GameLab / OS-SIX / Gothic Horror / Monsters - Demons

Demons

No other supernatural force instills greater dread in the populace than demons. Capable of taking possession of a person’s mind, body, and soul, demons embody the purist form of malevolence. Their ultimate goal: complete domination of humanity.

In a gothic setting, demons should primarily represent a looming, existential peril rather than a direct threat. Characters may have run-ins with demon-worshiping cultists, possessed people, and occasionally lesser demons. Greater demons, meanwhile, very rarely leave Hell and typically only do so when summoned by a powerful occult ritual.

Demon Lore

Born in one of Hell’s nine circles, demons represent equal parts chaos and evil, albeit with a strict hierarchy. All lesser demons serve a greater demon. All greater demons serve one of six Arch-demons, who in tern serve the “Dark One,” ruler of Hell.

Unlike mortal creatures, demons do not age and are more difficult to kill. Non-magical weapons do half damage (rounded down) unless blessed by a holy person, allowing them to fully damage demon kind for D2+1 days. Alternatively, weapons can be coated in Beatus Oil (special oil used to perform religious sacraments), which lasts for one hour.

  • Serving as messengers, couriers, and servants, imps occupy the lowest demon caste. Standing an average of three feet tall, imps range in color from charcoal to bright red, with bat-like wings, clawed hands and feet, and a prehensile tail. Although a single imp doesn’t present a significant threat, several can be quite dangerous.

    HP: 6 | Morale: 6 | Movement: 40 (flying) | Armor: None | Attacks: Claw, Spell

    ACTIONS

    On its turn, an imp can make one claw attack or cast a Lethargy spell.

    Claw (Melee): D3 (2) damage.

    Lethargy (3/day): One living person or creature within 50 feet of the imp must roll Brawn. On a failure, they fall into a magical slumber (unconscious) for D3 rounds. On a partial success, they become Stupefied (penalty to all actions) for D3 rounds. On a full success, they are unaffected. If another character spends their turn rousing a slumbering person, they will awaken but remain stupefied for D3 rounds.

  • “Hell dogs” or “demon hounds” are roughly the size of a wolf but hairless and horribly mutilated. Their sunken black eyes glow red in the dark and their gaping maws drip with black ichor.

    HP: 12 | Morale: 7 | Movement: 35 | Armor: None | Attacks: Maul

    ACTIONS

    On its turn, a Canem makes one maul attack.

    Maul (Melee): D6+1 (4) damage. If a Canem does full damage with its maul, the target is dragged prone. When a living person or creature is mauled, they must roll Brawn. On a failure, they gain two Strain and become infected. On a partial success, they gain one Strain. On a full success, they suffer no additional effects.

  • When a person becomes possessed by a demon, it’s usually an Infestri. Invisible to the untrained eye, Infestri move about the world searching for weak shells to inhabit, using them to commit terrible acts.

    HP: 17 | Morale: 7 | Movement: 30 | Armor: None | Attacks: Rend, Possess

    Ethereal Form: An Infestri demon is not completely invisible but appears to be a subtle heat shimmer. If a character tries to detect an Infestri for the first time, they roll Mind with a penalty. On a complete success, they can see and target any Infestri in the immediate vicinity. On a partial success, they can see it but have trouble targeting it (penalty to attack rolls against nearby Infestri). On a failure, the creature remains undetected.

    ACTIONS

    On its turn, an Infestri can make one rend attack or attempt to possess an un-warded target.

    Rend (melee): 2D6 (6) damage.

    Possess (melee, 2/day): The target rolls Will. On a full success, they resist possession and cannot be possessed by Infestri for 24 hours. On a partial success, they resist but take D3 Strain. On a failure, they are possessed until the Infestri is expelled or releases control. After taking possession, the demon can’t be targeted by attacks or spells, except Demon Bane. A possessed person becomes an evil NPC controlled by the GM. However, after D3 rounds, the player can make another Will roll. On a full success, they regain control. On a partial success, they regain control but take D3 Strain. On a failure, they remain possessed for D3 more rounds.

  • Also known as “soul dealers,” Emptors appear human and pose as normal people (often aristocrats or social elites). They act as agents and spies for a greater demon and barter with desperate humans in exchange for souls. All Emptors carry an infernal dagger crafted of a razor-sharp obsidian-like material.

