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Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts

Sunday, 13 March 2016

Raven:=3.141415926535897932384626433832795028


Group: A conspiracy or unkindness of Ravens.
Flock is considered uneducated or mad.
1”0 yards/ 270 yards round flying (1/2 climbing double diving, +50% to final if "running" maximum for one round every turn.+2 to hit on dive attack) Damage: 1-2 ; sharp wide angle color vision
Raven: 1”/27"“;  Damage: 1-2 ; sharp wide angle color vision. AC 6. There damage represents intelligent targeting for the eyes and jugular, or just extreme painful areas.
A target brought to 0 has been hit in eye (10% torn out) and the pain/bleeding causing them to fall.

 RAVEN: These are large members of the
crow family. They can be found nearly
everywhere, though they tend to avoid
populated areas. They are usually gray or
black, and have the same vocal talents as
common crows. They are good mimics, and as
familiars they can convey messages of three
words or less, though they can in no way
speak coherently or understand language
without magical aid.Ravens are largely predatory,
but as omnivores, they’ll eat whatever
is available. Farmers commonly accuse
them of harassing or killing livestock, and
they are well known for following armies.
(Dead soldiers make good meals.) Like
crows, ravens are never surprised in lighted
conditions, and a hit by a raven’s beak has
a 10% chance of blinding an eye, on a natural 20 hit.
Care/up Keep: can self hunt, with a 1-5% chance year of being killed
during the year. during the hunt (rolled after a few hunts, on a 1% happens
immediately, then based on danger/region) In violent regions (monsters etc)
the player rolls after he sends the Raven away. On a kill roll he
saves vs death, fail killed outright otherwise the
raven takes 1d6 damage which may not actually kill it anyway.
Magical protections can bring this chance of death to zero, at least
in "safe" areas. 
Food: Eats rotten food, so can eat the natural waste from a parties
non iron rations, 2 party members food waste is enough to keep it alive
but not happy. Otherwise it eats 3 extra meals a week if feed directly.

Weather: Temperate, non-winter conditions. Extra care must be taken
for the bird in cold or extreme warmth.




 CROW: This category covers most of the
medium-sized birds of the genus Corvus,
including common crows, fish crows, carrion
crows, rooks, and so on — but not
ravens. Crows are found in any climate
from subarctic to tropical, in all but the
most barren of wastelands. They do not fear
human habitations. They measure about
1½ feet from beak to tip of tail feathers.
Crows are black, sometimes with white
markings. They are good mimics, and as
familiars they can convey messages of three
words or less, though they can in no way
speak coherently or understand language
without magical aid. Crows do well on a
varied diet much like that of humans,
though they enjoy insects a good deal more.
They are class A fliers. During daylight
conditions, they are never surprised. If a
crow’s hit succeeds, it may (10% chance)
blind the opponent’s eye.








34 Skunk: 12“; 1 pt.; good night
vision, hearing, & olfactory.


The Heart of Light


The stone at first appears to be a 3-inchdiameter
glass “gem” of dull color and
cheap value. Touching the gem has these
effects:

1) The gem radiates light in a 60’ radius,
as a continual light spell, for one hour after
each time it is touched.

2) A good character who touches the gem
will have 2-8 HP of damage healed; an evil
character will be shocked for 2-8 points of
damage, and neutral characters will not be
affected. The healing or damage will only
affect a given character once per day.

3) After the gem is touched, detect good
will reveal the gem’s good alignment.

4) Any character who touches the gem
will automatically know it is the Heart of
Light; he also knows that the gem must be
removed from the mansion and taken to
Mekkari immediately.

5) And, when the “glass” illusion is
dispelled by a touch, the Heart of Light is
revealed as a 100,000 gp value diamond
that would make the most jaded dwarf
drool.


Spell lists


Magic-users

First level:  charm person,
comprehend languages, detect magic,
feather fall, hold portal, light, magic missile,
read magic, sleep.

Second level:  detect evil/good, detect invisibility invisibility
knock,levitate, web, wizard lock.

Third level: clairvoyance, dispel magic,
fireball, haste, slow, water breathing.

Fourth level: charm monster, dimension
door, fear, remove curse.

Monday, 29 February 2016


Blackmoor Technology part 3
Blackmoor Technology part 3

Conversions by Traianus Decius Aureus
Communicator2 800 gp ½ lb
Glow Wand2 200 gp —
Medkit2 400 gp 5 lb
Power Pack2 100 gp —
Snoopers2 3,000 gp 1 lb
Translator Badge2 2000 gp 2 lb


Communicator (Talk Box) (Blackmoor)
This item is a gray egg-shaped device that fits in the palm of the hand. A retractable metal clip extrudes from one end. This communicator lets the user have a two-way conversation with anyone who has an implant or communicator or with any device that is plugged into the alien communications network (a computer, for example). Communicators have a range of 48 miles. They can always receive anything being transmitted on their band. When in transmit mode, they transmit all sounds within 12" inches. A character activates a communicator by giving the transmit signal (a verbally communicated alphanumeric code, in most cases). The small clip is a belt clip that can be thumbed out for carrying or thumbed out of the way when the device is in use. If the user tells the communicator to "translate", it automatically translates everything that it receives into whatever language the user is speaking. His own words are not translated. Squeezing the base of the device causes it to eject its power pack. A new power pack can then be slid into the base. Each pack can power the device for six hours of continuous use (about 24 conversations). As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. 

