Demons
Demons
are a class of semi-corporeal beings which feed on Humanity.
In their search for 'food', they are responsible for much
of the anguish and suffering in the world. They consider
mortals (and Kindred) theirunending herd of cattle, to be
fed on and discarded at their leisure.
NATURE
OF DEMONS
Demons
do not have physical bodies. They are purely creatures of
intellect and emotion. Despite this, they cannot travel
through anything solid; Even a pane of glass is impenetrable
for them (see WEAKNESSES). Demons move by levitation, traveling
typically at about walking speed, although a few are known
to be able to travel much faster.
Each demon
has its own Visage, which humans see when looking at it.
This varies from demon to demon and is usually based on
past experiences. For example, a demon who had spent its
time around Medieval churches might look like a gargoyle,
while one who had spent time with the Mayans would take
the form of a feathered snake. The Visage is translucent
and obviously not solid, so most people ignore them as product
of their imagination. If a demon has learned Obfuscate (see
POWERS), then it may use that Discipline to turn invisible,
change its Visage freely, etc. Visages tend to be about
a foot in diameter.
Animals
are very uncomfortable around demons, and will act strangely
in their presence.
Demons
cannot be hurt by physical weapons, sunlight, fire, silver,
etc. With few exceptions, they are invulnerable and immortal
(see WEAKNESSES).
FEEDING
HABIT
Demons
gain their nourishment from humanity loss around them. In
many situations, such as battle fields and brothels, they
can simply hang out and feed. Many gluttonous demons do
this, but most find it much more satisfying to have caused
the humanity loss themselves (home-made meal as opposed
to going out to eat). Some prefer certain types of humanity
loss (much as the Ventrue like certain types of Blood) and
so will specialize in certain types of corruption, like
hate or greed.
The rate
at which a demon needs to feed is approximately 1 humanity
point per week, though this may be adjusted as necessary.
This means that there is a limit to the amount of time that
a demon can dedicate to a particular person before moving
to easier prey. Demons have a Humanity Pool just like Kindred
have a Blood Pool; hunger and certain powers (see STRENGTHS:
POSSESSION) drain from the pool, while causing corruption
fills the pool. It is very possible for a demon to get several
points ahead.
The capacity
of a demon's Humanity Pool is based on how powerful it.
A demon identifies its rank by its titles, like Duke of
Miseries, or Knight of the Hangnail. Whether a demon works
its way up in the ranks though practice and experience,
is born/spawn/created with a certain rank, or if demons
perform some sort of Diablerie to become tougher is unknown.
A common demon (about Knight level) has a maximum Pool of
5, while Beelzebub, King of (F)Lies, has a Pool of 50.
Pool points
can be used in the same way Kindred used Willpower and it
takes the place of Blood in any Discipline that requires
it. It also has demonic uses, like resisting unwanted Summonings
and Bindings, Possessions (see STRENGTHS: POSSESSION), and
anything else that seems appropriate for a demon.
If a demon
goes a week without any points in its Humanity Pool, it
will enter a form of Torpor. It will lie inert and unnoticed
wherever it finally collapsed until something happens in
its proximity to give it food. A inert demon has no Visage,
though it will produce anti-social feelings in anyone near
it. People with high Humanity will tend to avoid the area,
while people with low Humanity may actually be attracted
to it. The area will give them feelings of greed and bloated
self-importance, and may give them the excuse to do unpleasant
things they normally wouldn't do. This increases the chances
of a demon feeding and restoring it to 'health'. It is sort
of a mystic evolutionary change to improve chances of survival.
PSYCHOLOGY
Although
they act calm and and calculating, at 'heart' demons are
petty, emotional, and lazy. If made fun of, insulted, ignored,
they will sulk, plan elaborate revenge, whine, etc. They
are very much like the school bully, who acts like king
of the mountain until someone beats him, and then goes crying
to mommy. For this reason, it is very uncommon for demons
to work together, since they always end up fighting with
each other.
Although
years of exposure have given them human-like qualities,
it is important to remember that they aren't truly human.
They have no humanity, no honor, no pity, no conscience.
They lie freely and often if it is to their advantage.
ORIGINS
OF DEMONS
This is
an area of great debate among Occultists. Each 'expert'
has his or her own theory. Some say they have existed since
the beginning of time. Others claim that they are the spirits
of the residents of Sodom and Gomorrah, cursed to forever
repeat their wicked acts. The scientific-minded say they
are a simply a different race. Religious folk say they were
created to tempt the weak and test people's faith. When
asked, demons typically says whatever they think will give
them an advantage.
