Anarazel (Demon Prince)

Armor Class:  -10
Move:  15"/30" (MC:D)
Hit Dice:  214hp
% in lair:  50%
Attacks:  2
Damage/Attack:  1-8/1-8 + special
Special Attacks: see below
Special Defenses: see below, +1 or better magic weapon to hit
Magic Resistance:  60%
Intelligence: Supra-genius
Alignment:  Chaotic Evil
Size:  M
Psionics Ability: 214
   Attack/Defense modes:  all/all
XP:  51290 (For Material form only)

   Anarazel is probably the most fearsome of all demons (at least to mortals).
Myth has it, that Anarazel has enormous amounts of treasure lied buried under
the earth on his plane (Although few, if any, adventurers of non-diety status
have confirmed this rumor).  His plane contains certain types of non-corpeal
undead and horrifying demons.  His plane is in a continual state of darkness
(very dim light) and a slight wind, cold and darkness accompanies him within a
mile radius, similar to Pandemonium.  Anyone seeing his face (he appears as
a ghostly figure whose outline is the most visible feature) must save vs.
petrification or be too terrified to move.  Even those that save will still
have some sort of fear against him (unless they are naturally fearless, such
as paladins) and will be trembling while near his presence.  He may also wail,
causing all those within a 20' radius to save at -2 or die (same as banshee).
Anyone that is touched by him will take dmg and must save or be affected by
the same fear as if they had seen him.  Thrice per day, his gaze may cause
those to age 10 years (no save), at will.
   He may also at 20th-level ability use any of the following spell-like
powers, at 20th-level ability- darkness (30' r.), telekinese 9000gp weight,
gust of wind, weather summoning, control temperature, turn undead (as evil
cleric), audible glamour, phantasmal force, call lightning, passwall,
earthquake (1/day), fools gold,  phantasmal killer (1/day), protection from
good 10' r., paralyzation, and may gate in a type III demon (70% chance
success).  He may summon one spectre around him, instead of using his spells
or attacks, once per turn, in leiu of normal attack (a maximum of 7 per day).

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Sammael (Demon Prince of Poison)

Armor Class:  -5
Move:  6"/18" (MC:B)
Hit Dice:  72hp (16HD)
% in lair:
Attacks:  1
Damage/Attack:  2d12+8 (+poison) or 5d6+8 (constriction)
Special Attacks: see below
Special Defenses: see below, +1 or better magic weapon to hit
Magic Resistance:  72%
Intelligence: Supra-genius
Alignment:  Chaotic Evil
Size:  L(72' long)
Psionics Ability: 382
   Attack/Defense modes:  all/all
XP:  30150 (For Material form only)

   Sammael appears on a spacial layer of the abyss where gravity is not
present and the only element inside (besides other demons) is air.  Any
hapless player caught inside this plane without any wings or powers of flight
may find themselves motionless (easy prey for the winged demons that inhabit
this plane).  Sammael, himself, appears as a giant red snake with 12 wings.
He is often followed by a void of darkness of immeasurable size eminating from
his tail (although the effect of this darkness is temporary.  It lasts for
only 1 hour or so).  He is ,generally, a solitary creature and will be
(usually) encountered alone by any intruder, or PC,  that happens his way.
   In combat, he may bite with his fangs for 10-20 pts damage.  Additionally,
he may choose which poison enters his opponent as follows:  no poison,
paralyzation (1-6 turns 3/day, save at -4), death (1/day, no save),
damage (6d6, half is save is made), or normal poison (save or die).  He may
also breath a cone of cold as that of an ancient white dragon (1/day, for
56 pts, dmg, half if save).  Any opponent near his side (and not near his
head), may be constricted by Sammael (he must hit first, of course) for
5d6+8 dmg per round until he is dead, the character is dead, he is severed
in some way as to allow the character to escape, or if he makes a successful
bend bars check.  Any character constricted that is of small or medium size
cannot fight or cast spells against Sammael (unless they are purely verbal,
and the head is not constricted), although psionics and innate powers
function normally.
   While constricting, or not biting, he may also cast spells at other
opponents (or the opponent that is being constricted) at 20th-level use-
polymorph self, curse, water breathing, neutralize poison, ESP, dispel
magic, fear, unholy word (1/day), use any symbol (1/day), and may summon
a type 5 or type 1 demon without fail.

