Sunday, November 7, 2021

AD&D: Lesser Demons

Each version of the D&D rules seems to have its apex predator. In Original D&D, that seemed to be the dragon. But, by the time the Eldritch Wizardry Supplement was published, there was a shift in the game to demote the dragon to mortal predator, and elevate the newly created immortal, extraplanar demon to be the ultimate threat. This seemed to be expanded upon with the addition of the extraplanar devils and later demodands. In AD&D it was clear that the dragons had been down-played in order to spotlight the clear nemeses of the Material Plane, the fiends (demons, devils). Several pages were devoted to their explanations, powers, and associations with the mortals of the D&D worlds. They also appeared to be legion, an endless supply of antagonists for high-level adventurers to combat but never fully defeat. Their very nature prevented their permanent destruction - killing a major demon on the Material Plane simply banished it to the Abyss, where it would fester in its hatred of the one who had dispatched it.

This article, however, focuses on the lesser demons - those who actually can be slain on the Material Plane, but whose numbers appear to be endless. But what is a demon really? Surely they are extraplanar creatures of chaotic evil bent, but their nature is never really explained. Are they disembodied spirits that take physical forms only when it suits them (thus explaining why they have the ability to possess mortals by magic jar through their amulets)? The Abyss would be a very empty place if demons were simply disembodied spirits as suggested by human folklore. How does a demon come to be? In AD&D it was assumed that the Outer Planes were the places Material Plane creatures' souls inhabited when they died. In folklore, demons were servants of Satan, fallen angels as twisted as their master, whose sole existence was to torture the souls of evil humans for eternity. If that is their true reason for existence, then they truly wouldn't need to have physical forms since they interacted with the souls of the dead. Also, their plane would not need to be a physical place either - which I believe is why it has often been depicted as a howling expanse of darkness and chaotic winds filled with the screams of the tortured dead. Not really a cool visual, but effective for what it needs to be. It seems that Gygax shied away from explaining what a demon is, and focused more on what they could and could not do.

Let's assume then that the Abyss is a physical plane that supports physical forms. I have always imagined planes as planets, with associated planes being planets in a solar system arrangement. This makes the astral plane the void of outer space which can only be traveled as a spiritual being that does not need to eat, sleep, or drink to survive the vacuum. If Earth (or similar planet) is the "mortal material plane," then let's assume that the chaotic energy of an asteroid field represents the dangers of the Abyss. Huge blocks of stone crashing into each other in an endless billiard game of destruction, surrounded by darkness and danger is how I would envision the 666 layers of the Abyss. Surely the asteroids could be larger, but each would be ruled by demons who could teleport easily amongst the crashing barren stones. The constantly changing nature of the "plane" would keep anyone from knowing where they were and any landmarks would eventually be created and destroyed - the ultimate chaotic existence! In such a realm, the demons would need the teleport without error ability simply to continue existing! Infravision would allow them to see in the eternal darkness. Their resistance to elemental forms of attack makes sense in such a hostile environment. Telepathy would also be necessary since they would be unable to vocalize in the airlessness of empty space. But, this is just a hypothesis given Gygax's explanation of the demons themselves and not true AD&D canon. His later books (particularly the Gord novels) seemed to portray the various layers of the Abyss as a twisted funhouse of perverse existence. Barren landscapes, hellish jungles, and volcanic wastelands are just a few examples, although there was also the living Abyssal layer composed of flesh and noisome, bodily effluences. Seeing that the only way to travel the outer planes safely is via astral travel, one would be endangered simply entering the Abyss with their mortal body via a gate. Of course, the same could be said of entering any other harmful plane in the multiverse. The astral form leaves the mortal form on the material realm and forms a new body for itself on an outer plane from the native materials, clothing the soul in a form reminiscent of its original. This is the reason why magic items lose power the further they are carried from their plane of creation - you only wield the facsimile of the weapon or armor when you are recreated on an outer plane! The essence is still the same, but loses power as the connection is not as strong due to the distance. Fortunately the same does not happen to Player Characters.