MODUS
OPERANDI
The greatest
tool of demons is their knowledge. Their long existences
have given them knowledge of many things forgotten by man.
They are very willing to trade this knowledge for something
they want. Due to their nature, it is easy for them to spy
and eavesdrop, giving them access to countless secrets.
Sometimes
demons will simply give away their secrets. Telling a woman
the time and location of her husband's next rendezvous with
his lover may be all that is necessary for a quick snack.
This type of advising is tricky because the demon must be
careful that the advisee doesn't guess its ulterior motives.
It is best to mix in enough helpful suggestions that the
advisee thinks the demon is on his side.
Other
times, demons will make trades. Usually, the demon will
offer something the character desires, like stock tips,
the identity of an enemy, or a treasure map, in exchange
for doing things which lower humanity. These acts will be
cloaked in reasonable explanations, like stealing some ancient
art that the demon wants to possess. For example, a Kindred/Magi/Lupine
wants to learn Blood magics from a demon. The demon would
explain that they need fresh learning materials to study
with, in time getting more specific and more heinous. "Get
the life's blood of a couple that has been married for at
least 50 years so I can show you how proximity can make
people more and more the same." "Get me someone's
arm, still filled with blood." "Bring a healthy
person so that we can slowly remove all of his blood and
watch the effects." If the 'student' isn't careful,
she will have no Humanity left by the time she finishes
learning.
Legend
has it that the oracle at Delphi was a demon Prince of epic
proportions, who loved to prophesize people killing their
fathers or requiring people to sacrifice their own children.
It made dire warnings about all of the awful things that
would happen if it wasn't listened to (and which it would
try to arrange if it was ignored).
STRENGTHS
Demons
can learn the equivalent of certain Kindred Disciplines.
Most have at least some Obfuscate, so they can spy unnoticed.
Others have Presence to make them more fearsome or Animalism
to summon plagues of rats. They may not get Dominate or
use Presence to directly control a person (whatever a victim
does must be the victim's own choice). It is also common
to have Auspex, since it makes finding victims easier.
There
is a special demon Discipline calledPossession. Not all
have it, fortunately. It allows the demon to take control
of a willing body. The word 'willing' is crucial, since
it must be the person's free choice. This doesn't mean that
the demon can't lie or be manipulative. The subject only
needs to be willing for a moment. One demon trick is to
get a victim into a life-or-death situation and then claim
that only from within the victim's body can the demon save
the person. Once possessed, the subject's body is under
total control of the demon, though the subject can still
see/hear/feel everything the demon does in the subject's
body. Using willpower, a subject can regain control, but
it only lasts a short time. Feeding for the demon is pretty
easy, since most people don't react well to experiencing
themselves killing people, even if they aren't actually
willing the actions. Possession is very tiring for the demon,
requiring the use of stored humanity points. An important
limitation is that the demon must use one point to end the
possession. If it has nothing left in its 'humanity pool',
it is stuck in the body until it can get one. This is important
because if the possessed body is killed, the demon is destroyed!
Possession:
Level
1: able to possess animals
Level 2: able to possess humans
Level 3: able to possess supernatural creatures (Kindred,
Lupines, etc.)
Level 4: able to possess and animate inanimate objects up
to car-sized
Level 5: able to possess large inanimate objects (buildings,
planes, etc.)
WEAKNESSES
By their
very nature, demons cannot force people to do things. They
must tempt them instead. Demons are careful to hide this
fact or many of their threats would be seen as lies.
People
with high Humanity can be painful to demons by their presence,
especially if they are convinced of their ability to drive
off evil. They can often repel a demon with their faith
alone. On the other hand, if they every loose their faith,
they make the best meal of all!
Another
weakness is that demons cannot cross boundaries. Although
their lack of physical form would allow them to go under
doors, the door is a barrier and therefore cannot be passed
through. On the other hand, an open window is an open barrier
and can be gone through without hindrance. They cannot even
pass over the tops of cubicles, but instead must go through
the entrance. Anything treated as a barrier will stop them.
An uninterrupted trail of salt or sand across a doorway
works as well as a door, IF there are no gaps to squeeze
though and if it is treated like a barrier. If anyone steps
through the doorway, then there isn't a barrier and the
demon can freely pass. A pentagram or circle drawn in chalk
may as well be a column of plexi-glass as long as anyone
inside doesn't reach or step across it. A common way to
trap a demon is to lure it into an unfinished circle of
sand and then close it behind it. The demon is then trapped
until someone breaks or crosses the boundary. Running water
forms a self-renewing boundary that a demon cannot cross
on its own. It must follow a person, who by traveling across
it temporarily breaks the boundary, or be carries across,
typically by carriage or car. Anyone on the opposite side
of a boundary can invite a demon through it.