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Chalkydri (Major Demon) Charmeas, Charpon, Charuch, Daresiel, Joustriel,
   Medussusiel, Meresiim, Nestoriel, Sameon, etc...

Frequency:  Very rare
No. appearing:  1
Armor Class:  2
Move:  6"/18" (MC:A)
Hit Dice:  12
No. of attacks: 1
Damage/attack:  2-8 + special
Special attacks:  see below
Special defenses:  +2 or better weapon to hit, see below
Intelligence:  Genius
Alignment:  Chaotic Evil
Size:  L
Psionics Ability:  216
   attack/defense:  all/all
XP:  7500+16/hp

   These demons roam the plane ruled by Sammael where they destroy any
hapless intruders they may encounter.  In combat, these powerful demons
bite for 2-8 pts dmg and inject a poison in which the victem must save
vs poison or continue to lose 1hp/round for 1 turn (effects of poison are
cumulative, so that a person could be losing, for example, 5hp/round).
They also may breath a cloud of gas equal to that of a green dragon
(56pts/dmg, half if save) once per day, but only do so in extreme cases.
   They may also cast the following spell-like powers (as common to all
demons) as follow:  teleport(no error)-3/day, continual darkness,
protection from good, detect illusion, cause fear, dispel magic(3/day),
polymorph self, project image, detect magic, and symbol of death(1/day).
Chalkydri may summon a vrock (35% chance success), once per round.
All Chalkydri regenerate at a  rate of 1hp/round.  When they reach 0 hp,
their remains burn up in flames.  However, they are not destroyed:  an
egg appears in the very place where it was destroyed.  This egg is immune
to normal weapons and most magics (although can be destroyed by a magical
weapon, and spells such as wish, limited wish, altar reality, holy
word, or finger of death).  If not destroyed, then the egg will hatch in
7 turns forming into a baby Chalkydri that has the full memories of the
former Chalkydri.  They initial stats are AC:6, HD 5, dmg 1 pt., save
+4 vs. poison, and are considered medium sized creatures.  Every year after
its birth, it will then gain an addition HD, so the growth is as follows:
HD    AC   dmg    save vs poison
5      6   1         +4
6      6   1-2       +4
7      5   1-3       +3
8      5   1-4       +3
9      4   2-5       +2
10     3   2-6       +2
11     3   2-7       +1
12     2   2-8       +0

Other powers that they have remain normal (except that they are cast at the
lower HD's level of the Chalkydri).  The only way to permanently destroy
these creatures (only if combatted on the abyss), is to destroy the egg.
   Chalkydri have a special hatred toward phoenixs.  When not roaming their
own plane, they try to gain access to prime material planes where they can
find, and challenge their prime adversaries.  Due to their inferiority in
power, in comparison to the phoenix, they try to summon demons or try
to gather followers to help or destroy a phoenix.
   Chalkydri appear as large snakes with six pairs of wings and an allegator's
head.  Coloration varies, although most have heads that are greenish, or
at least have a greenish tint to their skin.
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Munkir (Demon Lord)

Armor Class: -4
Move:  15"
Hit Points: 160
No. of attacks: 3
Damage/attack:  8-10/8-10/9-12
Special attacks:  see below
Special defenses:  +1 or better weapon to hit
Magic Resistance:  see below
Intelligence:  Genius
Alignment:  Chaotic Evil
Size:  L (14' tall)
Psionics Ability:  260
   attack/defense:  all/all
XP:  46400 (material form only)

