Dagon (Demon Prince of evil sea men)
Armor Class: -3 (-7)
Move: 3"//20"
Hit Dice: 132hp
% in lair: 60%
Attacks: 2
Damage/Attack: by weapon type +8
Special Attacks: see below
Special Defenses: see below
Magic Resistance: 80%
Intelligence: Supra-genius
Alignment: Chaotic Evil
Size: M (6'tall)
Psionics Ability: 232
Attack/Defense modes: all/all
XP: 42420 (For Material form only)
Dagon is a powerful demon prince whose plane is filled with all sorts of sea
monsters and sea demons. There are a few spotty areas of land (very rare)
whose areas are filled with abundant crops (usually grain), and of course
there is a large amount of air (where sometimes Pazuzues is encountered ..qv.
MMII) above the water. In melee, he usually weilds a trident of fish command
(+1) made of iron that requires no charges. He also wears a large helm that
combines the powers of a helm of telepathy and a helm of underwater action.
He sometimes carries a non-corrosive metal shield +4 (hence, the armor class
in the parenthesis).
He is also able to use any of the following powers at 20th-level ability,
one per round, at will- darkness (20' radius), teleport (no error), infravision
(triple human norm), polymorph other, charm monster, camaflouge (as cloak of
elvinkind), create food and water, alter self, emotion, shocking grasp,
telekinese 10,000gp weight, heal (2/day), spectral force, airy water, summon
weather (2/day), plant growth, and use any symbol (1/day). He may always gate
in 1-6 hezrou (65%) or 2-8 dretch (35%) with a 100% chance success. He may
also cast spells as a 10th-level cleric and a 5th-level magic-user (Dagon has
a wisdom of 20).
Dagon appears very much like a large merman, half tail and half man carrying
his trident and helm, and wearing his large, white beard. His aims are
unknown and many demons do not visit his watery plane because of there is few
places to land or walk onto. He is also a patron to those mermen, localaths,
and occasional renegade triton that follow the path of evil. Those that
worship him as shamans may advance as high as 5th-level clerical ability.
Witchdoctors can have up to 3rd level magic-user ability.
(I know that some may argue that this demon cannot exist since lycanthrothopes
aren't a true race, but a disease. This belief would probably stem from the
philosophy that all gods were physical manisfistations of particular race
(albeit a powerful one). If this were true, then this god would probably
not exist. However if worship was involved in the power of the god, then
this god could exist (Maybe he has some werewolf worshippers?). I kind of
think it's both, even though neither of the 2 variables are required to
create a god.)
Aseroth (Demon Prince of Evil Lycanthropes)
Armor Class: -3
Move: 24"(in animal form) 12" in normal form
Hit Dice: 156hp
% in lair: 50%
Attacks: variable (see below)
Damage/Attack: see below
Special Attacks: see below
Special Defenses: harmed by both silver and iron
Magic Resistance: 75%
Intelligence: Genius
Alignment: Chaotic Evil
Size: L (9'tall)
Psionics Ability: nil
Attack/Defense modes: nil
XP: 49260 (For Material form only)
Aseroth appears as a garbed, multi-horned, tall, humanoid demon who, in
this form attacks twice per round with a weapon (he has an effective strength
of 19, and carries a longsword + 3 that paralyzes a victem unless a save is
made). He also may change into any lycanthropic form (with appropriate attack
abilities, except he attacks as a 16-HD monster), although he usually changes
into a giant wolf-like creature with heads of a wolf, jackal, and fox (damage
3-14, 3-12, 3-8, respectively) that may also jump 38" in addition to his normal
movement. Each head has 18hp, and has the following breath weapons-fox-slow
(1-6 rounds unless save is made, 1/day, 3"x2"x2" cloud), jackal-stunning (1-4
rounds, unless a save is made, 1/day, 4"x3"x2" cloud), and wolf-paralyzation
(1-2 rounds, unless save is made, 1/day, 5"x4"x2"). anyone brought down to
less than 50% hp by Aseroth (while in lycanthrope form), will eventually
become into a random, evil lycanthrothope.
In humanoid form, he may cast any of the following spell-like powers, at
will, at 20th-level ability, once per round-continual darkness, charm person,
create illusion (as wand), cause fear (as wand), ESP, dispel magic, telekinese
10,000gp weight, fly, volley (1/day), project image, cast a feeblemind spell
once per day, use any symbol once per day, paralyzation, and has a 75% chance
of gating a type I-IV demon or a 35% chance of gating a type V or VI demon.