Manes - Monster » Dungeons & Dragons - DnD 5e
Sub-Demon: Manes

So what is a demon? Is it the elevated, empowered soul of a dead mortal creature? This seems to be the case according to the Monster Manual. Under the "manes" entry it states:

"Those dead which go to the 666 layers of the demonic abyss become manes. The most evil of them are confined in the tiers of flames of Gehenna. They are only semi-intelligent and attack any non-demon with nails and teeth. Killing them simply dissipates them into stinking clouds of vapor which reform into manes in one day. Demon lords and princes sometimes feed upon these creatures, destroying them utterly. Treat them as undead with regard to sleep, charm, and similar spells."

So, according to this passage, ALL dead souls that go to the Abyss are recreated as 3' tall sub-demons that are confined in Gehenna, a plane located next to the Nine Hells (and is Neutral Evil with Lawful tendencies). I don't think that is correct. If anything, they should be confined in Tarterus - which is a prison plane by classical (Greek) definition. Perhaps Gehenna was originally supposed to be next to the Abyss in the Great Wheel of Outer Planes? In any case, why these sub-demons should exist in another plane other than the Abyss is unknown - shouldn't they go to the plane based on their alignment on death? Something here is not right... As a sub-demon, do manes have all the same abilities and defenses of other demons? It would seem that they shouldn't, but they are better defended than Type I-III demons in that they are unaffected by non-magical weapons. There is more on their nature:

Certain manes will be used to form shadows or ghasts (qqv), depending upon the greatness of their evil in material life. They can also be sent forth by a lord or prince to exist on the material plane for a day. These are typically those from Gehenna.

This is fairly confusing. The base soul of a manes is chaotic evil, so I can understand it being transformed into these undead forms, but isn't that sort of a demotion? They give up their demonic existence to become basic undead? Ghasts can be hit by any weapon type, but take extra damage from cold iron weapons (like demons take full damage). Perhaps sub-demons don't have access to demon special abilities? It would make sense that they cannot teleport or gate, otherwise what keeps them in Gehenna? No gate ability is listed in their description above, so I suppose they can't call other demons of their kind. Can they create darkness? Maybe not, as no specific darkness radius is described in their description. So I guess it's safe to assume that the standard demon attributes do not apply to manes, the most base of demonic entities - merely evil souls transformed into a new form. I have issue with them being on Gehenna, since demons don't have the ability to move to that plane - they only have access to their own plane (the Abyss), Tarterus, Hades, and Pandemonium, as well as the Astral Plane. It specifically states that demons cannot enter the material plane without aid (conjuration, gate, or by name speaking or similar means), so I don't know how manes are sent to the Material Plane for a day when even their masters cannot enter without Material Planar aid! I don't think this was thought through very well....

Let's look at the base abilities of demons - as previously stated, all demons are able to move freely between the Abyss, Tarterus, Hades, Pandemonium, and the Astral Plane. Does this mean that they leave their physical bodies in the Abyss and travel astrally as mortals do? Or can they physically move to these planes? It really does make a difference, but is not stated. It also states that demons frequently roam the astral and ethereal planes. How exactly to they get to the ethereal plane, which is tied to the Material Plane?  It further states that demons are "attracted by persons in an ethereal state." They can see invisible objects, so that makes sense, but what, if any, connection can demons have to the ethereal plane, which, by all accounts, is a transitive Inner Plane not an outer plane, and not listed as one they can freely access. It further states that if the name of a particularly powerful demon is spoken, there is a 5% chance that he will hear and turn his attention to the speaker. Unless prepared to avoid such attention - or control the demon - the demon will immediately seek to kill the one pronouncing its name. I think that this passage refers to the name of the demon (as defined in the 7th level cacodemon spell), not the general name of the demon - thus only named type IV, V, and VI demons can do this, or demon princes of course.

