In light of false demonic claims sweeping the news, TSR abandoned the swords-and-sorcery aspect of the original game for a more family friendly approached. While the game wasn’t ruined as a result, and the censorship did offer some colorful lore, it feels like such a wimp move. Let’s restore the devil to its former glory, yes?
Devil
Devils are creatures born from the Lower Planes, embodying all things lawful and evil. They exist in a rigid caste system where only power and station are officially recognized. Devils are mortal enemies against demons and will stop at nothing to wipe them out. The devils believe humans hold the key to winning their endless war and so tempt mortals, targeting their pride and ambition, into worshiping them and bolstering their ranks.
Devils are ranked as greater, lesser, and least. Lemures are the lowliest of devils and are below the caste system. All devils except lemures and neppuribo can cast advanced illusion, animate dead, charm person, infravision, know alignment (always active), suggestion, and teleport without error. Devils can travel to the Lower Planes and the Astral Plane but must be summoned or called to other planes. Devils can cast gate to call other devils but rarely rely on this ability as they’re loath to share glory and are naturally suspicious of their own kind. Devils speak demonic but telepathically speak with any intelligent creature. Greater devils can only be harmed by silver or magical weapons. All devils have the following resistances:
Acid - Normal damage
Cold - Half damage*
Electricity – Full damage
Fire – Immune
Gas – Half damage
Iron weapons – Normal**
Magic Missile – Normal damage
Poison – Immune
Silver weapons – Normal damage***
*Gelugon suffers half damage from fire and is immune to cold.
** Greater devils are immune to nonmagical iron weapons.
***Greater devils suffer half damage from nonmagical silver weapons
Devil, Lesser – Barbazu
Climate/Terrain: Lawful Evil Plane
Frequency: Common
Organization: Military
Activity Cycle: Any
Diet: Carnivore
Intelligence: Low (5-7)
Treasure: None
Alignment: Lawful Evil
No. Appearing: 20d6
Armor Class: 3
Movement: 15
Hit Dice: 6+6 (30hp)
THACO: 13
Attacks: 2 claws (1d2 each) and beard (1d8); 1 weapon
Special Abilities: Glaive, disease, battle frenzy, +1 weapon to hit
Saving Throw: Warrior
Magic Resistance: 30%
Size: Man-size (6′ tall)
Morale: Steady (11-12)
Experience: 6,000
Barbazu, or bearded devil, form the shock troops of the devil army. They’re violent humanoid creatures with a long tail, clawed hands, sharp, snake-like beard, and moist but scaly skin. Barbazu are traditionally armed with a saw-toothed glaive and fight with fierce tenacity.
A barbazu’s glaive inflicts 1d8 points of damage and causes the victim to suffer 2 points of damage per wound each round until bandaged or magically cured. If a barbazu hits with both claws it automatically strikes with its beard inflicting maximum damage. Furthermore, a barbazu’s beard has a 25% chance each hit to inflict a disease called devil chills. After 1d4 days, the victim loses 1d4 points of strength each day. 3 consecutive days of complete bed rest or healing spells remove the disease.
Each round in combat a barbazu has a 10% cumulative chance to become frenzied. Frenzied barbazu don’t make morale checks, their attacks per round are doubled, receive a +2 bonus on attack and damage rolls, and suffer a +3 penalty to AC. In addition to normal devil spells, barbazu can cast affect normal fires, command, fear (touch attack), and produce flame at will. Once per day, barbazu can cast gate to call 2d6 lemures (50% chance) or 1d6 barbazu (35% chance).
Devil, Greater – Cornugon
Climate/Terrain: Lawful Evil Plane
Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Exceptional (15-16)
Treasure: D, S
Alignment: Lawful Evil
No. Appearing: 1d4
Armor Class: -2
Movement: 9, Flying 18 C
Hit Dice: 10 (40hp)
THACO: 11
Attacks: 2 claws (1d4), bite (1d4+1), and tail (1d3); tail (1d3) + 1 weapon
Special Abilities: Fear, wounding, stun, regeneration, +2 weapons to hit
Saving Throw: Warrior
Magic Resistance: 50%
Size: Large (9′ tall)
Morale: Elite (13-14)
Experience: 10,000
Cornugon, or horned devil, is a vaguely humanoid creature with tough, scaly skin. It has large wings, powerful muscles, horns jutting from its skin, and fights with a barbed whip. Cornugons serve as elite defense force or commanders of lesser forces. They’re prized for their unswerving loyalty; an unusual attribute that’s almost unheard of in diabolic society.