Glow Wand (Magic Torch) (Blackmoor)
This item is a six-inch long, one-inch diameter gray metal tube with a translucent cap of some smooth, dense material at one end. The tube has parallel ridges running along its length. The item is a sophisticated portable light source. The "cap" is actually a combination lens/light source. To make it emit light, the user twists it clockwise. The lens immediately begins to cast a diffused glow. The further it is turned, the brighter and more focused the light becomes. Turning the lens in the opposite direction decreases and diffuses the light. Turning it all the way in the opposite direction shuts the light off. The glow wand is powered by a standard power pack inside the tube. The pack can be removed or replaced by pressing against one of the tube's ridges, causing an access panel to spring open. The panel snaps shut when pressed back into place. Each power pack is good for 24 hours of operation. When in diffuse mode, the glow wand clearly illuminates a 30-foot radius, and provides shadowy illumination out to a 60-foot radius. When focused, the glow wand provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. 

Medkit (Cube of Healing) (Blackmoor)
This item is a smooth, white 4-inch white cube. One side of the cube is covered with flashing lights and strange symbols. There is a small stud in one corner. The opposite side has dozens of shallow indentations. The remaining four sides are blank. When the side with the shallow indentations is placed next to a character's skin and the medkit is turned on by twisting the stud, the item performs a medical exam on the character and displays the results (including its diagnosis, if any) by flashing lights and changing the symbols displayed. The results include a readout listing any treatment that it is performing. If the machine is not turned off within 10 seconds of a course of treatment being indicated, the medkit executes the treatment. This may include debriding and sealing any wound over which it is placed, slathering ointments of various kinds on burns or irritations and/or spray-injecting the patient with one or more drugs. They only work on humans. Medkits don't use power packs; they have their own internal power source. They may treat up to 10 patients before becoming useless. In game terms, the Medkit will quadruple the patient’s natural healing rate for 2 days. If used on a non-human, the victim must make a fort. Save vs DC12 or be poisoned, taking 1d4 Con damage (both primary and secondary). As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. 

Power Pack (Blackmoor)
This is a standard item is a standard 1" x 2" x 1/2" pack that powers most of the Blackmoor technological devices and weapons. All power packs are fully charged when discovered, and all standard power packs are interchangeable. Useless once drained, the only way to recharge them lies within the ruins of the Beagle. 

Snoopers (Far Seers) (Blackmoor)
This item consists of a pair of short tubes joined along their sides by some rigid material. The tubes are filled with layers of some clear substance and can be seen through. Connected to the tubes is a strap of some flexible stretchy substance. This item is actually a set of goggles that are held in place by an elastic strap. The "short tubes" contain lenses through which the user looks. Sensors in the sides of the snooper goggles react to the focus of the user's eyes, multiplying the effect of natural focus so that the harder the user looks at an object, the more it is magnified. At maximum focus, the user sees up to four times as clearly and four times as far as other characters. When the user stops focusing, the magnification steps back. Similar sensors give the character low-light vision and darkvision while using the snoopers. Snoopers are very delicate, and any direct damage to them immediately destroys them. 

Translator Badge (Medallion of Speaking) (Blackmoor)
This item is a one-inch diameter button fixed to a pin, so that it can be attached to clothing. The button has two parts, a stationary center and an outer circle. A metal rim around the center contains a small arrow pointing toward the outer circle. The circle contains runes and revolves when turned. The center of the button contains two glowing runes one of which matches runes on the outer circle. Depressing the center causes the runes to change or disappear. This item translates the spoken word into other languages. The words of the wearer are translated into the languages represented by the outer circle; all other speech is translated into the languages represented by the center. The arrow in the metal band is an indicator used to show the language into which the wearer wants his words to be translated. The item has a tiny speaker that broadcasts its translation in such a way that the translated words seem to be coming from the mouth of the speaker. Pressing the center of the item turns it on and off or changes the language into which the words of speakers other than the wearer are being translated. The glowing runes in the center correspond to the languages into which the various speakers' words are being translated. One of the runes on the outer circle is a "wild card" that represents the language of the first speaker whose words are heard by the device after it is turned on. If the speaker's language is unknown, the device gradually builds up a vocabulary and grammar for that language by recording and analyzing the speaker's words. In order to assist it in this task, the button contains a small imaging device for use in recording noun referents and body language. A translator badge can learn the language after being exposed to it for at least 30 minutes. Translators can be plugged into computers and can then download the data they contain directly into computer. They have their own built-in power source and are designed to be thrown away when power is depleted (after 5-20 months). As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. In addition, most of the languages known by the badge have long since fallen from use. A character that succeeds in a Knowledge (Ancient History) check vs DC 25 may understand at least one language the badge knows. While the badge is building a database on a language, it can be difficult to understand. A DC 15 Intelligence check is required to understand the translation. 


Conversions by Traianus Decius Aureus
Communicator2 800 gp ½ lb
Glow Wand2 200 gp —
Medkit2 400 gp 5 lb
Power Pack2 100 gp —
Snoopers2 3,000 gp 1 lb
Translator Badge2 2000 gp 2 lb


Communicator (Talk Box) (Blackmoor)
This item is a gray egg-shaped device that fits in the palm of the hand. A retractable metal clip extrudes from one end. This communicator lets the user have a two-way conversation with anyone who has an implant or communicator or with any device that is plugged into the alien communications network (a computer, for example). Communicators have a range of 48 miles. They can always receive anything being transmitted on their band. When in transmit mode, they transmit all sounds within 12" inches. A character activates a communicator by giving the transmit signal (a verbally communicated alphanumeric code, in most cases). The small clip is a belt clip that can be thumbed out for carrying or thumbed out of the way when the device is in use. If the user tells the communicator to "translate", it automatically translates everything that it receives into whatever language the user is speaking. His own words are not translated. Squeezing the base of the device causes it to eject its power pack. A new power pack can then be slid into the base. Each pack can power the device for six hours of continuous use (about 24 conversations). As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. 