All demons are chaotic evil in alignment - intrinsically so, as their very existence is tied to their alignment! Thus they can always be affected by spells that deal with evil creatures (protection from evil, dispel evil, holy word, etc.) and can be affected by the turning ability of high level clerics/paladins. Demons are not undead - they simply have a strong evil presence that is affected by the holiness of the turning ability. Does this mean that evil clerics can control demons like they control undead? Again, this is not specified in the rules, but seems to be implied by the turning ability which states that the creatures "take a neutral or friendly attitude according to a reaction dice score" and "friendly ones will follow the cleric and join the adventure." However, under the demons entry in the Monster Manual it specifically states: 

"Demons will never willingly serve anyone or anything. If forced to serve through magic or threat they will continually seek a way to slay their master/captor. Those to whom demons show a liking are typically carried off to the demons' plane to become a slave (although a favored one)."

So I suppose that if an evil cleric manages to get a friendly reaction on a turn attempt, the demon will find the cleric appealing and drag them back to the Abyss with them, right? It seems it would be better to get a neutral reaction and simply be ignored... What bothers me about this is that a cleric needs to be 8th level to have a small chance to turn an 11+ HD lich for the first time, but has an even less chance of affecting 1 HD manes. Nope, it doesn't make sense. I propose that manes be turned as zombies, given their HD (1), immunity to magic weapons (+1 or better to hit), semi-intelligence, and No. Appearing (4-16). Alternately, one could assume that they are turned as shadows or ghasts (I would assume the latter, as this would mean that only a cleric of 14+ levels could destroy such demons with a turn attempt. If a manes is destroyed on the Material Plane, does it reform on the Material Plane, or does it reform in the Abyss (or Gehenna)? These important questions are not explained. I would assume that it would reform on the Abyss - although even this ability seems more powerful than that of a Type I-IV demon, which is slain when its material form is slain. It specifically states that:

"Demons of type V and above are not actually slain when their material form is killed in combat; their material form being removed from their use, the demon in question is thereby forced back to the plane from whence it originally came, there to remain until a century has passed or until another aids it to go forth again. However, if demons are encountered on their own plane, they can be slain. No demon can ever be subdued."

This implies that lesser demons travel physically to the Material Plane by gates instead of astral travel. So only greater demons and demon princes use astral forms to enter the Material Plane. This seems to contradict the initial statement on free travel between the lower planes, unless the ability is psionic instead of magical. This would make sense for all demons except Type I and manes which have no psionic ability. There seems to be some conjecture about whether a Type IV demon is a lesser or greater demon. Type IV demons are immune to attacks from non-magical weapons, but are permanently slain when killed in combat. A scroll of protection against demons considers lesser demons to be Type III or lower. Some Type IV demons have names and may be entreated with by mortals for services (implying that Types I-III exist only to kill and destroy). Succubi seem to be considered greater demons since "they rule lower demons through wit and threat." Since the lesser demons are the only ones hit by non-magical weapons and have no specific names, I suppose this is what differentiates them from the greater demons. In light of such information, the names vrock, hezrou, and glabrezu then really refer to their hierarchical names, like a rank in a military organization. Only those demons of Types IV, V, and VI have true unique names, and some of these are listed in the Monster Manual and Dungeon Masters Guide under the ALPHABETICAL MONSTER LISTING. This is what 2nd and later editions got wrong - Nalfeshnee is the name of a specific Type IV demon, not the rank name of all Type IV demons. Marilith is thus the name of the specific Type V demoness, not the name of all Type V demons. I assume that succubi all have unique names as well, being greater demons. Although this is not specifically stated, it is implied and supported by Silussa, the succubus in D3: Vault of the Drow. So, the power that separates lesser demons from greater demons is the granting of a name. It is implied that demons increase in power by performing evil deeds or evil services, thus promoting them to a greater form of power. A lowly manes may then advance to a Type I demon after several centuries of evil deeds (unless it is first eaten by a demon lord). Demons seem to exist to cause evil and chaos, but they are immortal. Do they need anything to continue existence? How do the demon princes maintain their status? Must they consume souls or gather souls to the Abyss? Nothing is stated about this in the rules.