Cornugons have 18/00 strength, granting them a +6 bonus to damage rolls. Their tails cause bleeding which deals 1 point of damage per wound each round until bandaged or healed. Creatures hit by their whip suffer 1d6 points of damage and must save vs. paralyzation or become stunned for 1d4 rounds. Cornugons radiate an aura of fear; all creatures approaching within 5 feet must save vs. rod/staff/wand or flee for 1d6 rounds. Cornugons regenerate 2 hit points per round.
In addition to normal devil spells, cornugons can cast detect magic, ESP, produce flame, and pyrotechnics at will, lightning bolt three times per day, and wall of fire once per day. They can cast gate to summon either 2d6 barbazu (50% chance), 2d8 lemures (35% chance), or 1d3 cornugons (20% chance). Each attempt can be made once per day.
Devil, Lesser – Erinyes
Climate/Terrain: Lawful Evil Plane
Frequency: Uncommon
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: High (13-14)
Treasure: See below
Alignment: Lawful Evil
No. Appearing: 1
Armor Class: 2
Movement: 12, Fly 21 C
Hit Dice: 6+6 (30hp)
THACO: 13
Attacks: 1 weapon
Special Abilities: Charm, fear, rope of entanglement, +1 weapons to hit
Saving Throw: Warrior
Magic Resistance: 30%
Size: Man-size (6′ tall)
Morale: Steady (11-12)
Experience: 7,000
Erinyes can appear as an attractive male or female of any race but commonly look like comely human females. All erinyes sport a pair of feathery wings much like an angel. Although they can communicate telepathically, erinyes prefer direct speach.
Erinyes are proficient with all weapons. Any creature that looks at one must save vs. rod/staff/rod or run away in fear for 1d6 rounds. All erinyes possess a rope of entanglement they use to bind potential victims. Erinyes can charm any creature they gaze (even if the gaze isn’t returned) forcing them to save vs. spells at half their level to avoid it. Charmed creatures serve the erinyes without question even suicidal acts. An erinyes can only charm one creature at a time and the charm lasts until the erinyes is slain.
In addition to normal devil powers, erinyes can cast detect invisibility, invisibility, locate object, polymorph self, and produce flame at will. Once per day they can cast gate to summon either 2d10 lemures (50% chance) or 1d4 barbazu (35% chance).
Erinyes exist outside the normal chain of command, reporting to the highest devils personally. Unlike other devils, erinyes can bring back creatures to the lower plane and travel to other planes uninvited. No equipment is brought back via this teleportation meaning both erinyes and the target are naked. Erinyes charm powerful mortals and bring them back to the their where they usually die and become lemures to bolster the diabolic ranks.
Devil, Greater – Gelugon
Climate/Terrain: Lawful Evil Plane
Frequency: Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Genius (17-18)
Treasure: A, W
Alignment: Lawful Evil
No. Appearing: 1d8
Armor Class: -3
Movement: 15
Hit Dice: 11 (44hp)
THACO: 9
Attacks: 2 claws (1d4), pincers (2d4), and tail (3d4 plus paralysis); 1 weapon
Special Abilities: Tail freeze, fear, regeneration, +2 weapons to hit
Saving Throw: Warrior
Magic Resistance: 50%
Size: Huge (12′ tall)
Morale: Champion (15-16)
Experience: 19,000
Gelugon, or ice devil, resemble a bipedal insect. They have mantis like arms with claws, insectoid legs, pincers, and bulging multifaceted eyes. Their prehensile tail is long, thick, and covered with sharp spines. Gelugons serve as second-in-command and are trusted as both leaders and warriors.
