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 Śuri. 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).

Monday, 30 June 2025

Let’s Convert the Monster Manual: Asmodeus

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.

I used Asmodeus in a game once when I was in high school, shortly after reading Lord Foul’s Bane. I wanted to recreate the temptation scene from the novel, but flubbed it badly. When the devil comes to call on you out of the blue, no one in their right mind is even remotely tempted. The DCC way, which offers power but makes reaching for it the player’s job, offers greater incentives in my opinion. Certainly I have seen more PCs accept fool’s bargains – nay, seek them out! – in this system than in my AD&D days….having grown as a judge may account for some of that, but not all.

Asmodeus (Archdevil and King of the Shedim): Init +14; Atk ruby rod +25 melee (1d10+6) or ray or gaze or spell; AC 27; HD 25d12 (199 hp); MV 30’ or fly 60’; Act 2d20; SP demon traits, rays, gaze, fulfill wish, spells; SV Fort +14, Ref +13, Will +17; AL L.

           Spells (+20 to spell check): Charm person, control ice, control fire, darkness, demon summoning, detect invisible, detect magic, dispel magic, invisibility, magic missile, paralysis, phantasm, ray of enfeeblement, 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 arch-fiend Asmodeus is the Overlord of all the dukes of Hell and the King of the Shedim, demons who are worshipped as gods by the unwary. His cunning and strength are legendary, as is his ruthlessness and charm. He rules from a mighty iron palace rests upon the floor of the lowest rift in Hell, served by pit fiends and other devils at all times. Once per year he commands the other archdevils to attend his court and pay homage, and woe to the mortal who disturbs Asmodeus at such a time.

Thirteen feet tall, Asmodeus is handsome and charming, so long as he does not forget himself and fly into a rage. His gaze can cast charm person, scare, or slow without any additional action, once per round, without using an action die (+20 to spell check). He wields a giant-sized ruby rod with an opaline tip which can shoot forth a cone of frost (30’ base), a line of acid, or a bolt of lightning on command (all effects are 120’ long, and do 4d12 damage with a DC 24 Reflex save for half). Asmodeus may grant the wishes of mortal creatures, but it delights his evil genius to keep to the letter of the wish while 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.

Bonding with Asmodeus is a matter of hammering out a contract which must be signed in blood. Such a contract is never in the best interests of the mortal caster, although they may be granted an exceedingly long life so long as they continue to act in the interest of the Overlord of Hell, obey him in all things, and do not themselves become so proud as to forget their place.

Invoke Patron check results:

12-13     The barest hint of Asmodeus’ vast charisma surrounds the caster like an aura. Anything seeking to target the caster with a hostile spell or attack must succeed in a DC 13 Will save or lose their action. This condition lasts 13 rounds.

14-17     A faint reek of sulfur emanates from the caster as Asmodeus offers them infernal protection. For the next 13 minutes, the caster gains a +3 bonus to AC and all saves.

18-19     The caster gains a +3 bonus to AC and all saves. In addition, anything seeking to target the caster with a hostile spell or attack against the caster must succeed in a DC 13 Will save or lose their action. These benefits last for 13 turns, during which the caster smell strongly of brimstone.

20-23     Asmodeus sends an imp to aid the caster, which remains loyal for 13 days. If the caster does not already have a familiar, the caster may bond with the imp to extend the connection indefinitely. In this case, the caster need not know or cast the find familiar spell. The imp uses its own statistics (as per the upcoming imp conversion), but is otherwise treated as a demonic familiar. The caster can have no other familiar while the imp lives, and permanently loses twice the imp’s hit points and suffers a -5 spell check penalty until the next full moon should the imp die, just as if find familiar had been cast.

24-27     An erinyes devil immediately appears. Sent by Asmodeus, it serves the caster faithfully for 13 weeks, or until Asmodeus withdraws his favor due to some ill-advised action on the caster’s part. If Asmodeus withdraws his favor, the erinyes seeks to bring the caster to Hell in order to face the archfiend’s justice. So long as the devil serves the caster, the caster is considered unholy to any cleric or religion which considered devils unholy. The caster may dismiss the devil prematurely, but there is a 5% chance that this merely releases the creature onto the caster’s own plane, where it may use the remaining time to perform evil deeds in Asmodeus’ name.

28-29     A barbed devil immediately appears. Sent by Asmodeus, it serves the caster faithfully for 13 months, or until Asmodeus withdraws his favor due to some ill-advised action on the caster’s part. If Asmodeus withdraws his favor, the barbed devil seeks to bring the caster to Hell in order to face the archfiend’s justice. So long as the devil serves the caster, the caster is considered unholy to any cleric or religion which considered devils unholy. The caster may dismiss the devil prematurely, but there is a 10% chance that this merely releases the creature onto the caster’s own plane, where it may use the remaining time to perform evil deeds in Asmodeus’ name.

