The Abyssal Daemon

by Praehotec

In this blasted waste that is the Warhammer world, chaotic demons are widely known. Ranging from Great Unclean Ones to Bloodthirsters, without forgetting the Keeper of Secrets, these demons are warped, twisted creatures. They are the leaders of the chaos armies, including the savage beastmens, chaos warriors and chaos dwarves. These fiends dwell in the chaos wastes, north of Norsca. However, another type of demons, the abyssal daemons, live in the Abyss. The Abyss can be described as a huge central pit from which tunnels leading to hellish wastelands sprout. This pit contains hundreds of levels and, every century or so, a new level is created. The older, wiser, mightier daemons dwell in the lower levels of Hell (Hell and the Abyss represent the same thing) were there are too busy blasting each other for ultimate power tobother with the surface. The middle levels are populated with the adult daemons, those who fight for the elders. Most of these are only soldiers in the Hell Wars, but a few of them occasionaly emerge on earth. Finally, the newer, upper levels are only populated by newly-created daemons. About half of these go explore the planes upon reaching adulthood, while the other half goes to the middle levels. This warrior is obviously a young daemon. He might be on the surface either on a very secret mission by the elders, or to destroy as much as possible or simply to explore.

Starting as Abyssal Daemon

Wounds

1D6+8

Move

4

Weapon Skill      

4

Ballistic Skill

6+

Strength

4

Toughness

4

Initiative

3

Attacks

1

Wp

3

Weapon

The daemon uses a saber, causing 1d6+str+1 damage.

Armour

None, will never wear any

Special rules

The daemon's gaze prevent any foe of breaking from pinning. In addition, daemon s of lvls 5 and lower cause fear=to their lvl+4, those of lvls 6 and higher cause terror equal to their lvl+4. Finally, those of lvl 9 or higher cause demonic terror equal to their lvl+4.

Using treasure

The daemon, in daemonshape, may use any melee weapon. He may not use armor, but he may use any ring or amulet found. In humanshape, he may use any melee weapon, any armor and any ring or amulet. He will never use scrolls or ranged weapons.

Spells

At higher levels, the daemon may learn mage spells of the following schools: night magic(+1power), fire elemental magic(+2 power), necromancy(+3 power), air elemental magic(+4power) and abyssal magic (exclusive to abyssal daemons, normal power cost). If you aren't using the mage spells, assume that the daemon can learn and cast fire-based spells for +2 power, necromantic spells for +3 power and abyssal magic.

Visiting settlements

This may be problematic, as daemons are hunted down by most humans and humanoids they meet. I strongly recommend that the daemon learns to morph ASAP.

Special item

If the daemon perfoms some exceptionnal feat for hislord, he may be awarded a Shae'Ryaas (daemon saber/scimitar/cleaver). The Shae'Ryaas counts as a magic weapon. It is a 1,60 meter long weapon, made from the rarest, hardest, strongest minreal of the abyss. This mineral is about 4 times harder and stronger than adamantite, the hardest metal in the normal world. However, it is also 8 times heavier, while mithril (almost as hard as adamantite) is 10 times lighter than adamant. The Shae'Ryaas is immune to fire, heat, lava and acid damage. In addition, it is almost unbreakable: whacking granite with it will only damage the granite. The following combat modifiers apply when using a Shae'Ryaas: str+6, +1d6+6 damage, ignores 2 pounts of armor, venomous weapon -always venomed-, poisonous weapon -always poisoned-, -4 Ini, -2 move, can break non-magical blades, shields and armors on a 4+ (roll when the enemy parries for blades, when he blocks for the shield, when he's hit for the armor). In addition, this unearthly weapon leaves wounds wide open, preventing natural healing and favorising infections. The Shae'Ryaas is a two-handed daemons, however, strong princes wield them one-handed and Elders, when they feel like using weapons, wield two of them. The only comparable earthly weapon would be a Merciless Massive Envenommed great axe of Hardness, Structure, Ages, Vileness, Disease, Void and Durability. However, such a weapon doesn't exists, leaving the Shae'Ryass the most brutal weapon availible.

Skills

The daemon can acquire the following skills. When going up a lvl, you may choose one of the following skills. No skills can be learned twice.

Spell

You have learned a single spell of power lvl=your new lvl+6 or lower.

Deadly gaze

thin red lines shoot out from your eyes and converge to form a deadly bolt of energy. You may exchange all of your attacks for one beam attack, which causes (your level+2)d6 damage without T, Armor or Ignore Blows modifiers. You must roll on your BS to see if this attack hits.

Wind blast

you clench your fist and a strong wind blasts your foes away. You may exchange all your attacks for one wind blast.For each monster, roll 1d6 and add your willpower. If the result is higher than the monster's toughness (without the armor bonus), he is pushed 2 squares away and falls down to the ground. He may do nothing else but get up this turn. If a monster can't go one square away, he suffers 2d6 damage, without modifiers, as he is crushed aganst wathever is blocking him (modles do not block each other when affected by a wind blast). Any missiles thrown misses as the wind pushes it. Magical missiles (fireballs and such) hit two squares away from target.

