Charonite (Type I demon): Init +1; Atk staff or claw +4 melee (1d4 plus soul rend); AC 13; HD 2d12; MV 30’; Act 1d20; SP infravision 60’, darkness (+4 check), half damage from non-magical weapons and fire, safe passage, soul rend; SV Fort +2, Ref +1, Will +4; AL C.
Charonites are Type I demons in the service of Charon, the infernal ferryman of the river Styx. They appear much as their master – tall skeletal figures wrapped in dark robes, possessing a simple pole, and always mounted upon a boat. A Charonite can be summoned with demon summoning, burning a soul in the censor of Charon, or by adding three drops of water from the River Styx to any mortal body of water, fresh or salt. A Charonite can only be summoned where there is a body of water in which its boat can appear. A mist arises, and from that mist the Charonite and its boat appear.
A Charonite can accommodate up to 16 passengers on its boat, and the boat is always sized to the expected number of passengers. Each passenger must pay 2 coins (of any denomination) for the trip, and the Charonite can take its passengers safely to any point where a body of water meets the land, in any plane of existence.
If attacked, a Charonite’s attacks can rend the soul from its victim. Each successful attack requires a DC 10 Will save or the character takes 1d3 Personality damage. If Personality drops below 3, the victim collapses, and takes 1 point of permanent Personality damage each round until the Charonite is either defeated or driven away (spells like holy sanctuary, protection from evil, and restore vitality can interrupt this process). If the victim’s Personality reached 0, the Charonite rends the soul from the victim’s body, and immediately withdraws from this plane, delivering the soul to Charon himself on the River Styx. If the victim is to be restored, the demonic ferryman himself must be bargained with, and Charon does not give up the dead easily.
Empousa (Type I demon): Init +3; Atk bite +1 melee (1d4) or claw +2 melee (1d3); AC 12; HD 1d12; MV 40’; Act 1d20; SP darkness (+4 to check), charm, half damage from non-magical weapons or fire; SV Fort +2, Ref +4, Will +4; AL C.
Empousai are demonic female vampires, whose fiery-haired seductive beauty is marred with a bronze leg and a donkey’s foot. They are able to charm men, who must make a Will save (DC 12) or be entranced, allowing the empousai to approach and attack unopposed (no Agility or shield modifier to AC). Each round where an empousa successfully attacks, or each round where a companion attempts to bring the victim to his senses, grants a new save; if successful, the character can act beginning the next round with a -1d penalty on the dice chain to all rolls for the remainder of the encounter.
These demons of Hecate exist to devour men. They do not attack women.
Erinyes (Type III demon): Init +4; Atk fiery whip +12 melee (1d6+4) or claws +8 melee (1d5+4); AC 16; HD 9d12; MV 30’ or fly 50’; Act 2d20; SP infravision 60’, darkness (+12 check), immune to weapons of less than +2 enchantment or creatures of 5 HD or less, half damage from fire/acid/cold/electricity, teleport at will to Hades or any point on the material plane, crit range 18-20, constriction, fire, powers against oath-breakers; SV Fort +8, Ref +8, Will +10; AL C.
Also known as Furies, the Erinyes are demons of Hecate which serve to bring vengeance against those who break their word, especially vows made with the gods as witness. They appear as vulture-winged women of hideous aspect, armed with iron talons and fiery whips. A victim struck by a whip attack must make a DC 20 Reflex save or be entwined. Such a victim takes damage automatically each round from constriction and flames, and anything flammable on the victim bursts into fire. An Agility or Strength check (DC 18) can be made each round to get free, but the flames continue to do 1d6 damage each round until extinguished with a DC 10 Reflex save. A constricted victim has a 50% chance of being unable to use each arm; both must be checked separately.
Oath-breakers are the Erinyes’ lawful prey. An Erinyes attacking anyone who has broken an oath taken in the name of one or more gods gains a +2 on all saves.