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).

No comments:

Post a Comment