30-31     A horned devil immediately appears. Sent by Asmodeus, it serves the caster faithfully for 13 years, or until Asmodeus withdraws his favor due to some ill-advised action on the caster’s part. If Asmodeus withdraws his favor, the devil seeks to destroy the caster and then spend the rest of its time on the caster’s plane performing evil deeds in Asmodeus’ name. So long as the devil serves the caster, the caster is considered unholy to any cleric or religion which considered devils unholy. The caster may dismiss the devil prematurely, but there is a 40% chance that this merely releases the creature onto the caster’s own plane until the 13 years are completed.

32+         A pit fiend immediately appears. Sent by Asmodeus, it serves the caster for 13 years, or until Asmodeus withdraws his favor due to some ill-advised action on the caster’s part. If Asmodeus withdraws his favor, the devil seeks to destroy the caster and then spend the rest of its time on the caster’s plane performing evil deeds in Asmodeus’ name. So long as the devil serves the caster, the caster is considered unholy to any cleric or religion which considered devils unholy. Such a potent devil has its own interests and desires, and will seek to bend the caster to its service at every opportunity. Worse, once the initial incident which provoked the caster to invoke Asmodeus is resolved (as determined by the judge), the pit fiend is free to negotiate recompense of its own for each additional favor the caster requests of it.

The caster may dismiss the devil prematurely, but there is a 90% chance that this merely releases the creature onto the caster’s own plane until the 13 years are completed.

Friday, 27 June 2025

Let’s Convert the Monster Manual: Type V (Marilith, etc.) and Type IV (Balor, etc.) Demons

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!

This post concludes the demon the original Monster Manual, and the astute among us will note that DCC demons are more powerful in general than their AD&D 1e counterparts. You will also note that, in converting the various demons, I have not bothered to include magic resistance. In part this is because DCC demons tend to have better resistance to mundane weapons, and in part because DCC uses spell checks and allows for spell duels, furthering the chance that spells will not go off, or will be less powerful when they do.

In the original Monster Manual, these demons all have individual names and identities. “Balor” is a specific individual demon, not the generic name for all demons of his type. Knowing these demon’s names makes it likely that they will listen to you should you meet one, and if you offer it a great enough reward, it just might choose to grant you some small favor in return. They also might even be able to aid mortal spellcasters, having their own spellburn tables as the judge sees fit. Seeking the advice of a Type V demon in order to gain spell knowledge also seems like a cool campaign element to me.

The next “Let’s Convert the Monster Manual” post starts the devils. I will be doing archdevils (one per post), then other devils. In the original, devils were Lawful Evil, and there are examples in DCC adventures of both chaotic and lawful devils, but I think when I do these entries I will use law because it better matches the source material.

Marilith (Type V Demon): Init +7; Atk sword +12 melee (1d8+2) or battleaxe +10 melee (1d10+2) or constriction +8 melee (2d4 plus constriction); AC 24; HD 13d12; MV 50’; Act 4d20; SP demon traits, constrict (DC 23 Strength to escape), spellcasting (+20 spell check): Charm person, comprehend languages, control fire, darkness, detect invisible, levitation, and scare; SV Fort +11, Ref +14, Will +15; AL C.

            Demon traits: Telepathy, immunities (weapons of less than +4 enchantment or 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.

Appearing as six-armed, seven-foot tall women whose torsos end in long snake tails, these demons are hated and feared by those who serve their cruel majesty. They are highly intelligent and multi-dexterous, wielding weapons in each hand with equal facility. They can use their tails to constrict victims, and any being so held takes damage each round at the demon’s initiative count until they succeed on a DC 23 Strength check (which requires an action die), they are freed by a successful Mighty Deed (6+), the demon is slain, or the demon willingly lets her victim go. If forced to retreat, the demon can take any victim still being constricted with her when she projects, unless they succeed in a DC 23 Will save.

Winning the favor of such a demon is not easy. They delight in causing suffering and in dominating others, so that whosoever would bargain with or gain control over such a creature more often than not finds themselves the object of the demon’s own vindictive amusements. They have a strange relationship with strong warriors, particularly men, being both drawn to them and filled with loathing in their presence. Sacrificing such a one to these demons may elicit at least temporary favor.

Balor (Type IV Demon): Init +12; Atk flaming sword +20 melee (1d8+6 plus flames) or whip +21 melee (1d6+6 plus trip); AC 28; HD 18d12; MV 20’ or fly 50’; Act 4d20; SP demon traits, flames, trip, spellcasting (+20 spell check): Charm person, control fire, darkness, detect invisible, detect magic, dispel magic, levitate, phantasm, and scare; SV Fort +13, Ref +12, Will +13; AL C.

            Demon traits: Telepathy, immunities (weapons of less than +4 enchantment or 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.