Glow Wand (Magic Torch) (Blackmoor)
This item is a six-inch long, one-inch diameter gray metal tube with a translucent cap of some smooth, dense material at one end. The tube has parallel ridges running along its length. The item is a sophisticated portable light source. The "cap" is actually a combination lens/light source. To make it emit light, the user twists it clockwise. The lens immediately begins to cast a diffused glow. The further it is turned, the brighter and more focused the light becomes. Turning the lens in the opposite direction decreases and diffuses the light. Turning it all the way in the opposite direction shuts the light off. The glow wand is powered by a standard power pack inside the tube. The pack can be removed or replaced by pressing against one of the tube's ridges, causing an access panel to spring open. The panel snaps shut when pressed back into place. Each power pack is good for 24 hours of operation. When in diffuse mode, the glow wand clearly illuminates a 30-foot radius, and provides shadowy illumination out to a 60-foot radius. When focused, the glow wand provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. 

Medkit (Cube of Healing) (Blackmoor)
This item is a smooth, white 4-inch white cube. One side of the cube is covered with flashing lights and strange symbols. There is a small stud in one corner. The opposite side has dozens of shallow indentations. The remaining four sides are blank. When the side with the shallow indentations is placed next to a character's skin and the medkit is turned on by twisting the stud, the item performs a medical exam on the character and displays the results (including its diagnosis, if any) by flashing lights and changing the symbols displayed. The results include a readout listing any treatment that it is performing. If the machine is not turned off within 10 seconds of a course of treatment being indicated, the medkit executes the treatment. This may include debriding and sealing any wound over which it is placed, slathering ointments of various kinds on burns or irritations and/or spray-injecting the patient with one or more drugs. They only work on humans. Medkits don't use power packs; they have their own internal power source. They may treat up to 10 patients before becoming useless. In game terms, the Medkit will quadruple the patient’s natural healing rate for 2 days. If used on a non-human, the victim must make a fort. Save vs DC12 or be poisoned, taking 1d4 Con damage (both primary and secondary). As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. 

Power Pack (Blackmoor)
This is a standard item is a standard 1" x 2" x 1/2" pack that powers most of the Blackmoor technological devices and weapons. All power packs are fully charged when discovered, and all standard power packs are interchangeable. Useless once drained, the only way to recharge them lies within the ruins of the Beagle. 

Snoopers (Far Seers) (Blackmoor)
This item consists of a pair of short tubes joined along their sides by some rigid material. The tubes are filled with layers of some clear substance and can be seen through. Connected to the tubes is a strap of some flexible stretchy substance. This item is actually a set of goggles that are held in place by an elastic strap. The "short tubes" contain lenses through which the user looks. Sensors in the sides of the snooper goggles react to the focus of the user's eyes, multiplying the effect of natural focus so that the harder the user looks at an object, the more it is magnified. At maximum focus, the user sees up to four times as clearly and four times as far as other characters. When the user stops focusing, the magnification steps back. Similar sensors give the character low-light vision and darkvision while using the snoopers. Snoopers are very delicate, and any direct damage to them immediately destroys them. 

Translator Badge (Medallion of Speaking) (Blackmoor)
This item is a one-inch diameter button fixed to a pin, so that it can be attached to clothing. The button has two parts, a stationary center and an outer circle. A metal rim around the center contains a small arrow pointing toward the outer circle. The circle contains runes and revolves when turned. The center of the button contains two glowing runes one of which matches runes on the outer circle. Depressing the center causes the runes to change or disappear. This item translates the spoken word into other languages. The words of the wearer are translated into the languages represented by the outer circle; all other speech is translated into the languages represented by the center. The arrow in the metal band is an indicator used to show the language into which the wearer wants his words to be translated. The item has a tiny speaker that broadcasts its translation in such a way that the translated words seem to be coming from the mouth of the speaker. Pressing the center of the item turns it on and off or changes the language into which the words of speakers other than the wearer are being translated. The glowing runes in the center correspond to the languages into which the various speakers' words are being translated. One of the runes on the outer circle is a "wild card" that represents the language of the first speaker whose words are heard by the device after it is turned on. If the speaker's language is unknown, the device gradually builds up a vocabulary and grammar for that language by recording and analyzing the speaker's words. In order to assist it in this task, the button contains a small imaging device for use in recording noun referents and body language. A translator badge can learn the language after being exposed to it for at least 30 minutes. Translators can be plugged into computers and can then download the data they contain directly into computer. They have their own built-in power source and are designed to be thrown away when power is depleted (after 5-20 months). As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. In addition, most of the languages known by the badge have long since fallen from use. A character that succeeds in a Knowledge (Ancient History) check vs DC 25 may understand at least one language the badge knows. While the badge is building a database on a language, it can be difficult to understand. A DC 15 Intelligence check is required to understand the translation.

