Friday, 18 July 2025

Let’s Convert the Monster Manual: Finishing Off the Devils

I’ve been asked to convert the original Monster Manual in a manner similar to my conversion of the Fiend Folio, and this series of posts is the fruition of that dream. In this post, I am going to finish off the original Monster Manual devils because, to be honest, I am getting a bit bored with them and would like to get to some of the critters which take a bit more creativity to convert.

Interestingly enough, DCC lists lemurs among unaligned demons (Type I) as well as Bone (Type II), Barbed (Type III) and Pit Fiends (Type V). This conversion follows the AD&D 1e convention of making them Lawful and devils, but if you want to make them Chaotic demons just change the alignment and the name. Devil traits and demon traits are interchangeable in these conversions. I have tried to keep the threat range so
mewhat consistent with the original write-ups despite using the DCC convention for Type. You will have to decide for yourself whether I succeeded or not.

Upcoming entries for Dinosaurs and Dragons might be done in a similar way. Dragons, apart from the Big Two (who will be treated as patrons ala Asmodeus and Orcus) offer another problem: should I just treat them as examples of DCC-style dragons? I lean rather heavily toward this method. Doing so, though, begs the question of size and age categories. I lean toward just picking one for each type, and trusting that the judge can adjust them up or down as needed.

What do you think?

Barbed Devil (Type III Devil): Init +3; Atk barbed claws +9 melee (2d4) or barbed tail +7 melee (3d4) or spell; AC 17; HD 8d12; MV 30’; Act 3d20; SP demon traits, never surprised, spellcasting (+12 spell check): Control fire, darkness, paralysis, and scare; SV Fort +11, Ref +7, Will +9; AL L.

            Devil traits: Telepathy, immunities (weapons of less than +2 enchantment or natural attacks from creatures of 5 HD or less), half damage (fire, cold, electricity, gas, and acid), projection (teleport at will to any location, as long as not bound or otherwise summoned), crit range 18-20.


Barbed devils are seven-foot-tall creatures which populate the third and fourth planes of Hell, where they are unfortunately not rare at all. Never surprised, the make excellent guards, throwing unauthorized creatures into one of the many cells in the regions of Hell they frequent, there to be questioned and tormented at leisure.

Bone Devil (Type II Devil): Init +4; Atk bone hook +7 melee (1d8 plus snare) or tail +5 melee (2d4 plus Strength drain) or spell; AC 18; HD 7d12; MV 40’; Act 2d20; SP demon traits, snare (Reflex DC 18 negates), Strength drain (1d4 points, Fort DC 18 negates), create illusions (Will DC 18 negates), immune to cold, spellcasting (+8 spell check): Control ice, darkness, detect invisible, invisibility, and scare; SV Fort +5, Ref +8, Will +5; AL L.

            Devil traits: ESP (read thoughts, but not communicate), immunities (non-magical weapons or natural attacks from creatures of 3 HD or less), half damage (fire, electricity, gas, and acid), projection (teleport at will to any location, as long as not bound or otherwise summoned), crit range 19-20.

Bone devils are nine feet tall, looking like emaciated, skeletal creatures with scorpion-like tails. They bear enormous bone hooks, which can snare foes (automatic damage next round, and allows tail attack with +2 bonus). Those struck by a bone devil’s tail must succeed in a DC 18 Fort save or be drained of 1d4 points of Strength (restored with a full turn of rest).

These malicious devils delight in making less powerful creatures suffer. They are found in the lower planes of Hell, and are particularly numerous on the 5th plane.

Erinyes (Type II Devil): For reasons beyond the scope of this post, Erinyes are unable to appear here today.

