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The following monsters for the Castles & Crusades RPG allow the CK to add demonic possession to his stories and scenarios. As usual, I’ve tried to follow the actual lore as closely as possible.

DEMONIAC
A person possessed by a Demon

NO. ENCOUNTERED: 1-6
SIZE: Medium
HD: 3-5 (d8)
MOVE: 30′
AC: 13 (or by armor type)
ATTACKS: 2 Slam (1d3+4) or 2 Claw (1d3+4), 1 Bite (1d4)
SPECIAL: Cold Resistance (Full), Immune to Poison and Emotion-affecting Magic, Demonic Strength, Terrifying Visage, Regeneration, Sound and Voice Imitation, Subject To Turning, Holy Water Vulnerability, Deepvision, Spell Resistance 5, Spell-like Abilities
SAVES: M+P
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Extraplaner
TREASURE: 5
XP: 3 HD: 230+3 | 4 HD: 440+4 | 5 HD: 880+5

When a Possessor Demon takes control and inhabits a humanoid creature, the result is a Demoniac. Demoniacs are not always obvious; often, the possessing Demon chooses to carry on as if the original personality was still in control of the body. When the time is right, however, the Demon will reveal itself and wreak Chaos. The Demon can cause the possessed person’s body to contort in horrible and unsettling ways, change the facial features into an abominable visage, and display powers ranging from inexplicable knowledge to levitation.

The Possessor Demon has access to the memories of the body it inhabits. This includes the ability to cast any Arcane (but not Divine) spells the previous personality had memorized at the time of possession.

There are said to be certain madmen who not only allow their bodies to become possessed, but actually desire it. There are are in fact numerous bizarre cults led by Demoniacs. In some places, Demoniacs even function as fortune tellers, the possessing Demon accepting gifts and praise in return for information that is often true.

Every point of damage inflicted upon a Demoniac is also inflicted upon the Possessor Demon inside. If a Demoniac is killed, the Possessor Demon within is flung back to the Outer Darkness. Therefore, Possessor Demons will almost always try to flee if a Demoniac’s body is about to be slain. It takes a full round for a Possessor Demon to fully leave a body, during which it can do nothing else. After the Demon leaves the former Demoniac is reduced to 1 hp, regardless of how many it had while still possessed. A former Demoniac’s lost Hit Points are regained in the usual way.

Unlike the Posessor Demon in its natural form, a Demoniac does not radiate cold (unless it wants to).

Combat: Demoniacs love to kill, but they love to cause pain and confusion even more. A favorite tactic is to control the body into a Terrifying Visage, attack with tooth and nail, and in the following round revert to the host’s normal appearance and voice while they apologize and beg for mercy. Demoniacs will always try to attack from behind, or in situations that will cause the most chaos. Often, they will Levitate above a melee, and then use Telekinesis to hurl objects at combatants.

Demonic Strength: A Demoniac possesses a Strength score of 20, adding a +4 bonus on melee to-hit and damage rolls, as well as all relevant Saving Throws and attribute checks.

Terrifying Visage: The Possessor Demon inhabiting a Demoniac can twist and contort its host’s flesh in horrible ways. Characters who first behold such a Terrifying Visage must save versus Charisma or be affected as by Scare spell. The effective caster level is the same as the Demoniac’s HD. Clerics, Elves, and those with 6 or more character levels are unaffected.

While it cannot change the persons height or gender, the Demon can do such things as:
Change their host body’s skin color.
Cause the teeth and nails to lengthen into fangs and claws.
Cause the face to have a bestial character.
Cause the vomiting of blood, slime, or even small inorganic objects (such as broken glass or pebbles).
Change the eyes to those of an animal, make them bloodshot, or make them a single solid color.
Cause the body to swell and bloat, or to look emaciated
Cause apparent bruises, blisters, and wounds to appear on the flesh, and make them disappear.
Cause words and symbols to appear as welts on the skin.
Cause the limbs and joints to contort in seemingly impossible ways.

Regeneration: A Demoniac regenerates at the rate of 1 hp per round, so long as anyone remains Scared by its Terrifying Visage.

