Baatez are slightly more humanoid demons. Only enough to wield weapons, but not enough to to think for themselves. Often found as foot soldiers for more component devils.
- •Cappriccio.3d10+4.
(Or Range 8) Automatically crit on charmed targets, removing it. Spending a soul can inflict a wound.
- •Imp Choir.
Range 8: Charm a target on a failed DC 12 WIL save. Charmed targets must move toward and dance with the Maestro.
At 62 health, Maestro is bloodied! Maestro can use Cappriccio twice.
The Maestro Demon is dying! 40 more damage and they will die! The Maestro Demon will start the Finale! With 4 more Crits from the Maestro, the Maestro Demon will reduce all creature's Hit Points to 0.
Crits are negated and crit effects do not trigger. If they would be critted, Voltaic Celesto inflicts the target with Charged. Charges can stack. All creatures that would start next to the Voltaic Celesto will gain a stack of Charged.
Before or after attacking, Voltaic Celesto can teleport 12 spaces.
Voltaic Celesto gains ADV stacks for each Charged stack of each target they are facing.
- •Voltaic Slash (2x).2d12+4.
(Or Range 8) On Crit: Inflict Charged.
- •Discharge.
Range 6: Consume all charges within Range 12 to inflict Lightning Damage. 1d12 for each Charge stack consumed. Dex Save DC12: Failure: Full damage and target's Charged Stacks are not consumed. Success: Half damage and Charged Stacks are consumed.
At 57 hit points, Voltaic Celesto is bloodied. But they are super charged, they have heavy armor!
50 More damage and they die! Until then, all charge stacks inflicted double.

When a creature heals within 5 spaces of the Misophaes, the creature makes a STR Save DC 13. On Failure: They do not heal, and all creatures in Range 5 take the healing in Necrotic Damage instead.
After hitting, the Misophaes can move 3.
- Claw (2x).1d8+4
A more lean demon. Known as a Threat Level 2, Misophaes are natural predators commonly found. Rushing down their pray, running away and coming back to finish them off. They can follow their pray easily without getting tired.
Always will focus on the creature that last striked it. Gain +3 Speed moving toward their Ire.
Attacks also knockback a number of spaces equal to the primary die rolled.
- Cleave.2d8+12
Big, bulky and massive, the Antenoras are demons that underwent massive pain and adapted to it, wielding weapons that were used to give them this adaption. They seem to anger easily and strike at the last thing that attacked it. Best not poke the bear.
Can interpose for its allies
Attacks miss on a 1-2.
- Strike.3d8+10 .
(Or Dark Slash: Range 8)
Upon taking damage, the Manok chooses a creature to take the same damage they took.
- •Rend (2x).2d10+5.
On hit, target is Grappled
- •Wail of Agony (1 Soul).3d8+12.
Psychic. Range 6: All creatures make a WIL Save DC 14. On Failure: Full damage. On success: take half.
Manoks are hellish brutes of the hells. Obsidian and brimstone are embedded into their fists with their ape like walking posture. Resulting in it them dealing heavier damage than most demons. Shifting between Threat Levels 2 or 3. One could be easy enough for a platoon to handle, but a large number of them could be a Threat Level 4.
Can call 1 Pitling/hero or 1 Antenora Berserker after 1 round. The Antenora Berserker can only be 1/encounter.
When the Judecator moves, they teleport. Can also teleport as a reaction to being hit.
- •Whip Arm Blade (2x).3d8+3.
(Range 8)
- •Judgement (1 use/encounter).5d8+11.
Line 8. DEX Save 15. On Failure: full damage and knocked spaces equal to primary die. On Success: Half damage.
The Judecator are long slander surrounded and entangled by some kind of purple filament that acts some kind of energy and acts as their arms, looking similar to the Antenora Berserker, also found together. They like to teleport around the battlefield and more so lead the battle with their summons
Attacks against Nelo Celesto miss on a 1-2. Attacks that do miss, Nelo Celesto can use Strike.
Changes targets when they are crit.
- Strike (2x) .3d8+8 .
(Or Dark Slash Range 8). Every successive attack against the same target adds an extra die to that target.