He may also summon lycanthropes, as follows:
1 2-8 werejackals
2 4-24 wererats
3 1-6 foxwomen
4 3-12 werewolves
If near or around the ocean, he may opt to summon:
1-4 weresharks
In his lair he has foxwomen, and female werewolves as his main consorts.
He is primarily hatred is against fairy folk, and his aim is to enslave all
humans and demi-humans by turning them into lycanthrothopes.
(Nergel and Astaroth were already mentioned in Best of Dragon vol II. The
stats of the latter was also given in the book. Yet each were listed as
devils. Maybe they switched race? Since they were formerly higher planar
creatures in the beginning (devas, solars, planatars), then this might not
seem as unreasonable as Gary had (accidentally?) done.)
Nergel (Demon Lord)
Armor Class: -2
Move: 15"/24" (MC:C)
Hit Dice: 59hp
% in lair: 30%
Attacks: 3
Damage/Attack: 2-16/2-16/3-13
Special Attacks: see below
Special Defenses: +1 or better weapon to hit
Magic Resistance: 85%
Intelligence: Genius
Alignment: Chaotic Evil
Size: L (20'tall)
Psionics Ability: 206
Attack/Defense modes: all/all
XP: 17662 (For Material form only)
This giant demon spies for other demon lords while counter-spying for
their enemies (without each party knowing it). Although his efforts usually
produce little gain for him, it usually result in the 2 demon lords in
question to fight against each other (usually erupting into a major war)
when they have found that they have been spying on each other. Whether this
demon is just trying to keep other demons busy to keep himself alive, or
whether he is just trying to spread chaos, is unknown. He usually
tries not to be the target of the anger when the demon lords have found
out that each of them have betrayed their trust in each other. (Although
if either demon found out what was truely going on, Nergel would not stay
in his portion of the abyss for long).
In combat (which he avoids at all cost unless he is forced to engage in)
he can rake with his two foreclaws for enormous effect. His bite (3-13)
may also cause disease (of random type) if a save is not made against it.
His roar (of which he may use once per day) causes those in a 10' radius
to be deafened (no save) and also causes darkness in a 20' radius.
He may, at will, produce any of the following spell-like powers as a
20th-level magic-user: polymorph self, darkness (20'r), teleport (no error),
telekinese 9,000 gp weight, invisibility, protection from good, suggestion,
illusion, know alignment, charm person, and may use a (un)holy word, once
per day. He may gate in a type I demon with a 90% chance of the gate
opening.
Azael (Demon Lord)
Armor Class: -6
Move: 6"/18"//6" (MC:B)
Hit Dice: 78hp
% in lair:
Attacks: 10 or 12
Damage/Attack: 1pt+poisonx10+(1-10/1-6)
Special Attacks: see below
Special Defenses: never surprised, see below
Magic Resistance: 75%
Intelligence: Genius
Alignment: Chaotic Evil
Size: L (10'tall)
Psionics Ability: 212
Attack/Defense modes: all/all
XP: 31550 (For Material form only)
Azael inhabits a plane of chaos (like Limbo) that is controlled by many
warring demon lords and major demons. The plane is under the will of many
powerful beings, and therefore, the plane has no set terrain or pattern.
Azael is one of the most powerful demons inhabiting the region. His portion
of the plane is covered by rolling hills, sand pits, and a few rivers (
rivers that are not filled with water). In combat, he can hit with each
digit of his hands that are actually snakes. Each snake-finger causes 1 pt.
dmg and a save vs poison must be made or the victem must take an additional
3-12 pts. damage. Against large opponents, he may also bite with both his
fox and lion heads. Each head (he has 3) also has unique powers that can
be utilized combat. His lion head may roar causing all those within a 7"
long cone terminating in a 2" diamater radius to save vs. breath weapon or
be deafened for 1-4 rounds. The gaze of his human head causes fear (save
vs magic) for 1 round duration, and the breath weapon of his fox mouth
is equivalent to a stinking cloud. He may utilize each weapon once per round.
