Thursday, February 14, 2019

Demon, Stirge

Demon, Stirge
CR 10                                                                                                     XP: 9,600
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +21
Aura drone (60 ft., DC 20). fear (20 ft., DC 16)
AC 23, touch 12, flat-footed 20 (-1 size, +11 natural, +3 Dex)
HP 92 (8d10+48)
Fort +12, Ref +9, Will +6
DR 10/good; Immune electricity and poison; SR 21; Resist acid 10, cold 10, fire 10
Speed 30 ft.
Melee 2 claws +13 (1d8+6 plus 1d4 bleed), bite +13 (2d6+6 plus blood drain)
Space 10 ft.
Special Attacks blood drain (1d4 Constitution), drone, wounding
Spell-Like Abilities (CL 10th) At will—darkness, dispel magic, greater teleport (self plus 50 pounds of objects only), see invisibility, telekinesis (DC 17) 1/day—summon (level 4, 2d8 dretches or 1 stirge demon 35%)
During Combat Stirge demons enter combat and attempt to drone as many of their opponents to sleep as they can. Creatures that resist are attacked with claws and bite. Once the stirge demon has droned all its opponents to sleep, or they have fled, it feasts on any sleeping creatures, draining their blood. If outnumbered or overmatched, a stirge demon does not engage an enemy. If confronted by foes more powerful than it, the stirge demon uses its greater teleport to escape.
Str 22, Dex 17, Con 23, Int 14, Wis 14, Cha 15
Base Atk +8; CMB +15; CMD 28
Feats Blind-Fight, Cleave, Iron Will, Power Attack
Skills Bluff +10, Climb +18, Escape Artist +11, Fly +16, Intimidate +13, Knowledge (planes) +10, Perception +21, Stealth +10, Survival +21
  Racial Modifiers +8 Climb, +8 Perception
Languages Abyssal, Common, Undercommon; telepathy 100 ft.
Environment any (Abyss)
Organization solitary, gang (2–4), or squad (5–6)
Treasure standard
Drone (Su) At all times, save when using any spell-like abilities, the stirge demon drones and buzzes like a fly. All creatures within a 60-foot spread that hear it must succeed on a DC 20 Will save or fall into a comatose sleep for 1d4 hours. There is no HD limit for this effect and it otherwise functions as the sleep spell (CL 10th). Note, the stirge demon can drain blood from a sleeping creature without automatically waking it up. In such an event, the sleeping creature receives a new Will save (same DC) each round the stirge demon drains blood. The save DCs are Constitution-based.
The creature is a loathsome cross between a human, a stirge, and an abyssal fly. It stands on four stirge-like hind legs and grasps with its humanlike forelimbs, which end in chitinous claw-like fingers. It has the wings of a stirge, though wrinkled and seemingly useless. Its stirgelike head has distinctly human features and is topped with a bristled, backswept mane. Its mouth is tiny and filled with fangs, though its nose is long and sharp and is used to pierce and draw blood.
A stirge demon is about 10 feet long and weighs 800 pounds,
One of the most foul and despicable of all demonkind, the stirge demon hates all other demonic races and usually attacks them on sight. It savors the blood of vrocks and hezrous, but generally avoids any more powerful demonic races. Stirge demons play no role in the Abyssal armies as most demon lords and princes find them hard to control and consider them pests to be exterminated. Other demons loathe them as well, and usually attack them when they are encountered.
Credit
The Stirge demon is loosely based on the Chasme Demon, which originally appeared in the First Edition module S4 Lost Caverns of Tsojcanth (© TSR/Wizards of the Coast, 1982) and later in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission. The stirge demon made its d20 debut in the Necromancer Games module D1 Tomb of Abysthor (©2001, Clark Peterson, Necromancer Games, Inc.).
Copyright Notice Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax

Demon, Shrroth (Squid Demon)