Horned Devil (Type II Devil): Init +3; Atk two-tined fork +7 melee (2d6) or barbed whip +7 melee (1d4 plus stun) or tail +7 melee (1d3 plus bleeding) or claw +6 melee (1d6) or bite +5 melee (1d8) or spell; AC 14; HD 5d12; MV 30’ or fly 50’; Act 2d20; SP demon traits, stun (1d4 rounds, Fort DC 16 negates), bleeding, spellcasting (+8 spell check): Control fire, darkness, detect magic, and scare; SV Fort +7, Ref +4, Will +6; AL L.

           Devil traits: ESP (read thoughts, but not communicate), immunities (non-magical weapons or natural attacks from creatures of 3 HD or less), half damage (fire, cold, electricity, gas, and acid), projection (teleport at will to any location, as long as not bound or otherwise summoned), crit range 19-20.

Relatively common and weak devils, the horned devils are also known as “malebranche” or “evil horns”. Their individual names reinforce their lower status, and are such as “Dogretch,” “Evil Tail,” and “Bent Wing.” They hate and fear anything stronger than themselves, but gleefully torture anything weaker.

To determine what weapon a horned devil wields, roll 1d4: (1-3) two-tined fork or (4) barbed whip. Wounds from their tails bleed unless bound up or magically healed (1 hit point per round).

Ice Devil (Type III Devil): Init +4; Atk great spear +11 melee (2d6 plus numbing cold) or tail +11 melee (3d4) or claws +9 melee (2d4) or mandibles +9 melee (2d4) or spell; AC 17; HD 11d12; MV 20’; Act 2d20; SP demon traits, numbing cold (half move and actions for 1d6 rounds, Fort DC 18 negates), radiate fear (10’ radius, Will DC 18 negates), great strength (+4), regenerate 1/round, spellcasting (+12 spell check): Control ice, darkness, detect invisible, detect magic, and fly; SV Fort +9, Ref +9, Will +8; AL L.

            Devil traits: Telepathy, immunities (weapons of less than +2 enchantment or natural attacks from creatures of 5 HD or less), half damage (fire, cold, electricity, gas, and acid), projection (teleport at will to any location, as long as not bound or otherwise summoned), crit range 18-20.

The frigid eighth plane of Hell is populated in the main with ice devils. These ten-foot-tall creatures are greater devils in every sense of the word. As with other greater devils, they all have personal names, which they conceal from mortal and diabolical creatures alike.

Ice devils radiate fear in a 10’ radius, and opponents must make a successful Will save to approach within this distance. They have great strength, gaining a +4 bonus in opposed checks. Although they prefer to attack and torment victims with their natural weapons, 1 in 4 carry great spears which inflict 2-12 hit points damage and numb with cold.

Lemure (Type I Devil): Due to reasons beyond their control, the lemures were unable to appear in this post.

Pit Fiend (Type V Devil): Init +7; Atk giant ankus +12 melee (1d8+6) or jagged-toothed club +12 melee (2d8) or tail +10 melee (1d8 plus constriction); AC 23; HD 13d12; MV 20’ or fly 50’; Act 3d20; SP demon traits, constriction (1d8 per round, Strength DC 23 to escape), radiate fear (20’ radius, Will DC 23 negates), great strength (+6), regenerate 3/round, spellcasting (+20 spell check): Control fire, darkness, demon summoning, detect invisible, and detect magic; SV Fort +13, Ref +10, Will +15; AL L.

            Devil traits: Telepathy, immunities (weapons of less than +4 enchantment,  natural attacks from creatures of 9 HD or less, fire, cold, electricity, gas, and acid), projection (teleport at will to any location, as long as not bound or otherwise summoned, can project astrally and ethereally), crit range 16-20.


The lowest plane of Hell is the home of the dreaded pit fiend, a twelve-foot-tall devil of great power. They possess a terrible strength and the most evil nature. All pit fiends have personal names and are the personal servants of Asmodeus. They radiate fear in a 20’ radius, so that creatures must make a successful Will save to come within this sphere, and those forced within it suffer a -1d penalty to all rolls until the save succeeds.

Thursday, 17 July 2025

Purple Worm for DCC

This was a requested conversion.