Sound Imitation: A Demoniac can imitate sounds, and particularly voices, perfectly. Typical sounds emitted by Demoniacs include thunder, galloping horses, animal howls, loud crashes, and sharp banging noises. The creature will also be able to speak in the voice of anybody that a PC has ever met. The Demoniac does not necessarily have any special knowledge about the people whose voices it imitates, however. Therefore, it is likely to make glaring mistakes in characterization and word choice.

Personality Resurgence: A demoniacally possessed person receives a Charisma Saving throw each day, with a Challenge Level equal to the Hit Dice of the Demon who controls their body. Upon success, the person regains control

Subject To Turning: Like all Demons, Demoniacs can be turned by Good and Lawful Clerics as if they were Unique Undead.

Holy Water Vulnerability: Holy Water burns Demoniacs like acid, for 1d8 points of damage per vial.

Spell-like Abilities: One per round: Augury, Detect Thoughts , Levitate, Sending, Telekinesis. Like Demons, a Demoniac can speak and understand all languages, see perfectly regardless of illumination, cause Darkness, perform feats of Prestidigitation, and instantly Know Alignment. Although Possessor Demons in their natural forms can potentially open a Gate to the Outer Darkness, Demoniacs cannot.

Cold Immunity: A Demoniac is completely immune to cold based attacks. The physical body of a Demoniac can be burnt by acid, however.

DEMONIAC BEAST
An animal twisted by a possessing Demon

NO. ENCOUNTERED: 1-6
SIZE: Small-Large
HD: 3-5 (d8)
MOVE: As host
AC: 13, or host’s AC if better
ATTACKS: 2 Claw (1d4+4), 1 Bite (1d6) or host’s attacks if better
SPECIAL: Cold Resistance (Full), Immune to Poison and Emotion-affecting Magic, Demonic Strength, Terrifying Visage, Regeneration, sound and Voice Imitation, Subject To Turning, Holy Water Vulnerability, Spell Resistance 5, Deepvision, Spell-like Abilities
SAVES: M+P
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Extraplaner
TREASURE: 5
XP: 3 HD: 230+3 | 4 HD: 440+4 | 5 HD: 880+5

Sometimes, a Possessor Demon will elect to inhabit the body of an animal or beast, instead of a human. The Demons prefer the bodies of such things as pigs, black cats, owls, black horses, goats, wolves and black dogs, but can actually steal the flesh of any available beast. Once transformed, the Demoniac Beast is wholly taken over by the Demon inside. The Demon can make the animal speak, or contort its flesh, in a manner identical to a human Demoniac.

Only animals and beasts with the same or fewer Hit Dice than the Possessor Demon can become Demoniac Beasts. The Demoniac Beast can attack either with the beast’s natural attacks, or with the claws and fangs that can be created by the possessing Demon. The Demoniac Beast’s Armor Class is either 13, or the original one of the host body. As is the case with all Demoniacs, all damage inflicted upon the host body is also inflicted upon the Possessor Demon.

Combat: Demoniac Beasts have the choice of using the natural attacks of their host body, or twisting its flesh to create demonic fangs and claws to attack with. Like human Demoniacs, Demoniac Beasts will try to attack with surprise, and in ways that create the most disruption and confusion amongst their enemies. They will use their spell-like abilities in a manner similar to Demoniacs.

Demonic Strength: A Demoniac Beast possesses a Strength score of at least 20, adding a +4 bonus on melee to-hit and damage rolls, as well as all relevant Saving Throws and attribute checks. If the original host body had a greater equivalent strength than 20, however, it retains that strength.

Terrifying Visage: The Possessor Demon inhabiting a Demoniac Beast can twist and contort its host’s flesh in horrible ways. Characters who first behold such a Terrifying Visage must save versus Charisma or be affected as by Scare spell. The effective caster level is the same as the Demoniac’s HD. Clerics, Elves, and those with 6 or more character levels are unaffected.

While it cannot change the beast’s size or gender, the Demon can do such things as:
Change their host body’s skin color.
Cause the fur to become patchy or sparse.
Cause the teeth and nails to lengthen into fangs and claws, even if the beast doesn’t normally possess them.
Cause the face to look oddly human.
Cause the vomiting of blood, slime, or even small inorganic objects.
Change the eyes to those of a human, make them bloodshot, or make them a single solid color.
Cause the body to swell and bloat, or to look emaciated
Cause apparent bruises, blisters, and wounds to appear on the flesh, and make them disappear.
Cause words and symbols to appear as welts on the skin.
Cause the limbs and joints to contort in seemingly impossible ways.