   Munkir is a terrifying demon lord that with the other demon lord, Nekir,
interrogate the dead to see if they are worthy of 'paradise'.  Although
rarely combative (most other demons 'ignore' his plane), he can bite and
rake with his forehands.  If he succeeds in hitting with both hand attacks,
then he has grasped opponent (he doesn't automatically grasp, just if he
wants to) and may attack and hit automatically with his bite (9-12), and
crush his victem for 3-18 pts dmg.  Munkir's gaze may also cause those
looking at him, to save vs. fear (save vs. magic applicable).  If he also
speaks while a victem looks at his gaze, then the fear saving throw
decreases by -2.
   Munkir also has a special magic resistance-a spell has a chance of
succeeding of equal to the level of the spell (so, a 9th-level spell has
a 90% chance of affecting him).  Even if the magic succeeds this initial
check, it must still further pass a normal magic resistance check of 100%.
The exception to this rule is if any weapon has a bless spell cast on it.
Any weapon that has this spell cast on it will cause an extra 1hp/level of
caster damage to him (Munkir is part rhakasha).
   He may, also at 16th-level, cast any illusionist spell of
third level or under that is not specific to a world (he can't cast any
Bigby's spells, Tenser, Dragonlance spells, etc), once per round.  He also
has the powers of a 16th-level cleric.  In addition he may cast his innate
demonic powers of:  teleport(no error), telekinese 5000 gp wt., use any
symbol (1/day), polymorph self, and (grant another's) wish (1/day).
   Munkir often wears the entrails of his slain enemies around his neck,
arms, shoulders, etc.  Munkir, along with Nekir are also known as the
'Black Angels'.

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Alrunes (Female Demon Lord)

Armor Class: 0
Move:  3"/12"(3") (MC:C)
Hit Points: 164hp (12HD)
No. of attacks: 2 or 1
Damage/attack:  2-8/2-8 or by weapon type
Special attacks:  see below
Special defenses:  see below
Magic Resistance:  100%
Intelligence:  Genius
Alignment:  Chaotic Evil
Size:  M
Psionics Ability:  220
   Attack/defense:  all/all
XP:  46140  (for material for only)

  Alrunes appears as a giant plant-like creature that may be mistaken for
an odd looking tree, if creatures are not looking too carefully at her.
An occasional fruit will be seen growing on her.  If any creatures eat of
this fruit, then they will be affected as if they had been charmed (no save)
by Alrunes (Alrunes, as a consequence controls those characters by
telepathy).  A magic resistance check is allowed for the victem as well as
a saving throw if she orders the creature's self-destruction.  She rarely
engages in combat, usually prefering to teleport away before melee occurs.
If forced into combat, (or if the odds seem obviously in her favor), then
she may whip at her opponents with her tendrils.  A natural roll of 20 on
her to hit of one of her tendrils means that she has latched on to the
victems neck and strangulation begins (automatic 2-8 pts. damage, and
victem must make an endurance check or suffer an additional 1-12 pts damage
per round, assuming that the creature hit needs to breathe).  She may also
'wail' instead of choosing to fight with her tentrals.  Her wail causes
similar effects to that of a banshee (save or die) to those that are able
to hear and are in a 10ft. radius of her.  She is especially susceptable to
(non-magical) fire, taking double damage from such a hit.
   She may also use the following spell-like powers at 20th-level use:
hallucinatory terrain, entagle, wall of fog, passplant, massmorph (2/day),
darkness 15' r., teleport (no error), speak with plants, clairvoyance, and
once per day use a limited wish.  She may also, summon 1-4 magloire demons
(detailed later) with an 80% chance of the gate opening.  While near any
wooded area, she may summon various plant creatures once per day:

   1:  1-2 quickwoods
   2:  1 black willow
   3:  1-2 wolf in sheep's clothing
   4:  4-10 kampfult
   5:  1 hangman tree
   6:  3-18 mandragora

(they do not have to come to her at their own power, but  are "grown" out of
the ground, near her, taking one round).
   She may also appear as a beautiful, nude women.  Although in this form,
she may not use any of her spell-like powers or her powers natural in her
tree form.  She may, however, use her psionics and may use a weapon that
she may be carrying.  In tree form, she may use all her powers except her
psionics (treat as if psionic ability was nil for purposes of attack).


