Orginally from The Book of Fiends
Designed By Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb
Full netbook can be found on the following website
The Abyss, or more fully, the Infinite Layers of the Abyss, is a chaotic evil-aligned plane of existence.
Some scholars believe that everything in the material world is but are presentation of some intrinsically pure concept found in the Outer Planes. A castle, for example, is an echo of a perfect, archetypal castle that exists somewhere beyond the Astral Plane. The existence of the roiling Abyss lends credence to such theories. The seemingly infinite layers of this plane of chaos and evil house theperfect inspiration for countless acts of murder, betrayal, perversion, and decadence.
Whole cities rise and fall at the whims of distant masters in endless cycles that seemonly to prove the inevitability of anarchy and decay. The aimless souls of mortals range from layer to layer, fearing capture from nigh-omnipotent lords eager to suck essence from their metaphysical marrow. Landscapes leach life, color, and nutrients from those who attempt to settle them, and wild beasts controlled only by hunger and lust haunt jungles infested with murderous plants and poisonous streams. Few foreigners survive long in the Abyss. The plane seems designed by a bickering assembly of insane but none the less brilliant architects for the sole purpose of punishing and destroying its inhabitants.
Certain creatures do manage to eke outan existence here, as their natures parallel that of the Abyss itself. These beings,commonly known as demons on the Material Plane, divide themselves into countless races, subraces, and breeds. The greatest demons bend the spirit of the plane itself to their will, becoming self-styled princes of certain layers, dominating hordes of demonic subjects just as human sovereigns command their vassals.
Notoriously disloyal, demons hold true allegiance only to their own chaotic, unpredictable nature. They war against one another, against the devils of the Nine Hells, and against the angelic choirs of the Upper Planes, sacrificing themselves in great numbers as if honoring the very concept of destruction, whetherof themselves or of their enemies. Despite their propensity to die in huge numbers when facing better-organized foes, their sheer force of numbers propels the armies of the Abyss to victory as often as not. An infinite plane, after all, can produce an infinite number of demonic soldiers.
Yet not all demons prefer the cosmic battlefields of the Outer Planes. Some delight in tempting mortals to acts of chaos and evil, increasing the number of souls entering the Abyss with every foul corruption. Demon princes require mortal souls to maintain their hold on their personal layers, and their agents roam the physical world in search of converts for their infernal masters.
Some demons come to the Material Plane at the behest of amoral wizards, clerics, or sorcerers, who summon them from the Abyss to do their bidding. When under the command of a summoner, demons make powerful shock troops, cunning confidants, and skillful assassins. Certain magical practitioners, known as thaumaturges, have developed the practice of manipulating demonic forces and magic to a science. Just as the world has much to offer demons, demons have much to offer it.
Demons also have much to offer your campaign. They represent the ultimate challenge to the typical party of fantasy adventurers. Nothing is more offensive to a paladin than a demonic paragon of ideals diametrically opposed to the standards of law and goodness. Druids and rangers rightly consider demons unnatural blights whose very presence on the Material Plane threatens the natural order. For a fighter or barbarian demons are the ultimate martial encounter, and they serve as thrilling antagonists in countless bardstales. Wizards, sorcerers, and clerics, on the other hand, might have much to learn from demonic denizens of the Outer Planes, viewing them as intriguing enemies who hold the key to important lore in their inscrutable minds.
Even an adherence
to chaos and evil, however, allows room for differences. Not all demons exist
merely to frighten or eat mortals. Some can make for powerful (albeit very dangerous)
allies, approaching an adventuring party with offers of mutual assistance. Some
portray themselves as misunderstood victims of creation, benevolent advocates
of philosophies not intrinsically bad, but simply frowned upon by
society at large. In the magical world of a fantasy roleplaying campaign, knowing
the difference between a silk-voiced demon who legitimately offers unknown pleasures
and one who merely wants to feast on your innards is a valuable skill indeed.