Legends
of vampires needing to be invited into houses and not being
able to cross running water unaided may well have come from
the actions of possessed vampires.
MASQUERADE
Demons
have their own version of the Masquerade. They thrive on
doubt and fear, so announcing to the world that they exist
isn't to their advantage. Also, they are careful not to
let those who hunt them know of their location.
Even when
contacting potential victims, they seldom announce what
they are. "Hello. I'm a Demon, and have I got a deal
for you!" doesn't tend to work well as an opening line.
Demons with 3 levels of Obfuscate will often pose as the
ghost of a loved one demanding revenge. Others claim to
be daydreams, aliens from another world, a genie, or, ironically
enough, a person's conscience.
Demons
have the ability to be heard only by the person of their
choosing. The subject will seem to be talking to the air,
a strange picture on the wall, or even their own reflection
in a mirror. It is very common for a demon to follow its
dinner of a victim losing his humanity with the desert of
his family being forced to throw him in an asylum! In one
Chronicle, the Son of Sam killer actually was doing the
bidding of his demon possessed dog. Demon are careful not
to leave any physical proof, so their subjects simply seem
to have been hearing voices and are considered insane.
SUMMONING
Occultists
have long known methods for summoning demons. These rituals
usually involve animal or human sacrifice, because committing
these acts causes humanity losses in the new members. This
'food' is consumed by the summoned demon and whets its appetite
for more. Naturally, cults will need a continuous in-flow
of new members who are horrified by these acts in order
to maintain a steady supply of food.
There
are two types of summoning: open and named. In an open summoning,
any demon in the area is being invited to consume the 'food'
that is being provided. The cultists will typically choose
a place likely to hold demons, like an abandoned prison
or the site of a gruesome murder. Once the demon(s) have
arrived, the cultists hope that they can make a deal. In
comparison, a named summoning is much more difficult. A
specific, 'named' demon is being summoned, while keeping
the others out. This requires making a boundary around the
'food' (and typically the cultists too, since others demons
might be offended that they are being left out). The summoning
gives the named demon permission to cross the boundary (in
or out), while leaving it intact against others. This kind
of summoning will draw the demon to it no matter where it
was before, EVEN if it was in Torpor. This is the sole hope
of forgotten demons, lost in abandoned mine shafts or buried
in old pyramids.
There
should be limits on summonings. More powerful demons may
require higher level rituals, or perhaps a custom ritual
solely designed for summoning a specific demon. If there
is a barrier in its way, the demon may not be able to reach
the Summoning site, though the ritual may allow communication
so the demon can tell the summoners how to get the boundaries
out of its way, or even how to travel to it. Each particular
summoning should have it own requirements, components, strengths,
and weaknesses (i.e. a shaman does it differently than a
hermetic mage or a voodoo priestess).
Demons
can use points from their Humanity Pool to resist summonings.
A good rule of thumb is they will need consume as many points
as are offered them by the summoners (resisting the offered
'food' by eating what they already have). Demons that have
almost been trapped before may well resist all summonings
(for a human lifetime or two) just to make sure it doesn't
happenagain.
BINDING
With enough
magical knowledge and skill, a demon can be bound to an
object. Most binding rituals are slow, so the demon must
either be willing or be trapped. The object the demon is
to be bounded to must be present for the entire ritual.
Typically, it can be no larger than a person. If it wishes,
the demon can resist, using the points in its Humanity Pool
to slow or even break the binding (the mechanics of this
is up to the Storyteller). If the spell is successful, the
demon is bound to the object until it is unbound or the
object is destroyed.
The immediate
result of this is that the demon loses the freedom of movement.
It is at the mercy of whoever is carrying it. On the other
hand, the demon no longer has to use its energy to levitate
or to maintain a semi-corporeal form, so it needs to feed
half as often (i.e. every other week). Demons retain their
ability to speak and sense and are the most common 'sentient'
magical objects found. Some demons find this form relaxing,
since many 'collectors' will kill each other over these
objects without any prompting from the demon. In time, the
demon will tend to develop abilities that match the object
it resides within: a violin will create beautiful music
no matter who plays it, a crystal ball will show peoples
auras and potential fates, etc. Of course to use its abilities,
the demon will still need to be fed, so it is business as
usual.
