Showing posts sorted by date for query "convert the fiend folio". Sort by relevance Show all posts
Showing posts sorted by date for query "convert the fiend folio". Sort by relevance Show all posts

Friday, 30 January 2026

Let’s Convert the Monster Manual: Wraith, Wyvern, Xorn, Yeti, and Zombie

This is the final post for my Monster Manual conversions. Most of these creatures are ones I have converted already, and the wyvern was made fairly simple through the use of the Purple Sorcerer dragon generator.

Thus far, you have full conversions of the Fiend Folio, the Monster Manual, and the Melnibonéan Mythos from the Deities & Demigods cyclopedia. Ultimately, this was a lot of fun to do, but a fair amount of work as well. On my Patreon I am doing more conversions, some of which (but not all) will eventually be posted here. With various other projects on the go, my time is tighter than it was, and I require more time to do things.

If you use any of these conversions, I would love to hear about it! I love doing this work, and I love sharing with the community, but my health is not the best and I have to make hard decisions about how I spend my energy. 

I know that comments have to be approved, and that this is a pain, but it protects us both from spam comments and unsavory types (such as stalkers who like to snipe from the shadows). I promise you that I read every well-meaning comment, and I let them through as soon as I see them.

Wraith: Init +Init +2; Atk non-corporeal touch +2 melee (1d6 plus Stamina drain); AC 16; HD 4d12; MV fly 40’; Act 1d20; SP un-dead, Stamina drain (1d4 Stamina, Fort DC 13 for half), create spawn (victims reduced to 0 Stamina die and become wraiths on the next full moon), immune to non-magical weapons, non-corporeal; SV Fort +2, Ref +4, Will +8; AL C.

Wraiths are non-corporeal un-dead which are sometimes found on old battlefields, but which are not bound to the location of their deaths. Although wraiths shun and abhor sunlight, they are not harmed by it.

Based off of this post.

Wyvern: Init +7; Atk claw +5 melee (1d8) or bite +8 melee (1d12) or tail sting +8 melee (1d12 plus venom); AC 17; HD 7d12; MV 40’ or fly 80’; Act 2d20; SP venom (1d3 Strength plus DC 17 Fort or 1d6 Stamina); SV Fort +7, Ref +7, Will +7; AL C.

Wyverns are related to dragons, but they are not nearly as smart and they have only two legs. Their tails end in venomous stings, which are thankfully less potent than the venoms of some true dragons. A thief can extract 1d5 doses of venom from a slain wyvern with a successful Handle Poison check, and may make 1d3+2 attempts before the wyvern’s venom runs dry.



Xorn: Init –5; Atk claw +3 melee (2d6) or bite +1 melee (2d8); AC 22; HD 4d8+16; MV 30’ or swim through stone 60’; Act 3d20; SP DR 10/magic, ignore stone at will, transport to Elemental Plane of Earth, infravision 60’, see through stone 30’, smell gems and precious metals 120’, swim through stone; SV Fort +22, Ref –2, Will +10; AL N.

Small Xorn: Init –4; Atk claw +1 melee (2d6) or bite +0 melee (2d8); AC 20; HD 2d8+8; MV 30’ or swim through stone 60’; Act 3d20; SP DR 10/magic, ignore stone at will, transport to Elemental Plane of Earth, infravision 60’, see through stone 30’, smell gems and precious metals 120’, swim through stone; SV Fort +20, Ref +0, Will +8; AL N.

Large Xorn: Init –7; Atk claw +6 melee (2d6+3) or bite +3 melee (2d8+3); AC 24; HD 8d8+8; MV 30’ or swim through stone 60’; Act 3d20; SP DR 10/magic, ignore stone at will, transport to Elemental Plane of Earth, infravision 60’, see through stone 30’, smell gems and precious metals 120’, swim through stone; SV Fort +25, Ref –4, Will +15; AL N.

A xorn is a roughly barrel-shaped creature from the elemental plane of earth. It has three arms ending with rock-hard claws, and three short legs. Three eyes surround the gaping maw at the top of its body.  Its skin is made of greyish-brown rock-hard material that is quite difficult to damage. They are extremely heavy – even a small xorn weighs over 800 pounds – due to their rocky makeup.

