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The Abyss in Abholos 2

As natives of the Abyss, most demons remain prisoners there
for eternity. In addition to the innate horrors of the Abyss
itself, most demons are enslaved and tormented by more
powerful demons. The only relief they have is the suffering
of others—lesser demons, or rare visitors to the Abyss, whom
they can fight or torment.
That is, unless they find a way out.
Few demons have the ability to plane shift away from the
Abyss, and those that do, ironically, have the least reason to
venture outside their domains. They are the powers on their
layers, ruling other demons. Unless they feel the Abyss’s call
to bring chaos to another plane, these fi ends concentrate on
maintaining power against their rivals, not venturing across
the cosmos looking for trouble.
Unfortunately for the rest of us, the Abyss does hunger
to corrupt other planes and grow beyond its planar borders.
Many fiends without the power to move themselves onto other planes will heed the call of creatures seeking demonic aid in their unholy endeavors. Even for those demons unable to transport themselves out of the Abyss, opportunities to inflict their fiendish appetites on the Material Plane do exist. Each has its own limitations, of course, but demons seize opportunities for evil and corruption in both talons . . . and then they squeeze.
Some spells and rituals can call demons to the Material Plane.
A powerful spellcaster can use the gate spell to wrench a
demon out of the Abyss and onto the Material Plane, leaving it
no chance to resist. A gate spell often helps the caster control a
demon while it remains outside the Abyss, but fi ends practice
deception and betrayal as a part of life. An unwary or overly
ambitious spellcaster could find a gated demon outside his
control too quickly for him to respond, which could result
in a demon on the loose.
Lesser spellcasters (often demonic cultists) rely on complex
rituals, fiendish artifacts, and living, sapient sacrifices to call
demons to their service. Seldom do these casters possess the
necessary strength to control the demons they call forth, but
most fiends play along with those that allow them access
to the Material Plane. As long as these erstwhile fools ask
a demon to do things it wants to do anyway (such as kill,
maim, destroy, or corrupt), it serves. Once the creature grows
bored, however, it begins to find ways to act independently
and betray its master.
Note the difference between calling and summoning a fiend. A summon monsterspell can temporarily draw a fiend out of the Abyss and force
it into service, but it takes a calling effect, such as the gate
spell, to give a demon a permanent presence on another plane.
When a summon monster or similar spell elapses, the creature
returns to the Abyss unharmed, despite any efforts or action
taken by it or the spellcaster. A dispel magic spell, or a similar
effect, can also send the creature back prematurely. A spell
or ritual calling a demon forth transplants the creature onto
the plane indefinitely. Only a more powerful spell, such as
banishment can send a fiend back to the Abyss.
As mentioned in the Dungeon Master’s Guide , portals and “leaks” between planesexist all over the universe. Sometimes, the Abyss opens a
portal between itself and another plane (often the Material
Plane) that allows Abyssal denizens to escape. These runaway
fi ends immediately begin looking for areas they can haunt
and creatures they can terrorize and kill.
Usually, these fiendish portals open in places that have seen
great evil, destruction, or cataclysms (natural or magical), or
possibly in secluded, hidden areas where evil can grow and
thrive, such as the following.
  • Underground caverns
  • Torture chambers
  • Sites of human/sapient sacrifice
  • Battlefields
  • Mountain caves disturbed by avalanche
  • Fissures opened by earthquakes
  • Active volcanoes
  • Abandoned villages or large dwellings
  • Deep forests
  • Tombs
The use of evil artifacts, the performance of gruesome sacrifices, and the destruction of nearby good and lawful elements.
all play into the Abyss’s strategy. Wherever evil exists, the
Abyss finds it and sends out its creatures. Once through a
fiendish portal, demons and other creatures do what they can
to bring forth more elements of the Abyss. Often, fiendish
portals close behind these “exploratory forces,” which then
must perform certain tasks to reopen the portal.
Fortunately for adventurers eager to dispel these creatures,
fiendish portals on the Material Plane have tenuous connections with the Abyss, at best. Often, the deaths or banishment of the demons already through the portal closes it. Sanctifying the area can help keep the portal from reforming.
Unfortunately, the fiends fighting to reopen the portal (or
keep it open) often take steps to avoid its subsequent closure.
Many attract mortals in search of power to aid them in their
rituals, which only strengthens the chaos and evil of the
area. Some build powerful keys (in the form of magic items)
and use them to “lock” the portal open; only by finding and
destroying the keys can the PCs close the door.
