Because of the complex variety of demonic characteristics, a general discussion of demons and their abilites is presented, then specific classifications are identified.
Demonology is a catch-phrase which actually includes the study of all creatures native to what are commonly referred to at the "Lower Planes", namely, The Nine Hells, Ghenna, Hades, Tartarus, and the Abyss. Dominant amongst these creatures, and found in most cases throughout the lower planes, are the creatures known as demons and devils. Demons are creatures of chaotic evil, fundamentally native to the Abyss, and devils are lawful evil beings who generally originate from the Nine Hells. There are, of course, numerous other creatures native to the planes in between these two evil extremes, but in numbers, in influence, and in likelihood of being encountered outside their home planes, demons and devils are by far the most important.
Demons and devils come in an almost endless array of forms, some hardly stronger than a bug and some the equivalent of deities. All, however, share certain characteristics dictated by the nature of their extra-planar existence. Differing planes quite literally have differing "laws of reality"; it is unnatural, not to mention often impossible, for a creature or being to exist in a place where "its rules" do not apply. The laws of the Prime Material Plane are different enough from the Lower Planes to prevent these creatures from physically existing in our reality, and thus these beings are in fact incapable of traveling here. What they are able to do, however, is travel to the Prime in a form known as an avatar.
An avatar is a magical manifestation of a being, a form defined by the creature's natural identity in its native reality but expressed in terms of the plane in which it manifests. Its size, shape, abilities and powers all correspond to its inherent form and nature on its home plane, but they manifest themselves by the standards of reality where the being is (thus the same creature's avatar might vary on different planes). The avatar is the creature in all practical terms -- the being itself feels and acts exactly as though it were physically present, and its actions are functionally "real" in every sense of the word. It is not, however, truly the creature itself, and this subtle distinction has important implications.
Any demonic or devilish being, even if by nature entirely mundane in its natural reality, is by definition a "magical creature" once it assumes an avatar form. As such, they are all responsive to specific magical powers and spells, both holy and arcane, relating to conjuration, summoning and dismissal, confinment, and control. Equally, they cannot go where magic cannot function or exist, such as inside an anti-magic shell. Creatures of the lower planes also appear to be sensitive to holy magic of a diametrically opposed alignment -- and note here that "sensitive" does not always mean "vulnerable".
An avatar form gives the manifesting being a full set of senses and feelings, including the ability to feel physical pain, and the avatar can be affected by both physical and magical damage to the point of being destroyed; however, a being in avatar form cannot be "killed" as we normally think of the term. The destruction of an avatar form banishes the creature back to its natural realm -- possibly a bit the worse for wear -- but generally speaking back to its normal condition. However, that creature will be unable to form an avatar (at least on the Plane from which it was banished) for a period of time relative to the creature's power, usually measured in years or longer. Even moderate-strength creatures can be banished for decades, extremely powerful creatures even for centuries, which explains why creatures facing such a fate suddenly become so open to negotiation, or will even leave of their own accord.
Because an avatar represents a creature from a differing reality, the manner in which it interacts with its reality is occasionally unpredictable. Avatars are often immune to various elements or substances which their natural environment may have hardened them to, but equally can be unusually affected by substances foreign to their natural environments. Thus using fire against a devil is somewhat pointless, but silver, which does not naturally exist in the Nine Hells, is dangerous to them. Equally, the avatars of even moderately-powerful demons and devils are foreign enough to the Prime that even magic itself will occasionally malfunction or fail to affect them, notwithstanding the above-mentioned vulnerability to conjuration (etc.) magic. Many such creatures possess at least a minimal degree of magic resistance to arcane power, sometimes even holy magic in the case of the most powerful creatures
Demons are all about raw power and individual desire. All demons are utterly chaotic and completely evil; the strong rule the weak ruthlessly, and each demon honors only its own interests. There really is no such thing as a demon society, or relations between them, they are utterly individualistic in outlook and behavior. A demon will never willingly serve anything or anyone, even (or especially) another demon. Any obedience must be forced, and it will revolt against authority the moment fear and threat no longer keep it in line.