A demon
bound in an object is vulnerable to destruction. If its
container is destroyed, so is it. This is a fact that the
demon will hide at all costs! For each point in its Humanity
Pool, it can make its object temporarily invulnerable to
ANY damage. At this point it becomes a game of nerves as
the demon laughs at the person's useless attempts to harm
it as it rapidly runs out of the ability to defend itself.
Fortunately, most people will give up after one or two futile
attempts (would you keep trying if you ran over a glass
statue with a steam roller and nothing happened?). If the
demon realizes that the person knows that she can eventually
destroy it, it will become desperate and promise the sun,
moon, and stars to make her stop (and probably have to deliver,
since there is nothing stopping the person from trying to
destroy it again).
A demon
can be unbound by a ritual similar to the one that bound
it, though this requires it to give out its name, which
could also be used to destroy it. No one said it was easy
being a demon!
DESTROYING
Demons
are notoriously hard to kill. If the person or object they
possess is destroyed, so are they, if they can't escape
before it happens (see STRENGTHS: POSSESSION). There are
certain magical rituals which will kill a demon, but they
require it to be present (and usually trapped) and its name
to be known. If the Storyteller uses the Faith option, then
a Miracle can destroy one, though the demon will probably
run when it sees the Faithful person coming. A demon can
hurt and kill another demon, so a weapon with a demon bound
to it can harm another demon, though both demons will fight
against this every step of the way. Demons can be fought
astrally, but they should be very tough to fight this way.
In most cases, it is easier for a person to get a demon
bored with her than destroying it.
NAMES
With the
potential for being bound and destroyed, one would wonder
why a demon would tell anyone its name. In many cases, it
didn't have a choice. Someone threatened to leave it trapped
in a pentagram in a sealed room forever if it didn't tell
what its name was. All it takes is one Magi knowing, and
it will eventually get passed around. Often, having its
name known and available is a good business tactic, since
cultists are always looking for powerful creatures to get
favors from.
LOCATIONS
Some areas
are more likely to contain demons than others. Not surprisingly,
they like to hang out where they are likely to find food
or a new victim. Las Vegas is the Mecca of demons. In contrast,
demons avoid, and even feel pain, in places where Humanity
is restored. Examples of these are homes of honestly loving
families, self-help meetings (perhaps like Alcoholics Anonymous),
and some (but not all) churches.
SUGGESTIONS
The motivations
of demons should be kept secret. Players should always wonder
what a demon is up to, why it gives them information for
nothing one time and charges them heavily the next, etc.
Once they figure it out, though, thedemon's actions should
make perfect sense.
Demons
are a role-playing creature. They exist to tempt people
and talk them into doing things they normally wouldn't do.
They shouldn't be like D&D Demons/Daemons/Devils, which
were for beating up with your Holy Avenger.
There
are rumors of creatures just like demons, except that they
feed on the increase of Humanity instead of its lowering.
Every
demon should have its own personality. I usually give mine
Demeanors. Their Natures are uniformly Sadist (enjoying
the suffering and corruption of individuals).
Demons
can be classed in clan-like groups: Guardian (who specialize
in fear/paranoia), Vengeance (hate), Wealth (greed), Pleasure
(gluttony & lust), etc.
It would seem Vampires would be the last to have anything
to fear from such creatures of darkness, but this is not
necessarily so. More than one Kindred has met her end in
conflict with a Demon, and others have dealt with them only
to come out the worse for the bargain. Some Cainites laughingly
tell of having sold their nonexistent soul to demons, though
others shudder at the thought.
Some demons
have evidenced a particular interest in the Undead, though
the reason for this remains unclear. Whatever their purpose,
however, they are invariably friendly to Kindred unless
they feel they are crossed, in which case their rage is
truly horrible to behold.(SH pg 101)
Demons
themselves rarely manifest upon the Earth; instead, their
spirits inhabit lesser forms, mortal beings with supernatural
powers, which are here called the infernal hosts. Occasionally
possessed, often created from scratch in an imperfect mockery
of the Lords own creations, host creatures exist a
short time before decaying. Unlike a demons true form,
these creatures can be hurt or killed. Occasionally, some
ritual or rift between Hell and the Earth allows a demon
to create a material aspect of its true form. These manifestations
are very rare and exceedingly powerful. No mortal, and few
immortals, could stand and fight one on its own terms. Those
who would bind or traffick with the Infernal must resort
to elaborate magics or divine aid. The latter requires more
faith than most Cainites can muster, while the former leaves
a magicians soul at risk. Even if a demons material
form is slain, the entity itself is only banished back to
the Inferno. This banishment may hurt, but will not prevent
the Fallen One from coming back at another time to avenge
itself. This can be especially problematic for a vampire;
after all, you can accumulate a lot of enemies in a century,
and not all of them reckon their lives in mortal years....