Xorns have the ability to teleport from the elemental plane of earth to the material plane and back once every three centuries, and are able to transport up to three willing creatures no larger than themselves when doing so. They can swim through earth and stone at will, as though it were water, leaving no opening behind them. 

Likewise, they can treat earth and stone as solids whenever it suits them. This is a natural part of any move action they take, and makes it extremely easy for a xorn to escape almost any conflict that is going poorly, although they cannot transport other creatures through stone or earth in this manner. In addition to having infravision to a range of 60 feet, xorn can see through solid earth or stone to a range of 30 feet.

Xorn eat precious metals and gems, which they can scent at a range of 120 feet, even through solid earth and stone. They usually only come into conflict with beings from the material plane over these “tasty treats”.  Often, xorn attacks can be headed off by offering some portion of treasure (typically 50 gp x the xorn’s Hit Dice), and in some cases xorn have carried adventurers to the elemental plane of earth in exchange for precious metals and gems worth 100 gp x the xorn’s Hit Dice, per person carried.


Sometimes, undigested gems may be found within a xorn’s primary stomach.  In addition, it is 20% likely that a xorn on the material plane is encountered within 100 yards of a seam of metallic ore.  Such as seam is able to produce 10d6 x 100 lbs. of refined metal if the labor necessary to follow, extract, and smelt the ore is performed (1d6 days of labor per 10 lbs.).

There is a further 10% chance that, after 2d6 days of labor, another vein is located, intersecting the first.  Determine value and type randomly, as with the first vein.  There is a 5% chance of encountering a third intersecting vein, a 2% chance of a fourth, a 1% chance of a fifth, and a 1% chance of additional veins thereafter until no vein is encountered.

From this post.

Yeti: Init +2; Atk claw +7 melee (1d8+3) or bite +5 melee (1d5+4); AC 14; HD 10d8; MV 40’ or climb 30’; Act 2d20; SP rend for 2d8, stunning cry or gaze (1d6 rounds, Will DC 10), radiate cold (1d6, Fort DC 15 for half); SV Fort +8; Ref +6; Will +10; AL C.

Yeti are large, ape-like monstrous humanoids dwelling in the cold, high regions of the world. Their fur is a dirty white, and their eyes blaze with reddish or yellowish light. They are often described as smelling faintly like skunk spray.

Yeti are believed to be shy and secretive, avoiding encounters with intelligent creatures more often than attacking. As a result, yeti tracks are seen more often than the creatures themselves. However, reports claim that yeti sometimes trail folk travelling the high passes, learning what they can about them. Sometimes, this results in an attack, and when a yeti chooses to attack, its attack can be devastating.

A yeti attacks with claws and fangs. Its weird, ululating cry can freeze opponents in terror, as can its malevolent gaze. A yeti can use its cry with an Action Die, or its gaze against a single opponent as part of a move or attack, once per round. Those who hear the cry or meet the gaze must make a save (Will DC 10) or be stunned for 1d6 rounds, and unable to take any action. In addition, the yeti’s body radiates intense cold, so that any creature engaged in close melee combat with a yeti takes 1d6 points of cold damage each round (Fort DC 15 for half).

A yeti that hits with both its claw attacks can rend for an additional 2d8 damage.

Yeti sometimes lead bands of white ape-men (see the core rulebook, p. 395). They may keep shiny objects, but the remainder of their treasure is usually found in some hidden area where they store the remains of their victims. For some reason, yeti are attracted to holy relics and clerical scrolls, and hoard the writings of mountain priests. There are rumours that yeti with dark fur roam some isolated temperate forests, occasionally terrorizing the inhabitants of remote settlements, hunting cabins, and logging camps.

Yeti will attack lone travelers without reservation, but may observe a group for many days prior to making any attack. They observe from a distance, using stealth. There is a 20% chance that a yeti will use its cry, observing the effect on travelers (and avoiding those who seem to easily resist repeated attempts); there is a 10% chance each time that a distant yeti will return the cry (with the same effects).  If a yeti observes a group already engaged in a dangerous encounter, it is 75% likely to use its cry.

