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).

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