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.