Here below are introduced a few new kinds of daemons. None of them are serving any specific deity. Just don't over-use them.
These daemons resemble Baalrûkhs not just in name, but also in appearence. That and the fact that the Barkhûl also are fire using daemons, has lead many to believe they are relatives or a lesser type of the Baalrûkh. This causes those wishing to gain control over these daemons to seek out their name, which is not so much of a closely guarded secret as the names of the Baalrûkhs, because if Baalrûkhs can be controlled with the knowledge of their name, then so can the Barkhûls. Unfortunately, this is not the case as these two daemons are not related at all, and many have met an unfortunate end for that reason. Barkhûls are extremely evil creatures, they loathe being summoned and will at any given opportunity destroy their summoner. If summoned, their only goal is to cause as much mayhem and destruction as possible.
Much like the Baalrûkh, the Barkhûl have muscular humanoid bodies, goatlike legs and horned heads resembling a cross between a goat, a lion and a dragon. They are usually about 8 feet tall and have a pair of huge, batlike wings. Their eyes glow read and flames shoot from their mouth and nostrils. Unlike Baalrûkhs, they do not have a tail and are never wreathed in flames. They are of Evil alignment. Their five attacks are made as follows: two with the sword, two with their clawed hand and one with their fiery breath.
Barkhûls cause terror in all living creatures and are themselves immune to psychological effects, unless caused by gods, and cannot be forced to leave combat, unless caused by gods. They can fly like swoopers and take only half damage from non-magical weapons. They carry a flaming sword that causes an extra d4 fire damage in combat and is large enough to be counted as a two handed sword (+2 extra damage), although they use it effortlessly in one hand. Their fiery breath shoots a ball of flame that causes 3+1d10 damage to a single target within 24 yards. Else it has all the special rules of a fire ball spell with respect to dodging, armour and who it can affect. Note that the ball of flame only affects one creature. The fiery breath can be used every round and also if engaged in melee combat. The Barkhûl is immune to all fire based attacks, both normal and magickal.
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
5 |
70 |
70 |
5 |
5 |
35 |
80 |
5 |
89 |
89 |
89 |
89 |
89 |
18 |
These little daemonic critters don't really fall into any of the daemon categories, servant, lesser or greater. They are always encountered in groups of about 10-30 individuals (more frequently a greater than a smaller number) and each of these groups form some sort of a single collective sentient mind, moving and acting in perfect harmony. Terasii (plural) can never be summoned deliberately but they sometimes appear instead of the creature intended, and all the more frequently the more powerful the spell is. They cannot speak or form any sort of communication and they are simply impossible to control. When appearing in the material world, they do one of two things, either they go on a rampage, killing and eating any living creature they encounter, or they run around as if confused. There is equal chance of each but they can at any time change behaviour (roll d6 every turn, if a 6 turns up then they change). Very little is known about them, why they appear through spells directed at other daemonic creatures, how their single sentience works or where they originate. The Terasii are very resistant to instability and after they are summoned, only roll for instability every 6 hours (d6). If a 6 turns up, only one Terasus becomes unstable, the others are unaffected.
The Terasii are small quadrupeds, about a foot in length with slender bodies and long and slender legs all ending in a single large claw. They weigh about 15 pounds. Their dark grey hide is hard and spiky and their small head is featureless except for a large toothed maw. A mane of black hair sprouts along their spine. They are incredibly quick and agile and seem to have limitless stamina. Terasii have only one sensory, feel. This not only covers touch but they can also feel their surroundings perfectly, giving them the equivalent of vision to an extent of 50 yards. All Terasii are of Neutral alignment. Their one attack is either a claw or bite.
Terasii cannot be forced to leave combat and are immune to all psychological effects, with the exception that they are Subject to stupidity. When in a group, only roll once for the lot with a +10 bonus for each additional individual beyond the first. Thus if they are in large enough groups, the stupidity won't affect them. If 15 or more are encountered, they cause fear in creatures under 10' tall. When attacking, they first leap at their target form afar (up to 10 yards). This attack is with +10 WS and +2 damage and the victim must make an I test in order to not become totally surprised and lose any actions in that round. Those having seen the Terasii jump like that before get a +20 to that test. Their tactics include running and jumping very quickly around their prey. That means that after the initial jumping attacks, about half of them are attacking in melee and the other half is running and jumping around. Their agility and tactics cause every creature to attack them with a -10 penalty to WS. The Terasii are immune to any effects attacking vision, hearing, smell, taste or similar, as they have none and they receive a +10 bonus to all Magic tests for every full ten members of the collective. Instead, when a mind affecting spell is cast on any one of them, then all are affected if the Magic test fails.
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
7 |
33 |
0 |
2 |
2 |
5 |
90 |
1 |
10 |
10 |
3 |
89 |
89 |
- |
The Kendaor is usually better known as Shadow daemon. Not much is known about them either, they never speak and in fact, never make a sound at all. When these daemons are summoned, then it's usually to assassinate someone, but that happens very rarely (even compared to other summonings) as a special ritual is needed which is almost all but forgotten. When slain, the daemon literally goes up in smoke, disappearing completely. It appears that the Kenadori (plural) do not hold a grudge against their summoner as other daemons do but as no one has managed to convers with them, it isn't really known.
They appear as a black mist, vaguely resembling a humanoid of about 7 feet tall with two pulsating red dots for eyes. They can change their shape at will, even seeping through keyholes and they are invisible in darkness and shadows. If they move, though, the eyes can be seen. Apart from making no sound, they have no smell and cannot be tracked. They are of Evil alignment. Shadow daemons make 4 attacks per round, all "claw" attacks.
They are immune to all psychological effects and to non-magical weapons. Additionally, they are immune to all spells except for daemon binding and dispelling ones. A Shadow daemon causes fear in all living creatures. When hit by a Shadow daemon a spell effect identical to the one of the battle magick spell Dispirit occurs on the victim. Shadow daemons can attempt to possess a body. When in bright light, the daemon gets -10/-1 to all abilities and when in darkkness, it gets +10/+1 to all abilities. A Shadow daemon will try to avoid bright light at all costs.
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
5 |
59 |
0 |
4 |
4 |
25 |
59 |
4 |
79 |
79 |
79 |
79 |
79 |
- |
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