Gelugons have 18/76 strength granting them a +4 bonus to damage rolls. Their tails radiate frigid cold and creatures struck by it must save vs. paralyzation or become paralyzed for 1d6 rounds. 25% of gelugons carry long spears which deal 2d6 points of damage and victims must save vs. paralyzation or become slowed for 2d4 rounds. Gelugons radiate a 10 foot aura of fear, forcing creatures to save vs. rod/staff/wand or flee for 1d6 rounds. They regenerate 2 hit points per round and can see clearly in all forms of darkness.
In addition to normal devil spells, gelugons can cast detect invisibility (always active), detect magic, fly, polymorph self, and wall of ice at will. They can cast gate to call 2d12 barbazu (50%, once per day), 2d4 osyluth (35%, once per day), and 1d2 gelugons (20%, once per day). If encountered on their native plane there’s a 25% chance a pit fiend aids them if they’re losing.
Devil, Lesser – Hamatula
Climate/Terrain: Lawful Evil Plane
Frequency: Uncommon
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Very (11-12)
Treasure: None
Alignment: Lawful Evil
No. Appearing: 1 or 3d4
Armor Class: 1
Movement: 12
Hit Dice: 7 (28hp)
THACO: 13
Attacks: 2 claws (2d4 each) and bite (3d4)
Special Abilities: Fear, hug, +1 weapons to hit
Saving Throw: Warrior
Magic Resistance: 30%
Size: Man-size (7′ tall)
Morale: Fearless (19-20)
Experience: 6,000
Hamatula, or barbed devil, serve as diabolic guardians and patrolmen. They are humanoid creatures covered from head to tail in sharp barbs. Their claws are long and sharp and their eyes dart around giving them a nervous, paranoid demeanor. They care only about advancing their station and are thus among the most fearless and zealous of devils. Hamatula are the only devils who can’t leave their plane of existence.
Hamatula prefer to fight in melee. If they hit with both claws they automatically hug their opponents and deal 2d4 points of damage each round. A hamatula will release its grip if it suffers 15 points of damage in a single round (releasing at the end of a round) or if the opponent has at least 16 strength and rolls a successful check. The first time a creature is struck by a hamatula in combat they must save vs. rod/staff/wand or flee for 1d6 rounds.
In addition to normal devil powers, hamatula can cast affect normal fires, hold person, produce flame, and pyrotechnics at will. They can cast gate to call 2d6 lemures (50%, once per day) or 1d4 hamatula (35%, once per day).
Devil – Lemure
Climate/Terrain: Lawful Evil Plane
Frequency: Common
Organization: Horde
Activity Cycle: Any
Diet: Carnivore
Intelligence: Semi (2-4)
Treasure: None
Alignment: Lawful Evil
No. Appearing: 10d10
Armor Class: 7
Movement: 3
Hit Dice: 2 (8hp)
THACO: 19
Attacks: Claw 1d3
Special Abilities: Battle drive, regeneration
Saving Throw: Warrior
Magic Resistance: None
Size: Man-size (5′ tall)
Morale: See below
Experience: 120
Lemures are mindless, lowest form of devils. They resemble misshapen blobs of melted flesh, vaguely humanoid with faces permanently frozen in anguish. Some lemures maintain a fragment of their mortal existence. They cannot communicate but follow orders implicitly.
Unless lead, lemures fight all non-devils to the death and never check for morale. Lemures are immune to charm and illusions and can’t cast normal devil spells. They regenerate 1 hit point per round and even their burnt ashes or scattered parts regenerate into a whole lemure. Only a holy water, holy sword, or other holy blessed item can permanently destroy a lemure. Lemures can be ordered in a battle drive, a wedge formation composed of at least 1,000 lemures granting them a +2 bonus to attack.
Devil, Least – Nupperibo
Climate/Terrain: Lawful Evil Plane
Frequency: Common
Organization: Army
Activity Cycle: Any
Diet: None
Intelligence: Unintelligent
Treasure: None
Alignment: Lawful Evil
No. Appearing: 1d100
Armor Class: 9
Movement: 6
Hit Dice: 1 (4hp)
THACO: 19
Attacks: 2 claws (1d2 each); 1 weapon
Special Abilities: Regeneration
Saving Throw: Warrior
Magic Resistance: None
Size: Man-size (5′ tall)
Morale: See below
Experience: 120
Only slightly higher than lemures, nupperibo are used as little more than stock troops, food, and entertainment. They’re amorphous creatures typically resembling morbidly obese humans. Nupperibo are blind, deaf, and mute and can’t communicate telepathically.