He may also use any of the following spell-like powers, at will, at
20th-level magic use: darkness, teleport (no error), polymorph self, produce
fire, create illusion (as wand), charm person, telekinese 7000 gp weight,
dispel magic, pyrotechnics, flaming sphere, and once/day may pronounce an
unholy word. Azael may gate in a demon (50% type I, 30% type II, and 20%
type III), with a 65% chance of the gate opening. He also regenerates at
a rate of 1-12 hp per turn.
Azael, in his natural form, looks like a man with a head of a human,
horned fox, and lion. On top of the 3 heads is a burning ring of flame.
He has feathered wings, hands that have fingers ending in snakes, and legs
that are a combination of a fish and a snake.
Ahijah (Cambion - son of Azael)
Armor Class: -1 (-2 with shield)
Move: 15"
Hit Dice: 16HD, 86hp
% in lair:
Attacks: 2 or 1
Damage/Attack: by weapon type +8 or 1-8+poison
Special Attacks: see below
Special Defenses: +1 or better weapon to hit
Magic Resistance: 30%
Intelligence: Exceptional
Alignment: Chaotic Evil
Size: L (9'tall)
Psionics Ability: nil
Attack/Defense modes: nil
XP: 5604
Living among other demons in the plane inhabited by Azael, are his
illagitemate offspring. One of the most prominant is Ahijah. He appears
as a huge ogre with the head of a snake and the tails of snakes for his
legs. He fights as a 12th-level fighter and carries a large, Roman-style
shield +1 and a whip+2 that discharges 6 pts electrical damage per hit.
He also carries a huge iron mace, although he prefers to use the whip.
He may also bite with his head. Victems bitten must save vs poison or be
paralazed for 1-6 rounds. He also has small, and almost useless wings that
help to break his fall (-1pt/die dmg in fall) yet does not leg him fly.
Og and Sihon (Cambions - sons of Ahijah)
Armor Class: 6 6 (5 with shield)
Move: 12" 15"
Hit Dice: 42hp (8HD+3d4) 36hp (7HD)
% in lair:
Attacks: 1 2
Damage/Attack: weapon type +4 weapon type +6
Special Attacks: see below see below
Special Defenses: nil nil
Magic Resistance: nil nil
Intelligence: average very
Alignment: Chaotic Evil Chaotic Evil
Size: L (9'tall) L (9' tall)
Psionics Ability: nil nil
XP:
Og and Sihon are the sons of Ahijah. It is rumored that they are on the
prime material planes. Og appears very much like an ogre. His extraordin-
ary size and strength comes from the demon blood inside him (which is very
weak now). In battle he usually utilizes a large spear. He is also a
shaman of 3rd level.
Sihon appears much like Og. He is a little smarter and stronger than Og,
although he has no shaman abilities and has less hp. He carries a shield
and a giant sword (equivalent to a two-handed sword) and fights as a 7th-
level fighter.
Azazel (Demon Prince of War)
Armor Class: -2 (-4)
Move: 18"/24" (MC:C)
Hit Dice: 178hp
% in lair: 30%
Attacks: 3 or 2
Damage/Attack: by weapon type +7 (x2) + 2-8
Special Attacks: see below
Special Defenses: +2 or better weapon to hit
Magic Resistance: 75%
Intelligence: Supra-genius
Alignment: Chaotic Evil
Size: M (8.5'tall)
Psionics Ability: 278
Attack/Defense modes: all/all
XP: 46630 (For Material form only)
Azazel lives in a plane of the abyss that is covered by a desert. He was
imprisoned there for a long time by a solar and now seeks revenge against all
good. There, he leads several hundred seirs who travel from prime material
or other plane whose purpose is to thwart good or conquer and destroy rival
demon lords. In battle, he may carry a large shield +2 (hence AC: -4, and
also the reduction in one of his hand attacks) or a longsword +4 vorpal
blade in his left hand. In his right hand, he carries a spear +3 that
returns to him whenever thrown.
At will, once per round, he may use any of the following spell-like powers
at 20th-level magic use: darkness 15' r., clairvoyance, material, wall of
fire, telekinese 18,000 gp wt, fabricate, spectral force, dispel illusion,
banishment(1/day), symbol of discord(1/day), and may either summon 1-4 Seir
(95% chance) or 1 Nabassu demon with a 100% chance of the gate opening.