Demon, Shrroth (Squid Demon)
CR 12                                                                                                                XP: 19,200
CE Huge outsider (aquatic, chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +26
AC 23, touch 12, flat-footed 23 (-2 size, +11 natural, +4 deflection)
HP 174 (12d12+96)
Fort +8, Ref +2, Will +3
DR 10/good; Immune  electricity, poison; SR 23; Resist acid 10, cold 10, fire 10
Speed 20 ft., swim 60 ft.
Melee trident +19/+12/+9 (3d6+9) or 2 claws +19 (1d6+9), bite +19 (1d8+9), 6 tentacles +14 (2d6+4 plus grab)
Space 15 ft.
Special Attacks constrict (tentacle, 2d6+4), sickening cloud
Spell-Like Abilities (CL 12th) At will—chaos hammer (DC 18), dispel magic, mirror image, greater teleport (self plus 50 pounds of objects only), water breathing (others only) (DC 17) 2/day—feeblemind (DC 19) 1/day—power word blind, summon (level 9, 2d8 melethzu demons [aquatic dretches, swim speed 50 ft.] 50% or 1 shrroth 35%)
During Combat Shrroths rarely confront creatures on land; they prefer to fight in the Abyssal waters of their native plane where they have the advantage. These demons open combat using chaos hammer to batter their foes. This is quickly followed by feeblemind against an arcane caster if one is present. If a shrroth grabs an opponent in its tentacles, it hangs on, constricts it and stabs it with its trident. When facing an air-breathing creature, the shrroth likes to cast water breathing on it, grab it, and swim as deep as it can in the water before dispelling the water breathing effect and watching the air-breather drown.
If in danger, or if facing powerful adversaries, the shrroth summons a horde of melethzus (see summon above) to aid it in battle or to cover its retreat.
Str 28, Dex 10, Con 27, Int 14, Wis 16, Cha 18
Base Atk +12; CMB +23; CMD 37
Feats Blind-Fight, Cleave, Deceitful, Improved Initiative, Lightning Reflexes, Power Attack
Skills Bluff +23, Diplomacy +19, Disguise +6, Intimidate +19, Knowledge (planes) +17, Perception +26, Sense Motive +18, Stealth +7, Swim +32
  Racial Modifiers +8 Perception
Languages Abyssal, Common, plus one more; telepathy 100 ft.
SQ amphibious, jet
Environment any (Abyss)
Organization  solitary or gang (2–5)
Treasure standard
Sickening Cloud (Ex) A shrroth can emit a cloud of grayish liquid in a 40-foot spread once per minute as a free action. The cloud provides concealment and any creature in the area or entering the area must make a successful DC 24 Fortitude save or be sickened for 3 rounds. The save DC is Constitution-based.
Jet (Ex) A shrroth can jet backward once per round as a full-round action at a speed of 240 feet. It must move in a straight line, and does not provoke attacks of opportunity while jetting.
This huge creature has the lower torso of an octopus and the upper torso of a copper-skinned humanoid. Its arms end in 6-fingered talons and it wields a wicked trident. A mass of long black hair hangs from its head; from under which protrude two forward-curving, blackish horns.
A shrroth is a 15-foot tall copper-colored demon with the lower torso of an octopus and the upper torso of a powerful humanoid. Its arms end in 6-fingered talons. Its lower torso sports a mass of writing tentacles reaching lengths of 10 feet. Six larger tentacles stretching 20 feet surround the smaller tentacles. The shrroth’s visage is one of hatred and despair. Its mouth is filled with serrated teeth and its eyes are violet. A mass of long black hair hangs from its head; from under which protrude two forwardcurving, blackish horns.
Shrroths are the warriors of Dagon, Demon Prince of the Seas and serve in his abyssal army. When not fighting the abyssal wars among the demon princes, shrroths are often sent to the Material Plane to tempt and corrupt mortals with promises of power and wealth. Those refusing such offers are captured by the shrroth and brought to its Abyssal layer. They are confined in a stone cage and thrown into the Abyssal sea where they sink to the bottom and are never seen again.
Shrroths are malevolent creatures and though they follow the orders of their superiors, they are difficult to control. Fights amongst groups, packs, or battalions is not uncommon when there demons are involved, and such fights always end with the deaths of several of their number.
Copyright Notice Author Scott Greene

Demon, Nerizo (Hound Demon)