Regeneration: A Demoniac Beast regenerates at the rate of 1 hp per round, so long as anyone remains Scared by its Terrifying Visage.

Sound Imitation: A Demoniac Beast can imitate sounds, and particularly voices, perfectly. Typical sounds emitted by Demoniac Beasts include thunder, galloping horses, loud crashes, and sharp banging noises. The creature will also be able to speak in the voice of anybody that a PC has ever met. The Demoniac Beast does not necessarily have any special knowledge about the people whose voices it imitates, however. Therefore, it is likely to make glaring mistakes in characterization and word choice.

Subject To Turning: Like all Demons, Demoniac Beasts can be turned by Good and Lawful Clerics as if they were Unique Undead.

Holy Water Vulnerability: Holy Water burns Demoniac Beasts like acid, for 1d8 points of damage per vial.

Spell-like Abilities: One per round: Augury, Detect Thoughts , Levitate, Sending, Telekinesis. Like Demons, a Demoniac Beast can speak and understand all languages, see perfectly regardless of illumination, cause Darkness, perform feats of Prestidigitation, and instantly Know Alignment. Although Possessor Demons in their natural forms can potentially open a Gate to the Outer Darkness, Demoniac Beasts cannot.

Cold Immunity: A Demoniac Beast is completely immune to cold based attacks. The physical body of a Demoniac can be burnt by acid, however.

In most other respects a Demoniac Beast is much the same as a Demoniac.

DEMONIAC CORPSE
A dead body inhabited and animated by a Demonic power

NO. ENCOUNTERED: 1-6
SIZE: Medium
HD: 3-5 (d8)
MOVE: 30′
AC: 15
ATTACKS: 2 Slam (1d3+4) or 2 Claw (1d3+4), 1 Bite (1d4); or 1 Grapple
SPECIAL: Cold Resistance (Full), Immune to Poison and Emotion-affecting Magic, Terrifying Visage, Dual-Type, Enhanced Grapple, Cold Presence, Drink Blood, Consume Flesh, Voice of the Dead, Subject To Turning, Holy Water Vulnerability, Spell Resistance 5, Deepvision, Spell-like Abilities, Vulnerable To Fire
SAVES: M+P
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Extraplaner-Undead
TREASURE: 5
XP: 3 HD: 230+3 | 4 HD: 440+4 | 5 HD: 880+5

Not even the dead are safe from the Possessor Demons. Any corpse, fresh or decayed, that still has majority of its body intact is subject to possession by such a Demon.

The Demon inside of a Demoniac Corpse can twist its flesh into a Terrifying Visage, in the same manner as a Demoniac person, or Demoniac Beast. The one thing the Demon cannot do with with own power alone, is reverse the decay of its body.

Demoniac Corpses continue to rot at the natural rate, unless they feed upon the living. For every living person killed and eaten, the process of decay is arrested for another night. The Demoniac Corpse can elect to subsist on blood, flesh, or both.

Combat: A Demoniac Corpse’s usual object in combat is the consumption of living flesh or blood. Therefore, it usually prefers to grapple opponents, rather than use other attacks. If the Demoniac Corpse has already fed that night, however, it may wish to attack mercilessly with tooth and claw, for the dark joy of killing.

Enhanced Grapple: A Demoniac Corpse can forgo its normal attacks and elect to grapple an opponent. The Demoniac Corpse gains a +4 bonus to the roll due to its great strength. Once a Demoniac Corpse has successfully grappled and opponent, it will begin to either Drink Blood or Consume Flesh on the next round.

Drink Blood: If a Demoniac Corpse has a grappled opponent in its grasp, it can automatically bite and drain blood at the rate of 1d8 hp per round. These hit points are added to the Demoniac Corpse’s own, to the maximum amount allowed by its Hit Dice. If the Demoniac Corpse drains enough blood to kill its victim, it will not decay any further that night.

Consume Flesh: If the Demoniac Corpse elects to Consume Flesh, instead of Drink Blood, it inflicts 1d8 points of damage, plus 1 point of Constitution damage, per round. If a victim is killed in this way, the Demoniac Corpse’s rot is arrested for the night. The Demoniac Corpse receives no other special benefit from Consuming Flesh, but will often elect to do it simply because it is far more grisly and unsettling than Drinking Blood.