When an actual attack is made, the yeti chooses some location that allows it to get close without being observed. The yeti then uses its cry, charges, grapples a random character, and carries him off (the victim is subject to the yeti’s gaze and cold aura). The yeti will choose an ice or rock crevice if possible, so that pursuing creatures must use a hazardous route to overtake it. The yeti is 50% likely to have piled rocks atop the crevice to drop on pursuers (2d4 rocks, causing 2d10 damage each). It is 25% likely to use its cry, possibly causing stunned climbers to fall to their deaths.

Yeti prefer intelligent victims to unintelligent ones, and thus always choose humans and their close kin over pack animals. Once the yeti has secured a victim, it will tear it limb from limb, consuming the victim over a period of several hours. Thereafter, the yeti will plan one ambush attack every 24 hours (60% at night, 25% during daylight hours, and 15% either at dawn or dusk) to renew its food supply. This will continue until the yeti is slain, or until the group escapes its territory. Worse, there is a cumulative 5% chance ever 24 hours that an additional yeti will begin making raids on the group.

Taken from this post. For fun and contrast, also look at this post.


Zombie: See the core rulebook, page 431.

Saturday, 24 January 2026

Let’s Convert the Monster Manual: Wight, Will-o-(the)-Wisp, Wind Walker, Wolf, and Wolverine

This is the penultimate post before the Monster Manual is completely converted. Let us take a moment to stop and look back. We now have all of the Fiend Folio and almost all of the Monster Manual converted. That is a considerable amount of work.

If you like this material, there are over 500 statblocks in the Cyclopedia of Common Animals. I am currently at work on the Cyclopedia of Common Faeries, as well as a more general monster book. There are a few statblocks in the Preview Version of Deities & Powers of the Middle World, as well as a whole host of other goodies. 

If you like what you see, and you are able (because I know many of us are hurting right now), please consider supporting these efforts. I am trying to build a sandbox setting where other writers and publishers are invited to play. That's why the Cyclopedia of Common Animals offers such generous terms for using its material.  

Anyway, back to the Monster Manual.

These are almost all monsters which I look upon fondly, with the wind walker being the only one which I not only never used, but forgot about entirely! If you have ever used wind walkers to good effect, I would love to hear the tale.

Without further ado:

Wight: Init +0; Atk cold touch +2 melee (XP drain), AC 15; HD 3d12; MV 30’; Act 1d20; SP un-dead, XP drain (Will DC 20 or lose 1d5 XP), create spawn, sunlight vulnerability; SV Fort +5, Ref +0, Will +4; AL C.

Wights are corporeal un-dead creatures which inhabit ancient barrows, catacombs, and similar underground places of internment. Wights attack with a cold touch that permanently drains 1d5 experience points unless a DC 20 Will save succeeds. XP drain does not result in loss of levels, although any lost XP must be made up before new levels can be gained. If XP is reduced below 0, the victim dies and rises as a wight after 1d5 hours.

This version of the wight is largely taken from this post, but this post offers another take:

Major Wight: Init +4; Atk longsword +6 melee (1d8 plus sleep and paralysis) or spell; AC 16; HD 8d12; MV 30’; Act 1d20; SP Un-dead, sleep and paralysis (Fort DC 10 + damage done or fall into a deep sleep for 3d6 turns; upon waking, target is paralyzed until they succeed in a DC 10 Will save [1 attempt per round]), fear aura (60’ radius, Will DC 12 or unable to take any action for 1d5 rounds [once per encounter]), reform in 3d3 turns unless banished or otherwise dispelled, spellcasting (+8 bonus to spell check: chill touch, sleep, ventriloquism, and weather control); SV Fort +4, Ref +3, Will +7; AL C.