Demon, Nerizo (Hound Demon)
CR 9                                                                                                               XP: 6,400
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +2
AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
HP 125 (10d10+70)
Fort +14, Ref +9, Will +7
DR 10/good; Immune electricity, poison; SR 20; Resist acid 10, cold 10, fire 10
Speed 40 ft.
Melee 2 claws +16 (1d6+6), sting +16 (1d8+6 plus poison)
Special Attacks spit acid (10-ft. line, 4d6 acid damage, Ref DC 22 half, usable every 1d4+1 rounds)
Spell-Like Abilities (CL 12th) At will—darkness, detect good, greater teleport (self plus 50 pounds of objects only) 1/day—confusion (DC 17), summon (level 4, 2d10 dretches or 1 nerizo 35%)
During Combat The nerizo prefers to attack from surprise, leaping to attack its foes when they are within range. A nerizo attacks using its tail sting and claws. Slain creatures are dragged away and devoured at a later time. If in the employ of a greater demon, the nerizo follows the commands of its “master.”Nerizo are known to stalk their prey for up to a week before attacking.
Str 23, Dex 15, Con 25, Int 12, Wis 14, Cha 16
Base Atk +10; CMB +16; CMD 28
Languages Abyssal
Environment any (Abyss)
Organization solitary or pack (2–5)
Treasure standard
Poison (Ex) Sting—injury; save Fort DC 22; frequency 1 round for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
This man-sized feral-looking creature has dark bluish-black skin. Its arms end in sharpened claws and its feet are splayed hooves. A long, snake-like barbed tail trails behind it. Its hairless head is long and oval and its eyes are large and crimson.
A nerizo stands 6 feet tall and weighs about 160 pounds.
The bestial nerizo can be found on almost all layers of the Abyss. More animalistic than not, the nerizo are sometimes used as “hunting dogs” by the greater demons and lords. The nerizo themselves realize that they may not be the smartest or strongest of the demons, but they resent being relegated to common hunting dogs for the greater demons.
Copyright Notice Author Scott Greene

Demon, Nysrock (Cobra Demon)

Demon, Nysrock (Cobra Demon)
CR 13                                                                                                            XP: 25,600
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses Perception +36
AC 25, touch 11, flat-footed 23 (-1 size, +14 natural, +2 Dex)
HP 202 (15d10+120)
Fort +19, Ref +11, Will +9
DR 10/cold iron and good; Immune electricity, poison; SR 24; Resist acid 10, cold 10, fire 10
Speed 30 ft.
Melee bite +22 (2d6+7 plus grab), sting +22 (1d8+7 plus poison)
Ranged spit +16 (poison)
Space 10 ft., Reach 5 ft.
Special Attacks constrict (2d6+10)
Spell-Like Abilities (CL 18th) At will—greater dispel magic, greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18) 3/day—blasphemy (DC 21), chaos hammer (DC 18) 1/day—summon (level 4, 2d4 babaus or 1 nysrock 35%)
During Combat A nysrock flares its hood before it enters combat as a warning to its opponents. Those that press combat are met with a vicious bite and venomous tail sting. A creature that is bitten is grabbed and wrapped in the monster’s coils. A nysrock derives great pleasure in repeatedly stinging a grappled foe. Once a grappled foe expires, the nysrock releases its hold and consumes it whole so long as it faces no more enemies (nysrocks aren’t stupid and do not ignore other enemies in order to feed).
Str 24, Dex 14, Con 26, Int 16, Wis 19, Cha 18
Base Atk +15; CMB +23; CMD 35
Feats Ability Focus (Poison), Alertness, Cleave, Combat Casting, Great Fortitude, Power Attack, Weapon Focus (Bite, sting)
Skills Bluff +22, Escape Artist +20, Intimidate +22, Knowledge (planes) +21, Perception +36, Sense Motive +28, Spellcraft +21, Stealth +16, Survival +22
  Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Environment any (Abyss)
Organization solitary or gang (2–4)
Treasure standard
Poison (Ex) Sting or spit—injury or contact; save Fort DC 27; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves. The save DC is Constitution-based with a +2 bonus for the nysrock’s Ability Focus feat.
This creature looks like a 14-foot long cobra with a demonic humanoid head and blackish-blue scales. Two downward-curving horns jut from the sides of its head. Its tail ends in a barbed stinger. A leathery hood flares from its neck.
A nysrock ranges in size from 14 to 16 feet long and weigh 350 to 450 pounds. Its scales are blackish-blue and its eyes are golden and glint with a cunning spark. Its barbed tail is jet black and oozes a vile smelling poison when the creature is threatened.
Nysrocks are believed to be somehow related to nagas, or are in fact nagas themselves warped through ancient and demonic dark magic into their current form. Whatever their origin, nysrocks are thoroughly evil and contemptible caring for no one other than themselves.
Nysrocks are often found in the courts of various demon lords serving as advisors and counselors. Their cunning intellects are used to full effect by their masters in weaving battle plans and plots and intrigues against rival lords and enemies.
Rumors abound as of late (supposedly from an eyewitness who lived to tell the tale) of an abyssal plane ruled by a massive nysrock at least 40 feet long. Its palace is a network of underground tunnels populated with all manner of snakes, fiendish serpents, and intelligent and cunning reptiles of all shapes and sizes.
Copyright Notice Author Scott Greene.