There are six of these 12-foot-tall demons known to exist, appearing as dark humanoids with demonic heads and bat-like wings. Balor is the name of the strongest, and there is another as large as he. There are two which are the weakest, and two in the middle. In game terms, the two strongest have 216 and 200 hp respectively, the two in the middle have 112 hp each, and the weakest two have a mere 88 hp each.

Each wields a flaming sword capable of striking creatures only hit by magical weapons and a braided whip with six or more blade-lined tails. A creature hit by the sword must succeed in a DC 10 Reflex save or be set alight, taking 1d6 damage each round until a save succeeds. A target hit with the whip must succeed on a DC 23 Reflex save or be tripped and prone.

There is a 1-2 on 1d3 chance each round that the demon will immolate, its body and wings surrounded by flames, doing damage to any within melee range of it. Once a demon of this type has wreathed itself in flame, the flames remain for 2d6 rounds before the chance to immolate must be checked again. Balor and his strongest brother does 4d6 damage per round when immolated to any within melee range, the middle-powered demons do 3d6, and the smallest do 2d6 (in all cases, DC 23 Fort for half).

These darkly charismatic Type VI demons often bend other evil creatures to their will. Although they can be propitiated to aid mortals, demons of this type always seek to gain command rather than serve. Mortals who seek such creatures as servants, or who seek to deal with them as equals, often discover that they themselves gain a new master instead.

The Type VI (Balor) Demon was clearly inspired by the Balrog from The Fellowship of the Ring. I did a conversion of the MERP version of the creature in this blog post. Those who are interested are invited to compare and contrast. To facilitate this, my conversion is reproduced below:

Balrog (Type VI Demon of Morgoth): Init +8; Atk two-handed sword +21 melee (1d10+6) or whip +21 melee (1d6+6 plus entwine), or claw +18 melee (1d6+6); AC 24; HD 15d12; MV 40’ or fly 60’ (special); Act 2d20; SP Demon traits, entwine, presence, immolation, counterspell, clumsy flight; SV Fort +16, Ref +14, Will +17; AL C; Crit DN/1d20.

Demon Traits: Telepathy, infravision, cast darkness (+20 to spell check). Immunities (weapons of less than +4 enchantment,natural attacks from creatures of 9 HD or less, fire, cold, electricity, gas, and acid), crit range 16-20.

Entwine: When he hits with his whip, the balrog may entwine the lashes around a foe, pulling him up to 10’ each round unless they succeed in an opposed Strength check vs. +6. An opponent may escape with a DC 20 Agility check (requiring an action) or a Mighty Deed of 6+.

Presence: Upon sighting the balrog, all creatures must succeed in a DC 20 Will save or lose their next action. If they fail by 5 or more, they are unable to act for 1d6 rounds.

Immolation: The balrog can sheath himself and his weapons in fire at will, doing +1d6 damage per attack, and doing an automatic 1d6 damage per round to any creature engaged in melee with him. Complete submersion ends and prevents further use of this ability for 3d6 hours.

Counterspell: The balrog can engage in spell duels with a +15 bonus to his spell check, but is limited to casting dispel magic for this purpose, which has no effect other than cancelling an opposing spell.

Clumsy Flight: The balrog can only move 10’ on his first round of flight, 20’ on his second, 30’ on the third, and only reaches full flight speed on the fourth round.

Monday, 23 June 2025

Let’s Convert the Monster Manual: Type II (Hezrou), Type III (Glabrezu), and Type IV (Nalfeshnee, etc.) Demons

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!

When converting the demons and devils from the original Monster Manual, some deviation from the strict order of presentation is required to allow for invoke patron results. I am therefore doing the demon princes (one per post), other demons, archdevils (one per post), then other devils.

In the original Monster Manual, some demons of Type IV or better have individual names and identities. “Nalfeshnee” is a specific individual demon, not the generic name for all demons of his type. Thus, although I am creating a statblock for “Nalfeshnee”, the judge should remember that each demon represented by these stats has a name and identity. Knowing these demon’s names makes it likely that they will listen to you should you meet one, and if you offer it a great enough reward, it just might choose to grant you some small favor in return. Just be aware that this more likely than not to be like a ham sandwich petitioning a hungry patron in a deli….success is certainly not guaranteed!

Demons are a big part of folklore, and of the foundational works that inspired the game. I have used them more often with DCC than with AD&D, because they never really seemed “fair” in the earlier game until PCs reached at least mid-levels. These demons have fewer powers than demons of similar types in DCC, but weapons immunity alone makes them considerable foes. Demons of Type IV and above might even be able to aid mortal spellcasters, having their own spellburn tables as the judge sees fit.

Hezrou (Type II Demon): Init +5; Atk claw +5 melee (1d6) or bite +3 melee (4d4); AC 18; HD 8d12; MV 20’ or swim 40’; Act 2d20; SP demon traits, spellcasting (+8 spell check): Darkness, detect invisible, levitation, and scare; SV Fort +5, Ref +4, Will +8; AL C.