While the Abyss has no real social structure, there are some demons so great in their intensity and their evil that they command obedience even from their own kind. These are known as Demon Princes, and they represent unique individuals of divine-level power. The number and variation of these creatures is uncertain, as is everything about the Abyss; but there are some whose prominence and influence span the multiverse. The manifestation of one of these creatures on the Prime Material plane would be a catastrophe beyond reason or comprehension.
All demons have common names and true names, and the use of either is dangerous. Even using a demon's common name can give it an awareness of the user. A demon's true name is its essence, and represents perhaps the only tool that can truly control it. Even a demon's common name has power, and the careless use of the names of powerful demons risks the particular attention of that entity.
Demons share several characteristics when on the Prime Material plane, including the abilities of infravision, ultravision, and create darkness (radius varies). Most can see invisible, and their awareness naturally extends into the Ethereal or other adjacent planes. Demons can teleport at will. They take only half damage from elemental (fire, cold, lightning) attacks, and are not affected by poison. Demons cannot be turned by clerical holy power.
Once manifested on the Prime Material plane, all demons except Manes and Banshee appear to have a regenerative capability which will heal the creature over time. With higher level demons in particular, this, plus the ability to teleport at will away from a negative situation, can make the creatures almost un-killable. All demons except manes are magic resistant when on the Prime, with the strength of that resistance varying by demon type. Most demons can only be struck by high quality (+1) or magical weapons, however any weapon made from cold-wrought iron will do double damage against demons.
Most demons have an ability to open a Gate to the Abyss. The exact nature of these gates is not well understood, and it appears their function is unpredictable. The best research suggests that each round a demonic gate is open, there is a chance another demon can come through it, with the odds varying by demonic type. The amount of time a Gate exists, and how many demons can come through, is not certain but appears to be limited. Each demonic type appears to be able to Gate in only certain other types, but their inherently Chaotic nature makes anything possible. The only good thing about demonic Gates is that they are many ways to close them, including a Dispel Magic spell.
A Retriever demon is a minion typically given to mortal supplicants or loyal followers by Greater Demons or Demon Lords. It is believed they are lesser demonic spirits who are themselves being tested by their masters, and they will follow the commands and instructions of whomever they are granted to. Unusual among demons, these creatures are relatively obedient, almost “lawful” in their actions, and (perhaps as a result) are neutral evil instead of chaotic evil like all other demons.
Retriever demons typically have an animal head on an otherwise human-appearing body. They are unnaturally strong, but not terribly quick, they are of low to average intelligence and while they do not communicate with others, they understand whatever language their “master” speaks to them. Retrievers do not have many special magical abilities, but they detect magic, see invisible, and can see through illusions. They have a Low level of magic resistance.
Retrievers get their name from the ability their special weapon gives them. Retrievers always use a man-catcher polearm; it has a C-shaped head with a razor-sharp outer striking edge. The outer edge strikes like a scimitar, the butt end strikes with the force of a tetsubo, and the inner curve can be used to grapple, hold, or pin an opponent. However, if the Retriever is able to subdue an opponent completely, it can use the man-catcher to grab them by the throat and attempt to gate themselves and their victim back to the Abyss. This is a process which requires three full rounds to complete, and can be interrupted, but not by the victim.
Retrievers do not appear to be able to Gate other demons; whether this is because of their “trial” status, alignment differences, or some other cause is not known.
The exact classification of the succubus is a subject of disagreement among demonology scholars. It is entirely possible the form represents a demon type which can range from minor to major form; it is possible there may even be a "consort to the Lords" scale succubus queen of transcendent power.
The succubus always appears in the form of a beautiful mortal female with a powerful sexual allure. In its purely natural form, it also sprouts a pair of bat wings which give it the power of flight; however, as a natural shapechanger, it is capable of assuming wingless forms at will. It is believed they have between moderate and significant magic resistance, and only magical or blessed weapons can hurt them.