Purple Worm: Init +0; Atk bite +4 melee (2d12 plus swallow whole) or tail sting +2 melee (2d4 plus venom); AC 14; HD 15d8+30; MV 20’ or burrow 20’; Act 1d24; SP sense vibrations 120’, swallow whole (2d12 per round, DC 7 Reflex negates), venomous sting (1d3 Stamina damage plus DC 12 Fort or 3d6 damage), crit 20-24; SV Fort +22, Ref -8, Will +0; AL N.

Hatchling Purple Worm: Init +2; Atk bite +0 melee (1d3); AC 16; HD 1d3+3; MV 10’ or burrow 10’; Act 1d16; SP sense vibrations 120’; SV Fort +2, Ref +0, Will +0; AL N.

Juvenile Purple Worm: Init +1; Atk bite +4 melee (2d6) or tail sting +2 melee (2d3 plus venom); AC 13; HD 6d8+12; MV 20’ or burrow 20’; Act 1d20; SP sense vibrations 120’, venomous sting (1d3 Stamina damage plus DC 12 Fort or 3d6 damage); SV Fort +12, Ref -4, Will +0; AL N.

These enormous predators resemble gigantic violet earthworms, but they are 1d3+3 x 10 feet long, with a cavernous maw at one end filled with sharp downward-pointing teeth and a poisonous sting at the other. They dwell deep underground, tunneling through the earth creating tunnels 1d4+5 feet in diameter. How purple worms normally sustain themselves is unknown, but they take any opportunity to add fresh meat to their diets.

These beings are blind, but can sense vibrations within 120 feet. A purple worm normally attacks with a bite, swallowing whole any opponent who fails a DC 7 Reflex save on a successful hit. Swallowed creatures are unable to act, taking 2d12 damage each round and being completely digested 1d12+6 turns after being swallowed (thus making recovering the body impossible).

A purple worm’s tail is equipped with a venomous sting, and it may make a free attack each round if approached from this direction. A thief may recover 1d6 doses of this venom with a successful Handle Poison check from a dead purple worm, and may make 1d3+2 checks before further attempts are useless.

Purple worms hatch from leathery eggs, at an average length of 1d3+3 feet long. A juvenile worm, 1d12+15 feet long, is too small to swallow living opponents whole, but its sting is developed enough to inject full-strength venom. Because slain juveniles allow 1d4 doses of venom each to be recovered with 1d3 Handle Poison checks, they are sometimes sought by adventurers and would-be assassins.

Wednesday, 16 July 2025

Blooderflies

Yesterday, I learned that one of the fan-created monsters in Dungeon Denizens II is the "Blooderfly". 

I wonder if this will be similar to the "blooderfly cloud" from Silent Nightfall (Purple Duck Games 2013)?

Here is the text for reference (pp. 19-20):

Even the tiniest and most inoffensive creatures are affected by the demonic radiation, as the blooderfly clouds show.  These are clouds of pure white to pinkish butterflies which can surround a creature in order to feed upon its blood, flushing their wings to a bright red.  These creatures attack victims in swarms, occupying a 20’ x 20’ area, and each creature within the space must make a DC 15 Fort or Ref save to avoid taking 1 point of Stamina damage due to blood loss.  When the swarm has taken 10 points of Stamina, it disperses to digest.  Swarms take half damage from any attack that is not an area effect.

Blooderfly cloud:  Init +3; Atk special; AC 10; HD 4d6; MV fly 30’; Act 1d20; SP blood drain, swarm; SV Fort –4 , Ref +6, Will +0; AL N.


Sunday, 13 July 2025

Let’s Convert the Monster Manual: Geryon

I’ve decided to drop the boilerplate explanation for these posts. If you’ve seen any of the others, you’ve already read it. I am still hoping for some suggestions as to 2nd, 3rd, 4th, and/or 5th Edition monsters that I can do after I finish of the Monster Manual, Deities & Demigods cyclopedia, Monster Manual II. I am thinking I should also do any monsters from the Basic, Expert, etc., sets, which didn’t make it into later editions. It would be good to have those things for reference, and I think it would help in adventure conversions.