The Abyss is a region of intense, extreme, and unforgiving climates, with layers consisting of overwhelmingly fierce desert sandstorms; explosively unstable volcanic activity, boiling lava, and molten rock; blinding, sub-zero Arctic glaciers; bottomless oceans filled with enormous leviathans; nauseatingly putrid environments saturated with disease-causing fungi; and the endless, existential void of infinite space.
It has been suggested that the Abyss may be alive, and that it spawns demons out of its urge to spread chaos and destruction.
The main race that inhabits the Abyss are the demons, chaotic evil beings. There are four kinds of demon: the classical, religion-inspired demons of evil and sin the Tanar'ri; the ancient, Lovecraftian Obyriths; the recently appeared Loumaras; and the other demons, which are simply demons that are not specified as belonging to any of the other three categories. Each of these categories contains numerous different species of demon. Of the four categories, the Tanar'ri are the most numerous and most influential and the true rulers of the plane.
The petitioners (souls of the dead who have been sent to the layer for the afterlife) of the Abyss are called manes, and they are the lowest caste of the Tanar'ri. They have pale white skin, sharp teeth and claws, and maggots are reported to crawl through their flesh. Manes that survive for many years may be promoted to greater forms of demon. Extremely clever, lucky ones that survive for millennia may even eventually become Demon Lords. The Demon Lord Orcus is one such demon lord who began as a mane.
The Demon Lords, also known as demon princes, are extremely powerful demons, mostly of the Tanar'ri category though a few Obyrith lords exist as well, who through sheer power and influence have come to rule over one of the layers of the Abyss. They are near god-like in power, each have unique forms, many have cult-followings upon the material plane, and they command scores of lesser demons. Known demon lords include Orcus, as well as Demogorgon, Graz'zt, Fraz-Urb'luu, Baphomet, Yeenoghu, Juiblex, Malcanthet, Pazuzu, Kostchtchie, Dagon, Pale Night, Obox-ob, Zuggtmoy, Sess'Innek, and numerous others.
Chaotic evil deities also inhabit the Abyss, including Vaprak, the god of ogres and trolls; Arachnadia, the demon queen of spiders and drow; and Great Mother, the goddess of beholders. These deities could also be considered demon lords however. The term "Demon Lord" is really more of a title than a category of beings, and deities such as those mentioned meet the criteria for bearing such a title of ruling over one of the Abyss' layers. Many of the formerly mentioned demon lords themselves have god-like traits; they sway the worship of entire races, have cult-followings, and sometimes even have portfolios attributed to them. Therefore they might be gods. The exact distinction between "demon lord" and "deity" is rather unclear.
The Abyss is said to consist of an infinite number of layers, though the total number is also quoted as 666 (with an in-game explanation of the number having general numerological import). Layers are numbered based upon order of discovery by various personalities in the background details of the game, sometimes considered documented by the Fraternity of Order faction of the Planescape setting. Discrepancies in layer numbers between supplements and sources can be explained as catalogues that have been compiled by different sources.
It is impossible to know with any certainty whether layers are actually arranged in this precise order, in contrast to the known ordering of layers within all the other planes of the D&D cosmology. A useful metaphor is a deck of playing cards shuffled and then tossed down so they are piled together loosely, randomly, and sometimes not at all.
A list of layers named so far in D&D supplements includes:
* 1 - Pazunia
(also known as The Plane of Infinite Portals or The Palace of 1001 Closets)
has been described as an infinite plane with only three types of distinct features:
o The river Styx flowing through it (as it does through the top layers of other evil planes).
o Large sinkholes which connect to other layers of the Abyss, some were drilled intentionally by ancient demons during the Abyss' original exploration. The largest of these holes is the Grand Abyss.
o Iron Fortresses which guard the physical bodies of Demon Princes when they leave the Abyss to travel astrally.
* 2 - Driller's Hives, realm of Tharzax the Chattering Prince.
* 3 - The Forgotten Land, realm of Zzyczesiya the Ungrasped.
* 4 - The Grand Abyss, a bottomless, nigh-infinite canyon that contains portals to virtually every other layer in the Abyss.
* 5 - Wormblood
* 6 - Realm of a Million Eyes, home to the Great Mother, Princess of Beholders.