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Magloire (Minor Demon)

Frequency:  rare
No. appearing:  1-3
Armor Class: -2
Move:  3"/24" (MC:C)
Hit Dice:  5
% in lair:  20%
Treasure type:
No. of attacks: 2
Damage/attack:  2-5/2-7
Special attacks:  see below
Special defenses:  see below
Magic Resistance:  35%
Intelligence:  Very
Alignment:  Chaotic Evil
Size:  S (3' tall)
Psionics Ability:  nil
XP:  975+6/hp

   Magloire are minor demons that server the demon lord Alrunes (q.v.).
They may either appears as a cross between a man and a chick, or as a
mandrake root with wing-like leafs.  In chick-man form, they man attack with
beak and claw, and while in root form may wail causing all those in a 10ft.
radius (affecting only those of non-planar origin) to save with a +4 modifier
or die.  In either form, they fly, move, and have the same statistics as
they would in the other form (although they have different attack modes, as
mentioned above).  On the prime-material, they may server as pseudo-familiars:
they may be summoned by a powerful magic-user or cleric to serve as a
familiar (although they do not confer the benefits of a normal familiar, nor
is there any bond that exists between the owner and the Magloire) as long as
they give enough magic items or treasure to satisfy the demon.  If not given
enough magic or treasure, however, the demon will attack the master until
the owner or the demon itself dies.  After the master dies, the demon will
carry the soul to the demon Alrunes (although there may be some conflict if
the owner also had a quasit familiar).
   Each magloire also may use the following powers, at 5th-level use:  locate
object, darkness (5' radius), teleport (1/day), telekinese 600 gp weight,
detect magic, and detect good.  The demons may also try to gate in another of
its kind with a 20% chance of the gate opening.

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Labartu (Major Demoness)

Armor Class: -2
Move:  24"/12" (MC:D)
Hit Points: 56hp (12HD)
No. of attacks: 2
Damage/attack:  by weapon type +4/1-4(+4)+special
Special attacks:  see below
Special defenses:  see below
Magic Resistance:  70%
Intelligence:  Genius
Alignment:  Chaotic Evil
Size:  M
Psionics Ability:  nil
XP:  9246

   The "overwhelmer" as she is known as, she is often seen, or accompanied by
other powerful demons (Ahazu, and Labasu).  They work together for mutual
protection from other, more powerful, demon lords.  In battle, she usually
carries a longsword +4  and can pommel for 1-4 pts dmg.  Any creature hit,
that is not of demonic or outer-planar origin, or of god-like status will
lose 2-12 pts of strength (1-4 pts., if a save is made).  (Such loss is
permanent, although a wish or restoration spell should reverse the effects.)
For every point of strength drained by her, she gains 20% of a full strength
point to add to her 18/56 initial strength rating.  Damage bonus, as well
as to hit bonuses apply (for those DMs that include to hit bonuses for
demons).  This effect, however, is temporary for her, (unfortunately, not
for the victem), lasting only 1 day from her initial strength gain.
   She also has the following spell-like powers she can cast, once per round,
at will, at 12th-level ability:  teleport, alter self, fear (in a 20' r.),
darkness, disintegrate (1/day), pyrotechnics, charm person, suggestion,
animate dead, and may gate in a type I demon (70% chance of success).
   She appears like a cross between an lion and a female human.  Much like
the shape of that of a wemic (MM2), although she also has wings and horns.

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(Although not a demon, Tartarus can be found frequenting the abyss (he
enjoys destroying demons, for the fun of it).  Most demons fear him, and
almost all are on unfriendly terms with him (with the exception of
Pazuzues.)