    HP: 25 | Morale: 6 | Movement: 30 | Armor: None | Attacks: Infernal Slash

    ACTIONS

    On its turn, an Emptor can make one slash attack.

    Infernal Slash (melee): D6+1 (4) damage and one Strain.

    Salvage: After an Emptor is destroyed, red smoke pours from the body’s mouth and seeps into the ground. An infernal dagger (D6+1 damage) and 2D6x10 Sterling can be found on the shriveled corpse.

  • The terrifying Valgorr demon appears to be a huge, vaguely humanoid creature with a skeletal elk-like head, hoofed feet, and powerful clawed hands. Standing roughly nine feet tall, a Valgorr is powerful enough to rip a human in twain with little effort.

    HP: 80 | Morale: — | Movement: 35 | Armor: 2D6 | Attacks: Claw, Gore, Breath

    When a character witnesses a Valgorr for the first time, they must roll Will, taking D3 Strain on a failure and becoming Terrified for D3 turns. On a partial success they take one Strain.

    Second Phase

    The first time a Valgorr is reduced to zero or fewer hit points, it immediately regains 80 HP, moves up to its full movement (35 feet), and immediately takes an action. If the demon is reduced to zero or fewer hit points after its second phase, it’s destroyed.

    ACTIONS

    On its turn, a Valgorr can make two Claw attacks, one Gore attack, or one Breath attack.

    Claw (melee): 2D6+2 (7).

    Gore (melee): 4D6+2 (13). The target rolls Brawn. Unless they roll a complete success, they are knocked prone.

    Infernal Breath (1/day): The Valgorr expels a cloud of dark red vapor (20-foot radius sphere). Any living person or creature that begins its turn in the sphere must roll Brawn, taking 4D6 damage on a failure and becoming Stupefied for D3 turns. On a partial success, they take 2D6 damage and become Stupefied for one turn. On a complete success, they take D6 damage. The cloud lasts for one minute. Demons and undead are immune.

    Salvage: If destroyed, a Valgorr leaves behind a set of demon horns worth 100S each and a Gem of Power, which provides its bearer with +1 Brawn and +10 max HP.

  • Resembling a tall, emaciated, bipedal goat, standing roughly seven feet tall and dressed in tattered black robes, the Balegoth uses dark magic to ravage its victims rather than physical violence.

    HP: 50 | Morale: — | Movement: 30 | Armor: None | Attacks: Spell

    When a character witnesses a Balegoth for the first time, they must roll Will, taking D3 Strain on a failure and becoming Terrified for D3 turns. On a partial success they take one Strain.

    Second Phase

    The first time a Balegoth is reduced to zero or fewer hit points, it immediately regains 50 HP, moves up to its full movement (30 feet), and casts a spell. If the demon is reduced to zero or fewer hit points after its second phase, it’s destroyed.

    Spellcasting

    A Balegoth has 7 spell points and can cast up to two of the following Rune spells on its turn (although it cannot cast the same spell twice in one turn):

    1. Mind Shatter (0 SP): The demon points at one target, murmuring an incantation. The target rolls Will, taking 2D6 damage on a failure, D6 damage on a partial success, or no damage on a full success.

    2. Smoke Shroud (0 SP, 2/day): The demon releases a 25-foot radius sphere of black smoke that heavily obscures visibility. The smoke lasts D6 turns before dispersing. Demons can see normally in the cloud.

    3. Teleport (1 SP): The demon briefly disappears with a puff of red vapor and re-appears up to 50 feet away in an unoccupied space it can see.

    4. Summon Canem (2 SP): The demon summons D2 Canem. They obey the Balegoth’s commands.

    5. Hellish Breath (2 SP): A 20-foot stream of flame surges forth from the demon’s open mouth toward one target. The target rolls Agility, taking 3D6 fire damage on a failure, D6 on a partial success, or no damage on a full success.

    6. Hellfire Inferno (3 SP, 1/day): A conflagration erupts from a single point (30-foot radius sphere). Any living person or creature that begins its turn in the sphere must roll Brawn, taking 4D6 damage on a failure and gaining D6 Strain. On a partial success they take 2D6 damage and gain D3 Strain. On a complete success, they take D6 damage and gain one Strain.

    Salvage: If destroyed, a Balegoth leaves behind a random Dark Rune and a set of demon horns worth 100S each.