Dual Type: Demoniac Corpses have all the powers and debilities of both the Extraplaner and Undead types. They are affected by all spells and magical effects that benefit or target both Extraplaner creatures and Undead creatures.

Cold Presence: Like Possessor Demons (but unlike other kinds of Demoniacs), Demoniac Corpses suck the heat out of any space they inhabit. Anyone coming with 30′ of a Demoniac Corpse will instantly notice a chill in the air. Although not severe enough to cause damage, this Cold Presence can alert people to the proximity of a hidden Demoniac Corpse

Voice of the Dead: A Demoniac Corpse can speak with the same voice its body possessed while alive, with a scratchy wheeze that reflects its rotted vocal cords, or with the deep and unsettling voice of the Possessor Demon. Unlike Demoniacs and Demoniac Beasts, Demoniac Corpses cannot imitate other sounds or voices.

Subject To Turning: Like all Demons, Demoniac Corpses can be turned by Good and Lawful Clerics as if they were Unique Undead.

Holy Water Vulnerability: Holy Water burns Demoniac Corpses like acid, for 1d8 points of damage per vial.

Spell-like Abilities: One per round: Augury, Detect Thoughts , Levitate, Sending, Telekinesis. Like Demons, a Demoniac Corpse can speak and understand all languages, see perfectly regardless of illumination, cause Darkness, perform feats of Prestidigitation, and instantly Know Alignment. Although Possessor Demons in their natural forms can potentially open a Gate to the Outer Darkness, Demoniac Corpses cannot.

Cold Immunity: A Demoniac Corpse is completely immune to cold based attacks. The physical body of a Demoniac Corpse can be burnt by acid, however.

Vulnerable To Fire: Fire-based attacks inflict an additional 1 hp of damage per die to Demoniac Corpses. A Demoniac Corpses automatically fail any saving throw against fire-based attacks.

DEMONIAC FETISH
An object inhabited by a Demon

NO. ENCOUNTERED: 1
SIZE: Small-Large
HD: 3-5 (d8)
MOVE: 30′ (Walk) or 10′ (Creep) or 20′ (Slither) or 60′ (Roll) or 15′ (Sail), 20′ (Fly [if under 100 lbs])
AC: 14 (immune to weapons of softer materials)
ATTACKS: 1 Slam (1d6) or 1 Smother (1d6) or 1 Strangle (1d6) or By Weapon Type +1
SPECIAL: Cold Resistance (Full), Immune to Poison and Emotion-affecting Magic, Weapon Immunities, Empathic Communication, Phantom Messages, Subject To Turning, Holy Water Vulnerability, Spell Resistance 5, Deepvision, Spell-like Abilities
SAVES: M+P
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Extraplaner
TREASURE: 5 (a Demoniac Fetish is often valuable in itself)
XP: 3 HD: 230+3 | 4 HD: 440+4 | 5 HD: 880+5

On rare occasions, a Possessor Demon will inhabit an object instead of flesh. Such possessed objects are known as Demoniac Fetishes. The Demon’s usual desire in such a possession is to cause the object to be bathed, splashed, or spattered with blood, either by its own efforts, or by those of the Fetish’s would-be possessors. Any blood that contacts a Demoniac Fetish will seem to disappear, consumed by the Demon inside.

Dolls, statues, ropes, rugs, wagons, boats, are all common forms of Demoniac Fetishes. Altars are another common choice, because although they cannot move or attack (except through Levitation), they are frequently covered in the blood the Demon desperately craves. Most of all, the Possessor Demons love to inhabit weapons that will be frequently bathed in gore. The maximum size object that can be turned into a Demonic Fetish is equal to a large stone altar (about 4′ x 7′ x 4), or a large carriage.

Although the physical form of a Demoniac Fetish generally lacks obvious sensory organs, the Demon inside the Fetish nonetheless retains its senses. It loses the ability to audibly vocalize, however, being restricted to empathic communication, and causing brief phantom messages to appear. Of course, the Possessor Demon could always decide to temporarily posses a nearby creature in order to speak!

A Demoniac Fetish moves in way consistent with its shape. A rug will creep, a rope will slither, and a wagon will roll. The inhabiting Demon can also use Telekinesis to cause the object to fly, if it weighs under 100 lbs.