Fires of hell

opening your mouth, you breathe a small red globe. It soon expands and engulfs everything in the room. Use once per week. When spit, the globe is 1 meter by 1 meter. Every turn, it expands in a cricle-like way : 1x1, 3x3, 5x5, 7x7, etc. until the globe reaches its maximum dimension of (lvl+5) by (lvl+5). The globe then fades one hour later. Any creature in the globe suffers 8d6 damage, without any modifiers. Chaotic demons suffer only 5d6 damage and abyssal daemons suffer only 4d6. This damage is fire elemental.

Flaming aura

as your charge the monsters, your body and waepons are engulfed in flames, Strangely, you are not wounded by these unatural fires. Use once per day. For this round, all your attacks cause an additional d6 of damage. Any creatures adjacent to you at the end of this round and you suffer 2d6 damage, without modifiers.

Energy wave

You may exchange all your attack for a wave attck, causing 1d6 damage, without modifiers, to all monsters 5 meters or less away from you.

Regeneration

the battle is over. However, a demonlord crushed one of your arm. Concentrating your energy on the arm, new bone, muscle and skin is soon regenerated. Your warrior regenerates 1 wound per turn. If he does nothing but concentrating on regenerating, he regenerates 2 wounds.

Anbidextrous

you may use two one-hand weapons. When doing this, you gain n (minor 1, major 1, lord 2, greatlord 3) attacks. You must state which weapon you are using before each attack.

Weapon in both hands

you may wield a one-handed weapon with both hands, giving the following modifiers : +2Ini when attackign with that weapon, +4Str, +1Ws.

Life blast

the daemon, concentrating, converts is life force into a potential attack. Use once per month. For every wound you spend in this way,  an enemy of your choice loses 1 wound if hit in melee combat.

Morph

the daemon can take a human shape, thus merging in normal human society. When in human form, the daemon's Str and T drop to 4. In addition, any advantages/disadvantages caused by mutations or skills aren't applicable in human form except the following skills : deadly gaze, spells, ambidextrious, wpn in both hands. The daemon loses his fear aura when in human form.

mutations

As the daemon ages, strange mutations may affect him.

Young to minor mutation table

1-2

Scales
Scales now cover your whole body, giving you +2toughness but -1 initiative.

3-4

Fangs
Your teeth have grown long and sharp, enabling you to do a bite attack (1d6 without any modifiers) if you first attack hits.

5-6

No mutation

Minor to major mutation table

1-2

No mutation

3-4

Lightning Reflexes
Your nervous system is very develloped, enabling you to react faster than most individuals. You gain 1 move and 1 initiative.

5-6

Third Eye
A third eye has appaered in the middle of your forehead. Your deadly gaze attack is now at +1 to hit and causes +1d6 damage. In addition, this eye enables you to see in the dark and trough mist and gases.

Major to Lord mutation table

1-2

Toughness
Your flesh and your bones are now harder. You niw gain Ignore Wounds n. N=(lord 4, greatlord 5).

3-4

No mutation

5-6

wings
Great leather wing grow in your back, enabling you to fly. When flying, you may not attack or be attacked with melee weapons.

Lord to Greatlord mutation table

1-2

Acid Blood
your blood is corrosive. Roll a d6 when you are attacked in hand-to-hand combat. On a 5, your enemy's weapon is melted. Non-magical weapons are destroyed and magical weapons are destroyed on a roll of 4+. On a 6, some blood spills on the attacker, causing 2d6 wounds without any modifiers and melting is armor (see weapons). On a 1, blood spills on an unprotected area of your body, causing you 2d6 wounds, without modifiers.

3-4

Claws
Your claws are now hard and sharp. You gain an additional clawing attack per turn. This attack is at +1 to hit and -2 strength.

5-6

No mutation.

Daemon renegade stats

Level

Gold

Title

Move

WS

BS

Str

Dam Dice

T

Wounds

I

A

Luck

Will

Skills

1

0

Young Demon

4

4

6+

4

1

4

1d6+8

3

1

0

3

0

2

2k

Minor Demon

4

4

6+

4

1

4

2d6+8

3

2

0

3

1

3

4k

Minor Demon

4

5

5+

4

1

4

3d6+8

3

2

0

3

2

4

8k

Minor Demon

4

5

5+

4

2

5

4d6+8

3

3

1

4

2

5

12k

Major Demon

4

5

5+

4

2

5

4d6+8

4

3

1

4

3

6

18k

Major Demon

4

6

4+

4

2

5

5d6+8

4

3

1

4

4

7

24k

Major Demon

4

6

4+

5

3

6

5d6+8

4

4

1

5

5

8

32k

Demon lord

4

6

4+

5

3

6

6d6+8

4

4

2

5

6

9

45k

Demon lord

4

7

3+

5

4

6

7d6+8

4

4

2

5

7

10

50k

Demon prince

4

7

3+

6

4

7

8d6+8

4

5

2

6

8

**The daemon has as much power as a Mage two lvls lower than him (3 at lvl10) (max current power: 1d6+7. max permanent power:42).

Roleplaying tips: daemons are extremely tough, brutal and deadly. What they lack in diplomacy and discretion, they make up in raw power. Daemons don't usually walk away from fights, and this can be their only weakness. A daemon's fighting style usually won't be anything fancy like a knight's, an assassin's or a wardancer's, but it is efficient. A good adventure hook can be daemons' rivality.