Azazel appears much like that of a large satyr, except that he has the
head of a goat with long horns and has wings on his back. His closest ally
in the abyss is Azael, not because they need each other to survive or have
an alliance between each other for mutual benefit, but because they were
both thrown down my the forces of good at the same time. Even this alliance
is on shacky grounds, at best.
Sier demons:
Sier demons (which are not true demons), are spirits of evil satyrs that
worsipped or served Azazel in some way. As such, they have the former
abilities (and statistics) that they had when they were on the prime material.
The only changes that need to be made between a satyr and a seir (besides
their alignment) is that they have AC:4, and has a 10% chance of being a
cleric of level 1D10 (I took this change from the Manual of the Outer Planes).
The Sier "demons" are not the only warriors that makes up Azazel's army,
although he uses them in almost every battle since Sier demons cannot be
truely slain on the abyss (much like Orc and Goblin spirits), except by holy
items (water, sword, etc).
Abraxas (Demon Prince)
Armor Class: -2 (base)
Move: 15"
Hit Dice: 123hp
% in lair:
Attacks: 3
Damage/Attack: by weapon type +2 / 1-2(+poison) (x2)
Special Attacks: see below
Special Defenses: +2 or better weapon to hit
Magic Resistance: 95%
Intelligence: God-like
Alignment: Chaotic Evil
Size: L (10'tall)
Psionics Ability: 234
Attack/Defense modes: all/all
XP: 47705 (For Material form only)
Abraxas, also known as the triple prince, appears as a pot-belly demon
with a large, cock-like head, and two snakes in place of his lower legs.
He is often seen carrying his whip, as well as some magical jewelry about
him. Any weapon he carries does triple-base damage (not triple the strength
or magical bonus damage). For example, his whip is a whip of laceration (+1)
that does 3-6/3 pts dmg in his hands, but 1-3/1 pt in any other creatures'
hand. (The whip of laceration mimics the effects of a sword of wounding,
and on a natural hit of '20', severs a miscellaneous appendage). He often
carries protective devices (his jewelry) that may easily bring his armor
class down to -10. In melee, he may hit with a weapon and let his legs
bite (save vs. poison or die). If without a weapon, then he may still
pommel for 3-12 pts dmg.
He also has a special power, similar to Pazuzues' converting good
characters into evil (although not as powerful). Anyone reciting a special
incantation in Abraxas' presence (or if it can be heard by the demon),
(you know...abracadabra, abracadabr, abracadab, etc.) may ask the demon a
favor or service. The demon is not required to perform the service, although
if he does, then the creature receiving the demon's favor must perform a
service (or give up something) in return. The recitation of the verse
forces the individual to perform the service if and only if Abraxas had done
a service for the individual (barring magic resistance or permanent anti-
magic shells, also can be dispelled by a lesser or greater god, or by a mage
of at least 20th-level mastery, although doing so will bring the wrath of
this god). The nature of the service depends directly on the requests that
the individual initially made upon Abraxas. For example, if a character
wanted a limb restored, Abraxas may require the character, at a later date,
to destroy a rival demon lord (Abraxas' services don't come cheap). Here
is the guide (by spell level) of what may be required of an individual if
he/she requests something from Abraxas:
1st-2nd level: give up some gold or minor magic item(s)
3rd-4th level: give up large amounts of gold or major magic item(s)
destroy a rival major demon
find a very rare herb, or animal for him
(Abraxas is an alchemist as well as a fine cook)
5th-6th level: destroy an entity of good, such as a kirin
find several very rare herbs for him
destroy a rival unique demon, powerful rival of good
find a lost, major magic item for him
7th level+: give up unique item or destroy a rival demon lord, planatar,
serve as his vassal for a year and a day
Some of these requests, will obviously, change the characters alignment by
at least one step (the consequences of bargaining with a demon).
Abraxas may also use any of the following spell-like powers, at 20th-level
ability, once per round, at will: neutralize poison, dispel magic, continual
darkness, teleport (no error), and may summon 1-3 type IV demons (with a
100% chance of the gate opening). He also has the powers of a 15th-level
cleric (wis: 20).
Cabiri (Demon Lord)
Armor Class: 0
Move: 6"
Hit Dice: 110hp
% in lair:
Attacks: variable (up to 6)
Damage/Attack: variable (see below)
Special Attacks: see below
Special Defenses: +1 or better weapon to hit
Magic Resistance: 55%
Intelligence: Very
Alignment: Chaotic Evil
Size: L (9'tall)
Psionics Ability: 210
Attack/Defense modes: all/all
XP: 44250 (For Material form only)
This volcanic demon lord appears as a large, slow moving, molten
stalagtite. Often, he will be carrying weapon(s) about him if encountered.