(VDA 266)
In simpler
words, a demon's host (material) form can be killed, but
the demon can NOT be. He will only return in another host
form and nail your ass.
Demonic
Powers
Healing
Can heal
one Health level per turn without effort. Really powerful
manifestations can heal two, three and even four per turn.
Fortitude
Devils,
in material form, are outrageously tough, and soak aggravated
damage from all sources except the holy magick. In V:TM,
this is up to 5 in Fortitude.
Domination
With a
glance, an Infernal creature can cow most mortal beings.
In V:TM, demons have several dots in Presence and Dominate.
Fire
Although
many of them do not use it, all demons can surround themselves
with flames, and hurl fire at their enemies (5-10 dice of
aggravated damage, depending on demon's rank).
Immortality
No demon
or evil spirit can be truly killed--at least not by anything
that walks the earth. The creature's material or spiritual
form can be destroyed, but that simply banishes the Infernal
soul back to its Realm for a time...after which time it
will be ready for revenge.
Immunity
to Fire
Accustomed
as they are to the fires of Hell, demons cannot be hurt
by any form of mortal flame (magical or otherwise).
Terror
Demons
can inspire paralyzing fear in most mortals. In V:TM this
comes through lower levels of Daimoinon.
Most demons
wield the following powers:
o Healing:
Demons
and their host creatures can heal one Health Level per turn
without effort. Really powerful manifestations can heal
two or even three Levels per turn.
o Fortitude:
The Infernal
are notoriously hard to hurt. Assume that any demon-form
has Fortitude ranging from 1 to 5.
o Domination:
Those
who meet infernal manifestations know it; even the lowliest
demons have at least two dots of Presence, and many have
comparable levels of Dominate as well. Powerful demons and
hosts can cow an entire room of mortals with a glance.
o Daimoinon:
An innate
demonic power. Lords can go as high as 8 with this Discipline
(which allows them to summon others of their kind or curse
a large area), and dukes and their betters can attain any
level.
o Immunity
to fire:
Flames
are demons' natural element; no fire-based attack can harm
them except for their own infernal flames (which hurt but
inflict no damage). (VDA 265>
Weaknesses
Although
they carry hellbound powers, infernal beings are subject
to the power of God's creation. While few Cainites could
(or would) beseech the Almighty for help, the following
things can harm or repel a demonic manifestation:
True Faith:
Faith
has double its normal effect on infernal powers. A character
with Faith can inflict one die of aggravated damage for
each point of Faith she possesses. Faith can come from beliefs
other than Christianity; Islam and Judaism have long histories
of divine favor, and even good pagans can resist the lure
of darkness.
Pride
and greed:
Demons
are a crafty lot--sometimes too clever for their own good.
Because they consider themselves superior to humanity, some
can be tricked into leaving or performing short services.
This is exceedingly dangerous, however; many tempters will
play dumb, let a character believe she has the best end
of a deal, and then spring the trap.
The barriers:
God does
not allow demons free reign on Earth; they must be summoned,
bound or brought into the mortal world through human evil
or stupidity. Once they're there, most demons choose to
stay awhile. Some magical charms might raise a similar barrier.
VDA266
Power
Demons
are always willing to teach their dupes new powers. Almost
all infernalists are taught Dark Thaumaturgy by demons,
and many vampires seek out demons to learn Disciplines they
cannot gain from their clan.
Dark Thaumaturgy
(varies)
Characters
can purchase Dark Thaumaturgy from their demonic mentors.
Ratings in the paths of Dark Thaumaturgy can only increase
one point at a time. For example, if a character has Video
Nefas at Level Two, he can only increase it to Level Three
with the next pact he makes. The character need only make
a pact equal to the new level of Dark Thaumaturgy, but must
immediately undergo a Supplicium upon learning the corrupt
knowledge.
Disciplines
(varies)
Demons
can teach Disciplines to vampires. Each time a Discipline
is increased through an infernal investment, it may be raised
only one level. Raising Disciplines costs the character
a pact equal to the new Discipline level +3. A demon can
also teach the character a single power from a Discipline
(for example, just Dread Gaze, instead of the Discipline
of Presence). This costs the character a pact equal to the
level of the specific power +1. In this way, mortals can
receive these specific powers from demonic mentors. The
special infernal Disciplines of Maleficia and Striga (as
well as any other infernal Disciplines the Storyteller creates)
can only be learned by dealing with demons.
