18.8 Demonspawn
Demonspawn Lore
Planes DV 7: Demonspawn are infernal beings that live in the Abyss. They are the weakest and least intelligent type of demon, but they are still dangerous to mortals.
Planes DV 12: Demonspawn were formed in the torturous flames of the Abyss. They are all resistant to fire. Like many demons, they are vulnerable to cold iron weapons.
HP 96 IP 72
Defenses Armor 9 Brawn 14 Fort 9 Ment 9 Ref 8
Impervious Fire
Vulnerable Cold iron weapons, Emotion
Movement 40 ft.
Other skills Endurance +7
_______________________________________________________________________________________________________
| Attributes 8, 3, 2, -4, 2, 4 | Alignment Chaotic evil | 
| Accuracy +3; Brawling +6 | Power 12; 8 ✨ | 
Rageborn Demon Lore
Planes DV 7: Rageborn demons are anger personified. They lash out constantly and violently at everything around them. If they are left alone, they simply destroy their environment.
Planes DV 12: Since rageborn demons normally feel only anger, they have little experience with other emotions. This makes them easy to mislead with magical effects that manipulate their emotions.
Rageborn Demon Abilities
| Gutshot | Elite action | 
_______________________________________________________________________________________________________
The rageborn demon makes a +4 melee strike vs. Armor with its fists.
Hit: 2d6+6 damage.
Injury: If the attack result hits the target’s Fortitude defense, it is briefly stunned (-2 defenses).
| Rushdown | Elite action | 
_______________________________________________________________________________________________________
The rageborn demon can move up to half its speed, then it makes a +4 melee strike vs. Armor with its fists.
Hit: 2d6+6 damage.
| Whirlwind | Elite action | 
_______________________________________________________________________________________________________
The rageborn demon makes a +3 melee strike vs. Armor with its fists. The strike targets all enemies adjacent to it.
Hit: 2d6+6 damage.
| Fists | Standard action | 
_______________________________________________________________________________________________________
The rageborn demon makes a +4 melee strike vs. Armor with its fists.
Hit: 2d6+6 damage.
| Elite Cleanse | Triggered | 
_______________________________________________________________________________________________________
At the end of each round, roll 1d10. On an 8 or 9, the rageborn demon can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.
HP 174 IP 57
Defenses Armor 12 Brawn 12 Fort 15 Ment 10 Ref 10
Impervious Fire
Vulnerable Cold iron weapons, Compulsion
Movement 30 ft.
Other skills Endurance +14
_______________________________________________________________________________________________________
| Attributes 4, 2, 8, -4, 1, 1 | Alignment Neutral evil | 
| Accuracy +4; Brawling +5 | Power 9; 6 ✨ | 
Painborn Demon Lore
Planes DV 8: Painborn demons are pain personified. They are covered in spikes that pierce their own skin, shifting and causing them pain whenever they move. These unfortunate creatures suffer continously, and they try to share that suffering with anything around them.
Planes DV 13: Painborn demons have a hidden desire that most of them do not even consciously realize: the desire to give up control. Fighting through their constant pain is mentally taxing. Magical effects that compel their actions, freeing them from the burden of choice, are their greatest weakness.
Painborn Demon Abilities
| Agony ✨ | Elite action | 
Tags: Emotion
_______________________________________________________________________________________________________
The painborn demon makes a +5 attack vs. Mental against up to two creatures within Medium (60 ft.) range.
Hit: As a condition, the target feels excruciating pain from even minor injuries. While it is injured, it is stunned (-2 defenses).
Critical hit: The condition must be removed an additional time before the effect ends.
| Painbond ✨ | Elite action | 
_______________________________________________________________________________________________________
The painborn demon makes a +4 attack vs. Fortitude against one living creature within Medium (60 ft.) range.
Hit: 1d6+3 damage, and the target’s life becomes linked to the painborn demon’s life as a condition. At the end of each subsequent round, if the painborn demon lost hit points during that round, the target takes 1d6+3 damage.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Grappling Claws | Standard action | 
Tags: Size-Based
_______________________________________________________________________________________________________
The painborn demon makes a +7 melee strike vs. Armor with its claws.
Hit: 2d4+4 damage. If the attack result also hits the target’s Brawn defense, it is grappled.
Critical hit: If the attack result is also a critical hit against the target’s Brawn defense, the painborn demon controls the grapple.
| Impale | Standard action | 
Tags: Brawling
_______________________________________________________________________________________________________
The painborn demon makes a +5 attack vs. Armor using a free hand against a creature it is grappling.
Hit: 5d6 damage.
| Elite Cleanse | Triggered | 
_______________________________________________________________________________________________________
At the end of each round, roll 1d10. On an 8 or 9, the painborn demon can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.
| Spiked Body | Triggered | 
_______________________________________________________________________________________________________
Whenever a creature attacks the painborn demon with a melee strike using a non-Long weapon, it risks being impaled by spikes. The painborn demon makes an +4 reactive attack vs. Armor against the creature that attacked it.
Hit: 1d6+4 damage.
HP 282 IP 141
Defenses Armor 14 Brawn 15 Fort 14 Ment 17 Ref 14
Impervious Fire
Vulnerable Cold iron weapons
Movement 40 ft.