* 7 - Phantom Plane, realm of the demon lord of the lizard kings, Sess'Innek.
* 8 The Skin-shedder, realm of Volisupula the Flensed Marquesse.
* 9 - Burningwater
* 10 - "That Hellhole"
* 11 - Molrat
* 12 - Twelvetrees
* 13 - Blood Tor, realm of the goddesses Beshaba and Umberlee from the Forgotten Realms setting.
* 14 - The Steaming Fen, realm of the Queen of Chaos.
* 17 - Pleroma, realm of Abraxas the Unfathomable.
* 21 - The Sixth Pyre, realm of Kardum, Lord of Balors.
* 23 - Iron Wastes, home to Kostchtchie, demon Prince of frost giants.
* 27 - Malignebula, realm of the Abyssal lord Lissa'aere the Noxious.
* 32 - Sholo-Tovoth: The Fields of Consumption, realm of Turaglas the Ebon Maw.
* 45 to 47 - these three layers make up Azzagrat, the realm of the demon prince Graz'zt, the rival of Demogorgon.
* 49 - Shaddonon, realm of the demon lord Rhyxali, Princess of Shadow.
* 52 - Vorganund
* 57 - Torturous Truth, realm of the Abyssal lord Alvarez the Purging Duke.
* 66 - The Demonweb Pits, home of Arachnadia, queen of spiders and principal deity of evil drow, where her realm and spider-ship is located.
* 67 - The Heaving Hills (Verrangoin Realm)
* 68 - The Swallowed Void
* 69 - The Crushing Plain
* 70 - The Ice Floe
* 71 - Spirac, hunting grounds of the demon lords.
* 72 Darklight, realm of Nocticula the Undeniable.
* 73 - The Wells of Darkness, currently serve as the prison of several demon lords such as Shami-Amorae, Ansitif and Ebulon.
* 74 - Smargard, home to Merrshaulk the yuan-ti deity and Ramenos the bullywug deity. Also contains The Viper Pit (Sseth's realm; Powers & Pantheons), and the Silent Temple (Planar Handbook).
* 77 - The Gates of Heaven, realm of Munkir and Nekir.
* 79 - The Emessu Tunnels, realm of Anarazel the Daring Darkness.
* 88 - The Gaping Maw (or Brine Flats or Abysm), home to Demogorgon, Prince of Demons, one of the highest-ranking demons in the abyss.
* 89 - Shadowsea, oceanic realm of the demon lord Dagon, Prince of the Depths.
* 90 - The Guttering Cove, realm of Ilsidahur the Howling King.
* 92 - Ulgurshek
* 99 - Unnamed contested layer consisting of several distinctive realms one is where demons are spawned, another is a lightning realm, in another can be found portals leading to Juiblex and Kali's layers.
* 111 - The Mind of Evil, realm of Schtheraqpasstt the Serpent Reborn.
* 113- Thanatos, the realm of Orcus, demon prince of the Undead.
* 128 - Slugbed, realm of the Abyssal lord Lupercio the Baron of Sloth.
* 137 - Outcasts' End, realm of Azazel, Prince of Scapegoats.
* 142 - Lifebane, realm of the god Chemosh from the Dragonlance setting. (2nd edition AD&D)
* 148 - Torrent
* 176 - Hollow's Heart, realm of the demon lord Fraz-Urb'luu, which, due to his magical illusions, appears to be flat, colorless, and featureless to the human eye.
* 177 - The Writhing Realm, realm of Ugudenk the Squirming King.
* 181 - The Rotting Plain, realm of the troglodyte god Laogzed.
* 193 - Vulgarea, realm of the foxwoman goddess Eshebala.
* 222 - Shedaklah (aka The Slime Pits), home to Juiblex demon Prince of Slimes, and Zuggtmoy, Demon Queen of Fungi.
* 223 - Offalmound, former realm of the dead god Moander from the Forgotten Realms setting. (2nd edition AD&D)
* 230 - The Dreaming Gulf, a windy realm home to the dreams of dead gods.