            Demon traits: 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 native plane, as long as not bound or otherwise summoned), crit range 19-20.

These demons appear as seven-foot tall grotesque humanoid toads.  They have a great hatred for vrock-type demons, and the two demon types will fight each other for almost any reason.

Glabrezu (Type III Demon): Init +3; Atk claw +9 melee (2d6+4) or claw +7 melee (1d3+4) or bite +4 melee (1d5+4); AC 19; HD 12d12; MV 30’; Act 5d20; SP demon traits, spellcasting (+12 spell check): control fire, darkness, levitate, and scare; SV Fort +8, Ref +8, Will +7; AL C.

           Demon 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; can project astrally and ethereally), crit range 18-20.

These broad demons are over nine feet tall, with a dog-like head crowned with goat horns, pincers, and a small set of clawed humanoid arms growing from their chests. They can attack with pincers, claws, and bite, but to cast spells they must give up two action dice (one claw and bite).

Nalfeshnee (Type IV Demon): Init +6; Atk claw +12 melee (1d8) or bite +8 melee (2d4+4); AC 22; HD 16d12; MV 30’ or fly 30’; Act 2d20; SP demon traits, ungainly flight, spellcasting (+16 spell check): darkness, detect magic, dispel magic, levitate, phantasm, and scare; SV Fort +10, Ref +10, Will +13; AL C.


            Demon traits: Telepathy, immunities (weapons of less than +3 enchantment or natural attacks from creatures of 7 HD or less, fire, cold, electricity, gas), half damage from acid), projection (teleport at will to any location, as long as not bound or otherwise summoned; can project astrally and ethereally), crit range 17-20.

At a height of ten feet, with the upper torsos of apes and the pelvis, legs, and cloven hooves of boars, these demons have faces in which ape and pig are unhandsomely combined. Their feathered wings are too small for sustained flight (1d6+4 rounds at the most, with a like number of minutes needing to pass before they can fly again).

Wednesday, 18 June 2025

Free RPG Day Revisited

On June 5th, I posted that I would be running the new DCC adventure for Free RPG Day at TistaMinis Hobby Shop.  Sadly, it is now Wednesday before the event, and the store hasn't made prepping the aventure possible. 

When I first contacted the store owner, after moving out of Toronto, this really seemed like a slam dunk. After all, from a store's perspective, the whole idea of events like Free RPG Day or DCC Day are to get new people into the store. 

I have never asked a store for anything other than early access to materials to run these events, and, frankly, the stores I have run for in the past - Hairy Tarantula, 401 Games, Noble Knight, the sadly defunct Wizard's Cache, and my one-time home away from home, the Sword & Board, were all proactive in helping make these events a success. And they were successful, sometimes with enough players to stretch my GMing skills to new levels.

In this case, however, no real effort seems to have been made, and I am tired of chasing the owner for updates. Chalk this one up to experience, I guess.

Apologies to any and all I have disappointed.

Tuesday, 17 June 2025

Let’s Convert the Monster Manual: Manes, Succubus, and Type I (Vrock)

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!

When converting the demons and devils from the original Monster Manual, some deviation from the strict order of presentation is required to allow for invoke patron results. I am therefore doing the demon princes (one per post), other demons, archdevils (one per post), then other devils.

Succubae and incubi are listed as Type IV demons in the DCC core rules, and I have followed that here (although the Monster Manual would suggest to me a Type II demon based on Hit Dice). These are not, it should be noted, official statistics, and I am aware of at least two Goodman Games adventures which contain succubae in DCC terms. I have avoided referencing those adventures while doing these conversions, but the interested can seek them out, and I will gladly point you in the right direction privately so as to avoid spoilers.

I have also added a “Lesser Succubus” to match the power level of the AD&D version more closely. One can see that some of the abilities of a Type II demon fall below those of the Monster Manual succubus, but providing options is not, to my mind at least, a bad thing.

Similarly, the vrock is definitely more potent in the Monster Manual, but as this is the in-system example of a Type I demon, I am loathe to provide a higher-type version of the same monster. It is my hope that, in statting out the other demons, some form of balance will be achieved between the more- and less-powerful conversions. 

One of the most glorious aspects of Dungeon Crawl Classics is the mantra to “Make Monsters Mysterious”. This follows the ethos of the pulps the game is based upon, and opposes the formulaic idea of what this or that monster must be. The upwelling of creativity that follows from this advice is something that I hope we can hold on to, even as a second official monster book has been announced!

Manes: Init +0; Atk claw +1 melee (1d3) or bite +0 melee (1d4); AC 13; HD 1d8; MV 10’; Act 3d20; SP half damage from non-magical weapons, immune to mind-affecting, death throes; SV Fort +2, Ref -2, Will -4; AL C.

