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.

Demons: Soul Drain.

Targets suffer Dazed on hit when an Demon ally is adjacent to them.

Lvl 2 demon - Skirmisher
34
Legionare Bodyguard.

When another Demon of higher level is attacked, Minor Baatez can interpose for them.

Choose one.
  • Strike (2x)..

    (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.

Lvl 2 small demon
6
Horrid Stench.

If a creature starts its turn within 2 spaces of 3 Pitlings, the creatures are poisoned

Choose one.
  • 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.

Lvl 3 demon - Skirmisher
41
Legionare Bodyguard.

When another Demon of higher level is attacked, Minor Baatez can interpose for them.

Choose one.
  • Strike (2x)..

    (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.

Level 4 Solo Demon
M125
Will +
After each Hero's Turn, summon a Imp minion (d8) within 8 spaces and choose one:
  • Cappriccio..

    (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.

BLOODIED:

At 62 health, Maestro is bloodied! Maestro can use Cappriccio twice.

LAST STAND:

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.

Level 5 Solo Large Demon
M150
Lightning Aura.

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.

Lightning Step.

Before or after attacking, Voltaic Celesto can teleport 12 spaces.

Voltaic Black Knight.

Voltaic Celesto gains ADV stacks for each Charged stack of each target they are facing.

After each Hero's Turn, choose one:
  • Voltaic Slash (2x)..

    (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.

BLOODIED:

At 57 hit points, Voltaic Celesto is bloodied. But they are super charged, they have heavy armor!

LAST STAND:

50 More damage and they die! Until then, all charge stacks inflicted double.

Otyugh
Lvl 6 demon - Skirmisher
M54
Ruin.

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.

Skirmisher.

After hitting, the Misophaes can move 3.

Choose one.
  • Claw (2x).

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.

Lvl 6 demon - Skirmisher
H41
Ire.

Always will focus on the creature that last striked it. Gain +3 Speed moving toward their Ire.

Brute.

Attacks also knockback a number of spaces equal to the primary die rolled.

Choose one.
  • Cleave.

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.

Lvl 7 demon - Melee
M63
Interpose.

Can interpose for its allies

Parry.

Attacks miss on a 1-2.

Choose one.
  • Strike. .

    (Or Dark Slash: Range 8)

Lvl 8 large demon - Defender
H655
Painful Shrek (1 Soul).

Upon taking damage, the Manok chooses a creature to take the same damage they took.

Choose one.
  • Rend (2x)..

    On hit, target is Grappled

  • Wail of Agony (1 Soul)..

    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.

Lvl 11 demon - Ambusher
133
Call Minions.

Can call 1 Pitling/hero or 1 Antenora Berserker after 1 round. The Antenora Berserker can only be 1/encounter.

Teleport.

When the Judecator moves, they teleport. Can also teleport as a reaction to being hit.

Choose one.
  • Whip Arm Blade (2x)..

    (Range 8)

  • Judgement (1 use/encounter)..

    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

Lvl 15 demon - Melee
H122
Parry & Strike.

Attacks against Nelo Celesto miss on a 1-2. Attacks that do miss, Nelo Celesto can use Strike.

Threat Assessment.

Changes targets when they are crit.

Choose one.
  • Strike (2x) . .

    (Or Dark Slash Range 8). Every successive attack against the same target adds an extra die to that target.