demon - Type I - monster
Type I Demon (vrock)

Above the lowly manes is the Type I demon (or Vrock), which are considered the weakest of their kind. They are a cross between human and vulture with standard strength (so no stronger than a human in most cases). They can be struck by any sort of weapon and have all the abilities of demons (darkness 5' radius, infravision, teleport without error, and gate in other demons). They lack the psionic abilities of their more powerful brethren, but can communicate through telepathy in any language necessary. They have few supernatural powers: detect invisible objects, telekinesis (2,000 gpw), and gate in another type I demon (only 10% chance of success). Their lethality lies not in their supernatural powers, but in their combat capabilities. Type I demons fly at 18" speed, and can thus attack with two foreclaws (1-4), two rear claws (1-8), and their hooked beaks (1-6) each round. They attack without provocation, will fight until slain, and hunger for human flesh. Coupled with their low intelligence and inability to be reasoned with, this makes them formidable killing machines. They also seem prone to fight against other demons! Such demons are hard to hit (0 AC) and are found individually or in small groups (flocks?) and may associate with or be summoned by greater demons. They have only modest HD (8) which are assumed to be d8 (note that greater demons have higher HD types, such as d10 and d12, according to Eldritch Wizardry, but not officially carried over into AD&D). They have 50% magic resistance - meaning that an 11th level wizard has a 50% chance of affecting them with a magic spell. Lower level magic-users have a harder time of affecting them with magic (magic resistance is based on level comparison), and higher level wizards have an easier time of affecting them with magic. This includes wands, rod, staves, and other magic dependent attacks. It is assumed that scrolls of protection from demons negate the magic resistance of the creature with respect to the scroll only, and that protection from evil spells still function against demons (but this may not be the case!).

Hezrou - Monsters - D&D Beyond
Type II Demon (hezrou)

The next most common type of demon is the Type II, also the only aquatic demon mentioned in the Monster Manual. It is given a swim speed of 12" but this demon is lumbering and slow (6" base move).  It looks like a gross humanoid toad with clawed hands. It is assumed that this demon can breathe underwater (although it is not specified). Swimming movement implies water breathing in AD&D! This creature is no smarter than the Type I demon, but is imbued with psionic abilities! Thankfully it is unable to use such attacks against non-psionic creatures, although it does have some defense against psionic attacks. The demon is also magic resistant 55%, which is only slightly more powerful than a type I demon. It is a combat machine, however, able to withstand most blows from normal weapons with its -2 AC and 9 HD. It attacks with 2 claws (1-3 each) and a toothy bite (4-16). Its supernatural powers include those of all demons (including darkness 15' radius) as well as the following: cause fear (as wand of fear), levitate (at 8th level ability), detect invisible objects, telekinesis (3,000 gpw), and gate in another type II demon (20% chance). Keep in mind that these powers can be performed one at a time, at will! Therefore, if it tries to call another demon and fails, it can try again the following round; if it succeeds it can keep calling more demons each round! This then is the danger of dealing with demons - they can overwhelm a party by sheer numbers and ferocity of their attacks. Although these abilities might not seem all that daunting, remember that levitate is a sure way to nullify any fighter who has no means of flying otherwise, and telekinesis is great to use to throw a spellcaster against a wall and keep them pinned there. These demons also love to eat human flesh and will fight with other demons for any little reason.