The allure of the succubus is its most famous and dangerous power. A succubus can cast a powerful charm person spell on any humanoid, a spell which becomes more effective the longer a succubus spends around its victim before the casting. It is for this reason a succubus will almost always try and fool its victim with a comely form, and “flirt” with them for some time. In any form, however, the kiss of a succubus is the kiss of death. That kiss drains one life level for each combat round it is maintained, and such is the nature of a succubus that it is almost impossible for the victim to break the deadly embrace once it has begun.
A succubus can become ethereal, use ESP, charm person, and mass charm at will. It can, of course, fly, and has the ability to open a gate which appears to have a roughly equal chance of bringing forth either several minor demons or a single major one (usually Nalfenshee). It is worth noting there are numerous scholars who also believe this gate has a small chance of actually summoning a Demon Prince as well, but this seems unlikely.
Type I demons typically appear in forms that are part human and part animal. Ranging in height from about 6 to 9 feet, they are as strong as stone giants, and they can both inflict and sustain tremendous amounts of damage all out of proportion to their size and appearance.
Vrock can be thought of as basic workhorse demons, the most common soldier of the Abyss. They are made from damned souls and warped into their hybrid forms by the Demons who trapped them. Vrock are considered the easiest demons to control -- with the term "easy" being extremely relative. They can accomplish simple tasks and follow straightforward orders, but they are not terribly intelligent, and tend to react to any adversity with simple violence.
Vrock seldom fight with weapons, nor do they fight with sophisticated tactics, but instead simply rely on brute strength and the claws, teeth, tentacles, or whatever else of the form they possess. The vast majority appear to have no special abilities beyond those normal to demons, but there is evidence for rare exceptions. Their natural tendency is to destroy, and they usually inflict substantial collateral damage on their surroundings while carrying out their orders.
Vrock are able to Gate others of their kind, but the spell appears to work fairly infrequently, perhaps only around 15 - 20%. Almost always the demons gated are other Vrock, but there are reports claiming it is possible for a Nalfenshee demon to answer the spell in rare cases.
Vrock have Minimal magic resistance.
Type II Demons can come in an almost endless number of forms, but they are usually some kind of twisted cross between a vaguely humanoid form and something else. The “something else” can be almost anything, but frog-like and lizard-like forms are very common, and insect-like variations are numberless. These forms are usually extremely large, and as strong as Vrock demons, but in addition Hezrou demons typically possess powerful magical or poison-like abilities. They usually have poisonous bites or claws, they breathe toxic or noxious gasses or spit corrosive stomach fluids. Sometimes the blood from their wounds is poisonous, or corrosive. Reports exist of examples with barks or roars that cause fear, weakness, or even paralysis. In short, there’s almost no limit to the kinds of noxious abilities a Hezrou demon might have.
Hezrou demons, while certainly smarter than Vrock, are probably of low to average intelligence. Most speak only demonic languages, although they can always communicate with their summoner. It might be dangerous to say “All Hezrou have…” because they are so chaotically varied, but it is likely that all Hezrou demons have infravision, can naturally detect magic and see invisible, and have heightened hearing and sense of smell. Their form of locomotion may depend on their form, but whether they walk, fly, slither, or whatever, they are always extremely fast. Hezrou demons have Low magic resistance.
If brought to the Prime Material plane by a mortal, Hezrou demons can summon others of their own kind. An individual Hezrou can only do this once per manifestation, but it is almost always successful unless interrupted, and can apparently bring forth as many as five or six other Hezrou demons. Thankfully, these new demons cannot themselves further summon others, but it still means multiple demons to deal with.
These large and powerful demons always appear in warped and terrifying forms, with huge claws or horns, massive jutting spikes, multiple limbs and wings, enormous fangs, anything that contributes to a horrifying and fear-inducing form. They will often carry massive weapons as large and fearsome as themselves, but can do enormous damage with nothing more than the claws, teeth, horns or tail of their chosen form. They typically have the strength of frost or fire giants, but to that they add bodies of great mass and density, giving them the ability to smash even heavy structures with nothing more than their natural weaponry.