* 241 - Palpitatia, realm of the bugbears gods Grankhul and Skiggaret.
* 245 - The Scalding Sea
* 248 - The Hidden Layer, realm of Eltab.
* 274 - Durao (gateway layer), mustering ground for the armies of the Abyss as they prepare for battle in the Blood War.
* 297 - The Sighing Clifs, realm of the Abyssal lord Lady Lynkhab.
* 300 - Feng-Tu, realm of the Chinese gods Tou Mu and Lu Yueh.
* 303 - The Sulfanorum
* 313 Gorrison's Grasp, site of Illssender's Tower
* 333 - The Broken Scale, realm of the god Loki.
* 340 - The Black Blizzard
* 348 - Fortress of Indifference, ruled by Tapheon, the Nalfeshnee; former realm of the demon lord Thralhavoc.
* 357 - The Arc of Eternity, realm of Eldanoth the Bloodless Scion.
* 377 - Plains of Gallenshu
* 399 - The Worm Realm, realm of the gnome god Urdlen.
* 400 - Woeful Escarand (Nalfeshnee Realm), a court at which newly arrived larvae and sometimes other demons are judged
* 403 - The Rainless Waste, site of Mal Arundak, the City of Confusion (Fallen archon realm)
* 421 - White Kingdom, ruled by the King of Ghouls, once a vassal to Orcus and Yeenoghu, but is now a free agent.
* 422 - The Seeping Woods, ruled by Yeenoghu, Demon Prince of Gnolls also named"Yeenoghu's Realm".
* 423 - Galun-Khur
* 452 - Ahriman-abad, realm of Ahrimanes, Chief of the Cacodaemons.
* 471 - Androlynne, realm of Pale Night.
* 487 - Lair of the Beast and Mansion of the Rake, realm of the vampire god Kanchelsis.
* 489 - Noisome Vale, ruled by the Balor Tarnhem.
* 493 - The Steeping Isle, realm of Siragle the Ineffable.
* 499 Carroristo
* 503 - Torremor, realm of the demon lord Pazuzu.
* 507 - Occipitus, former realm of Adimarchus, the demon prince of madness.
* 518 - Melantholep possible name of the nesting grounds of the chole dragons, or perhaps an unknown demon prince who rules the layer.
* 523 - Rocky desert that houses the Lakes of Fire.
* 524 - Shatterstone, realm of the ogre god Vaprak.
* 528 - Juiblex's layer an infinite layer of slimes and oozes feeding off each other. Juiblex's palace is said to resemble the biggest pile of garbage in the multiverse.
* 531 - Vudra, realm of the giant marilith Shaktari, the Queen of Poison.
* 558 - Fleshforges, realm of Dwiergus the Chrysalis Prince.
* 566 - Soulfreeze, realm of Aseroth the Winter Warlock.
* 570 - Shendilavri, realm of the demon lord Malcanthet, Queen of the Succubi.
* 586 - Prison of the Mad God, realm of the derro god Diinkarazan.
* 597 - Goranthis, realm of Socothbenoth the Persuader.
* 600 - Endless Maze, the realm of Baphomet, demon Prince of Minotaurs. The demoness Pale Night resides here as well.
* 601 - Conflagratum, realm of the Abyssal lord Alzrius, Lord of Infernal Light.
* 628 - Vallashan, a layer designed to allow temporary victory to conquering armies of good alignment, only to then corrupt the conquerors and turn them against themselves
* 643 - Caverns of the Skull, realm of the Black Earth Mother Kali, the goddess of destruction the caverns boarder a jungle of blood-red vegetation bordering a sea of blood.
* 651 - Nethuria, realm of Vucarik, Consort of Chains.