Geryon is the final archdevil in the Monster Manual, clearly inspired by his appearance in Dante’s Inferno, but without the “infernal taxi service” aspect. The resulting devil is flavorful, ripe for expansion, and probably the most demon-like of his kin. Dante, of course, was not writing with role-playing games in mind, and certainly not with either AD&D’s or DCC’s alignment systems. For Dante, there was little or no difference between demons and devils, and the “Great Beast” of his poem was Lawful only in the senses that it followed the hierarchy of Hell and obeyed Virgil’s (divinely granted) command. This, at least, does give us something to work with, even if we omit Geryon’s stint as an infernal ferry service.

Geryon (Archdevil): Init +8; Atk claw +14 melee (3d6) or tail sting +12 melee (2d4 plus venom) or stare or spell; AC 23; HD 16d12 (133 hp); MV 20’ or fly 50’; Act 3d20; SP devil traits, venom (1d5 Strength Damage and Fort DC 25 or die), rend, stare, spells, horn; SV Fort +14, Ref +9, Will +14; AL L.


Spells (+20 to spell check): Charm person, comprehend languages, control ice, darkness, demon summoning, detect invisible, detect magic, dispel magic, and invisibility.

                Rend: If Geryon hits the same opponent with both claws, he rends the unfortunate victim for an additional 3d6 damage.

Stare: Geryon’s stare causes fear (-2d on dice chain for all rolls, lasting 1d4 rounds, Will DC 25 negates) in a single opponent.

                Horn:  Geryon’s Horn is a great bull’s horn which, when blown, summons forth 5d4 prime minotaurs which will obey the winder to the death. The horn can only be blown once a week, and a mortal who dares wind this terrible horn permanently loses 1 point of Stamina for each minotaur it summons.

                Devil traits: Telepathy, immunities (weapons of less than +5 enchantment or natural attacks from creatures of 12 HD or less, fire, cold, electricity, gas, acid), projection (teleport at will to any location, as long as not bound or otherwise summoned; can project astrally and ethereally), crit range 15-20.

Geryon, “the Wild Beast” has a ten-foot tall humanoid torso that ends in a snake-like tail some thirty feet long and tipped with a venomous stinger. Bat-like wings sprout from his shoulders. Although his face is handsome, it is cruel, and his hairy arms end in paw-like hands.

Geryon rules the fifth plane of Hell from a huge castle in the very middle of the plane, and seldom ventures forth from it. He is given to passionate bloodlust, and often loses his exceptional genius when the opportunity to revel in carnage arises. It may be imagined that Geryon is, to his hellish overlord Asmodeus, like a domesticate animal, bestial in nature but obedient to his master.

Those who would take this archdevil for their patron must likewise be willing to obey him, while otherwise surrendering part of their civilized nature. In order to ensure this, Geryon demands the sacrifice of someone important to the caster as part of the bonding ritual. This not only offers proof of fealty, but makes it difficult for the client caster to return to who they were before. As a result, Geryon is the only archdevil who foregoes formal contracts to obtain his patronage.


Invoke Patron check results:

12-13     Secluded within his castle in hell, Geryon hears the caster not. However, the caster’s own bestial nature answers the call, granting them a +2 bonus to melee attack rolls and damage for the next 1d5 + Caster Level rounds.

14-17     Bloodlust fills the caster’s mind, and they gain a +4 bonus to all melee attack rolls and damage for the next 1d6 + Caster Level rounds. Moreover, during this period they gain critical hits as a monster (Table M) whose Hit Dice are equal to their Caster Level.

18-19     As above, but the condition lasts 1d7 + Caster Level minutes, and during this time the caster ignores the first 2 points of damage from any source.