Thursday, 11 December 2014

Demon List,

  • Abaddon
  • Abraxas
  • Anarazel
  • Astaroth
  • Azazel
  • Azidahaka
  • Behemoth
  • Decarabia
  • Eligor
  • Flauros
  • Gamigin
  • Haagenti
  • Ipos
  • Marbas
  • Nocticula
  • Raum
  • Sabnach
  • Seere
  • Shax
  • Socothbenoth
  • Vepar
A number of minor lords were also detailed in Armies of the Abyss:
  • Cresil the Impure (may or may not be equated with Gresil).
  • Eurynomous the Corpse Eater
  • Malohin the Strangler
  • Merihim
  • Philotanus the Seducer
  • Rahu the Tormentor
  • Shiggarebb, Lady of the Qlippoths
Gary Gygax, in his Gord novels: "The Sea of Death", "Come Endless Darkness" and "Dance of Demons", mentioned many other demon lords. These include:
  • Agadin, a minor demon allied to Demogorgon.
  • Apepi, a snake-like lord.
  • Areex, a minor demon who plots with Zuggtmoy.
  • Ariax, a prince defeated by Graz'zt.
  • Arioch, a demon lord who retreats when Tharizdun takes over the Abyss.
  • Bulumuz, a demon lord in the service of Iuz. He is killed by Tharizdun.
  • Cagrino, possibly a lord of the chargin demons. Cagrino chitters when he speeks.
  • Chidun, said to be allied with Var-Az-Hloo (Fraz-Urb'luu).
  • Elazalag, Princess of the Abat-Dolors; former consort to Graz'zt.
  • Eblis, a demon lord opposing Graz'zt. He is allied with Iuz.
  • Levithan, an uncommited demon with no particular sides.
  • Lugush, a demon prince opposing Graz'zt.
  • Ogrijek, lord of the cowardly four-winged man-hawks zabassus. He seves Graz'zt, but he is executed by his master.
  • Poshban, a minor demon lord allied with Demogorgon.
  • Mandrillagon, kin to Demogorgon, ruler of two layers of the Abyss. He is cowardly, but powerful.
  • Marduk, King of the Fire Demons and a Monarch of Demonium.
  • Meurteenz, a minor demon allied to Demogorgon.
  • Mycortte, a powerful Abat-Dolor demon, who serves as Ezazalag's second in command.
  • Nigroch, an Abat-Dolor warrior, and chief herald.
  • Palvlag, an ancient proto-demon of fire. He serves Graz'zt, and he wants to kill those who serve Nerull.
  • Shabriri, a proto-demon, and brother to Pazuzu. Shabriri is large, and he has many eyes.
  • Trobbo-gotath, a "greatest demon of earth". He serves Demogorgon.
  • Ushablator the Chaos Horror. He is one of the few demons that resists Graz'zt.
  • Vloorm, a minor demon allied to Demogorgon.
  • Volophon, a minor demon allied with Demogorgon.
  • Yuibiri, allied with Var-Az-Hloo.
  • Zerkaar, a minor demon allied to Demogorgon.
  • Zomar, allied with Var-Az-Hloo.
  • Zortolagon, said to be one of the greatest demons of the Abyss. He is one of the few demons that resists Graz'zt













































































































































































Name Title Concerns Layer of the Abyss Previous Appearances and Notes
Abraxas The Unfathomable Magic words, arcane secrets, talismans 17: Death's Reward *MM2
Adimarchus Prince of Madness Insanity 507: Occipitus (Former) Skullrot on Carceri (currently imprisoned) Antagonist of the Shackled City Adventure Path modules published in Dungeon. Detailed in Dungeon #116, page 61. Dragon #360 "Demonomicon of Iggwilv", page 13. Was a fallen celestial.
Ahazu The Seizer Night, abduction 73: Wells of Darkness (Self-imposed imprisonment) *MM2, Dungeon #148, page 82. Rules the void beyond the Wells of Darkness known as Shattered Night. Functions as a vestige.
Ahrimanes Chief of the Cacodaemons Exiles, wanderers 452:Ahriman-abad *MM2
Aldinach (f) Lady of Change Transformation 1: Pazunia (from the fortress of Aldinach's Egg by the edge of the Grand Abyss) *MM2
Alrunes (f) The Soothing Spirit Protection, sisterhood 260: Green Abyss *MM2
Alvarez The Purging Duke Inquisition, torture 57: Torturous Truth Faces of Evil: the Fiends, p60.
Alzrius Lord of Infernal Light Fire, destruction 601: Conflagratum Hellbound: The Blood War, "The Dark of the War", p25.
Anarazel The Daring Darkness Adventurers 79: The Emessu Tunnels *MM2
Ansitif The Befouler Corruption of religious sites and relics 73: The Wells of Darkness (imprisoned); former rule of layer 21: The Sixth Pyre *MM2, Dragon #357, page 67. Ansitif can be called by binders.
Ardat (f) The Unavowed Secret or failing marriages, harpies — *MM2, Dragon #341 "Demonomicon of Iggwilv", page 24.; detailed in Dragon #359 "Demonomicon of Iggwilv"
Areex (o) The Forgotten Prince Unknown 73: The Wells of Darkness (imprisoned) *MM2
Arlgolcheir (d)