* 652 - The Rift of Corrosion
* 663 - Zionyn,
realm of the demon lord Obox-ob, Prince of Vermin.
|Pfarrkirche St.Ägidius in Mitterolang. Christopherus-Fresco: Flöten spielende Fabelwesen 19 July 2007 Wolfgang Sauber|
Originally Posted by
The Serge of the Dicefreaks d20 Community, reposted by Witch
The Abyss, while recognized universally as a cesspool of violence of and hate, is also a source of incredible generative potency. In addition to being responsible for birthing the hordes of demons, these generative powers are capable of warping any creature exposed to the Abyss’s chaotic energies, even demons themselves. These mutations are known as ravages to planar scholars familiar with them and are classified by the power they grant their bearer: common, abhorrent, vile, and cosmic. Each tier denotes a general level of power as well as the kind of demon that commonly possesses such mutations: common ravages are found amongsr all castes of demons as well as mortal creatures unforntunate enough to be exposed to the Abyss’ twisted energies, abhorrent ravages are commonly borne by demonic atrocities, vile ravages are generally the province of demon lords and the occasional atrocity, while cosmic ravages remain the province of the demon princes and a few noteworthy demon lords. As befits a realm of hateful chaos there is no rhyme or reason apparent to sages for the acquisition of Abyssal ravages or for determining the strength of the ravage gained.
AND ACCESSING RAVAGES
A demon can possess a total number of ravages equal to 1/4 its total HD/class levels without risk, while mortals can never safely possess ravages (see below for more information). A demon’s access to different grades of safe ravages is based on the sum of its racial hit dice and class levels (if any):
A demon may possess ravages more powerful than it can normally access based on its hit dice and class level. A demon may also possess ravages in excess of 1/4 its total hit dice. In either case possessing a ravage beyond the normal limits set by the demon’s total hit dice puts considerable strain on both flesh and spirit, resulting in permanent hit point loss based on the strength of the ravage:
The hit point loss from gaining a ravage can never be removed. Ever. Such is the price paid for the foul power granted by the Abyss. Similarly, as mentioned earlier, mortals may never safely possess ravages and thus permanently lose hit points whenever they gain a ravage.
Finally, unless ravage specifically states otherwise it may only be selected once.
Note: When a demon exceeds its maximum number of ravages the hit points lost will be determined using the least damaging combination to the demon. Thus, if a 20HD demon has 7 ravages, 5 of which are common and 2 of which are abhorrent the demon will permanently 12 hit points (7 – 5 = 2 ravages past safe limit, 2 ravages * 6hp = 12hp lost).
Index of Demonic Ravages
Ability Boost (Abhorrent): A demon who receives this ravage has one of their attribute scores increased by +4. A demon may select this ravage multiple times, each time applying it to a different ability score.
Ability Damage (All): One of the demon’s natural attacks also deals ability damage if it successfully strikes a victim. The ability damage dealt by this ability depends on the grade of ravage bought:
|Common||1d6 points of ability damage|
|Abhorrent||1d8 points of ability damage|
|Vile||2d6 points of ability damage|
|Cosmic||3d6 points of ability damage|
Note: If the ability score damaged by this ravage is Constitution reduce the damage dealt by 1 step (min 1d4 for Common).
Ability Drain (All): One of the demon’s natural attacks also deals ability drain if it successfully strikes a victim. The ability drain dealt by this ability depends on the grade of ravage bought:
|Common||1d3 points of ability drain|
|Abhorrent||1d4 points of ability drain|
|Vile||1d6 points of ability drain|
|Cosmic||2d4 points of ability drain|
Note: If the ability score drained by this ravage is Constitution reduce the damage dealt by 1 step (min 1d2 for Common).
Additional Movement Form (Common or Abhorrent): A demon with this ravage has developed a new form of movement it did not already possess. To increase the speed of an existing movement form refer to the Improved Movement Speed ravage below. The speed of the new movement mode is determined by the grade of ravage:
|Burrow||1/2 land speed|
|Climb||1/ 2 land speed|
|Fly||land speed (average)|
|Earth Glide||1/2 land speed|
|Swim||1.5 land speed|
|Fly||1.5 land speed (good) or 2x land speed (average)|
Additional Natural Attacks (Common): This ravage either grants the demon a new limb to attack with, such as a tentacle or tail, or allows it attack with an existing part of its body that it could attack with before (such as granting a demon without a bite attack a bite attack). The damage dice of the new natural attack is one step lower than the demon’s primary natural attack. For instance if one selected this ability for maralith and granted her a bite attack her bite attack damage would be 1d6, one damage die step down from the damage inflicted by her slam attacks (a maralith’s primary natural weapons).