While all demons are different, with their own goals, strategies,
and powers, a few characteristics are common to almost all of
these Abyssal fiends.
1. Demons are very intelligent. With few exceptions (the dretch
being first and foremost), most demons have better than average Intelligence and Wisdom scores, not to mention impressive Charisma scores.
2. Demons have more abilities than they need. Most fiends
have more supernatural and special abilities than they will use
in a typical combat, and many of these abilities are “at will.”
For example, a Marilith that doesn’t spend six seconds every so
often using magic weapon on its longswords deserves what it
gets when the adventurers pop out from behind the tapestry.
3. Where there’s one demon, there’s usually more. Yes, demons
are chaotic and selfish, but they do have social skills . . . of a
sort. If a lone Hezrou finds itself stuck on the Material Plane,
it can always summon help from home. Demons (particularly
non-tanar’ri) that can’t summon other fiends are usually more
pack-oriented or work with non-demons. True, the lone quasit
might flit about a dungeon looking for trouble, but it probably
knows where to run if adventurers catch it at its mischief.
4. Running away is not only smart, it can also be fun. Demons
love bloodshed, but they also revel in pain and suffering. Fiends
often have many ways of escaping encounters that become too
dangerous. In fact, it’s a wonder that nalfeshnee even have feet,
what with their greater teleport ability. On occasion, fiends can
also see greater profit (or at least, more amusement) in leaving
a fight while the outcome is still in doubt. Don’t worry; they will
usually return, though.
5. Demons are “odd job” specialists. Few demons are onetrick ponies. Nearly all have a variety of skills and enough evil cunning to allow them to exploit any situation to their advantage. Unreliable servant, disloyal henchman, whim-driven
master—a demon can fulfill all these roles, sometimes at the
same time.
6. The Abyss calls to them. First and foremost, demons exist
to spread chaos and evil—the nature of the Abyss. If demons
expect to be on the Material Plane for long, they will often either
find places reminiscent of their chaotic homes or create them.
Fiends like to open portals to the Abyss—not only for reinforcements, but to expand the influence of chaos and evil throughout
the planes.
Demonic Roles
Assassin
Brutal and direct as they are, demons can act subtly when required. Thus, spotting a demonic portal or an area corrupted bydemons isn’t always easy. The following characteristics might
show up in an area touched by the Abyss, but not always.
  • Organic, foul structures (walls and floors made of hardened flesh)
  • Hauntings by chaotic evil spirits (souls brought or captured by the demons)
  • Illogical or impossible features (insides of buildings larger than outside, labyrinthine mazes)
  • Inexplicable weather or other seemingly natural disturbances snow in summer, earthquakes in areas not known for such disturbances)
  • Blood and gore found where no deaths have occurred (filling a well or oozing down walls)
  • Animals or crops dying for no reason
  • Magic items functioning strangely (wands exhibit unusual displays, such as a wand of magic missiles that fires sickly green bolts instead of its normal bolts of brilliant blue energy)
  • Lawful and good creatures feeling paranoid, distracted, or even inexplicably ill
  • Chaotic and evil creatures drawn to the area (some at the behest of the demons, others just in response to the evil and chaos)
  • Natural animals turning aggressive or violent (possibly even changing into dire versions)
While all demons are killers, those in the Assassin’s role
elevate their love of death to new levels. To most demons, killing is something they do as a climax to destruction. Many draw death out, hoping to cause more pain and suffering along the
way. Not the Assassin. The Assassin strikes with only death
in mind. If that death can cause chaos and pain, so much the
better, but killing remains the primary concern.
More often than not, Assassin fiends find themselves working
for non-demons and sometimes even for nonchaotic “employers.” Most demons find killing for its own sake . . . dull. In contrast, the Assassin gains little reward in lingering death
and destruction—only the quick kill, over and over again.
Still, a fiend sent with a single purpose (to kill) is still a
demon, and that makes a fiendish Assassin different from its
mortal brethren. Where most assassins and hired killers work
hard to use stealth and guile for the safe murder of a relatively
defenseless opponent, the demon Assassin prefers a more “shock
troop” mentality. It can use stealth to move into position, or to
make the assassination more effective, but it prefers to strike
the killing blow in full view, enjoying the horror it sees on
its victim’s face and the helplessness of those nearby.