In addition to their physical capabilities, Glabrezu demons can normally manifest several destructive magic attacks, usually based on a specific elemental power (frost, fire, lightning) or on pure magical energy itself. These most commonly are large area-affecting magicks, and in power equal that of roughly a level 9 - 11 magician.
Though a bit more intelligent than their lesser kin, Glabrezu demons do not specialize in deep thought. They are the archetype of senseless destruction and unlimited violence, it is their only purpose and their only function. More perhaps than any other demon, they delight in random death and physical destruction of anything and (if possible) everything around themselves. Glabrezu are, unsurprisingly, notoriously difficult to control even as demons go, or perhaps the easiest to lose control over once they begin a rampage. It is not completely uncommon for these creatures to even slay the magician that summoned them, not intentionally, but simply through the demon's uncontrollable violence.
Glabrezu demons possess a Minor level of magic resistance, and can only be hit by magical weapons. They appear capable of Gating others demons, though they seldom seem to do so unless commanded. A Glabrezu demon's Gate appears equally likely to bring a Type I or II demon, with an estimated 30% probability.
Nalfenshee are greater demons. They are believed to be natural shapeshifters, though the forms they take are always massive and grotesque, of a type to provoke fear and awe in potential opponents. Although frequently used as lieutenants by more powerful demons, Nalfenshee are fully capable of pursing their own agendas when given an opportunity. They are highly intelligent, and can communicate with any speaking creature in a manner equivalent to a Tongues spell.
In whatever form they take these demons possess super-human strength, quickness, and toughness. Nalfenshee are fond of gigantic weapons, equivalent to master magical quality or greater, which they use with all the skill of a legendary-level warrior. They are equally adept using their considerable magic skills to achieve their goals as well. All Nalfenshee can use a wide variety of elemental magics at power levels at least equal to a full wizard, as well as cast Cause Fear, Paralysis, Weakness, Phantasmal Force, Hold Monster, Fire Shield, Stinking Cloud, and Chaos.
Nalfenshee demons also possess powerful psionic magic abilities. These appear to vary individual by individual, but four particular powers seem to be most often reported: telekinesis, transmutation, mass domination, and energy control. These demons are also capable of using their psionic magic to unleash powerful Mind Blast attacks against even non-psionic targets.
Like most demons, Nalfenshee demons can Gate others, usually Type I or Type II, with a high (50 – 75%?) probability of success, but they can only do this once per day. As a result, these demons seldom fight alone. The Nalfenshee can gate in as many as three of the lesser demon types. Alternatively, they are believed to be able to summon one individual of their own kind, but this is thought to have less chance of succeeding, probably because these beings are not inclined towards cooperation.
Type IV demons have a Significant level of magic resistance, and can only be struck by superior quality (+2) magical weapons.
The Marlith is a major demon in every way, a creature of infinite cruelty and evil possessing timeless knowledge and power. A Marlith demon always manifests itself with the head and torso of a human woman but the body of a large serpent; they can easily reach lengths of 16 to 20 feet if they choose. It will have multiple arms (usually six or eight), all of which can utilize weapons, or items such as wands. The creatures have the strength of hill giants and the quickness of snakes. Marlith demons are believed to have Superior Magic resistance.
All Marlith demons appear to have a strong mind-reading ESP ability; they are able to sense both the surface thoughts and the emotions of those around them naturally, even in combat conditions. This ability also gives them to communicate with all intelligent creatures, who tend to hear the Marlith’s feminine voice in their own natural language.
Marlith demons not only can use the multiple weapons or items they carry, they have substantial natural magical abilities. Their magical abilities include those of illusion (Invisibility, Mirror Image, Phantasmal Force, Major Illusion, Project Image), influence (Mass Fear, Mass Charm, Mass Confusion), defense (Minor Globe of Invulnerability, Protection from Normal Missiles, Wall of Fire/Stone/Iron), and area attack (Elemental Storm, Meteor Swarm). In addition, Marlith demons can polymorph themselves into alternate forms while still retaining their natural abilities.
