Demon Specification

Misc. Minor Demons

Slime Demon

Typical Demon Level ("DL"): 10 to 24

Typical Number Encountered: 1

Alignment(s): any

Description: a wide variety of demonic forms

Habitat: may be encountered on the Astral or Ethereal or anywhere in the Overworld, Underworld or Otherworlds

Language: Old Speech, Alignment Tongue, Valdrean, Orcish (Hellish dialect)

Chars: Co 4d6 + DL/5 FRU, Wp 4d6 + DL/5 FRU

Movement:

Rate Melee Travelling
Walk 4 ft/sec 2.5 mph
March 8 ft/sec 5 mph
Run 12 ft/sec 8 mph
Charge 16 ft/sec n/a

If have Wings can also Fly at up to 24 ft/sec = 144 ft/MR = 16 mph

Fighter Abilities:

DL/3, FRU AMR    D = 25 + (5DL) %    RD = 5 + (5DL) %    5 + (5DL) HP

Attack Modes:

Weapon @ A = 10DL %, DAM = as per Weapon + DL/5 FRU

Claw @ A = 10DL %, DAM = d10

Bite @ A = 8DL %, DAM = 2d6

HitLoc Table:

HitLoc Area

All Aspects

Head

01 to 15

[Wings (*2) 16 to 50 ]

Arms (*2)

16 to 45

Chest

46 to 90

Abdomen

91 to 120

Legs (*2) 121 to 150

ADS: DL/2 FRD all over

Effects of Specific Damage:

Hit Loc Area %age HP Damage taken Effects
Head 15% Unconscious, Co check vs Death
  30% Decapitation, Death
Wings, if applicable (*2) 30% Co check vs Wing Crippled
  60% Wing Crippled (spirals to ground), Co check vs Wing Severed
  90% Wing Severed (plummets to ground)
Arms (*2) 20% Co check vs Arm Crippled
  40% Arm Crippled, Co check vs Arm Severed
  60% Arm Severed
Chest 80% Incapacitated, Co check vs Death
  160% Death
Abdomen 60% Co check vs Death/3MR
  120% Death
Legs (*2) 25% Co check vs Leg Crippled
  50% Leg Crippled, Co check vs Leg Severed
  75% Leg Severed

See Note 6 below re effect of Death results.  Does not Bleed.

Thievish Abilities:

M on Th Activities: 5DL% on all (including Restricted ones)

Defensive ThL = DL/2, FRU

Other Abilities / Powers / Notes:

  1. These are independent Demons, Who wander the Worlds or make Their lair somewhere safe.  They end to have a particular Aspect appropriate to Their Alignment / habitat, e.g. Slime, Despair, etc.
  2. Cast Spells appropriate to particular Aspect as Elementalist of ElL = DL /2.
  3. Invulnerability 3: invulnerable to non-magical and silver attacks, vulnerable to magical attacks, other beings with Invulnerability 3 are vulnerable to it.  For further details see the Notes to the Elementalist Invulnerability Spell.
  4. DL% Magic Resistance: before It takes any Magical Spell or Effect (whether or not a saving throw needs to be made) roll > Magic Resistance on d100 or it has no effect.  Does not apply to DAM from magic weapons (but does apply to non-damage effects caused by those weapons).  Demon can waive the Magic Resistance, like choosing not to make a st.
  5. Regenerate @ 1 HP/MR in sec 6 of every MR, including that in which first take Damage.  Only Fire, Acid or Disintegration will prevent Regeneration.  The body Regenerates from the largest surviving piece.
  6. Most (but not all - especially if They are ChaosWalkers, Dreamers and/or Demons of Madness instead) have separate Real, Ethereal and Astral Forms.  Can shapechange at will into another such form, thus appearing on the appropriate Plane with all possessions (which may include captured Beings) It is carrying as encumbrance at the equivalent point on that Plane to that on the Plane It just left.  If It suffers a Death result, only the Form it currently in is killed, and It loses that Form for a year and a Caeriad, but may continue unaffected in the remaining Forms.  If all Forms are lost, It is really Dead and Its soul goes to the House of Karma for reincarnation.  See the appropriate environment pages for further details on the Ethereal and Astral Planes.
  7. Has a True Name, rendering It liable to be Bound in accordance with the Demon Summoning system.  Teleports into the Outer Circle to which It has been Summoned, unless It is currently being Summoned (in which case the Summoning is deferred, multiple Summonings queuing in chronological order).  On being Dismissed, Teleports back whence It came.  Does not have the Power to Teleport voluntarily; only in response to Summoning.
  8. When Bound in Circle must use any of Its Powers or abilities as ordered.
  9. When Bound in Triangle must agree in a binding fashion to perform one service for the Operator, subject to sufficient payment, or must give a Pact to serve Operator for 1 Cd at any future time upon True Name call, subject to sufficient payment (usually a soul).
  10. Does not usually have minions, so does not give Familiars.
  11. May have other Powers appropriate to Aspect.

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