20-23     As above, but the caster ignores the first 5 points of damage, their critical range is extended to 19-20, and the condition lasts 1d4 + Caster Level turns. Unfortunately, the caster’s bloodlust is so great that, once they make a successful melee attack, they must succeed in a DC 5 Will save to stop attacking so long as even a single target – friend or foe – remains within 30 feet.

24-27     As above, but the caster also gains an additional 1d20 action die which can be used for melee attacks only. Their teeth and nails grow sharper and stronger, with a base damage of 1d6 for unarmed attacks while this condition lasts. The Will save for the caster to stop attacking increases to DC 10.

28-29     As above, but if the caster hits the same target with two claw attacks, they can rend for an additional 1d6 + Caster Level damage, and the Will save to stop attacking increases to DC 15.

30-31     The wild horn of Geyron echoes around the caster. All foes within 500 feet must succeed in a DC 20 Will save or flee for 2d6 + Caster Level rounds. If they cannot flee, they collapse into a cowering, sniveling mess upon a failed save.

1d3 rounds later, a group of 2d4 + Caster Level minotaurs appear, and immediately begin to aid the caster in whatever way the caster directs. At the end of each turn, one of the minotaurs disappears until none are left.

32+         The wild horn of Geyron echoes around the caster. All foes within 500 feet must succeed in a DC 25 Will save or flee for 2d6 + Caster Level minutes. If they cannot flee, they collapse into a cowering, sniveling mess upon a failed save. A group of 2d4 + Caster Level prime minotaurs appear, and immediately begin to aid the caster in whatever way the caster directs. At the end of each turn, one of the prime minotaurs disappears until none are left.

                When the last prime minotaur is left, the caster has the option of permanently sacrificing 1 point of Stamina to make the creature serve until it, or the caster, is slain or banished back to its place of origin. If the sacrificed Stamina is ever undone (such as through a restore vitality spell), the prime minotaur instantly disappears. Depending upon circumstances, Geryon may also be displeased and exact some penalty.




Sunday, 6 July 2025

Let’s Convert the Monster Manual: Dispater

I’ve been asked to convert the original Monster Manual in a manner similar to my conversion of the Fiend Folio. I am going to do this a bit differently, though, and just try to stick to the essence of creatures without referring to the text of the original work. This is, in part, because of my plans to create a monster book in the upcoming year. In this case, we are dealing with IP that is currently held by Wizards of the Coast/Hasbro, so I can’t imagine a published version of everything here coming out!

Having already converted the demons from the original Monster Manual, I was required to consider how devils should be differentiated from demons in this conversion. I decided to retain the lawful nature of devils, although I otherwise treated them as demons. As before, some deviation from the strict order of presentation is required to allow for invoke patron results, with the archdevils being sone first (one per post), and then the other devils.

Of all the archdevils in the Monster Manual, Dispater is the most generically written. While this is fine for AD&D, conversion to DCC requires a bit more “meat”, especially in terms of invoke patron results.  Luckily, the archdevils in the Monster Manual all come from real-world sources, so there is plenty of material available to flesh him out!

My original plans had not included doing the other monsters (but not all of the gods!) from the Deities & Demigods cyclopedia, and I had been waffling on converting the Monster Manual II, but I think I’d like to have these done for my own reference, which means that you will get them for your reference as well. There are some unique monsters made for 2nd and 3rd Edition – I quite like the ethereal filcher and the grick, for instance – so it might be worthwhile to do those as well. Let me know what you think in the comments.

Dispater (Archdevil): Init +8; Atk rod +16 melee (4d6) or stare or spell; AC 22; HD 18d12 (144 hp); MV 40’; Act 2d20; SP devil traits, stare, spells; SV Fort +10, Ref +10, Will +16; AL L.

Spells (+20 to spell check): Charm person, comprehend languages, control fire, darkness, demon summoning, detect invisible, detect magic, dispel magic, invisibility, scorching ray, and weather control.

