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  1. HYPERBOREA (orig by C. A. Smith) [R18+]
  2. Lore

2. DÆMONS

Dæmons are reckoned in three distinct groupings: greater, lesser, and sublunary. Most dæmons (greater and lesser) originate and largely dwell within the netherworldly realm of Underborea, emerging unbidden from volcanoes, glacial crevasses, and other rents in the earth, oftest under the cold, lightless skies of Nightfall. In other circumstances, temerarious sorcerers will summon* dæmons from the abyss to do their bidding, regardless of consequences. In any case, unless bound, greater and lesser dæmons are transient visitors at best. In contrast, sublunary dæmons appear to be long-term inhabitants of Hyperborea, entrenching themselves in the affairs of men in both overt and covert ways.

GM (Franz) Note: ALL Dæmons are also susceptible to Turn Undead Ability. ALL Dæmons turn as Undead CR13 they also get advantage on the save roll for it.

* Summoned dæmons can create a temporary magical body that mirrors the dæmons true form, but these immediately dissolve when the spell ends or the dæmon is slain (and returns to it's realm).

Greater Dæmons

These are the most potent of dæmonkind. Most originate from netherworldly realms such as Underborea, but others are reputed to dwell on the small moon, Phobos. Unless a greater dæmon is destroyed within the confines of its Hadean realm, the dæmon’s wicked spirit will return to be reborn, its black heart notched with hatred for its slayer—and a palpable desire for revenge (and if the perpetrator has passed, it is not uncommon for a vindictive dæmon to exact vengeance from that one’s progeny or other kin).

Lesser Dæmons

Less potent dæmons are known to haunt the world of mankind, bidden and unbidden. These foul abominations disgust and revolt, visiting nightmares on those whom they encounter. Lesser dæmons are the most likely to be summoned by sorcery, but their ancillary status makes them no less hazardous to those who dare call them forth from the abyss. If destroyed, lesser dæmons are not reborn in their netherworldly realm as greater dæmons are; they are in fact terminated.

Sublunary Dæmon

These dæmons defy classification, their places of origin oft ambiguous or inconsistent, and their objectives equally abstruse. Sublunary dæmons dwell about Hyperborea, seemingly as permanent residents of their own accord. Sages posit that though these vile beasts can survive and multiply in the most unhallowed corners of the realm, they still are subject to dismissal.

Dæmonic Possession:

Most dæmons have the ability to magically possess creatures or magical objects. In general however Lesser dæmons can only possess unintelligent creatures and some objects and only Greater and Sublunary dæmons can possess humans or other creatures of intelligence. Often used as a last resort if they and their true body is about to be slain, this gives them a chance to survive destruction. A dæmons spirit can only remain without a host creature or object for 666 rounds (66.6 minutes) or it perishes forever. Once it possesses a human/creature host for 666 days it can then transform (a most horrifying spectacle to witness) the hosts body into that of its original true form thereby killing the hosts body and soul. Intelligent and calculating dæmons will sometimes secure their original form safely (guarded by its minions and/or sorcery) somewhere then possess a human host to further their chaotic evil desires. In this case their spirit will simply return to their original form upon the death of the hosts body.

  • Dæmonic Possession (Recharge 6). One suitable creature that the dæmon can see within 5 feet of it must succeed on a DC 13 wisdom saving throw or be possessed* by the dæmon; the dæmon then disappears (if it was a summoned body), the dæmons spirit then passes into the recipient as a black mist violently passing into all the orifices of the recipient, and the target is incapacitated and loses some control of its body, succumbing to a random short-term madness (see LORE: Madness (Insanity)) each round for 3d6 rounds. At the end of the 3d6 rounds, the dæmon becomes dormant within the body. While possessing a victim, the dæmon attempts to seize control of the body again every 1d4 hours. The target must succeed on a DC 13 wisdom saving throw or succumb to another 3d6 round period of random short-term madness. Even if the target succeeds, it is still possessed. If the target is still possessed at the end of a long-rest, it must succeed on a DC 13 wisdom saving throw or gain a long-term madness. While possessing a victim, the dæmon can’t be targeted by any attack, spell, or other effect, except those that can turn or repel fiends, and it retains its alignment, intelligence, wisdom, and charisma. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to negative hp, the dæmon ends it, or the dæmons spirit is expelled by the use of the Perform Exorcism spell. If successfully turned or affected by dispel evil spell the dæmon and the hosts body will simply flee as per the turning or spell effects. The dæmon can also be forced out if the victim eats a bowl of rice that has been cooked in holy water and the moon Phobos is new on the first Saturn day of the month. When the possession ends its spirit returns to its original form where ever that may be. When the possession ends, and the dæmon does not have an original form to return to its only choice is to possess another creature or magical object and it has 666 rounds (66.6 minutes) to do so before its total destruction, the flying movement rate of its essence is 120MV. The target is immune to possession by the same dæmon for 24 hours after succeeding on the initial saving throw or after the possession ends.

    *Possessed

    Creatures like dæmons; ghosts and others can inflict the possessed condition, as well as the Possession advanced talent.

    • A possessed creature gains the incapacitated condition (see the condition) and loses control over its body to the possessing creature.