Fortunately for nonchaotic creatures everywhere, few
demons have the discipline to fill the Assassin role. Demonic
traits and abilities make them frighteningly good at the
mechanics of assassination, but their chaotic nature usually
slows their progress along this line.
The Assassin demon can come into play when the characters
(or one in particular) prove particularly difficult to control.
The fiend’s master usually sends in other troops to distract or
occupy the PCs while the Assassin readies itself to eliminate
a particular foe. In an encounter, an Assassin demon might
use the following strategy.
Round 0—Into Position: Move into position to spot
your target or targets. (This can happen in the heat of an
existing battle.) If you have any abilities that make you
difficult to perceive, use them now. Your “allies” have their
own agenda and probably don’t even know you’re around,
so don’t give yourself away. If possible, approach from an
unexpected direction.
Round 1—Breed Chaos: Remember, you’re a demon! If
you can do anything to increase the chaotic nature of the
battle, the confusion will help you move in on your target.
This tactic can involve using a spell-like ability from hiding,
or triggering a prearranged trap. Don’t worry about injuring
or inconveniencing your “allies,” who shouldn’t even know
you are here. What do you care, anyway? As long as you finish
the job, you please your master.
Round 2—Soften Them Up: If you have any ranged
attacks, especially those that don’t attract attention to your
position, use them now. Ideally, continue to direct attention
away from yourself and toward other parts of the battlefield.
You might want to injure healers and spellcasters at this
point, since they can react better at range to your upcoming
assault. If you have no effective ranged attacks, continue to
close in.
Round 3—Attack: Spring from hiding and assault your
target. If you have the ability to move and attack multiple
times, do so. Otherwise, set yourself up to inflict as much
damage as possible. If your target is lightly armored and you
have achieved surprise, you might be able to end this battle
right here. More likely, however, you’re going to start with
your best assault and follow up next round.
Round 4—Decide Quickly: Was your attack devastating?
Is your opponent reeling from the surprise assault? Or did
all your plans come to naught and now you’re alone amid
enemies? If the latter is true, you need to change the rules
again and possibly do something few demons would ever do
this early in a conflict—retreat and regroup. Still, you are a
demon, so use chaos to your advantage. Powerful spell-like
abilities can help you cause more confusion on the battlefield
here, but don’t engage in a long combat, exchanging blows
with an entire party of characters. You’re here for a mission,
so make sure you fulfill it.
Round 5 and Beyond—Assassin, Not Brawler: Because
you spent a few rounds setting up your strike, you might
find yourself entering round five with a living foe. Don’t
be discouraged, but don’t be stupid either. If you give your
foe’s allies an opportunity to swarm you, that won’t help.
Use your movement abilities to either stick close to your
target for follow up attacks, or to remove yourself to a safe
position. As mentioned in round four, you aren’t here to fight
the PCs—you’re here to kill someone. Do it and escape, or at
least set yourself up for a future assault.
Assassins in the Campaign
When the PCs reach the point in an adventure when one or
more powerful foes know they’re coming, a good DM allows
his villains to become proactive. Assassin demons represent a
serious investment by a villain. Since few demons possess the temperament of true Assassins, a villain must have extraordinary resources to employ one or more of these foul creatures.
Setting up a good Assassin encounter challenges the characters
and lets them know that their foes aren’t just going to sit back
and let someone defeat their villainous schemes.
Assassin encounters can also initiate adventure. Perhaps a
character isn’t the target of an Assassin demon. If the PCs find
themselves in the company of (or charged with protecting)
an NPC, they might take it personally when that person is
assassinated. The Assassin encounter described above works
especially well if the PCs engage their foes without thought
of protecting their NPC charge, and the Assassin fiend slips in and dispatches its target before they can do anything.
Assassins in adventures don’t just kill—they challenge the
characters to think more carefully about their actions.
Assassin fi ends don’t work as well with other demons because
of their differences in chaotic philosophy. However, disciplined
Overlord demons do employ them, and a Manipulator might
occasionally work with an Assassin fi end. Corruptors view the
Assassins’ tactics as wasted opportunity, while Assassins liken
the Corruptors’ methods to playing with your food. In particular, Brutes and Assassins do not work well together. While the Brute likes to have extra firepower around, and Assassins love
the potential for distraction or flanking bonuses, they dislike
each other’s way of fighting. Brutes think Assassins
are too cautious and deliberate (which they equate
with “cowardly”), while Assassins feel Brutes are
shortsighted grunts unable to recognize the
chaos caused by a single murder.