These sub-demons are only semi-intelligent, existing only to fulfill their hatred and hunger, or orders given to them by a demon lord or other master. They are no taller than a halfling, and so ill-formed that they move slowly for the most part – but they can use action dice to move, meaning that a manes can move up to 30’ and still make a single attack! When using demon summoning, 4d4 manes can be summoned to replace a single Type I demon (these can be controlled by the spellcaster, despite their normal immunities). When reduced to 0 hp, they become clouds of foul-smelling vapor, drifting away to reform after 4d12 hours.

Some sages claim that manes are the dead which are pulled to the Abyss after life, and which are sometimes consumed by the various demon lords and princes, destroying them utterly. At other times, demon princes may elevate manes to un-dead status as shadows or ghosts if their evil was great enough in life, to plague the material world. At other times the manes themselves are loosed upon the living world for a day, there to wreak havoc for their Abyssal lords’ delight.



Succubus (Type IV Demon): Init +6; Atk claw +10 melee (1d6+2); AC 23; HD 8d12; MV 30’ or fly 60’; Act 2d20; SP demon traits, shapechange, Stamina drain (1d4, DC 23 Will negates), spellcasting (+16 spell check): charm person, darkness, ESP; SV Fort +12, Ref +13, Will +12; AL C.

            Demon traits: Telepathy, immunities (weapons of less than +3 enchantment or natural attacks from creatures of 7 HD or less, fire, cold, electricity, gas), half damage from acid), projection (teleport at will to any location, as long as not bound or otherwise summoned; can project astrally and ethereally), crit range 17-20.

Lesser Succubus (Type II Demon): Init +5; Atk claw +7 melee (1d3); AC 14; HD 6d12; MV 30’ or fly 60’; Act 2d20; SP demon traits, shapechange, Stamina drain (1d4, DC 16 Will negates), spellcasting (+8 spell check): charm person, darkness, ESP; SV Fort +6, Ref +7, Will +7; AL C.

            Demon traits: 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 native plane, as long as not bound or otherwise summoned), crit range 19-20.

These demons can appear in any humanoid form, and are able to shapechange into whatever they believe will be most alluring using an action die. In their natural form, they are tall and very attractive, with bat-like wings, small horns, and sharp teeth. In male form, they are called incubi, and it is unclear whether they actually have gender, or whether succubae and incubi are interchangeable, taking whatever form their victims are most likely to find attractive.

In either case, this demon can drain 1d4 Stamina with a single kiss, although they may choose (or be commanded) not to use this ability. Succubae are sometimes the consorts of other, usually more powerful, demons, and rule lower demons through a combination of threats and guile.

Vrock (Type I Demon): Init +0; Atk claw +4 melee (1d6+4) or beak +2 melee (1d8+4); AC 16; HD 4d12; MV 30’ or fly 60’; Act 2d20; SP demon traits, spellcasting (+4 spell check): darkness, detect invisible; SV Fort +3, Ref +2, Will +0; AL C.

            Demon traits: Half damage from non-magical weapons and fire.

Demonic beings resembling a cross between human and vulture, standing 8 ½ feet tall with a wingspan of 1d4+16 feet, vrocks are all too common on the Abyssal planes. They will do much to secure precious metals, jewels, and human flesh, but are too stupid to easily follow a bribe offer…which also means that clever adventures may find the means to easily trick them. Luring vrocks into a trap or ambush is not that difficult!

Saturday, 14 June 2025

Let’s Convert the Monster Manual: Yeenoghu, Demon Lord of Gnolls

 

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!

When converting the demons and devils from the original Monster Manual, some deviation from the strict order of presentation is required to allow for invoke patron results. I am therefore doing the demon princes (one per post), other demons, archdevils (one per post), then other devils.

I have never used Yeenoghu, or even really given him much thought outside of a background detail when gnolls were encountered, but doing this conversion I realize that this was very much a mistake. While having demon lords appear is adventures was definitely only for the high-of-level, and I think Yeenoghu would have given a hard time to the level 14-16 PCs I sometimes ran games for back in the day, the description of Demon Lord of Gnolls is far more flavorful than I remembered. Evil human cultists with gnoll allies would have made for a good campaign addition!

Yeeoghu (Demon Lord of Gnolls): Init +15; Atk triple flail +20 melee (3d18 plus paralysis and confusion) or unarmed strike +20 melee (3d6) or tail bite +20 melee (2d4 plus venom) or spell; AC 25; HD 21d12 (120 hp); MV 40’; Act 1d20; SP demon traits, triple flail, paralysis, confusion, charming speech, entourage, summoning, spells; SV Fort +15, Ref +18, Will +17; AL C.