Demon, Mezzalorn (Wasp Demon)

Demon, Mezzalorn (Wasp Demon)
CR 11                                                                                                          XP: 12,800
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +18
AC 27, touch 14, flat-footed 22 (-1 size, +13 natural, +5 Dex)
HP 138 (12d10+72)
Fort +14, Ref +15, Will +7
DR 10/cold iron; Immune electricity, poison; SR 22; Resist acid 10, cold 10, fire 10
Speed 10 ft., fly 50 ft. (good)
Melee sting +16 (2d6+4 plus poison), 2 claws +16 (1d6+4 plus grab)
Space 10 ft., Reach 5 ft.
Spell-Like Abilities (CL 12th) At will—chaos hammer (DC 17), greater teleport (self plus 50 pounds of objects only)3/day—blasphemy (DC 20), unholy blight (DC 17) 1/day—word of chaos (DC 20), summon (level 4, 4d10 dretches, 1d4 babaus, 1 mezzalorn 35%)
During Combat Mezzalorn tactics are simple and straightforward: fly into battle, sting a foe repeatedly until it dies. Often a mezzalorn grabs a foe, flies upward away from the opponent’s allies, and stings its grappled victim until it dies, dropping the carcass without thought or care before wading back into the battle. Mezzalorn’s hate stirge demons and fly demons and attack them on sight.
Str 18, Dex 21, Con 23, Int 13, Wis 16, Cha 16
Base Atk +12; CMB +17; CMD 32
Feats Ability Focus, Blind-Fight, Cleave, Lightning Reflexes, Power Attack, Weapon Finesse
Skills Bluff +17, Escape Artist +20, Fly +11, Intimidate +18, Knowledge (planes) +16, Perception +18, Stealth +16, Survival +18
Languages Abyssal, Common; telepathy 100 ft.
SQ pheromones
Environment any (Abyss)
Organization solitary, cluster (2–4), or nest (5–10)
Treasure standard
Pheromones (Ex) When reduced to half or less of its normal hit points, a mezzalorn releases a pheromone that heightens the aggression of all other mezzalorns within a 50-foot radius. Affected mezzalorns gain a +2 morale bonus on attack and damage rolls for the rest of the encounter.
Poison (Ex) Sting—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 2 consecutive saves. The save DC is Constitution-based and includes a +2 bonus from the mezzalorn’s Ability Focus feat.
This creature looks like a cross between a giant red-banded wasp and a grotesque olive-skinned humanoid. It has the body of a giant wasp, complete with stinger and wings. The creature possesses two human-like arms that end in wicked claws. Its human-like head sports a mouth filled with fangs and two small horns that jut from its head.
A mezzalorn stands as tall as a human and is about 10 feet long. Its body is dark with red bands and ends in a golden stinger. Its legs resemble those of a giant wasp and are covered in fine hairs and bristles. Its human-like visage is copper and sports matted dark hair. Its horns are black.
Mezzalorns (or wasp demons as they are called by otherworlders) are demonic entities akin to the fly or stirge demons. They spend most of their time flying high above the Abyssal planes scouring the lands for food or patrolling a demon lord’s domain if they are in the service of such a demon. When serving under a demon lord or one of his generals, mezzalorns are often utilized as shock troops or first-assault troops in war.
Mezzalorns are thoroughly evil and despise all non-demons, attacking them on sight. Slain creatures are carried back to their lair and distributed among the inhabitants of the nest. Among demonkind they despise stirge demons with an unbridled hatred and always attack them on sight, fighting to the death when battling them. Slain stirge demons are not eaten by wasp demons (they dislike their smell, and as such dislike their taste even more), but are completely and utterly destroyed, their bodies being torn to pieces or injected with so much venom as to liquefy their internals.
A mezzalorn makes its lair in rocky outcroppings or in underground burrows and tunnels on the various abyssal planes. They generally avoid the less hospitable planes composed of acids, oozes, slimes, waters, or vapors as they require a solid surface on which to build their nests. A nest is composed of just about anything a mezzalorn can find and carry: bones, debris, refuse, weapons, and so on.
Copyright Notice Author Scott Greene.