Corpse located in layer 73: The Wells of Darkness Mentioned in Dragon #116 "Rogue Stones and Gemjumping", page 55; Dungeon #148, "Wells of Darkness", page 66.
Arzial The Blooded Baron Subterfuge 45, 46, 47: Azzagrat (serves Graz'zt) Mentioned in Dungeon #13, "The Ruins of Nol-Daer".
Aseroth The Winter Warlock Cold, ice, corruption, magic 566: Soulfreeze *MM2. Said to be a former archomental.
Asima (o,f,d) The Unanticipated Ill surprises 4: The Grand Abyss *MM2. Was destroyed during the creation of The Grand Abyss (called the Blood Rift in 4E D&D). She has a tomb there and is said that her body is "undecaying".
Astaroth (d) Diabolus Prophecy Corpse located in layer 73: The Wells of Darkness *MM2, Lost Empires of Faerûn, page 21, Dungeon #148, page 66, Dragon #357 page 68. Slain by the arch-devil Gargauth, now functions as a vestige as his corpse is continually regenerated and destroyed in the Wells of Darkness.
Azael (d) The Ensnared Rebellion, war 422: Savage Searing (now Yeenoghu's Realm) *MM2. Former ruler of the layer now dominated by Yeenoghu. Slain by the "Killer of the Gods" Ma Yuan. Was a fallen celestial.
Azazel Prince of Scapegoats Blame, absolution 137: Outcasts' End *MM2
Azuvidexus (d) The Ravenous Maw Primeval beasts and scaled nightmares N'gharl (formerly layer #230) Wizards of the Coast website: The Crawling Jungle; Dragon #357 "Demonomicon of Iggwilv", page 29. The current Azuvidexus is an awakened tyrannosaur who had abosrbed the original's evil and intellect.
Baltazo The Seeping Sovereign Diplomacy, strategy 1: Pazunia (from the fortress of Sullen-Ghat) *MM2. He is a Blood War general guarding the gate leading to the layer of Fraz-urb'luu.
Baphomet Prince of Beasts Minotaurs, beasts 600: The Endless Maze (Shubgottia) Lost Caverns of Tsojcanth; Monster Manual II (1983), page 36; Dragon #353 "Demonomicon of Iggwilv"; Fiendish Codex I: Hordes of the Abyss, page 58.
Barbu (f) The Unwelcome Discord, ruined peace — *MM2
Bayemon Of the Unhealing Wound The afflicted — *MM2; said to have escaped from the Wells of Darkness. According to the "Demonomicon", Kostchtchie is in possession of Bayemon's still living severed head in his glacial fortress.
Bechard (o) The Rotting Husk Decomposition, obsolescence 422: Yeenoghu's Realm (former ruler) *MM2. Former Demon lord of Tempests who ruled the 422nd layer before Azael and Yeenoghu.
Cabiri (o) The Watching Master Observation 73: The Wells of Darkness (imprisoned) *MM2, Dragon #357, page 69. Cabiri can be called by binders.
Charun The Hammerer Massacres — *MM2
Chernovog The Green God Evil Druids, Vengeful Nature, Warlocks, evil fey The Verdant Chasm; layer number unknown Expedition to Castle Ravenloft
Codricuhn The Blood Storm, Prince of the Eight Seas Destruction, storms Coagulus; wanders the Abyss Dungeon #168
Cyndshyra (d) Of the Seven Torments

Dragon #357, page 67. Allied with Ansitif to destroy the Malgoth.
Dagon (o) Prince of the Depths Creatures of the deep aquatic 89: The Shadowsea Mentioned in Monster Manual II (1983), page 35, detailed in Fiendish Codex I: Hordes of the Abyss on pages 59–60. Dragon #349, "Demonomicon of Iggwilv", page 30-45.
Demogorgon The Prince of Demons, The Sibilant Beast Demonkind 88: The Gaping Maw Eldritch Wizardry; Monster Manual (1977) p16; Wrath of the Immortals boxed set; Monster Mythology, page 88; Book of Vile Darkness, page 125; Fiendish Codex I: Hordes of the Abyss, pages 61–62.
Dwiergus The Chrysalis Prince The shaping of demonic races 558: Fleshforges Dragon #353 "Demonomicon of Iggwilv".; detailed in Dragon #359 "Demonomicon of Iggwilv"
Eblis Of the Unbended Knee Refusal to surrender 1: Pazunia *MM2
Ebulon

73: Wells of Darkness (imprisoned) Fiendish Codex I: Hordes of the Abyss. Former general of Graz'zt.
Eldanoth The Bloodless Scion Crime, Murder 359: The Arc of Eternity Faces of Evil: the Fiends, page 60. Former slave to Orcus.
Eltab Lord of the Hidden Layer Hatred, retribution 248: The Hidden Layer Dreams of the Red Wizards; Spellbound; Champions of Ruin, page 130.
Ereshkigal (f)


*MM2
Felex'ja (d) The Tiger King Tigers, felines, stalking predators
Dragon #357, page 67. Allied with Ansitif to destroy the Malgoth.
Fraz-Urb'luu Prince of Deception Lies, subterfuge, illusion 176: Hollow's Heart Lost Caverns of Tsojcanth; Monster Manual II (1983), page 39; Faces of Evil: the Fiends, page 60; Dragon #333 "Demonomicon of Iggwilv", page 21; Fiendish Codex I: Hordes of the Abyss, pages 63–64.
Gorion


Mentioned in "Dragon" #139.
Graz'zt The Dark Prince Tyrants, despots, guile, debauchery 45, 46, 47: Azzagrat Lost Caverns of Tsojcanth; Monster Manual II (1983), page 39; For Duty and Deity (1998); Book of Vile Darkness, page 130; Fiendish Codex I: Hordes of the Abyss, page 65.
Gresil Custodian of Records Abyssal lore — *MM2, Living Greyhawk Journal 10; Dragon #294.
Haagenti Lord of Alchemy Alchemy 548: Garavond Dragon #337 "Demonomicon of Iggwilv", page 47.
Ilsidahur The Howling King Bar-lgura 90: The Guttering Grove Dungeon #10 "The Shrine of Ilsidahur". In 4E D&D, Ilsidahur's layer has since been incorporated into Demogorgon's layer.
Ixinix (d) Lord of Blackwater