Attributes
and Abilities (varies)
Demons
aid their minions to become more powerful. Attributes and
Abilities can he raised only one level for each pact. Attributes
require a pact equal to their new level +2 and Abilities
their new level + 1 to raise through infernal means.
Life (one
point per year of life)
Though
inappropriate to vampires, demons offer mortals extended
life in exchange for pacts. The mortal's life (in good health)
will be extended for one year for each point of the pact.
The demon can also reverse the aging process for the same
cost. A demon will never grant unconditional immortality,
nor will it guarantee anyone against harm. Similar pacts
may also be made to cure diseases and heal wounds.
Servants
(varies)
Minor
demons may serve a character in exchange for pacts. Powerful
infernalists may be attended by many followers. Most such
servants are possessed mortals who are intensely loyal,
and even willing to die for the infernalist. Such servants
cost one point unless they are especially skilled or powerful.
Bound demons may be granted to an infernalist for two points,
and it is possible that a more powerful demon will consent
to serve for a sufficiently large service. (VDA COMPANION
177)
THE DEMONS
The true
host of Hell is made up of countless demons. It is these
beings who are bought into the world by infernalists and
most readily take an interest in the affairs of mankind.
Most of them are subservient to their masters in Hell, but
there are some who seem worryingly independent. According
to medieval scholars, six broad types of demons have access
to the world.
They are
called daemons to distinguish them from their more comprehensible
kin. lnfernalists have little power over these beings; they
may only be summoned using True Magick. Astrologers have
said that a few of these star daemons have shown an interest
in the growing study of mathematics and other natural sciences
at the University of Paris.
Star Daemon
This being
appears as a twisting ribbon of light and shadow. Shapes
emerge from this formlessness, hinting at geometric patterns
or even writing. Gazing at this being too long makes the
viewer uncertain of her place in the universe, as she begins
to sense the vast void that surrounds her. This daemon is
angered by any attempt todispel it, using its Thaurmaturgy
and Obtenebration against such an attacker. According to
translations of Chaldean and Egyptian magic, there exists
a breed of greater star daemons who, like the wandering
stars, intersect with the world only at specific times.
The Sphinx and some Babylonian carvings are said to depict
these beings. The powers of such inhuman intellects can
only be guessed at.
Aerial
demons
These
demons swarm invisibly through the spirit world, seeking
entrance to the material world in order to tempt or attack
humans. They conspire with infernalists for the destruction
of mankind.
Terrestrial
demons
Terrestrial
demons are the most dangerous sort, for they have been cast
out of the spirit worlds and dwell on Earth among humanity.
They are often confused with werewolves and fae, for they
are adept at changing their forms and casting illusions.
The weakest among them possess the bodies of animals, creating
Hell-beasts, while the more powerful pose as human beings
and work their corruption secretly. If a terrestrial demon
is slain, it is truly dead rather than merely dispelled.
Aqueous
demons
These
demons dwell in rivers, lakes and the ocean depths. They
delight in drowning humans, especially children, and use
both guile and outright force to claim their due. The aqueous
demons of the ocean are colossal monsters capable of crushing
ships in their coils or tentacles.
Subterranean
demons
Subterranean
demons dwell deep within the earth and in caves and caverns.
They attack those who disturb their domains (miners and
treasure hunters especially), but are otherwise encountered
by humankind only when summoned to the surface. They are
slow and malicious, appearing as hybrids of armor, flesh
and stone.
Bound
demons
Least
among infernal powers are bound demons. These demons are
so pitiful that they can be summoned and commanded to work
by mere human magicians. Bound demons are usually small
and brutish, often appearing as overly large toads or other
vermin, and serve either as familiars (for the length of
the magician's life) or as guards set over places or treasures.
Familiars are tiny demons that are bound to a specific master.
They generally appear as small animals (toads, cats, weasels
and ravens are common) and serve as spies and gossips. Familiars
need to be fed the blood of their master weekly or they
will wither and die.
Custodes
are minor beasts bound to guard a place and its treasures.
They recognize only the one who summoned them and attempt
to eat all other trespassers. They are dull-witted and stow,
but immensely strong and persistent. Most of them appear
as large spiders or giant toads covered in caustic slime.
A few may have poisonous bites or other abitities. (VDA
COMP 182-185)