Tartarus

Armor Class: -10
Move:  infinite (all mediums, including flight)
Hit Points: 313hp
No. of attacks: 4
Damage/attack:  by weapon type +14 (+5)
Special attacks:  see below
Special defenses:  see below
Magic Resistance:  See below
Intelligence:  God-like
Alignment:  Chaotic Evil (neutral)
Size:  L(in natural form)
Psionics Ability:  nil (immune to psionics)
S:  25(+7/+14) I: 21 W: 20 D: 24 C: 25 CH: -4
XP:  65555

   Tartarus is the (ex)-solar of torments over the realms of Tartarus.
Whether he is the physical manisfistation of the plane's power, or is just
a powerful being of the plane is uncommonly unknown.  He leads a lower-planar
race called the Tartaruchians (natives of Tartarus) that he, as well as
members of that race have powers in common with each other.  They are all
immune to cold, poison, takes full damage from lightning and magic missiles,
and takes half damage from gas, fire, and acid.  They also may, at will, use
alter self, teleport(no error), and all divination spells.  They are affected
by magical weapons or weapons made with nickel (No wonder Kostchtchie hammer
has inlays of nickel in it.)  He himself, is affected by weapons having a
magical enchantment of +2 or better. In combat, he carries a huge, flaming,
(yet cold) two-handed sword +5 that automatically drains 3 levels per hit
(a save can be made to lessen the effect, although a level is lost even if
the save is made).
   He may also opt to use any of the following spell-like powers, once per
round (yet rarely needs to), in leiu of his melee attack:

   change self, poison, protection from good, wither(1/day),
   disintegrate(1/day), stinking cloud, cloud kill, prismatic sphere(1/day),
   deathfog(3/day), phantasmal force, symbol of fear(3/day), darkness,
   cone of cold(3/day), lightning bolt(1/day), chaos, astral spell(1/day),
   fascinate, and dispel illusion.

All spell-like powers are made at 20th-level ability.
   As far as spells, and spell-like powers affecting him, no spell of 6th-
level or under may affect him.  Even then, no spell, or magical ability
may imprison, stun, or sever him.  Any spell that still can affect him must
pass through his 85% magic resistance and no power or permanent loss may
affect him for more than 7 days (unless he is slain).
   Tartarus appears similar (but not exactly like) a bright solar(qv. MM2).
Skillenting colors (usually) surround his unholy and neuter features.

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Tartaruchian

Frequency:  rare (on own plane)
No. appearing: 1 or 1-10
Armor Class:  0
Move: 18" (24" on all fours)
Hit Dice:  10
% in lair:
Treasure type: (a lot, but all of it is hidden)
No. of attacks:  2
Damage/attack:  by weapon type +6 or 7-10/7-10
Special attacks:  see below
Special defenses:  see below
Magic Resistance:  65%
intelligence:  exceptional
alignment:  chaotic evil (neutral)
size:  M(7' tall)
psionic ability:  163 (yes I know this splits unevenly)
   attack/defense:  all/F,G,H,J
XP:  5250 +14/hp

   This evil entities serve the arch-(ex) solar Tartarus.  They're main
activity is torturing the dead that go to that region, although sometimes
they act in accordance to Tartarus' will.  The single race of Tartaruchians
have powers common to all of them- including immunity to cold, poison,
taking full damage from lightning and magic missiles, and taking half
damage from gas, fire, and acid.  They all have the ability to alter self,
teleport(no error), haste(1/day), fool's gold, and use all divination
spells (at will, once per round, at 10-level magic-user ability).
They may also summon another of their kind (90% success) or in extreme
cases their lord (Tartarus-5% chance).  They all must be hit by either
magical weapons, or weapons made of (or partly of) nickel.
   They themselves in combat carry an iron rod that has 3 hooks that causes
3d4 points damage and acts as a +2 weapon (the weapons are native to
Tartarus, see reference made in "Manual of the Planes", about crossing planar
borders and its affect on magic items).  On a modified hit of 20+, these
weapons will cause a permanent loss of hp equal to the dice damage (3d4) of
the hit (excluding strength and magical bonuses).  A wish, limited wish, or
dream, or any other similar power will restore the hit points at a rate of
1-8 hp.  These weapons, fortunately, lose their power on the prime material
since they were made in Tartarus (see effects of weapons through cross
planar travel in "The Manual of the Planes").
   Tartaruchians look like satyrs, except that they are more goat-like in
nature having heads of a goat, and hooves on all four appendages (all of
which are capable of handling complex tasks such as weapon combat).  A few
of them ride steads and other lower-planar herd-like creatures.  They all
have huge amounts of treasure, buried and hidden.

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