Lesser Wight: Init +2; Atk longsword +4 melee (1d8 plus sleep and paralysis); AC 16; HD 6d12; MV 30’; Act 1d20; SP Un-dead, sleep and paralysis (Fort DC 5 + damage done or fall into a deep sleep for 3d6 turns; upon waking, target is paralyzed until they succeed in a DC 5 Will save [1 attempt per round]), fear aura (30’ radius, Will DC 8 or unable to take any action for 1d3 rounds [once per encounter]); SV Fort +3, Ref +2, Will +5; AL C.

Minor Wight: Init +0; Atk longsword +3 melee (1d8 plus paralysis); AC 16; HD 4d12; MV 30’; Act 1d20; SP Un-dead, paralysis (Fort DC = damage done or paralyzed 1d3 rounds), fear aura (15’ radius, Will DC 6 or unable to take any action for 1d3 rounds [once per encounter]); SV Fort +2, Ref +0, Will +3; AL C.

Either version is likely to cause some level of trepidation for your jaded adventurers!

Will ‘o’ the wisp: Init +0; Atk energy discharge +3 ranged (1d5+3); AC 15; HD 1d3; MV 60’; Act 1d20; SP infravision 60’, detect the living 250’, entrance, invisibility, exude despair; SV Fort +0, Ref +8, Will +3; AL C.

These corpse-candles appear as red, green, yellow, or blue lights that misguide the paths of those who they can tempt into following them. Each has the power to entice victims into following it; a DC 15 Will save (+1 for each additional will ‘o’ the wisp beyond the first) is required to resist following the corpse lights for 1d3 turns. Their destination is always some bog, monster, trap, or other dangerous situation. When leading others, they do not move faster than is needed to keep ahead.

Will ‘o’ the wisps can defend themselves with energy discharges, up to a range of 30’. They can become invisible or visible at will by using an Action Die. Finally, a will ‘o’ the wisp can exude despair once per day, to a range of 60’. Any creature caught in this radius must succeed in a DC 20 Will save or become overwhelmed with despondency, taking no actions for 1d3 turns unless directly attacked.

Taken from this post.

Wind Walker: Init +6; Atk wind buffet; AC 13; HD 6d8; MV 40’ or fly 60’; Act special; SP wind buffet (3d6), non-corporeal, naturally invisible, telepathy 50’ range, cannot surprise opponents, spell vulnerabilities; SV Fort +0, Ref +8, Will +4; AL N.

These invisible, non-corporeal creatures are composed of elemental air. They are sometimes encountered among mountain peaks or in the service of storm giants or powerful wizards, but they can also be found in the depths of the earth, where vast cave systems create their own wind.

Wind walkers cannot surprise creatures that can hear, because the sound of great winds always heralds their coming. When they attack, they buffet opponents within 30’ with high winds, rolling a single attack roll against all opponents in range (similar to the attack action of swarms).

Because they are composed of wind, a successful weather control or reversed gust of wind spell does damage to a wind walker equal to the spell check result.

Wolf: See the core rulebook, page 431, for both wolves and dire wolves. These are reproduced in the Cyclopedia of Common Animals, along with giant wolves, giant two-headed wolves, arctic wolves, desert wolves, and red wolves. I have also included some wild canines that aren’t wolves, like the dhole, dingo, coyote, and maned wolf. I did not, however, include a winter wolf, so that appears below.

Winter Wolf: Init +5; Atk horn +6 melee (1d8) or breath weapon; AC 15; HD 4d6; MV 40’; Act 1d20; SP breath weapon (cone of cold, 10’ long with 10’ base, 2d12 damage, Fort DC 25 for half), immunity to cold; SV Fort +5, Ref +3, Will +4; AL L.

Wolverine: See the Cyclopedia of Common Animals for both normal and giant wolverines.

Wednesday, 20 August 2025

Let’s Convert the Monster Manual: Finishing the “E”s: Elemental, Elephant, Elf, Ettin, Floating Eye, and Eye of the Deep

As we go on with converting the original Monster Manual, we will eventually run into more creatures which have already been converted in the DCC core rulebook or in my blog. In the case of blog conversions, I will include both a link to the original post and statistics here. I have already made one exception (drow elves) which I covered when converting the original Fiend Folio.