           Spells (+20 to spell check): Charm person, darkness, demon summoning, detect invisible, detect magic, dispel magic, fly, invisibility, magic missile, paralysis, phantasm, and scare.

            Demon 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 cadaverously thin Demon Lord of Gnolls appears as a 12-foot-tall grey humanoid hyena with large amber eyes glowing with lambent inner fire. Yeenoghu’s skin is smooth and hairless except for a mangy crest of putrid yellow from his head to his mid-back. He always surrounds himself with an entourage of 66 gnolls with 2 Hit Dice (and no fewer than 14 hp) each. He can summon 6d12 normal gnolls at will, which arrive after 1d5 rounds. As Yeenoghu receives homage from the King of Ghouls, he can similarly summon 1d12+5 ghouls as desired. Doing either requires his action for that round.

Yeenoghu carries a seven-foot-long flail, with three chains of adamantite, each bearing a spiked ball. Although this dreaded weapon only requires one action die for the demon lord to use, when used it makes three attack rolls against the same target. If only one hits, it does 3d18 damage. If two hit, in addition to the damage, living targets must succeed in a DC 23 Fortitude save or be paralyzed for 1d6 minutes. If all three attack rolls succeed, the victim must also succeed in a DC 23 Will save or become confused, with all of their actions targeting random creatures (including potentially allies) for the next 2d5 rounds….although this is unlikely to have a noticeable effect if the victim is also paralyzed.

 Yeenoghu speaks all giant and humanoid languages as well as the common tongue, and those who speak with him for a minute or longer must succeed in a DC 15 Will save or be charmed (as charm person spell check result 14-17, except that multiple creatures can be affected; the judge is encouraged to time role-playing for this purpose).

In order to bond with Yeenoghu, a caster must dwell among gnolls during the ceremony to cast patron bond. Finding and befriending a pack of gnolls who will tolerate and protect the caster during their time of arduous vulnerability is the first test the Demon Lord of Gnolls demands of those who would serve him!

Yeenoghu and Flinds: The Fiend Folio introduced flinds as leaders of gnolls – tougher versions of the same creature, which I converted in this blog post. Frankly, the illustration makes them appear less hyena-like, and the use of flind-bars (a kind of modified nunchaku) make them seem less feral and more civilized than the gnolls.

Do flinds worship and serve Yeenoghu? I am thinking that some few do, but most do not, and that those who do are thinner and hungrier than most of their kin. One can easily see how schisms in gnoll tribes might exist between those who serve the demon lord and those who follow the flinds – which at least can be seen, touched, and eaten. One might even see how adventurers could make use of such a schism….or become embroiled in an adventure when differing gnoll factions try to prove their superiority against nearby human settlements.


Invoke Patron check results:

12-13     Insatiable hunger grips the caster, granting them a bite attack (1d4 damage) for the next 2d8 rounds.

14-17     As 12-13, above, but Yeenoghu grants the caster the ability to steal life force with their bite. Every point of bite damage heals a like amount of damage to the caster, although potential healing beyond the caster’s maximum hit points are lost. Allies can willingly allow themselves to be bitten, but the caster cannot control the amount of damage done.

18-19     Either 1d3 + CL hyenas or CL hyenadons (equal chance of each) immediately appear and attack the caster’s foes. They last for 2d6 + CL rounds in either event, before fading back into the ether. Statistics from the Cyclopedia of Common Animals.

Hyena: Init +3; Atk bite +1 melee (1d4); AC 10; HD 1d8; MV 40’; Act 1d20; SV Fort +3, Ref +3, Will +0; AL N.

Hyenadon: Init +4; Atk bite +2 melee (1d5); AC 10; HD 2d8; MV 40’; Act 1d20; SP grip and drag; SV Fort +3, Ref +1, Will +2; AL N.

A hyaenodon is a prehistoric wolf-like creature, predator and scavenger standing 4’ tall at the shoulder, with enormously powerful jaws and neck muscles. If a hyaenodon succeeds in a bite attack, it does not let go, but instead pulls its victim off to kill and devour at its leisure. It requires a DC 14 Strength check to prevent the animal from pulling its victim away, and a DC 20 Strength check to actually get free from the locked jaws.

20-23     The caster gains an entourage of 2d12 gnolls, which appear in 1d3 rounds. These gnolls are of the normal sort, but obey the caster in all things so long as they are given a chance to slake their bloodlust and to feed. They serve the caster until slain or released, but if the caster should ever die or break their pact with Yeenoghu, the gnolls turn upon the caster and their allies, seeking to slay and consume them. There is no limit to the size of the pack which follows the caster.

24-27     For one turn, the caster gains the ability to become non-corporeal (as a ghost) at will. While corporeal, this ability to shift grants them a +4 bonus to AC against non-magical weapons and a +4 bonus to saves if becoming non-corporeal would help to protect them. While non-corporeal, the caster can pass through solid objects, fly with a 30’ move speed, and is immune to non-magical and purely corporeal damage.