_______________________________________________________________________________________________________
| Attributes 3, 2, 3, 2, 6, 7 | Alignment Chaotic evil | 
| Accuracy +11; Brawling +9 | Power 12; 16 ✨ | 
Soulfire Demon Abilities
Soulfire ✨: Whenever the soulfire demon injures a creature, that creature is briefly unable to regain hit points.
| Flame Dash ✨ | Elite action | 
Tags: Fire
_______________________________________________________________________________________________________
The soulfire demon teleports into an unoccupied destination on a stable surface within Short (30 ft.) range. In addition, the soulfire demon makes a +11 attack vs. Reflex against everything in a 5 ft. wide line between its starting location and its starting location.
Hit: 1d10+2d6+8 damage.
Miss: Half damage.
| Mighty Pyrohemia ✨ | Elite action | 
Tags: Fire
_______________________________________________________________________________________________________
The soulfire demon makes a +11 attack vs. Fortitude and Reflex against everything in a Medium (30 ft.) cone.
Hit: 9d6 damage.
Injury: The target takes 9d6 damage again during its next action.
Critical hit: All instances of damage are doubled, not just the initial damage.
Miss: Half damage immediately, and no damage during its next action.
| Stoke the Fires ✨ | Elite action | 
Tags: Fire
_______________________________________________________________________________________________________
The soulfire demon makes a +11 attack vs. Reflex against all enemies adjacent to it. Then, it is briefly empowered (+5 damage).
Hit: 1d10+2d6+8 damage.
Miss: Half damage.
| Ignition ✨ | Standard action | 
Tags: Fire
_______________________________________________________________________________________________________
The soulfire demon makes a +11 attack vs. Fortitude against one creature within Medium (60 ft.) range.
Hit: The target catches on fire as a condition. It takes 1d6+14 damage immediately and during each of the soulfire demon’s subsequent actions.
The condition can be removed if the target makes a difficulty value 10 Dexterity check as a move action to put out the flames. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check. This condition is automatically removed if the target takes damage from a Cold or Water ability.
Critical hit: All damage from the condition is doubled, not just the initial damage.
| Mighty Burning Grasp ✨ | Standard action | 
Tags: Fire
_______________________________________________________________________________________________________
The soulfire demon must have a free hand to use this ability.
The soulfire demon makes a +11 attack vs. Reflex against something it touches.
Hit: 8d6 damage. During its next action, the target takes 8d6 damage again.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Split Fireball ✨ | Standard action | 
Tags: Fire
_______________________________________________________________________________________________________
The soulfire demon makes a +11 attack vs. Reflex against everything in each of two separate Tiny (5 ft.) radius areas within Short (30 ft.) range. If the areas overlap, it still only makes one attack against creatures in the overlapping area.
Hit: 8d6 damage.
Miss: Half damage.
| Elite Cleanse | Triggered | 
_______________________________________________________________________________________________________
At the end of each round, roll 1d10. On an 8 or 9, the soulfire demon can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.
HP 138 IP 69
Defenses Armor 16 Brawn 15 Fort 12 Ment 14 Ref 15
Impervious Fire
Vulnerable Cold iron weapons
Movement 40 ft.
_______________________________________________________________________________________________________
| Attributes 4, 6, 0, 1, 2, 4 | Alignment Chaotic evil | 
| Accuracy +6; Brawling +7 | Power 11; 11 ✨ | 
Atrophic Demon Abilities
Atrophy ✨: Whenever the atrophic demon injures a creature, that creature suffers a -1 penalty to all defenses as a condition. This condition stacks with itself, up to a maximum penalty of -5.
| Slow ✨ | Elite action | 
_______________________________________________________________________________________________________
The atrophic demon makes a +6 attack vs. Mental against all enemies in a Small (15 ft.) radius within Short (30 ft.) range.
Hit: If the target is injured, it is slowed (-10 speed, -2 Armor and Ref) as a condition.
Critical hit: The condition must be removed an additional time before the effect ends.
| Stutterstop ✨ | Elite action | 
_______________________________________________________________________________________________________
The atrophic demon makes a +8 attack vs. Mental against up to two creatures in Short (30 ft.) range.
Hit: As a condition, the target randomly slows down. At the start of each round, if it injured, it has a 50% chance to be slowed (-10 speed, -2 Armor and Ref) during that round.
Critical hit: The condition must be removed an additional time before the effect ends.
| Wave of Senescence ✨ | Elite action | 
_______________________________________________________________________________________________________
The atrophic demon makes a +7 attack vs. Fortitude against each enemy in a Large (60 ft.) cone. The atrophic demon gains a +2 accuracy bonus against creatures that are too young or too old to be ordinary adults.
Hit: The target is briefly deafened (20% verbal spell failure) and dazzled (20% miss chance, no special vision). If it is injured, it is also deafened and dazzled as a single condition.
Critical hit: The condition must be removed an additional time before the effect ends.
| Quicksilver Ambush ✨ | Standard action | 
_______________________________________________________________________________________________________
This spell has no somatic components.
The atrophic demon moves up to its speed, then it makes a +7 melee strike vs. Armor with its claws. If the target was partially unaware (-2 defenses) or unaware (-5 defenses) of it before its movement, they remain so until after its strike. From an observer’s perspective, the movement and the strike happen simultaneously in a blur of motion.
Hit: 2d4+5 damage.
| Quicksilver Perfection ✨ | Standard action | 
Cost: The atrophic demon briefly cannot use this ability again.
_______________________________________________________________________________________________________
This spell has no somatic components.
The atrophic demon makes a +6 melee strike vs. Armor with its claws. The atrophic demon can reroll the attack roll up to four times, keeping the highest result.
Hit: 2d4+5 damage.
| Elite Cleanse | Triggered | 
_______________________________________________________________________________________________________
At the end of each round, roll 1d10. On an 8 or 9, the atrophic demon can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.
 
 