Glabrezu - Monsters - D&D Beyond
Type III Demon (glabrezu)

The final lesser demon is the mighty Type III demon which towers over the others at nearly 10' tall. This demon resembles a cross between a goat-horned dog and giant crab with a huge set of pincer claws and a smaller set of humanoid arms emerging from its chest. This demon is still affected by normal weapons, but they have to penetrate its -4 AC! This creature gets 5 attacks, all of which may be made against any number of opponents within reach: two pincers (2-12 each), 2 clawed hands (1-3 each), and its bite (2-5). This demon has 60% magic resistance and psionic abilities that can only affect those who are likewise psionically endowed. In addition to standard demon abilities (including darkness 10' radius), this demon can use the following supernatural powers one at a time, at will: fear (as fear wand), levitate (at 10th level ability), cause pyrotechnics, polymorph self, telekinesis (4,000 gpw), and gate in another demon of types I-III (30% chance). Admittedly, these powers are just not all that impressive yet, but their use each round is what makes this powerful. Again, the levitate and telekinesis tricks work against PCs just fine, nullifying most attackers that require a stable solid surface to stand upon. But it also allows the type III demon to engage those outside of its reach. Pyrotechnics allows it to cause blinding flashes and obscuring smoke in order to then teleport somewhere unexpected. The polymorph ability allows it to cause confusion, attack with a different form, or fly, climb, swim after opponents. It's main function, though, is combat in which it excels.

Apparently, the lesser demons all have access to only basic magical abilities or basic psionic attacks and defenses. Nothing is overpowered, but can be highly effectual against the right opponent. Levitating a target that has no other ability to move other than walking/running is very powerful and can nullify a fighter with multiple attacks very easily. Also, consider the fact that a demon of 8th level ability can raise a target of up to 800 lbs. at a rate of 10' per round to a maximum height of 16" (160') assuming that they fail their saving throw to be affected. If that demon then decided to cancel the spell effect, that person falls back to the ground for 16d6 falling damage! Telekinesis can be used in a similar way, but can also be used to throw targets against walls, or throw furniture or boulders at targets within range. I've used this ability in the past for a Type III demon to throw and pin a cleric against a wall, having them take the equivalent of falling damage against the surface equal to the distance traveled, and then grappled with the force of the telekinesis (the cleric had just splashed holy water on the demon, so it was pissed off). Going against demons with psionics is typically a bad idea. The lesser demons (Types II and III) have only one attack (psychic crush) and generally have mind blank and/or thought shield as defenses. Thankfully they cannot affect non-psionic creatures since they cannot use psionic blast (unlike the greater demons!).

Finally, let's review the basic resistances of demons in general. As stated previously, all lesser demons are affected by normal weapons and take full damage from other attack forms that involve acid, magic missiles, and poison. Thus assassins and magic-users have a good chance of defeating demons. Demons only take half damage from cold, electricity, fire, and gas attacks. Since most of these would be magical in nature, one must first bypass their magic resistance, then, if a saving throw is allowed for half damage, one would check to see if they took half or quarter damage. Demons thus nullify the major attack spells of magic-users (namely fireball, lightning bolt, cone of cold, and cloudkill). They would also reduce most of the druid attack spells and some of the cleric attack spells (heat metal, flame blade, wall of fire, flame strike, etc.). Coupled with their low armor classes and magic resistance, even high-level characters find demons to be a handful and only the strongest of fighters have a hope of defeating them easily (but their magical abilities can easily thwart this).

Given the frequency of lesser demons (manes are rare (?); Type I are common; Type II are common; and Type III are Uncommon), these are considered to be their encounter frequencies for their home plane. Why manes are considered rare is a mystery, unless they are rare due to being confined in Gehenna? In any case, the commonality of types I and II indicate that they are by far the most encountered demons in the Abyss, followed by the less common type III and type IV. All other demon types are rare at best, and demon lords/princes are unique with very rare frequency. Thus 65% of all demons encountered would be with Types I and II. However, since demons without names cannot be summoned by mortals, these demons are unable to be encountered on the Material Plane without some outer force bringing them there bodily (by gate, for example). Gate spells are ninth level magic-user spells or seventh level cleric spells, and these must use the name of the being sought (although the DM could have lesser demons enter with or without the named demon, if desired). Some magic items have the ability to open a gate to the Abyss, and some spells can summon demons of lesser sort (i.e. monster summoning I [manes] and monster summoning VII [types I, II, III, or succubi] spells), but these are only conjured for a short duration and are bound by the spell to perform their tasks.


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