Demon, Mehrim (Goat Demon)

Demon, Mehrim (Goat Demon)

CR 4                                                                                                           XP: 1,200
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft., scent; Perception +12
AC 19, touch 12, flat-footed 17 (+7 natural, +2 Dex)
HP 33 (6d10)
Fort +5, Ref +4, Will +10
DR 10/cold iron; Immune electricity, poison; SR 15; Resist acid 10, cold 10, fire 10
Speed 40 ft.
Melee bite +11 (2d6+5 plus disease), 2 hooves +11 (1d6+5)
Spell-Like Abilities (CL 8th) At will—darkness, protection from good, see invisibility 1/day—dispel good (DC 18), dispel magic, summon (level 3, 2d10 dretches or 1 mehrim 30%)
Str 21, Dex 14, Con 10, Int 12, Wis 13, Cha 16
Base Atk +6; CMB +11; CMD 23
Feats Cleave, Iron Will, Multiattack, Power Attack
Skills Acrobatics +6, Bluff +12, Escape Artist +11, Intimidate +12, Knowledge (local, planes) +10, Perception +12, Sense Motive +10, Survival +10
  Racial Modifiers +4 Acrobatics, +8 Perception
Languages Abyssal, Celestial, Common
Environment any (Abyss)
Organization solitary, pair, or herd (3–6)
Treasure standard
Disease (Su) Demon Fever: Bite—injury; save Fort DC 18; onset 1 day; frequency 1/day; effect 1d6 Con damage, target must make second Fort save or 1 point of damage is drain instead; cure 2 consecutive saves. The save DC is Constitution-based and includes a +5 racial bonus.
This entity looks like an oversized black goat with three horns and jet black, glossy hooves. It exhales a wispy cloud of putrid black smoke as it breathes.
A mehrim stands about 4 feet tall at the shoulders and is about 7 feet long. It weighs about 650 pounds. Its skin is dark and its coat black and oily.
Mehrims are man-sized goat-like demons that roam the various planes of the Abyss, grazing and feeding on the strange abyssal fauna as well as the flesh and ichor of fallen demons. While they are good hunters in their own right, mehrims are generally scavengers, following other demon hordes and feasting on their leftovers. Generally left to their own devices, mehrims play a minor role in the politics and machinations that take place within the Abyss. They rarely take part in the various wars and battles that rage across the abyssal planes.
A mehrim charges into battle biting with its diseased bite and slashing with its front hooves. Most of the time, a mehrim opens battle with its protection from good and darkness spell-like abilities in effect. Against good-aligned foes that are susceptible, the mehrim uses its dispel good attack.
Copyright Notice Author Scott Greene.