                Stare: Dispater’s stare can cause a chill (2d12 cold damage, Fort DC 24 for half) or fear (-2d on dice chain for all rolls, lasting 1d4 rounds, Will DC 24 negates) in a single opponent, as desired by the archdevil.

                Devil traits: Telepathy, immunities (weapons of less than +5 enchantment or natural attacks from creatures of 12 HD or less, fire, cold, electricity, gas, acid), projection (teleport at will to any location, as long as not bound or otherwise summoned; can project astrally and ethereally), crit range 15-20.


This archdevil rules Hell’s second plane from his infernally grand palace in the iron city of Dis. The city is filed with un-dead, damned from the lands of the living, which are often little more than zombie-like slaves. Erinyes are found there in abundance, as well as a sprinkling of barbed and horned devils. The entire plane is called Dis by mortals, after the iron city of its ruler, but it also has a secret name known only to the lords of Hell.

Dispater appears as an evilly handsome man, a full even feet tall, with only his small horns, tail, and cloven left hoof distinguish him from humanity. Some mortal cultists know him as Rex Infernus (King of Hell), believing Dispater to be superior to Asmodeus. Others know him as Dis Pater, Dis, Soranus, Taranis, Aericura, or even Åšuri. He is considered by some to rival Orcus as Lord of the Dead. Sacrifices are made to propitiate Dispater on round marble alters by those venturing below the earth in search of buried treasures, including precious ores and gemstones, for Dispater is known to jealously protect that wealth which lies below the surface world. These offerings may be as simple as food or flowers, but also include sacrificial animals (particularly wolves and goats), and, in some places, even the sacrifice of humans and other sentient creatures.

Dispater is also associated with volcanoes, thunder, storms, and oracular visions – both through dreams and through breathing fumes which arise from deep underground. The ceremony to bond with Dispater must take place in a subterranean area where such fumes are present, and the caster spends the casting process weaving in and out of dreams and visions.

Invoke Patron check results:

12-13     The Father of Wealth is not impressed by the caster, but provides them with a gift. All the silver on their person is transformed into gold, and all the copper into silver. In some cases, as with silver weapons, this might make them less useful (as per judge). If the caster survives, this gift is theirs. If the caster should die, it is a gift to whoever loots the caster’s body.

14-17     Surely this has happened before, in a dream or in a vision. Instinctive knowledge of the future grants the caster a +2 bonus to all d20 rolls, which lasts for 1d6+CL rounds. During this time, the caster may choose to re-roll and one d20 roll, keeping the better of the two results, but doing so ends the bonus immediately. (The bonus still applies to the re-roll.)

18-19     A gout of lava and volcanic gas busts upward at any one target chosen by the caster within line of sight and 500 feet. The target takes 4d12 damage (Reflex DC 15 for half), and if it survives must succeed in a DC 15 Fort save or be overcome by the mephitic fumes, falling unconscious for 4d6 rounds, during which it cannot be awakened save by magic.

20-23     The Lord of the Dead keeps and protects you. If the caster is dropped to 0 hp or would otherwise be slain during the next 1d6+CL turns, they instead instantly disappear, being transported to the iron city of Dis. There they spend 1 subjective year per turn remaining (or portion thereof) of the original effect before reappearing at the end of the duration, healed and whole. If the caster did not know the Infernal tongue before, they know it now, and can speak no other language for 1 hour per year spent in Hell. At the judge’s discretion, the caster’s time in Hell may result in new spell knowledge or adventure hooks, and/or some service to be performed once returned to the mortal plane.

24-27     The Lord of the Dead guides and defends you. For the next 1d6+CL hours, any humanoid creature slain by the caster (through any means) arises as a zombie the following round. The caster can directly control CL zombies. The remainder become free-willed un-dead bent upon consuming the living, but they ignore the caster and any allies within 100 feet of the caster unless attacked by them. These zombies are persistent, and last until destroyed. Moreover, any zombies created by this result and controlled by the caster can cast second sight (+0 bonus to the spell check) on behalf of the caster, when asked a specific question, although doing so destroys the zombie immediately thereafter. So long as the caster is able to create new zombies with this result, they may transfer their control to any zombie(s) so created, if they are within 100 feet and they are currently controlling fewer than CL zombies. 