Elves appear in the core rulebook, but we will do the same thing we did with dwarves, and provide some “Men and Magicians” style elves as NPC templates. These will differ somewhat from the elves of The Revelation of Mulmo and Stars in the Darkness, but not so much that you cannot use them together.

It might be argued that Ettins are covered in the rules for variations on giants, but this monster is simple enough to convert that we might as well offer full statistics. I am sure that I have used ettins in the past, but I can’t remember any single use of them. This is a shame, because ettins are an iconic monster both in folklore and in the original Monster Manual.

I have never used the floating eye or the eye of the deep, but who knows what tomorrow brings? As far as I know, the floating eye was not even popular enough to include in later editions of D&D. I am not even sure that it appeared in any AD&D modules….? Anyway, that sounds like a challenge to turn it into a useful monster, so you will have to judge whether or not I met that challenge.

Elemental: See the core rulebook, pages 411 to 412.

Elephant: See the Cyclopedia of Common Animals. If these posts are beginning to seem like an extended advertisement for that work, that is simply because the Cyclopedia covers so much.

I am, I hope fairly, proud of how much it covers, as I really did try to make it useful. As the last post saw, however, there were still a few more animals I could have included!

Elven Commoner: Init +0; Atk staff +0 melee (1d4); AC 10; HD 1d4; MV 30’; Act 1d20; SP heightened senses, sensitivity to iron; SV Fort +0, Ref +0, Will +0; AL C.

Elven Soldier: Init +0; Atk spear +1 melee (1d8); AC 13; HD 1d6; MV 30’; Act 1d20; SP 60’ infravision, sensitivity to iron; SV Fort +1, Ref +2, Will +1; AL C.

Elven soldiers are armed with bronze-tipped spears, wear leather armor, and bear shields.

Elven Archer: Init +1; Atk short bow +2 ranged (1d6) or dagger +1 melee (1d4); AC 11; HD 1d6; MV 30’; Act 1d20; SP 60’ infravision, sensitivity to iron; SV Fort +1, Ref +2, Will +1; AL C.

Elven archers use flint-tipped arrows, as well as daggers of bronze or stone.


Elven Knight: Init +2; Atk mithral longsword +2 melee (1d8) or mithral dagger +2 melee (1d4); AC 18; HD 3d6; MV 20’; Act 1d20; SP 60’ infravision, sensitivity to iron; SV Fort +1, Ref +2, Will +2; AL C.

Armed with mithral weapons, and wearing mithral full plate mail, an elven knight may be mounted on an exception warhorse, or even a unicorn at the judge’s discretion.

Elven Sorcerer: Init +2; Atk staff +2 melee (1d4) or dagger +2 melee (1d4) or spell; AC 12; HD 3d6; MV 30’; Act 1d20; SP 60’ infravision, sensitivity to iron, spellcasting; SV Fort +1, Ref +2, Will +3; AL C.

Elven sorcerers can cast up to three spells each day, and can choose from the following effects:

(1) Charm a target within 60’ (as charm person spell result 14-17, Will DC 15 negates but leaves target dazed 1d4 rounds as result 12-13).

(2) Second sight (spell check 1d20+6, cannot result in disapproval).

(3) Elf shot (120’ range, 1d8 damage, Ref DC 15 for half, negated by magic shield).


Elven Lord: Init +0; Atk mithral longsword +3 melee (1d8) or longbow +3 ranged (1d6) or spell; AC 13; HD 5d6; MV 30’; Act 1d20 + 1d14; SP 60’ infravision, sensitivity to iron, spellcasting (+5 spell check: animal summoning, detect magic, invoke patron, locate object, and phantasm); SV Fort +2, Ref +2, Will +3; AL C.

Elven King: Init +2; Atk mithral longsword +4 melee (1d8) or spell; AC 15; HD 7d6; MV 30’; Act 2d20; SP 60’ infravision, sensitivity to iron, spellcasting (+9 spell check: animal summoning, charm person, detect magic, invoke patron, invisible companion, magic shield, runic alphabet [fey], sleep, and shatter; SV Fort +3, Ref +5, Will +6; AL C.