One of the most challenging
foes any group of characters
will face, an Assassin fiend
presents them with a unique
set of problems. The Assassin demon comes looking for trouble (as most de-
mons do), but doesn’t
simply present itself as
a foe ready to die for its
cause. By the time the
PCs know they’re
fighting an Assassin, it might be too
late for strategy to
be of any use. However, outsmarting
or outmaneuvering
an Assassin demon
can be even more rewarding than simply
hacking apart an
evil foe.
A party that
uses the following general
battle strategies
will be more likely
to survive an encounter with a demon Assassin.
When
ever a conflict (either a fight or some other challenge) seems too easy,
you’re being perceptive, not paranoid. If confronted by foes
unable to seriously challenge you, or a task beneath your abilities
(possibly something as simple or cliché as moving a fallen log
out of the road), expect a trap. On the many occasions you’re
wrong, you will at least stay in practice. On the one occasion
you’re right, you will save your skin. Use discipline and careful,
back-covering tactics even when fighting easy opponents. Save
your firepower for the real trouble ahead. Whenever you go into a combat against
creatures that can teleport, turn invisible, summon others of
their kind, or employ a host of other dangerous, unpredictable
abilities, use communication to avoid untenable situations. If
you can see and talk to at least one other member of your party,
and that person is within a single move of your position, you’re
in decent shape. The more you can expand your “buddy” network, the more difficult it is for an Assassin (or anyone else) to pick you off. When your mission includes protecting an
NPC, double the buddy grouping, such that at least two PCs
are within sight and reach of that character at all times.
When something unexpected happens
on the battlefield, particularly something that changes the
terrain or makes it more difficult for you to link up with
your companions, the Assassin gains a
tremendous advantage. Do whatever
you can, as quickly as possible, to defeat
this new challenge and regroup with
your allies. This might mean forgoing
a killing stroke or allowing a wounded
foe to escape, but it’s better that you
and your allies live than another
enemy die.
Brute
All demons have some element of the brute inside them.
Demons like expressions of overt power, and few shy away
from direct combat when it is offered. More so than any other
kind of demon, however, Brutes take demonic savagery a step
farther, often sacrificing safer, more assured victories for the
visceral joy of killing.
Brute demons often find themselves in the service of
others—either more powerful demons (perhaps a Manipulator or an Overlord) or a powerful mortal summoner. Most
summoned demons also default to the Brute role, simply
because that’s what their temporary masters require.
Despite their seeming simplicity, do not discount the
tactics or intelligence of a Brute. Remember, most demons
are intelligent. Even a Brute demon won’t give up its advantages in ability and intelligence simply to inflict more direct
damage. True, some demons that fit nicely into the Brute role
won’t have that intellect to fall back on, but don’t automatically assume that “Brute = Stupid.” Yes, they are . . . direct, if
anything, but that doesn’t necessarily mean foolish. While
they might fight to the death, they generally do so only when
caught up in the heat of battle.
Brute Combat Tactics
Be direct. Go all-out. Get your claws dirty. That’s the Brute
philosophy. In an encounter, a Brute demon might employ
the following strategy.
Round 0—Buff Up: Before the fight, use as many spell like or supernatural abilities to enhance yourself as possible. If you have a master or a spellcasting ally, have them cast
spells such as bull’s strength, cat’s grace, and bear’s endurance
on you. Spells such as displacement or spells that raise your
armor class are likewise good choices, since you’re there to
soak up attacks and damage. Still, spells that enhance your
damage reduction or spell resistance can also help a lot.
Round 1—Fire Salvo: If you have an ability capable
of dealing damage in an area, or any sort of ranged attack,
use it now to blast as many of your opponents as possible.
Go after the weaker or less heavily armored ones first. You
aren’t likely to fight them hand-to-hand, so this might
be your only opportunity to hit them. Then, move into
a position where you can reach as many foes as possible,
even if this means giving up flanking. If you have reach,
set yourself up so that you will have attacks of opportunity
on spellcasters or those who might try to pass by you. You
want a full attack next round, if possible. Finally, if you
can, move into a position where you threaten any divine
spellcasters. Clerics, and to a lesser extent, paladins, can
cause you the most grief with their combination of healing
abilities, smites, good aligned spells (such as holy aura or
holy smite), and banishment spells.