28-29     One foe within line of sight of the caster must succeed in a DC 25 Will save or be transformed into solid gold for the next 1d6+CL hours. A human-sized creature weighs nearly 3,000 pounds once so transformed, but chunks can be cut off the victim…potentially killing them once they revert to flesh and blood. Although the judge can rule otherwise, it is recommended that 100 gp weighs a pound, but minting increases the value of coinage, so that a pound of un-minted gold is worth only 10 gp. The entire statue, though, is potentially priceless as a work of art. Anyone who purchases this gold or accepts it in payment is in for a ghoulish surprise once the effect has worn off….

30-31     As 28-29, above, but with a DC 30 Will save and the effects are permanent. Dealing with a lump of gold this size, of course, leads to its own complications as it sparks infernal avarice in most who see or hear of it (as per judge).

32+         Dispater transports the caster before his jeweled throne in the iron city of Dis. There, the caster may rest, recuperate, regain spells, etc., as desired for as long the caster requires. As a guest in the palace of Dispater, the caster has an opportunity to receive the best advice regarding the situation awaiting their return to the mortal plane, and can bargain with the archdevil to gain needful favors or gifts. Although these come with a high price, and are only granted to those who show Dispator the utmost deference and respect, there are few limits to what the fiend can give or do, and a companion can even be returned from death (although that companion will now and forever be bound to Dispater). When the caster is ready to return to the mortal plane, they reappear exactly where they were, and no time has passed.

Tuesday, 1 July 2025

Let’s Convert the Monster Manual: Baalzebul

I’ve been asked to convert the original Monster Manual in a manner similar to my conversion of the Fiend Folio. I am going to do this a bit differently, though, and just try to stick to the essence of creatures without referring to the text of the original work. This is, in part, because of my plans to create a monster book in the upcoming year. In this case, we are dealing with IP that is currently held by Wizards of the Coast/Hasbro, so I can’t imagine a published version of everything here coming out!

Having already converted the demons from the original Monster Manual, I was required to consider how devils should be differentiated from demons in this conversion. I decided to retain the lawful nature of devils, although I otherwise treated them as demons. As before, some deviation from the strict order of presentation is required to allow for invoke patron results, with the archdevils being sone first (one per post), and then the other devils.

It becomes very clear to me that I underutilized extraplanar monsters, including demons and devils, back in my AD&D days, but to be fair that system didn’t encourage using the “cool” monsters at low levels. As a result, I don’t believe that I ever used Baalzebul. Hopefully, this version will see more use!

As a side note, although I am utilizing AD&D’s “nine hells” in this conversion, when using these devils in your home campaign, you should feel free to use whatever cosmology you like, and change them accordingly!

Baalzebul (Archdevil): Init +10; Atk bite +20 melee (2d12 plus venom) or glance or spell; AC 25; HD 20d12 (166 hp); MV 30’ or fly 60’; Act 2d20; SP devil traits, venom, spells; SV Fort +12, Ref +11, Will +15; AL L.

           Spells (+20 to spell check): Charm person, comprehend languages, control fire, darkness, demon summoning, detect invisible, detect magic, dispel magic, invisibility, paralysis, scare, and scorching ray.

            Devil traits: Telepathy, immunities (weapons of less than +5 enchantment or natural attacks from creatures of 12 HD or less, fire, cold, electricity, gas, acid), projection (teleport at will to any location, as long as not bound or otherwise summoned; can project astrally and ethereally), crit range 15-20.