Demon, Mallor (Serpent Demon)

Demon, Mallor (Serpent Demon)
CR 13                                                                                                                XP: 25,600
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +28
AC 29, touch 16, flat-footed 27 (-1 size, +13 natural, +5 deflection, +2 Dex)
HP 217 (14d10+140)
Fort +10, Ref +2, Will +3
DR  10/good; Immune electricity, poison; SR 24; Resist acid 10, cold 10, fire 10
Speed 30 ft.
Melee +1 anarchic longsword +22/+17/+12 (2d6+9/19-20), claw +16 (1d6+4 plus poison) or 2 claws +21 (1d6+8 plus poison)
Space 10 ft., Reach 5 ft.
Special Attacks fear gaze, foul liquids
Spell-Like Abilities (CL 12th) At will—burning hands (DC 16), greater dispel magic, greater teleport (self plus 50 pounds of objects only), unholy aura (DC 23) 3/day—touch of idiocy 1/day—scorching ray (3 rays), summon (level 9, 1d4 hezrous or vrocks, or 1 mallor 35%), summon (level 9, 1d6 Large fiendish vipers or 1d3 Huge fiendish vipers 50%)
During Combat A mallor is a straightforward combatant in battle and charges directly at its opponents. Normally, it opens battle with burning hands and/or its fear gaze in hopes of affecting as many targets as possible. The mallor then attempts to move to melee range and touch the nearest spellcaster while using its touch of idiocy. Multiple mallors work in concert with one another; one often drawing the fire away from the others so they can charge in with their massive spears.
Str 27, Dex 15, Con 30, Int 16, Wis 16, Cha 20
Base Atk +14; CMB +23; CMD 40
Skills Bluff +26, Climb +25, Diplomacy +22, Disguise +7, Intimidate +22, Knowledge (planes) +20, Perception +28, Sense Motive +20, Stealth +15, Survival +20
  Racial Modifiers +8 Perception
Languages Abyssal, Common, plus any three; telepathy 100 ft.
SQ poison use
Gear +1 anarchic longspear
Environment any (Abyss)
Organization solitary or gang (2–4)
Treasure standard
Fear Gaze (Su) The infernal eyes of a mallor weaken the resolve of opponents peering into them. Creatures meeting its gaze must make a successful DC 22 Will save or flee in fear for 1d6 rounds. On a successful save, that opponent is immune to the fear gaze of that mallor for one day. The save DC is Charisma-based.
Foul Liquid (Su) All liquids within 100 feet of a mallor automatically foul and become unsuitable for consumption or inhabitation (no save). Magical liquids in the area receive a DC 27 Fortitude save to avoid the effects. Creatures drinking fouled water must make a successful DC 27 Fortitude save or become nauseated for 1 minute. Aquatic creatures (or those that can breathe water) swimming in fouled water must make a Constitution check (DC 10, +1 per previous check) each round they remain in the area or begin suffocating. A mallor can foul up to 20 gallons of liquid a day using this ability. Sentient- or liquid-based creatures (such as water elementals) must make a successful DC 27 Fortitude save or take 1d8 points of Constitution damage each hour they remain in the area. At Constitution 0, the creature’s liquid structure fouls and it dies. The save DCs are Constitution-based. A mallor can suppress or resume this ability at will as a free action.
Poison (Ex) Claw—injury; save Fort DC 27; frequency 1/round for 6 rounds; effect 1d6 Strength; cure 2 consecutive saves. The save DC is Constitution-based.
This large creature appears to be a human with the lower torso of a giant coral snake. Its human frame is crimson-colored.
A mallor is a 10 to 12 feet long, powerful, humanoid with the lower torso of a giant coral snake. Its humanoid frame is crimson-colored while its snake body is black with bands of yellow and red. Its arms end in sharpened claws, slightly curved under, just enough to tear through flesh, sinew and muscle. Mallors have black, gold, or amber hair. Their eyes are white with red or green pupils.
Mallors are the creation of some long-forgotten (and presumably slain) demon lord who supposedly used dark and powerful magic to combine the best (and worst) traits of a demon with the best and worst traits of snakes. Purportedly they were spawned from the same demonic force that created the dreaded marilith. Though originally only encountered on the lowest planes of the Abyss, the mallor’s are quickly growing and they can now be found on just about any layer of that dreaded plane. Mallors are frequently encountered on the Material Plane in the service of powerful spellcasters seeking to gain some service from them. They disdain mortals, particularly mortal spellcasters, and seek to twist and manipulate them when given the chance. Binding a mallor is a dangerous thing, for if it manages to break free or twist the bargain to its favor, it most assuredly kills or captures the summoner and carries it back to the Abyss never to be seen again.
Copyright Notice Author Scott Greene