Round 2—Concentrate Attacks: Execute a full attack
on one opponent, using Power Attack or any sort of “rider”
attacks (such as Stunning Fist or Improved Grapple), as
appropriate. Focus on the cleric of the group (or another
divine spellcaster) when possible. Also, try to put yourself
in position to take attacks of opportunity against other
spellcasters or those who might try to help your target.
Round 3—Killing Blow: This round, try to finish off the
divine caster you’re fighting. If another of your opponents
is badly wounded, finish him off and take him out of the
fight. If none of the nearby enemies looks damaged enough
to take out with a single blow, you might want to incur an
attack of opportunity and chase down a weaker target. This
tactic not only gives you a chance of lowering your number
of opponents, but can also disrupt their plan of attack.
Round 4—All or Nothing: As a demon, you likely have
multiple spell-like abilities, so it might be time to show off
a second attack. If the fight is going well, simply call down
whatever high-damage, area-affecting ability you have, which
will possibly drop another opponent and spread damage out
to the rest of the characters. Then, reposition yourself to overnwhelm any PCs wavering on the edge of consciousness.
If the battle is going poorly at this point, it might be time
to cut and run. If you have any good exit abilities (such as
greater teleport), you don’t need to flee outright, though. You
want to leave the characters hurt, so implement an attack
that allows you to set up an escape.
Round 5 and Beyond—Fighting Retreat: If your battle
goes on this long, now is the time to pull out all the stops. Any
1/day special damaging abilities, tricky combat maneuvers, or
other ways to hurt (not just kill, hurt) the PCS is fair game. If you
haven’t knocked out the toughest opponent yet, you’re probably
impatient for a kill, so target the weakest-looking character or
an obvious healer and blast away with whatever you have left.
True, you generally like to use your physical attacks, but right
now, it’s time to kill. Wait until the last moment to escape,
possibly using greater teleport or some other escape strategy
when reduced to fewer than 10% of your hit points.
Brutes in the Campaign
Brutes make great adventure fodder. True, a single, powerful
Brute can be a good session-ending encounter, but Brutes can
also be encountered at less critical times. Powerful villains
often send Brutes out to rampage, raid, cause havoc, and
damage opponents. Usually, their activities serve as a prelude
to confl ict. Brutes also serve as bodyguards for other fi ends
(usually Manipulators and Overlords) and are the antithesis
of Assassins and Corruptors.
From a PC’s perspective, Brutes represent basic demon philosophy (chaos, damage, and rage) and present themselves as relatively straightforward encounters. However, that
doesn’t make defeating them any easier. In order to survive
combat with a deadly Brute, characters should employ the
following tactics.
Wolf Pack: Often, PCs line themselves up and attempt to
take on foes in a very orderly fashion, protecting the weakest
party members and using their heavily armored “tanks” to
absorb blows. Brutes look at this as an invitation to focus on
one or two party members after blasting everyone with area
attacks (if they have them). Instead, surround a Brute and
do as much damage to it as possible as quickly as possible.
This sounds very basic, but the Brute is more likely to engage
physically for a longer period of time than most other demons.
Using the wolf pack tactic can turn a relatively healthy demon
into a smoldering corpse before it can change tactics.
Stick and Move: The Brute wants to go toe-to-toe with a
powerful foe, and you want to deny the Brute what it wants.
Instead, use attacks and maneuvers that force the Brute to
move and give up its full attack option. This tactic frustrates the
Brute, and while it can prompt the demon into using powerful
magical attacks, it still throws the Brute off its game.
Taunt and Humiliate: Whenever you have a Brute at a
disadvantage, attempt to enrage it, enticing it to stay in combat
longer than it should and perhaps reveal what it knows about
its master’s plans. Again, demons aren’t stupid (usually), so even
a mere Brute might know something valuable. When taunted,
an angry Brute might very well rant back at its foes.
One final note: When confronting a particularly intelligent
or savage Brute that is seemingly unconcerned for its own
safety, suspect a summoner. A summoned fiend has no fear,
since it knows it will return to the Abyss unharmed, no matter
what happens. In this case, a successful dispel magic
can end the encounter immediately. However,
with a summoner in the picture, you might face many, many
more Brutes before the end of the adventure.

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