The Demon that inhabits the Demoniac Fetish can cause the object to twist and contort, but the Demon cannot change the essential shape of the Fetish, or create new appendages. For example, a statue can me made to move as if alive, but it cannot grow new arms. A spear could twist and attack its holder, but not change into a sword.

A weapon inhabited by a Possessor Demon and turned into a Demoniac Fetish is equivalent to a +1 enchanted weapon in all ways, including adding its bonus on to-hit and damage rolls. Since the inhabiting Demon retains its spell-like abilities, such a weapon may become famous and valued. It remains enchanted only so long as it pleases the Demon, however.

A Demoniac Fetish’s hit points represent damage taken by the Possessor Demon inside, and do not necessarily represent destruction of the object. Likewise, a weapon turned into a Demoniac Fetish is not damaged by ordinary use – only by deliberate attacks to the weapon itself.

Demoniac Fetishes are unnaturally cold to the touch, but they do not radiate cold like a Possessor Demon or Demoniac Corpse. Of course, actually touching the Fetish puts one in empathic contact with the inhabiting Demon.

Combat: A Demoniac Fetish will use whatever attacks are possible for its shape. A statue will slam with a fist, a rug will smother, a rope will try to constrict and strangle, or a pillar might fall upon a victim. In most cases, a Demoniac Object’s attack will do 1d6 points of damage. In the case of weapons, the damage is by weapon type +1. The possessing Demon will use Telekinesis to attack with any weapon it inhabits. In all cases, a Demoniac Fetish wants to have fresh blood splashed or poured on it, and those who willingly perform such a sacrifice can sometimes cause the Fetish to end combat.

Weapon Immunities: Naturally, it is impossible to damage a Demoniac Fetish with a weapon that is less hard than the material of the Fetish itself. For example, a stone statue could be damaged by a steel mace, or a thrown stone, but not a wooden staff or leather whip.

Empathic Communication: Since it lacks a true mouth and vocal cords, a Demoniac Fetish cannot speak. The inhabiting Demon, however, can transmit its feelings and desires to anyone who touches the object.

Phantom Messages: In addition to Empathic Communication, the Demon inhabiting a Demoniac Fetish can make words and symbols briefly appear on the surface of the object. Such messages will be limited to a single sentence, and may be as short as a single word. “They are all against you”, “Feed me,” “You should be the leader”, and “Kill” are typical messages.

Repair: For every ounce of blood absorbed by a Demonic Fetish, it can repair itself of 1 point of inflicted damage.

Subject To Turning: Like all Demons, Demoniac Fetishes can be turned by Good and Lawful Clerics as if they were Unique Undead. If the Fetish is essentially non-mobile, then the inhabiting Possessor Demon is actually expelled from it on a successful Turning.

Holy Water Vulnerability: Regardless of their constituent materials, Holy Water burns Demoniac Fetishes like acid, for 1d8 points of damage per vial.

Spell-like Abilities: One per round: Augury, Detect Thoughts , Levitate, Sending, Telekinesis. Like Demons, a Demoniac Fetish can understand all languages, see perfectly regardless of illumination, cause Darkness, perform feats of Prestidigitation, and instantly Know Alignment. Although Possessor Demons in their natural forms can potentially open a Gate to the Outer Darkness, Demoniac Fetishes cannot.

Cold Immunity: A Demoniac Fetish of whatever construction is completely immune to cold based attacks. The physical body of a Demoniac Fetish is affected by any other attacks that would damage its material, however.

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Possession By Multiple Demons

Sometimes a Demoniac is possessed by many Demons simultaneously. Usually, only a few different Possessor Demons will inhabit one host, but tales tell of extreme cases were up to 2,000 (!) Demons infested a single body. In cases where several Demons have decided to take up residence in a single Demoniac body (whether a person, beast, corpse or object), the resulting Demoniac has the Hit Dice and hit points of the single strongest Demon inside of it. Damage suffered by the Demoniac is still applied equally to all of the inhabiting Demons. The individual Possessor Demons can come and go as they please, although it still takes a full round for a Demon to leave a host, during which time the Demoniac body can take no other action. Multiple Demons can leave a host in single round, however. Demoniacs possessed by multiple Demons can sometimes be seen to apparently argue with themselves in different voices. Of course, it is simply the different Demons squabbling as to the best use of their body.

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