28-29     The caster begins to cackle hideously, like a hyena, and an aura of feral hunger surrounds them. Enemies take a -1d penalty to all attack rolls, damage rolls, saves, spell checks, and skill checks when within 30’ of the caster. The caster can maintain this power as long as they remain conscious, but it is draining, and every full turn of use the caster must  succeed on a Luck check or take an additional point of spellburn.

30-31     As 28-29, above, but the range is increased to 60’, and opponents within 30’ take a -2d penalty.

32+         Once per round, for the next 1d6 + CL turns, the caster may select one of these three options, affecting any single living target within 500’ which the caster can see:

(1)    Cause 3d6 damage (Fort DC 25 for half).

(2)    Paralyze foe for 1d6 hours (Will DC 25 negates).

(3)    Choose a known attack of that enemy and direct it against another target the caster can see in the next round, using up one of that enemy’s action dice. The attack is resolved as normal. (Will DC 25 negates.)

Using this ability does not use up any of the caster’s own action dice.

Wednesday, 11 June 2025

Let’s Convert the Monster Manual: Orcus, Demon Prince of the Un-dead

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!

When converting the demons and devils from the original Monster Manual, some deviation from the strict order of presentation is required to allow for invoke patron results. I am therefore doing the demon princes (one per post), other demons, archdevils (one per post), then other devils.

Claimed by some to be the greatest of the demon princes, Orcus loomed over those early AD&D 1e games, not only as an evil presence worshiped by malevolent cultists, but also because the Wand of Orcus was a fabled artifact in the Dungeon Master’s Guide – one which had many a look-alike in those early dungeons, both as bait for traps and as cursed items. I can also recall including a shriveled up eye and a mummified hand from time to time…absolutely non-magical, but leading to hopeful PCs maiming themselves to test them out…! I was not always as kind as I am now….

Orcus (Prince of the Un-dead): Init +14; Atk by weapon +20 melee (by weapon +8) or unarmed strike +20 melee (3d6) or tail bite +20 melee (2d4 plus venom) or spell; AC 28; HD 22d12 (140 hp); MV 30’ or fly 50’; Act 2d20; SP demon traits, venom (2d12 plus DC 22 Fort or die instantly), Wand of Orcus, animate dead, +8 bonus to saves vs. spells, entourage, spells; SV Fort +18, Ref +13, Will +20; AL C.

           Spells (+20 to spell check): Animate dead, charm person, comprehend languages, control fire, darkness, demon summoning, detect invisible, detect magic, dispel magic, ESP, forget, lightning bolt, paralysis, phantasm, ray of enfeeblement, read magic, scare, and speak with the dead.

            Demon 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.

Orcus looms over his portion of the Abyss, being some 15 feet tall with a grotesquely corpulent humanoid body covered with coarse grey hair like that of a goat. His goat-like head bears curving ram horns. He bears satyr-like goat legs terminating in cloven hooves, as well as vast bat-like wings and a serpent tail which bites with a deadly venom. Despite his girth, Orcus is incredibly strong, and any opposed Strength check against him is vs. +8.

Creatures slain within 100’ of the Demon Prince of the Un-dead automatically rise as un-dead the following round, and are able to act under Orcus’s control the third round after their death. These un-dead rise as skeletons or zombies, depending upon the condition of their bodies (as determined by the judge). There is no limit to the number of un-dead Orcus can raise or control in this manner. Orcus is furthermore always attended by a retinue of faithful un-dead creatures. To determine their current makeup, roll 1d4: (1) 4d12 skeletons, (2) 4d8 zombies, (3) 4d6 shadows, or (4) 2d4 vampires.

Finally, Orcus holds a rod of pure obsidian topped by a skull, sometimes called the Wand  of Death or the Wand of Orcus. When wielded by the demon prince, this fell instrument causes 1d8+8 damage, and those struck must succeed in a DC 13 Fort save or be instantly slain. Those who roll a natural “1” are annihilated, their bodies and all equipment scattered to their component atoms. Only archdevils, saints, demon princes, godlings, and similar creatures are immune to this death effect.


Wand of Orcus: This ghastly weapon is sometimes allowed to pass into the Lands We Know, there to wreak chaos and evil upon all living things there. Wielded by a mortal creature, the Wand does not have the full death-dealing power it has within Orcus’s hands, but it deals a base 1d8 damage and creatures struck must succeed in a DC 13 Fort save or suffer an additional 3d8 damage.