Dragon #357, page 67. Allied with Ansitif to destroy the Malgoth.
Juiblex The Faceless Lord Oozes, slimes, and jellies 528: Molor Monster Manual (1977), page 17; Monster Mythology, page 67; Book of Vile Darkness, page 134; Dragon #337 "Demonomicon of Iggwilv", page 47; Fiendish Codex I: Hordes of the Abyss, pages 66–67. Juiblex rules his own realm in layer 528 and is currently contesting with Zuggtmoy for layer 222.
J'zzalshrak (f) The Errant General Blood War campaigns — Dungeon #64, "Bzallin's Blacksphere," page 29.
Kardum Lord of the Balors Balors, fire 21: The Sixth Pyre Was introduced in Fiendish Codex I; based on Marduk by Gary Gygax (see Non-Canonical Demon Lords below).
Kerzit Guardian of the Tome The Tome of the Black Heart — Mordenkainen's Fantastic Adventure; Dungeon #112, pages 13, 52, 96.
Kizarvidexus (o,d) The Horned Duke
Corpse located in 73: The Wells of Darkness Dungeon #124, page 35; Dungeon #128, page 33; Dungeon #148, "Wells of Darkness", page 66. Slain by the Wind Duke general Icosiol.
Kostchtchie Prince of Wrath Frost giants, wrath, rage 23: The Iron Wastes Lost Caverns of Tsojcanth; Monster Manual II (1983), page 40; Monster Mythology, page 82; Fiendish Codex I: Hordes of the Abyss, pages 68–69.
Lamashtu (f) She Who Erases Monstrous births, deformity 503: Torremor Dragon #329 "Demonomicon of Iggwilv", page 67, "Demononicon". Former consort to Pazuzu. although she is trapped within Torremor, she is now regarded as the layer's new ruler.
Laraie The Stalking Terror Pursuit — *MM2
Lascer Lord of the Shadow Shoal Assassination, Murder
Dragon #349 "Demonomicon of Iggwilv", page 35. Dragon #297; detailed in Dragon #359 "Demonomicon of Iggwilv"
Lazbral'thull The Butcher Torture, bloodletting 73: The Wells of Darkness (imprisoned) Dungeon #122: Root of Evil.
Lindyrm


Mentioned in The Deva Spark.
Lissa'aere (f) The Noxious Poison gas 27: Malignebula Hellbound: The Blood War, page 25.
Lolth (f) Demon Queen of Spiders Drow, spiders 66: The Demonweb Pits First debut in module D3: Vault of the Drow and more prominently, in Q1: Queen of the Demonweb Pits. Went on to appear in many other supplements such as first edition Fiend Folio and Deities and Demigods (all three editions).
Lupercio The Baron of Sloth Sloth, darkness 128: Slugbed Faces of Evil: the Fiends, page 60.
Lynkhab (f) Lady of Regret Depression, desire 297: The Sighing Cliffs Faces of Evil: the Fiends, page 61.
Maelfesh


featured in Rose Estes' Greyhawk novels.
Malcanthet (f) Queen of the Succubi Succubi, hedonists 570: Shendilavri Dungeon #112, page 48, and #124, page 95; Fiendish Codex I: Hordes of the Abyss, pages 69–70; Dragon #353, The Demonomicon of Iggwilv: Malcanthet.
Malgarius The Demon Tree Evil sylvan creatures — A demonic plant that once controlled a layer of the Abyss, but which was defeated by the demon lord Lazbral'thull. (Dungeon #122: Root of Evil).
Malgoth, the (o)


Dungeon #117: Touch of the Abyss; FC1 p 125. Was destroyed by an alliance of demon lords including Ansitif and Ixinix. Now exists as a disembodied intelligence.
Mastiphal The Hunting Sovereign Pursuit of prey 1: Pazunia (in the fortress of Vanelon) *MM2. Current consort to Malcanthet.
Miska The Wolf-Spider Spyder-fiends, war Imprisoned in Pandemonium. Dungeon #124, page 17. Detailed in 2e adventure The Rod of Seven Parts. Former Prince of Demons after Obox-ob. Was consort to the Queen of Chaos.
Mu-Tahn Laa

Mountains of Sorrow Beyond Measure Shattered Gates of Slaughtergarde
Munkir The White Guardian Afterlife, the back door to Paradise 77: The Gates of Heaven *MM2
Mydianchlarus (d)


Demonomicon, page 134
Nekir The Black Guardian Afterlife, the back door to Paradise 77: The Gates of Heaven *MM2
Nergel


*MM2; in Gary Gygax's Gord novels, Nergel is a prince of "unlife".
Nocticula (f) The Undeniable Night 72: Darklight *MM2
Nql


Mentioned in Eldritch Wizardry, in the "Codex of the Infinite Planes" entry. Possibly a name fragment.
Obox-ob (o) Prince of Vermin Vermin 663: Zionyn *MM2; Fiendish Codex I: Hordes of the Abyss, pages 71–72. Formerly held the title of Prince of Demons. Was the first Prince of Demons.
Orcus Prince of the Undead Undead, Abyssal ascension, escape from death 113: Thanatos Eldritch Wizardry; Monster Manual (1977), page 17; Dead Gods; Dungeon #89; Book of Vile Darkness, page 136; Fiendish Codex I: Hordes of the Abyss, pages 73–74; Dungeon #149, pages 56–57. Was the prominent villain of the Bloodstone series.
Oublivae (f) Queen of Desolation
100: The Barrens Demonomicon, page 130
Pale Night (o, f) The Mother of Demons Motherhood 600: The Endless Maze, 471: Androlynne Faces of Evil: the Fiends, page 61; Dragon #353 "Demonomicon of Iggwilv"; Manual of the Planes (3rd edition), page 100; Fiendish Codex I: Hordes of the Abyss, pages 74–75. Purported to be the mother of Grazzt, Lupercio, and Vucarik. Consort of Baphomet.
Pazuzu (o) Prince of the Lower Aerial Kingdoms Flying creatures, corruption 1: Pazunia, Former ruler of 503: Torremor Monster Manual II (1983), page 41; Dragon #329 "Demonomicon of Iggwilv", page 56; Book of Vile Darkness web enhancement; Fiendish Codex I: Hordes of the Abyss, pages 76–77. Also known as Pazrael. Pazuzu has since abandoned his layer of Torremor and has laid claim on Pazunia.
Phraxas Lord of Misery and Despair Misery, despair 4: The Blood Rift Demonomicon, page 134
Queen of Chaos (o, f)
Chaos, obyriths 14: The Steaming Fen First appeared in the "Rods of Seven Parts" second edition module, said to be a native of Limbo. In Fiendish Codex I, she is now an obyrith lord.
Qij-na (d) The Shattered