Unless ordered, nupperibo fight all non-devils to the death and never check morale. In armies they use simple weapons such as clubs. They heal 1 hit point per round while in the Lower Planes and can only be destroyed through holy items. They’re immune to all charm or illusion spells and the only devil spell they can cast is cause fear which is usable only when 10 nupperibo are ordered to form a group.
Devil, Lesser – Osyluth
Climate/Terrain: Lawful Evil Plane
Frequency: Uncommon
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Very (11-12)
Treasure: None
Alignment: Lawful Evil
No. Appearing: 2d4
Armor Class: 3
Movement: 12
Hit Dice: 5 (20hp)
THACO: 15
Attacks: 2 claws (1d4 each), bite (1d8), and tail (3d4 + poison)
Special Abilities: Fear, poison, +1 weapons to hit
Saving Throw: Warrior
Magic Resistance: 30%
Size: Large (9′ tall)
Morale: Steady (11-12)
Experience: 7,000
Osyluth, or bone devil, serve as jailors and police of evil planes. They resemble large, bony humanoids with dried skin stretched tight and gaunt faces. A large scorpion tail with a poisonous barbs trails behind them. They’re the only devils with power above their station and serve to keep all devils in line. If another devil kills an osyluth and it’s discovered, they’re forever reduced to marked lemures and are particularly hated by all.
Opponents struck by an osyluth’s poisoned tail must save vs. poison with a -3 penalty or lose 1d4 points of strength for 1d10 rounds. In addition to normal devil spells, osyluths can cast fly, improved phantasmal force, invisibility, and wall of ice at will. Osyluths radiate a 5 foot aura of fear forcing creatures to save vs. rod/staff/wand or flee for 1d6 rounds. Once per day they can cast gate to summon 1d100 nupperibo (50% chance) or 1d2 osyluths (35% chance). Osyluths can see normally in all forms of darkness.
Devil, Greater – Pit Fiend
Climate/Terrain: Lawful Evil Plane
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Genius (17-18)
Treasure: G, W
Alignment: Lawful Evil
No. Appearing: 1d4
Armor Class: -5
Movement: 15, Fly 24 C
Hit Dice: 13 (52hp)
THACO: 7
Attacks: 2 wings (1d4 each), 2 claws (1d6 each), bite (2d6 + poison), and tail (2d4); tail (2d4) and 1 weapon
Special Abilities: Fear, poison, tail constriction, regeneration, +3 weapons to hit
Saving Throw: Warrior
Magic Resistance: 50%
Size: Large (12′ tall)
Morale: Fearless (19-20)
Experience: 21,000
The highest ranking devils, pit fiends resemble humanoid Gothic style gargoyles with red scaly skin. They wrap their huge bat wings around themselves as a cloak and their bodies produce fire when they’re excited.
Pit fiends have 18/00 strength granting them a +6 bonus to damage. Their bite forces the victim to save vs. poison or die in 1d4 rounds. Their bite also automatically inflicts a disease called devil chills; after 1d4 days the victim suffers 1d4 points of strength damage per day unless they receive three days of complete bed rest or receive a disease healing spell. Creatures struck by their tail are constricted, suffering 2d4 points of damage per round until they roll a successful strength check to break free. Pit fiends can carry spiked clubs that inflict 1d6+1 points of damage and replace a claw attack.
Creatures not native to the Lower Planes with less than 10HD who view a pit fiend run in fear for 1d3 days. Creatures not native to the Lower Planes with more than 10HD must save vs. rod/staff/wand or flee for 1d12 turns. All other creatures within 20 feet of the pit fiend must save vs. rod/staff/wand or run in fear for 1d10 rounds. Pit fiends regenerate 2 hit points per round. In addition to normal devil powers, pit fiends can cast detect magic, detect invisibility, fireball, hold person, improved invisibility, polymorph self, produce flame, pyrotechnics, and wall of fire. Once per year pit fiends can cast wish. Once per day they can cast symbol of pain. Once per day they can cast gate to summon 2 lesser devils or 1 greater devil.