Alternate Form/Change Shape (Common, Abhorrent, or Vile): A demon who possesses this ravage has the ability to assume one for more related forms, depending of the grade of ravage possessed:
Common: A demon may select 1d3 forms from the following list of creature types: aberration, animal, giant, humanoid, monstrous humanoid, or vermin. A demon must choose all its forms from the same creature type, a chosen form cannot have more HD than the demon, and the chosen form must be the same size or one size category smaller than the demon’s base size.
Abhorrent: A demon may select two creature types from the following list: aberration, animal, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A demon can assume the form of any creature from its selected types that meets the following criteria: a chosen form cannot have more HD than the demon, and the chosen form cannot be more than two size categories smaller or one size category larger than the demon’s base size.
Vile: A demon may select four creature types from the following list: aberration, animal, dragon, elemental, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A demon can assume the form of any creature from its selected types that meets the following criteria: a chosen form cannot have more HD than the demon, and the chosen form cannot be more than two size categories smaller or one size category larger than the demon’s base size.
Bonus Feats (Common or Abhorrent): A demon who possesses this ravage gains a bonus feat if selected as a Common ravage or a bonus epic feat if selected as an Abhorrent ravage. The demon must still meet all the prerequisites of the selected feat.
Breath Weapon (All): A demon who possess this ravage has the ability to unleash a breath weapon, similar to a dragon. Damage and recharge time is based on the grade of ravage selected:
|Common||1d6 points of damage per 3 racial HD, recharge time 1 minute.|
|Abhorrent||1d8 points of damage per 3 racial HD, recharge time 2d4 rounds.|
|Vile||1d10 points of damage per 3 racial HD, recharge time 1d6 rounds.|
|Cosmic||1d12 points of damage per 3 racial HD, recharge time 1d4 rounds.|
The damage inflicted by a demon’s breath weapon may be selected from the following types without impairment: acid, anarchic, cold, electricity, fire, sonic, or unholy. Selecting a non-standard damage type, such as desiccation, force, frostburn, negative energy, ect decreases the damage die per HD by 1 step (minimum 1d4 for Common). A demon may never inflict divine damage with its breath weapon.
Class Feature (Common or Abhorrent): A demon who possesses this ravage may select a single class feature belonging to a base class other than spellcasting. If a class feature possesses a prerequisite (such as improved evasion or improved uncanny dodge) the demon must possesses the prerequisite class feature in order to select the desired class feature. A demon’s effective class level is based on the grade of ravage selected:
|Common||1/2 its racial hit dice.|
|Abhorrent||3/4 its racial hit dice.|
Example class features include: auras, camouflage, evasion, familiar, favored enemy, hide in plain sight (requires camouflage), improved evasion (requires evasion), lore, maledictions, rage, skirmish, smite good/law, sneak attack, sudden strike, uncanny dodge. Note that a demon cannot select turn/rebuke undead using this ravage (see the Rebuke/Turn ravage for more information)
Disease (Common or Abhorrent): A demon who possesses this feat requires a victim it strikes with a selected natural attack to make a successful Fortitude save or contract a disease. A demon who possesses this ability as a Common ravage may select any natural disease while a demon who possesses this as an Abhorrent ravage may select any natural or magical disease. Once the type of disease is selected it may not be changed, although it is possible to select this ravage multiple times to represent a creature playing host to a myriad of infectious diseases.
Elemental Subtypes (Common): A demon who selects this ravage gains a single elemental subtype.
Energized Attacks (All): A demon who gains this ravage inflicts extra energy damage with its natural attacks based on its size and grade of ravage:
|Common||1 die of damage.|
|Abhorrent||2 dice of damage.|
|Vile||3 dice of damage.|
|Cosmic||4 dice of damage.|
|Damage Die by Size|
The energy damage inflicted by the demon’s natural attacks may be selected from the following types without impairment: acid, anarchic, cold, electricity, fire, sonic, or unholy. Selecting a non-standard damage type, such as desiccation, force, frostburn, negative energy, ect decreases the damage die size (minimum 1 point for Tiny creatures). A demon may never inflict divine damage with this ability.