These statistics may be used to represent average elves. If the judge wishes to differentiate types o elves they may consider the following changes:

Aquatic elves are amphibious and gain a Move speed of Swim 50’. However, they suffer an inability to heal away from water similar to (and in addition to) sensitivity to iron.

Drow elves are fully covered in this post and will not be reproduced here.

Gray elves have a +2 bonus to spell checks and Will saves. The judge may also consider using the elder kith from Curse of the Kingspire and Through the Dragonwall to replace gray elves.

Half elves gain +1 hit point per Hit Die and a +1 bonus to Fort saves, but have a -2 penalty to spell checks and Will saves. These suggestions pertain only to quick NPCs; both third party sources and XCrawl Classics contain half elf classes which can be used for more detailed work.

Wood elves have a +2 bonus per Hit Die on stealth checks, but a -4 bonus on spell checks.

Ettin (13’ tall, 1,400 lbs.): Init +1; Atk club +15 melee (3d6+8); AC 17; HD 10d10; MV 30’; Act 2d20; SP infravision 60’, hard to surprise, two heads; SV Fort +10, Ref +5, Will +5; AL C.

The ettin is a giant which has two heads, which are completely individual and often in disagreement. This disagreement is reflected in a reduced move speed and reduced action dice (for giants). Because of their two heads, though, they are difficult to surprise and, where Will saves are required, each head counts as a separate target and is allowed a separate saving throw (if any).

Thankfully, although they have two brains, ettins are rather stupid and may be tricked by canny adventurers.

Floating Eye: Init +0; Atk hypnotism (Will DC 12 negates); AC 11; HD 1d4; MV swim 60’; Act 1d20; SP hypnotism; SV Fort -1, Ref +1, Will -2; AL N.

Floating Eye Swarm: Init +0; Atk swarming bite +1 melee (1d3) or hypnotism (Will DC 15 negates); AC 11; HD 4d10; MV swim 60’; Act 1d20; SP attack all targets in a 20’ x 20’ x 20’ area, half damage from non-area attacks, hypnotism; SV Fort +1, Ref +10, Will +0; AL N.

These rare fish are transparent, about a foot long, and have a single large eye about three inches in diameter. They are found in warm salt water, where those who see them are often hypnotized by the sight of their seemingly-disembodied eyes, becoming paralyzed until a save succeeds.

Solitary floating eyes often accompany predatory fish, which consume paralyzed creatures, allowing the floating eye to feed off of the scraps. Sometimes, though, shoals of floating eyes come together to form a swarm, which can be deadly to victims where a single fish would not be.

For surface-dwelling adventurers, hypnotism has the added danger of death by drowning. Since there is no compulsion to approach the creatures, however, sailors have been entranced by floating eyes, watching as long as they were visible, in a disquieting but not overtly dangerous trance.

Eye of the Deep: Init +2; Atk claw +3 melee (2d4) or bite +1 melee (1d6) or eyes; AC 15; HD 10d8; MV swim 20’; Act 3d20; SP eyes (see below); SV Fort +7, Ref +9, Will +12; AL L.

Found only at great ocean depths, the eye of the deep has two huge crab-like pincers to seize its victims and a mouth full of small sharp teeth. Its primary weapons, however, are its eyes. The creature has a large central eye which emits a blinding flash of light in a 30’ cone with a 20’ base (Fort DC 20 or stunned and unable to do more than move at half speed for 2d4 rounds) and two smaller eyes on long stalks with which it is able to create illusions which appear real until touched or interacted with. Acting independently (which dispels any ongoing illusion), each eye can paralyze a single target within 60’ for 1d6 rounds (Will DC 13 negates). Its eye stalks can potentially be severed with a Mighty Deed of 5+ per eye stalk, growing back in about a week if the creature survives.

The eye of the deep is hateful and aggressive, using its great intelligence to organize other deep-dwelling creatures with similar temperaments. It is fortunate for surface-dwellers that these creatures are seldom seen outside of ocean trenches or other areas of great depth and pressure, for they hate us and constantly seek to do us harm.

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.

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).

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.