All Marlith demons can Enchant an Item and cast Permanency, and it is the obvious ability to create magical items for which the aid of these demons is often sought out. They are also lore masters, particularly regarding magic and magical artifacts, and among all demons they are the most likely to respond to entreaties for knowledge, aid, or assistance.
Marlith are exceptionally intelligent, probably the most intelligent of all demons after the Princes. They are the closest to a “lawful” demon as one will find, as they tend not only to be more organized in their evil and more consistent in employing minions and lesser creatures as servants and slaves. Almost unprecedented among demons, they can be treated with, but a Marlith does not bargain. A Type V demon brooks absolutely no equal, not even others of its own kind; in any contact with these creatures, one side must be dominant, the other must submit. Either you obey the Marlith, or you force it to your will; there is no middle ground.
While demons of any kind are obviously not creatures native to this plane, there is one well-known Marlith demon which appears to be a permanent resident. In the world-famous Temple of Serpents of Iberia, a Marlith demon guards the interior reaches of the Temple and the approach to the Medusa's Maze which lies below. The local Naga worship her as their deity, and sacrifice to her both the Iberian Orcs they make regular war upon as well as adventurers that prove unable to overcome their defenses. How she came to be there is unknown, and if there is a power that can drive her away, it is unrecorded. Most scholars believe her genesis must lie in the Temple's now-forgotten beginnings, and will doubtless last until it falls into ruin.
A Balrog is a demon of smoke and fire, a magical presence so powerful that when on the Prime Material plane, it actually alters the reality around itself. A Balrog's shadowy aura not only gives it a Surpassing level of magic resistance, but frequently causes magic used against it to warp and rebound against the original caster. It is so powerful it can actually affect holy magic. This aura alters not only magic, but flesh as well, draining the life force of any living creature not magically protected in a manner similar to undead creatures just through mere proximity. This effect has led to speculation that the Balrog may actually be using negative energy in some manner, but information of these creatures is simply too sparse to fully understand the range of its abilities.
Balrogs are highly intelligent, but not particularly sophisticated or tricky in their manner. Their first tactic is usually maximum force, and if that fails, then try something even bigger. A Balrog demon is capable of destruction on a scale that is hard to imagine anything equaling. They are as tall as a four-story building, as strong as a Storm Giant, and the ground literally shakes when they walk by. They carry weapons, usually a Sword of Fire and a Whip of Pain, that would be artifact-class weapons in the hands of a mortal. They only use simple magic -- like opening fissures in the earth that swallow castles, or invoking tidal waves that swamp entire cities.
A Balrog can only be harmed by magical weapons of master (+3) or higher quality, and weapons of lower quality are frequently destroyed when striking the creature. They are completely unaffected by fire, magical or otherwise. They cannot be affected by any kind of mind control magic. It is not known if Balrog demons can create Gates; they are almost inevitably encountered alone, and it is possible even other demons may have trouble existing in the Balrog’s presence.
There are (as of our last publication date) no currently known Type VI demons located anywhere in the western world.
Demon Lords, sometimes called Demon Princes, are beings of cosmic power and eternal evil. They are equal in all ways to the gods of any pantheon; they control entire planes, and draw their power from eternal sources that will last as long as the multiverse. Their only significant difference is that while most gods can only be permanently destroyed through the destruction of their pantheon, individual demon princes can (at least in theory) be slain. Since the "pantheon" of demons goes on, however, even such a cosmic even would likely only mean a brief period before some new creature took the dead lord's place.
There are certainly hundreds, possibly thousands, of layers to the Abyss; how many of them have beings of princely stature is not known. Here we simply list a few of the most infamous. All are names which have at one time or another resonated within the world-wide adventurer community, if not the world at large.
Demagorgon -- generally held to be the most powerful demon prince in existence.
Orcus -- demon prince of the undead, held to be Demagorgon's greatest rival
Baphomat -- lord of minotaurs and worshipped by many humanoids
Lolth -- demon queen of spiders and worshipped by many Drow elves
Jubilex -- the slime lord
Pazzuzu -- rules the air spaces throughout the Abyss
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