Energy Drain (All): A demon who gains this ravage must select one natural weapon. Whenever the demon successfully strikes a foe with its selected natural weapon also inflicts a number of negative levels based on the grade of this ravage:
|Common:||1 negative level.|
|Abhorrent||2 negative levels.|
|Vile||3 negative levels.|
|Cosmic||4 negative levels.|
Expanded Reach (Abhorrent or Vile): A demon who possesses this ravage possesses unnaturally long limbs and is capable of striking foes with melee attacks from further away than normal. A demon who possesses this ability as a Abhorrent ravage increases its effective reach by 5 ft, while a demon who possesses this ability as a vile ravage increases its effective reach by 10 ft.
Fast Healing (All): A demon with this ravage gains a fast healing score based on the grade of ravage possessed:
|Common||fast healing 5.|
|Abhorrent||fast healing 10.|
|Vile||fast healing 20.|
|Cosmic||fast healing 30|
Improved Damage Reduction (All): A demon who possesses this ravage is exceedingly resilient to harm. A demon may select from any of the options below and the number of options selected determines the final grade of the ravage:
+5 points of reduction
(may be selected multiple times)
Add alignment penetrator
Add material penetrator
Switch “or” to “and”
Ignore Immunity to Critical Hits (Abhorrent, Vile, and Cosmic): A demon with this ravage gains a % chance to overcome any immunity to critical hits its victim might possess based on the grade of ravage:
Ignore Damage Reduction/Hardness (all): A demon with this ravage gains the ability to ignore X amount of damage reduction or hardness possessed by its target as determined by the grade of ravage:
Immunities (Common, Abhorrent, and Vile): A demon who gains this ravage may select an immunity from the list below:
|Common||Death effects, disease, disintegration, Paralysis, poison, sleep, stunning|
|Abhorrent||Ability damage, polymorphing, petrifaction|
|Vile||Ability drain, energy drain, mind-affecting effects|
A demon may gain this ravage multiple times, selecting a different immunity each time.
Improved Grab (Common): The demon gains the Improved Grab special ability.
Improved Movement Speed (All): A demon with this ravage may select a single movement mode it possesses, that movement mode’s speed is increased based on the grade of the ravage:
A demon may select this ravage multiple times, each time applying it to a different movement mode it possesses.
Improved Natural Armor (Common): A demon who gains this ravage has its natural armor increased by +1. A demon can gain this ravage multiple times and its benefit stack.
Incorporeal (Common): A demon who possesses this ravage gains the incorporeal subtype.
Mimic Type (Abhorrent): A demon who possesses this ravage has been so mutated by the power of the Abyss it gains the traits of another creature type, selected from the following list: elemental, ooze, plant, undead, or vermin.
Naturally Psionic (All): A demon with this ravage naturally possesses power points and can use psionic feats:
Pounce (Common): A demon with this ravage gains the pounce special ability.
Powerful Build (Common): A demon with this ravage gains the powerful build special ability.
Powerful Charge (Common): A demon with this ravage gains the powerful charge special ability.
Slight Build (Common): A demon with this ravage gains the slight build special ability.
Profane Bonus to AC (Abhorrent, Vile, and Cosmic): A demon who possesses this ravage gains a profane bonus to AC based on the grade of ravage.
The profane AC bonus granted by this ravage stacks with any other innate profane bonus to AC the subject possesses
Rake (Common): A demon with this ravage gains the rake special ability.