In combat, he may decide to eject a pseudopod from his molten body to cause
creatures that are not resistant to heat, 1-12 points dmg (max. reach 8ft.).
Anything flammable or ignitable must save or be caught on fire (normal
burning damage, if clothes are burning for example is 1-6 pts.). Similar
damage occurs to any creature that touches his body with his/her bare
appendages or parts. He may also employ any weapon he has on his person
with a +8 damage bonus (this requires two appendages to operate a weapon).
The number of times he may attack per round is dependent on how many
creatures are attacking him in melee. He may only attack once, per creature
that is attacking him. (eg. If six fighters surrounded him, which is the
usual number of combative medium sized creatures that can normally surround
him if all are on the ground, then he can attack each one with a pseudopod
or with a weapon, if he has one on him). Any non-magical weapon that strikes
his body must save or be melted if metal, or burned if flammable (etc).
Although Cabiri may have trouble with creatures that use distant attacks, he
may use his spells, or his special weapons that compensate for this weakness.
His favorite weapon is a two-handed sword+3 that is so huge (with a 15 ft. r.
effective reach), that only characters with a 19 or better strength can
weild it (dmg 1-12/5-20).
Cabiri's specialty is to design unusual weapons (he has a forge in his
lair) such as a bola-type weapon (+1) with a 20ft. effective reach (dmg 1-6/
1-4), or other weird instruments-boomerangs, etc. Because of his desire for
the designs of unique weapons, he may decide to parley with creatures if
they have an unusual weapon they would like to trade or give to him (more
likely for unfortunate PC's to spare their lives).
He may also use any of the following spell-like powers, at 20th-level use:
darkness, teleport (no error), telekinese 5,000 gp wt, glyph of warding (of
which he may write 1 on himself, he must check his magic resistance, of
course), passwall, flamestrike (2/day), pyrotechnics, wall of fire, and once
per day - firestorm. Most demons shun him, due to the nature of his realm
(it's too hot). He may summon 1-4 magma demons (DM has to make these up)
with an 85% chance of the gate opening. (Or you may choose mephits..as these
are common in his kingdom).
Eblis (Demon Prince)
Armor Class: -3
Move: 12"/20" (MC:C)
Hit Dice: 108hp
% in lair: 90%
Attacks: 4 or 2
Damage/Attack: 5-8 or by weapon type +4
Special Attacks: see below
Special Defenses: +2 or better weapon to hit
Magic Resistance: 75%
Intelligence: Supra-genius
Alignment: Chaotic Evil
Size: L (9'tall)
Psionics Ability: nil
Attack/Defense modes: nil
XP: 44580 (For Material form only)
Eblis lives in a desert plain that characterizes the Arabic plains. He
carries a scimitar that stuns his opponents unless a save is made versus magic
(duration 1-4 rounds). He lives on a plane populated by jinn, evil elementals,
and a few elemental-like demons. Eblis, himself, appears as a huge stork-like
bird with an additional pair of hands from which he uses his weapon.
He may also use any of the following spell-like powers, at 20th-level
ability, once per round-audible glamour, change self, hypnotism, spook, wall
of fog, blur, hypnotic pattern, telekinese 10,000gp weight, invisibility,
assume gaseous form, teleport (no error), darkness (15'r), grant another's
wish (1/day), project image, water breathing, use a symbol of hopelessness
(1/day), and may gate in any demon (of type I-IV) with a 75% chance of success.
He may also case the following magic-user spells, at 20-level-ability-9 1st-
level, 8 2nd-level, 7 3rd-levl, 6 4th-level, 5 5th-level, 4 6th-level, 3 7th-
level, 2 8th-level, and 1 9th-level spell. The following spells are
recommended, but may be altered by the DM:
1st-level: burning hands, shocking grasp, magic missilex6, sleep
2nd-level: webx2, stinking cloudx4, mirror image, continual light
3rd-level: dispel magicx3, fireball, lightning bolt, haste, slow
4th-level: fireshield, polymorph other, wall of firex2, wall of icex2
5th-level: cloudkill, conjure elemental, cone of coldx2, wall of force
6th-level: anti-magic shell, disintegrate, death spell, globe of invulner.