The Lord of the Flies is second only to Asmodeus in the infernal hierarchy, and rules the sixth and seventh planes of Hell. The sixth plane, Malbolge, is a black stone plain, filled with stinking vapors, smokes, fire pits, foul rifts, and huge caverns. The seventh plane, Maladomini, is similar, and it is there that the lava-moated castles of the horned devils and the great fortress of Baalzebul are located.

Although sometimes known as the Lord of Lies, Baalzebul delights in speaking the truth, albeit in a deceptive manner intended to lead the unwary toward erroneous conclusions which lead the unwary astray down dark and dangerous paths. This archdevil appears as a 12-foot tall man of great strength, whose head is that of an enormous horned fly with sharp-toothed humanoid jaws. His bite is venomous, causing 2d6 Stamina damage and requiring a DC 24 Fort save to avoid an agonizing death in 1d6+3 rounds.

His glance (requiring an action die) causes fear and weakness (1d4 Strength damage and Will save DC 24 or collapse in trembling, unable to take any action, so long as the gaze is maintained (using an action die each round) plus 1d4 rounds.

Baalzebul may grant the wishes of mortal creatures, keeping to the letter whilst twisting the intent to create sorrow and strife. In any event, such a wish is not granted for free, and at the very least the mortal must sell their soul to the archfiend, with a very specific date by which it must be delivered.

The ceremony to bond with Baalzebul must take place in a location swarming with biting or stinging flies.

Invoke Patron check results:

12-13     Buzzing flies surround the caster, obscuring them from their foes and providing a +2 bonus to AC for 1d6 rounds.

14-17     The caster is surrounded by biting and stinging flies to a radius of 30 feet for 1d7+CL rounds. These flies irritate opponents in their radius enough to cause them to suffer a -2 penalty to all attack rolls, skill checks, and spell checks. Further, enemy figures are targeted with a single 1d20+CL swarming attack roll which, if it beats their AC, results in 1 damage plus a Fort save (DC 10+CL) to avoid another 1d3 damage.

18-19     The caster plus equipment transforms instantly into a swarm of biting flies, gaining a +CL bonus to Reflex saves and taking only half damage from non-area effects so long as the transformation lasts. The swarm takes up a 20’ x 20’ x 20’ space and flies at a speed of 40’. The caster’s voice can be heard in the insectile drone, allowing them to cast spells as normal. In addition, the caster gains a free swarming bite attack which affects all hostile targets within the swarm’s area, doing 1 damage and requiring a Fort save (DC 12+CL) to avoid an additional 1d4 damage. The transformation lasts 1d6 turns, or until the caster willingly chooses to end it.

20-23     Do you want flies with that? Any time anyone within 300’ of the caster attempts to speak, their mouth is filled with flies, which emerge as a torrent. To even speak intelligibly requires a DC 20 Will save. Attempts to cast spells with verbal components require that this save succeeds, and even then are cast at -2d on the dice chain. The caster can exempt creatures from this effect, but, once exempted, the caster cannot reinstate the effect for that creature. This effect lasts 1d3+CL turns.

24-27     The caster is able to transform into a swarm of flies (as 18-19, above), or a single fly (+15 AC, Reflex saves, and stealth; -5 to Fortitude saves; fly 40’), or their normal form by using an action die as often as they wish for the next 1d4+CL turns.

28-29     As 24-27, above, but the benefit lasts 1d5+CL hours.

30-31     Gaining the honeyed tongue of their patron, the caster is able to imply whatever falsehood they wish, so long as they are able to do so without actually speaking a falsehood. Listeners who fail a DC 30 Will save believe the caster implicitly, although they can be persuaded that their misconception is wrong, with difficulty, and only after 1d7 days have passed. The caster keeps this power for 1d7+CL hours, or until they tell an outright falsehood (per judge).

32+         As 30-31, above, but there is no Will save to disbelieve the caster’s misdirections, victims cannot be persuaded of the truth until a fortnight (14 days) has passed, and the caster retains the power for 1d8+CL days, or until they tell an outright falsehood (per judge).