Dragon #357, page 67. Allied with Ansitif to destroy the Malgoth.
Rhindorz'zt (d) The Black Prince

Dragon #357, page 67. Allied with Ansitif to destroy the Malgoth.
Rhyxali (f) Queen of the Shadow Demons Shadow demons, secrets 49: Shaddonon Book of Vile Darkness web enhancement.
Rimmon (d)


Mentioned in 4e Monster Manual 3, Pg 15
Rr'ikin'aka King of Scorpions Scorpions, vermins 73: The Wells of Darkness (imprisoned) Dungeon #148, "Wells of Darkness", page 66.
Salis Thik (d)

333: Unnamed. Possibly the same as the Broken Scale. Abyssal Warriors by J. Robert King
Sch'theraqpasstt The Serpent Reborn Yuan-ti 111: The Mind of Evil Dragon #151
Sertrous (o, d) Prince of Heretics parasites, crawling things, serpents 380: The Hungry Tarns Elder Evils, page 112
Sess'Innek The Emperor Lizard Lizardfolk, civilization 7: The Phantom Plane (aka Kearackinin) Monster Mythology, page 102; Serpent Kingdoms. Demon lord of the Lizard Kings.
Shaktari (f) Queen of Poison Mariliths 531: Vudra Dungeon #60, "Nemesis", page 32. Revealed to have escaped from the Wells of Darkness.; detailed in Dragon #359 "Demonomicon of Iggwilv"
Sifkhu (l)
Loumaras 230: The Dreaming Gulf Dragon #353; currently bonded by Malcanthet.
Shami-Amourae (f) The Lady of Delights Succubi 73: The Wells of Darkness (imprisoned) Dungeon #5, "The Stolen Power", page 27; freeing her is the goal of Dungeon #148, "Wells of Darkness".
Siragle The Ineffable Secret oaths 493: The Steeping Isle Dungeon #28, "Sleepless". Reported to have escaped from the Wells of Darkness.
Socothbenoth The Persuader Perversion, sexual taboos 597: Goranthis *MM2, Mentioned in Dragon #333,"Demonomicon of Iggwilv", page 29.
Soneillon (f) The Youthful Crone Rejuvenation 71: Spirac *MM2. Not to be confused with the succubus who uses her name as detailed in "Lost Empires of Faerun".
Tantagaras (d)
Hunger, Sloth 400: Woeful Escarand 4th Edition Monster Manual3; page 44. Killed by the god Kord. "Father" of the nalfeshnee demons.
Tharzax The Chattering Prince Poisonous vermins 2: Driller's Hives Dungeon #123: Salvage Operation.
Thralhavoc Shadowmaster Undead shadows, subterfuge 348: Name unknown, and Thralhavoc had abandoned it. Hellbound: The Blood War, "War Games", page 56.
Turaglas The Ebon Maw Hunger, consumption 32: Sholo-Tovoth Dragon #312.
Ubothar (o) The Thunder Below
None; currently exiled and imprisoned from the Abyss. Dragon #349 "Demonomicon of Iggwilv", page 31. The Thunder Below by James Jacobs.
Ugoreth (d)


Demonomicon, page 130. Slain by the demon princess Oublivae.
Ugudenk (o) The Squirming King Worms and hungry parasites 177: The Writhing Realm Dragon #333 "Demonomicon of Iggwilv", page 39.; detailed in Dragon #359 "Demonomicon of Iggwilv"
Ungulex

73: The Wells of Darkness (imprisoned) Dungeon #148, "Wells of Darkness", page 66; said to be the first prisoner to be imprisoned, after Ahazu.
Verin Voice of Graz'zt Diplomacy 45, 46, 47: Azzagrat (serves Graz'zt) Monster Manual II (1983), page 35; Faces of Evil: the Fiends, page 62. Also known as Vuron or Ztefano. Appeared in "For Duty and Deity" as a male marilith.
Veshvoriak (o)

Obyrith lord whose body was dumped in Layer 23: the Iron Wastes. Later revealed to be still alive and was trapped in the ice by Demogorgon. Dragon #345, "Demonomicon of Iggwilv", page 31, "Demonomicon".
Volisupula (f) The Flensed Marquesse Finery, ostentatious ceremony 8: The Skin-shedder Planes of Chaos, in the "Chaos Adventures" booklet.
Voroxid
Poisonous bones and teeth
Dungeon #148, "Wells of Darkness", page 81.
Vroth-Khun (o)

None; currently banished from the Abyss. Dragon #349 "Demonomicon of Iggwilv", page 31.
Vucarik Consort of Chains Chains, torture 651: Nethuria Hellbound: The Blood War, page 26.
Wejinhastala (d) The Tempest Storms, winds, tempests
Dragon #357, page 67. Allied with Ansitif to destroy the Malgoth.
Xazivort