In mortal hands, the Wand of Orcus confers these other powers and has the following effects upon those brazen enough to use it:

  • Bearer gains +1 Strength as long as the item is owned, and can, twice each day, gain an additional +4 bonus to all Strength related rolls (including attack rolls and damage) for 1d3 turns.
  • Bearer can cast animate dead or speak with dead seven times a week each, with a +4 bonus on the spell check, merely by touching the subject(s) with the Wand. Additional components are not required. If the bearer cannot normally cast spells, they use 1d16 for these spell checks.
  • Twice per day, the Wand can unleash a lightning bolt as an action (120’ range, 9d8 damage, DC 20 Reflex save for half). However, if the wielder is not chaotic, and/or has not been acting in the interests of Orcus (as per judge), the wand also shocks the user for 9d8 damage with no saving throw.
  • After using the lightning bolt power, the wielder stinks of death, with a subtly putrescent aroma noticeable to normal humans from 10 feet away. Those with sensitive noses, tracking animals, scavengers and the like can smell the wielder from even further away (per judge). This stench is permanent, even if the Wand has passed on to another, although kind judges may allow some quest to cleanse it away.
  • Every week the Wand is owned, its owner gains 1d10 pounds, until they have gained a total of 40 pounds. This added weight fades away at a rate of 1d10 pounds per month without touching the Wand of Orcus.

The Wand of Orcus is virtually impervious to magical and physical harm and each may only be destroyed (or even damaged) by bathing it in Orcus’s life blood. With this action, both the Wand and Orcus are destroyed forever. Otherwise, even if utterly disintegrated, the spirit of Orcus lives on in his Wand, allowing him to slowly shape a new body over the coming decades or centuries.


 Invoke Patron check results:

12-13     Shrouded by shadowy bat wings, the caster is ignored by all un-dead, and is immune to their special powers, for the next 1d3 turns.

14-17     For the next turn, any mortal humanoid creature slain by the caster rises as a skeleton or zombie (depending upon the condition of its body, per judge) on the next round, and is able to act on the second round after death. These un-dead are completely subservient to the caster, and are in addition to any limitation on un-dead controlled. If not destroyed, they remain with the caster for 1d6 + CL turns before succumbing to true death.

18-19     The caster’s hands and melee weapons gain the ability to sap the strength from living creatures. Each creature the caster strikes takes 1d3 Strength damage in addition to normal damage for the attack. Creatures without a Strength score instead take a cumulative -1 to melee attack rolls and damage from weakness. Victims are allowed a DC 16 Fort save to negate. The caster gains this ability for 3d10 + CL rounds.

20-23     Through the power of un-death, the caster transfers hit points from another living creature within 30’ to themselves. The caster can choose to transfer up to CL d8 hit points, and the target may attempt a DC 20 Will save to negate. The caster cannot transfer more hit points than a creature has; any excess hit points are lost. If the caster goes over their normal hit point maximum, the bonus hit points are used first, and cannot be healed or regained.

24-27     For one turn, the caster gains the ability to become non-corporeal (as a ghost) at will. While corporeal, this ability to shift grants them a +4 bonus to AC against non-magical weapons and a +4 bonus to saves if becoming non-corporeal would help to protect them. While non-corporeal, the caster can pass through solid objects, fly with a 30’ move speed, and is immune to non-magical and purely corporeal damage.

28-29     The caster’s flesh sloughs off, revealing an obsidian skeleton. The caster gains +4 AC against ranged attacks, and is completely impervious to piercing and slashing weapons, or special attacks which target flesh. The caster can see in the dark to 60’ with perfect clarity, is immune to poison and disease, and has no need to eat, drink, or breathe. The caster can maintain this state for up to CL turns, or end it at any time before then. When it ends, the caster’s flesh painfully re-knits from whatever material is at hand, healing all lost hit points in the process.

30-31     The caster’s biological processes halt for 1d6 + CL days, temporarily suspending the action of poisons, diseases, and similar agents, as well as negating the need to eat, drink, or breathe. The caster is not affected by cold, and can operate in a vacuum, on a tundra, or underwater without discomfort. During this period, the caster does not heal naturally, and any lawful or neutral cleric performing magical healing on the caster has their disapproval increase by 1d12. Un-dead creatures will not attack the caster unless attacked first, and intelligent un-dead are considered friendly.

32+         Orcus appears as a shadowy form and reaches out to smite one foe within 500’ of the caster’s choosing, who immediately takes 1d8+8 damage, and must succeed in a DC 13 Fort save or be instantly slain. The apparition remains until CL foes are slain, or until there are no remaining foes to target, making one attack each round (which automatically hits).

At the end of this time, the caster may choose to attempt a Luck check. If they succeed, Orcus loans them the Wand of Orcus for 13 days to cause havoc in the mortal world. At the end of this period, they may attempt another Luck check to hold the Wand for an additional 13 days. They may keep attempting Luck checks at the end of each 13-day period for as long as they dare. However, should they fail any of these Luck checks, Orcus appears himself to drag the caster screaming into the Abyss.

Was the Wand of Orcus left behind? Does anyone dare make a Luck check to find out?