7th-level: cacodemon, limited wish, power word-stun
8th-level: incendiary cloud, polymorph any object
9th-level: meteor swarm
He may also summon elementals (1/day), as follows:
1 4 dust devils (as spell)
2 1-3 grue elementals-earth
3 1-4 grue elementals-fire
4 1-3 grue elementals-water
5 2-8 eblis
6 1-4 grue elementals-air
7 1-6 water weirds
8 1 randomly chosen 8HD elemental
(If a result that occurs cannot logically happen, such as summoning a fire
elemental in the middle of the ocean, then re-roll). He is at war with
the female peris (an evil lower planar race). He is also, strangely, even
though the alignments differ (eblis are neutral evil), the patron god of
eblis. However, he has no priests originating from this race.
5 sons of Eblis (cambions)
Cambions are listed in MMII (qv. which is why I did not list their other
powers).
Eblis' sons serve as his vassals and also manage his realm. Some of them
(Dasim, for example) may serve as generals of his army (lots of expansion
on the DM's part here) warring against the peris.
Dasim-Lord of Discord
AC: 0
MV: 9"@15"
HD: 16, hp70
DMG: by weapon type +8 (twice per round) or 9-14/9-14
Magic Resistance: 40%
Psionic ability: nil
Cast spells as 16th-level cleric (except no 6th or 7th level spells)
size:L (7.5' tall)
At will he may cast-detect magic, cause fear (by touch), levitate, and once
per day use a symbol of discord.
S:20 I:16 W:15 D:16 C:17 CH:7
XP: 7900
Dasim appears as a large, and ugly demonic baboon. His spells (obviously)
come from Eblis.
Awar-Lord of Lubricity
AC: -2
MV: 6"/15" (MC:D)
HD: 16, hp74
DMG: 1-4/1-4 or by longsword +2 of venom (twice per round)
Magic Resistance: 35%
Psionic ability: nil
Has powers of 15th-level assassin
size:M (6.5' tall)
At will he may cast-grease, invisible, hypnotic pattern, and once per day use
an unholy word.
S:9 I:18 W:17 D:19 C:20 CH:22 (-4)
XP: 5510
Awar appears as a huge peacock whose wings end in arms and feather-like
hands.
Sut-Lord of Lies
AC: 0
MV: 15"/18" (MC:C)
HD: 16, hp68
DMG: 1-4/1-4/1-8
Magic Resistance: 35%
Psionic ability: 268
attack/defense: A,B,D/G,J
Has 3 minor disciplines in psionics
size:M (6' tall)
At will he may cast-detect magic, undetectable lie, and once per day use
a symbol of insanity.
S:15 I:19 W:18 D:16 C:16 CH:20 (-2)
XP: 5420
Sut appears as a cross between a man and a stork, with feather-like wings
and beak with human like arms, hands, and torso.
Tir-Lord of Fatal Accidents
AC: -3
MV: 3"//15"
HD: 17, hp75
DMG: by spear +2 of wounding (twice per round)
Magic Resistance: 40%
Psionic ability: nil
Has powers of a 15th-level assassin
size:M (7' tall)
At will he may cast-alter self, grease, detect magic, and once per day use
a symbol of stunning.
S:17 I:14 W:10 D:20 C:18 CH:3
XP: 5525
Tir appears as a cross between a boar and a fish, with arms and hands of
a human. One arm is completely white, while the other arm is completely black.
Zalambur-Lord of Mercantile Dishonesty
AC: -1
MV: 6"/15" (MC:E)
HD: 18, hp81
DMG: 1-3pt. + poison (x7, save or die)
Magic Resistance: 40%
Psionic ability: nil
Has powers of a 15th-level assassin and 10th-level cleric
size:L
At will he may cast-undetectable lie, polymorph self, and once per day use
a symbol of hoplessness.
S:13 I:17 W:16 D:17 C:18 CH:24 (-6)
XP: 8120
Zalambur appears as a hydra with the heads of a seven snakes, with small
feather-like wings covering his body.
As sons of Eblis, they each have demonic abilities including darkness (5'r),
teleport (no error), telekenese 5,000gp weight, and may gate a type II demon
with a 50% chance of success. (See Cambions qv. MMII).