From the Ashes. Not to be confused with the god, Raxivort. Is able to possess living beings.
Xinivrae (f) (Would Be) Queen of Succubi Succubi, Seduction (of women) 230: The Dreaming Gulf (exiled) Dragon #353 "Demonomicon of Iggwilv"
Yeenoghu Prince of Gnolls Gnolls 422: Yeenoghu's Realm Monster Manual (1977), page 19; Monster Mythology, page 83; Book of Vile Darkness, page 140; Fiendish Codex I: Hordes of the Abyss, pages 78–79.
Yibyiru (f) The Rancid Lady of Bitter Bile Poison 222: Shedaklah (serves Zuggtmoy) Dragon #337 "Demonomicon of Iggwilv", page 48.
Yrsillar Lord of the Nothing Greater & Lesser Dreads 277: Belistor Dragon #277.
Zanassu (d) The Spider Demon Spiders, arachnids
Empires of the Sands, reported dead in Demihuman Deities; slain by Selvetarm.
Zivorgian (f) Lady of Ripe Carrion Vultures, Rot, Ghouls, Corpses
Demonomicon of Iggwilv: Graz'zt; said to be daughter of Pale Night.
Zuggtmoy (f) Demoness Lady of Fungi Fungi, Rot, Decay 222: Shedaklah (or Mycorji) Module T1-4: The Temple of Elemental Evil; Dragon #337 "Demonomicon of Iggwilv", page 37; Fiendish Codex I: Hordes of the Abyss, pages 79–80.
Zuregurex Lord of the Drowned Dead Storms and the drowned dead 480: Guttlevetch; currently abandoned Dragon #357 "Demonomicon of Iggwilv", page 24.
Zzyczesiya The Ungrasped Confused and malevolent ignorance 3: The Forgotten Land Faces of Evil: the Fiends, page 60. Said to have escaped from the Wells of Darkness.

Non-canonical demon lords

Paizo Publishing released Book of the Damned, Vol. 2: Lords of Chaos for the Pathfinder campaign setting in 2010.[4] Written by Fiendish Codex I co-author James Jacobs, it took obvious inspiration from both Armies of the Abyss and Fiendish Codex I, though some details were different, and new demon lords took the place of lords with copyrighted names. The following demon lords were described in this volume:
  • Lamashtu
  • Abraxas
  • Aldinach
  • Andirifkhu
  • Angazhan
  • Areshkagal
  • Baphomet
  • Cyth-V’sug
  • Dagon
  • Deskari
  • Flauros
  • Gogunta
  • Haagenti
  • Jezelda
  • Jubilex
  • Kabiri
  • Kostchtchie
  • Mazmezz
  • Mestama
  • Nocticula
  • Nurgal
  • Orcus
  • Pazuzu
  • Shax
  • Shivaska
  • Sifkesh
  • Socothbenoth
  • Urxehl
  • Xoveron
  • Yhidothrus
  • Zevgavizeb
  • Zura
Lords of Chaos also details a number of dead demon lords and nascent demon lords.
Green Ronin published a D&D d20 supplement entitled Armies of the Abyss (2002, reprinted in 2003 as part of the Book of Fiends compilation) that provides information on 21 demon lords. Demon lords that share their names with D&D demon lords are listed in bold. As this book was written by Erik Mona, who would later be publisher of Dragon Magazine and co-author of Fiendish Codex I: Hordes of the Abyss, later demonic works by Mona and by fellow Paizo staffer and Fiendish Codex I co-author James Jacobs would seek to remain essentially compatible with it.
  • Abaddon
  • Abraxas
  • Anarazel
  • Astaroth
  • Azazel
  • Azidahaka
  • Behemoth
  • Decarabia
  • Eligor
  • Flauros
  • Gamigin
  • Haagenti
  • Ipos
  • Marbas
  • Nocticula
  • Raum
  • Sabnach
  • Seere
  • Shax
  • Socothbenoth
  • Vepar

Wednesday, 1 October 2014

Greyhawk 577-59

577 CY
Iuz builds 40 galleys on Whyestil Lake; sunk by Furyondy at Dorakaa
Duke Ehyeh II of Tenh killed fighting Hold of Stonefist
South Province Army of 10,000 takes lands between Thelly River & Glorioles
Schnai coast south of Glot ceded to Cruski

578 CY
Duke Ehyeh III (Rng 11) crowned in Tenh
Master of the Hold Seuvord Redbeard becomes Rhelt Seuvord I of Stonehold
Duchy of Tenh invades eastern Bandit Kingdoms; lands ceded to Tenh in truce
Iuz's army of 25,000 besieges Wegwiur at Eru-Tovar
South Province army of 10,000 takes lands between Grayflood & Rieuwood
South Province army of 7000 masses near Zelradton
Medegian army of 12,500 beings marching towards Hestmark Highlands
3000 elves & foresters ambush Medegian army of 5300 in Grandwood Forest
25,000 Horned Society troops drive off 7900 Rovers, Wegwiur, centaurs, & elves near Dingaverge (A4-54)
Stonehold border extended east to hex column A2 north of Corusk Mountains
Battle of the Loftwood; Ratik army of 11,000 routs Bone March army of 11,000 near Zekspoint (Z-43)
Iron League army of 19,000 repulses South Province army of 17,000 in Idee
3000 dwarves, gnomes, & halflings assembled north of Newkeep (V2-97)
Battle of Black Water Bend; 20,000 Wegwiur rout Iuz's army
Horned Society captures western Bandit Kingdoms
Imperial army of 11,600 enters Grandwood Forest

579 CY
Proclamation of war issued against Great Kingdom by Nyrond, Almor, and allies
South Province army of 40,000 masses near Zelradton