Ranged Energy Attack (All): A demon who gains this ravage has the ability to unleash an energy beam or missile as a standard action, striking its target with a successful ranged touch attack and inflicting damage based on the grade of ravage selected:
|Common||1d6 points of damage per 4 racial HD.|
|Abhorrent||1d8 points of damage per 4 racial HD.|
|Vile||1d10 points of damage per 4 racial HD.|
|Cosmic||1d12 points of damage per 4 racial HD.|
The damage inflicted by a demon’s ranged energy attack may be selected from the following types without impairment: acid, anarchic, cold, electricity, fire, sonic, or unholy. Selecting a non-standard damage type, such as desiccation, force, frostburn, negative energy, ect decreases the damage die per HD by 1 step (minimum 1d4 for Common). A demon may never inflict divine damage with its ranged energy attack.
Rebuke/Turn (Abhorrent): A demon who possesses this ravage gains the ability to rebuke OR turn one creature type from the following list: aberration, animal, construct, elemental (select 1 subtype), fey, giant, humanoid (select 1 subtype), magical beast, monstrous humanoid, ooze, plant, undead, vermin. A demon can use this ability 3 + its Charisma modifier times per day and has an effective turning level equal to 3/4 its racial hit dice.
Regeneration (All): A demon with this ravage gains a regeneration score based on the grade of ravage possessed:
|Vile||regeneration 5, penetrated by epic and (good OR axiomatic, choose 1), or spells with the Good or Lawful descriptors.|
|Cosmic||regeneration 10, by epic and good and axiomatic), or spells with the Good or Lawful descriptors.|
Note: There is no reason a demon could not choose 2 energy types in place of alignment descriptors.
Resistances (All): A demon who gains this ravage gains energy resistance or immunity based on the grade of ravage selected.
|Common||energy resistance 10.|
|Abhorrent||energy resistance 30.|
Swallow Whole (Common): A demon with this ravage gains the swallow whole special ability.
Trample (Common): A demon with this ravage gains the trample special ability.
Size Increase (Vile): A demon gains this ravage increases in size one step.
Spell-like Abilities (All): A demon who gains with ravage may select additional spell-like abilities based on the grade of ravage possessed.
Common: Select 6 + Charisma modifier levels worth of spells. Spells of 1st-4th are useable at will, 5th-7th are useable 3/day, and 8th-9th level are useable 1/day.
Abhorrent: Select 12 + Charisma modifier levels worth of spells. Spells of 1st-6th are usable at will, and 7th-9th level are useable 3/day.
Vile: Select 12 + Charisma modifier levels worth of spells. Spells of 1st-8th are useable at will, and 9th level+ are useable 3/day. You may apply non-epic metamagic feats to your SLAs to raise them above 9th level, but you can only apply a single feat whose spell level adjustment is less than the demon’s HD/10 (round down) to each SLA modifier in this manner.
Alternately the demon may gain the use of an epic spell usable 1/day whose DC does not exceed demon’s HD +18. This spell may not possess backlash or experience point mitigation.
Cosmic: Select 18 + Charisma modifier levels worth of spells. Spells of 1st-8th are useable at will, and 9th level+ are useable 6/day. You may apply non-epic metamagic feats to your SLAs to raise them above 9th level, but you can only apply a single feat whose spell level adjustment is less than the demon’s HD/10 (round down) to each SLA modifier in this manner.
Alternately a demon may select one the following options: 1. Use of a single epic spell usable 1/day whose DC does not exceed demon’s HD +66, OR 2. one epic spell usable 3/day whose DC does not exceed demon’s HD +36, OR 3. three epic spells usable 1/day whose DC does not exceed demon’s HD +18. These spells may not possess backlash or experience point mitigation.
Vile Spell-like Abilities (Abhorrent): A demon with ravage treats X% of the damage dealt by its spell-like abilities as vile damage, as determined by the grade of ravage possessed:
Virtual Class Levels (Vile or Cosmic): A demon who possesses this ravage gains virtual levels in one core class of its choice that it meets the requirements for.
Vile: virtual class level
equals 1/2 racial hit dice only.
Cosmic: virtual class level equals 3/4 racial hit dice only.
A demon may only select this ravage once.
Vile Natural Attacks (All): A demon with ravage treats X% of its natural attack damage as vile damage as determined by the grade of ravage possessed:
The Worlds of Mankind is owned and created by Mark John Goodwin
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