Into The Ynfernael

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INTO THE YNFERNAEL

Terrinoth Supplement

CREDITS
EXPANSION DESIGN & COVER AND INTERIOR ART
DEVELOPMENT
Fantasy Flight Games Genesys Foundry, Cover image ©
Chris Markham Dean Spencer and used with permission.
All rights reserved. Interior art by Jacob Blackmon
and used with permission. Some
Interior art is also © Dean Spencer and used with permission.
EDITING Additional art by Bruno Balixa and used with permission.
Chris Markham and Wendy Markham
PLAYTESTERS
PROOFREADING Heidi Friedemann, Wendy Markham, Fran Mason, Randall
Mason, and Daniel Nicholson
Chris Markham, Wendy Markham, Randall Mason, and
Roy Altman
ART DIRECTION
GRAPHIC DESIGN Chris Markham
Fantasy Flight Games Genesys Foundry,
and Chris Markham.
PUBLISHER
And thanks to Giri Raman “Archellus” and Roy
Altman for additional design elements Gazrok Games via Genesys Foundry

󲊸󲊴󲊳󲊵󲊱󲊰󲊲
While any encounter with demons is likely to end in death for all but the most powerful heroes, any foolish enough
to engage such foul creatures in combat should know all they can learn about these vile creatures of legend. Moreover,
to actually slay the most powerful demons, it is necessary to confront them in the Ynfernael realm itself! Defeating them
while on the mortal plane in Mennara simply banishes them for a short time. Now, mere mortals can learn more about
the hellish landscape of this other realm and the lords who rule it!

This product was created under license. GENESYS and its logo, and GENESYS FOUNDRY and its logo are
trademarks of Fantasy Flight Games in the U.S.A. and other countries. All Fantasy Flight Games characters
and character names, and the distinctive likenesses thereof, are trademarks of Fantasy Flight Games.
www.FantasyFlightGames.com

This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material is used
with permission under the Community Content Agreement for Genesys Foundry. All other original material in this
work is copyright 2021 by Chris Markham and published under the Community Content Agreement for Genesys Foundry.

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INTRODUCTION
This product is a supplement for the R EALMS OF TERRINOTH A NOTE ABOUT LORE
setting. Though the supplement explores the world of
Mennara, it can be converted for use in your own fantasy There are many references in this product that pull from
world. The GENESYS CORE RULEBOOK (CRB), REALMS OF lore published in other, previously released, Terrinoth-
TERRINOTH setting (RoT), and either Genesys Dice or the based products, such as RUNEBOUND and DESCENT. The
Genesys Dice App are required to use this product. setting of Terrinoth has existed for many years, and there
are numerous products published prior to the REALMS OF
THE YNFERNAEL REALM TERRINOTH sourcebook. These products contain a lot of
information for the setting, including flora, fauna,
species, and setting details. For this work, most of the
When the First conjured the three Planes of Power into information is pulled from these creatures’ appearance in
existence from the Void, the Ynfernael was created as the the RUNEBOUND (2nd Edition) game, DESCENT. and the
lowest of these planes. It is a dismal place, populated by Shield of Daqan DESCENT novel.
monstrous and demonic entities that crave torture, death,
and destruction. The plane is rife with regions dedicated to
the ills of existence: Darkness, Pain, Death, and countless CONTENTS
others.
THE YNFERNAEL………………………..………4
Travel between the planes is only through the use of
powerful magic. Often, mortal casters seek to temporarily DEMONS……………………………………..………5
bargain with demons in exchange for power (either Aruun………………….……..6
through these portals or summoning rituals). Such pacts are Babau…………………..……..6
dangerous of course, as the demons constantly seek to turn Balor…………………....……..7
the tables on such dangerous mortals. Barlgura………………..……..7
Demonic Eye…………...……..8
DEMON LORDS Dretch…………………….…..8
Glabrezu……………….….…..9
Hell Hound……………..……..9
The most powerful demonic entities rule various realms Hezrou……………...………..10
within the Ynfernael. Some of these domains are as small as Imp…………………….……..11
a large keep. Others are larger than entire worlds! In the Marilith………………..……..11
Ynfernael, these lords are even more powerful than their Nabassu…………………..…..12
manifestations in the mortal world. Many can shape the Nalfeshnee…………..………..13
very fabric of reality in their home realm. Many have been Succubus/Incubus…….……..13
worshipped (or feared) as gods throughout history. Even Vrock……………………..…..14
now, many seem to delight in corrupting those in the mortal
realm of Mennara. Some lords seek even more, such as
DEMON LORDS……………………………….…15
eventual invasion of the mortal realm!
Baelziffar……………….…….15
Baphomet……………....……..16
Beluiri………………….……..17
Dagon………………………...18
Geryon………………………..18
Juibilex………………………..19
Maphistal……………………..20
Moloch………………………..21
Prutorn………………………..22

NEW SPELL ACTIONS……………..…………23


Extraplanar Travel……...…….23
Extraplanar Summoning….......23
Demonic Deals…………….….24

DISCLAIMER: This supplement contains demonic themes


based on both Terrinoth lore and actual, demonic
mythology and its representation in fantasy RPGs. GMs
are encouraged to ensure their players are comfortable
with this subject matter and these literary concepts
(including human sacrifice, pacts with evil entities, etc.)
before including this dark material in their campaign.

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THE YNFERNAEL

To best understand the Ynfernael, it must be put into IN OTHER FANTASY


context with the other Planes of Power and the mortal
realm. Picture a three-layer cake. The top layer represents
SETTINGS
the Empyrean (or highest) plane. In concept, this is a plane
of positive energy and concepts similar to the Heavens of In many other fantasy settings, the lower planes are often
other, traditional cosmologies. divided between the levels of Hell and the layers of the
Abyss. Typically, there is an ongoing war between the
The middle layer of the cake is the Aenlong or spirit devils of Hell and the demons of the Abyss. In the Realms
realm. It is as much a mix of the other two Planes of Power of Terrinoth setting’s cosmology, the only lower plane is
as it is filled with the leftover debris of creation. It has the Ynfernael. Narratively, it is a combination of the two
realms of great beauty, and areas of sheer terror. In other (the Hells and the Abyss). While more traditional “devils”
cosmologies, it is similar to the realms of the Fae with do exist in the Ynfernael, denizens of the Ynfernael are
elements of the Ethereal. This plane touches both the all referred to as “demons”. This is hinted at in the lore of
Empyrean and the Ynfernael, and there are border areas the realms, starting with Hell Hounds as they were
where each can bleed into the other. introduced as denizens of the Ynfernael in the DESCENT
game.
The bottom or lower layer of the cake represents the
Ynfernael or demonic realm. This is a plane of negative
energy and concepts with elements of both the Hells and the
REALMS
Abyss of other mythologies. Each of these layers of the cake The Elves refer to different realms within the Ynfernael
rise and fall into each other; this spiritual mechanism of as spheres. This is not to describe them as physical
movement resulting in the Verto Magica (or magical force) spheres but as concepts. A given area of the Ynfernael
in the cosmos. may be dedicated to Darkness, Pain, or Death for
example. Likewise, a given demon lord may have shaped
In contrast, the mortal realm, where Mennara resides, a realm to fit their portfolio of interests, such as
lies well within the layer of the Aenlong and is surrounded Baphomet’s Ivory Labyrinth realm filled with beasts as
by it on all sides. Thus, any travel to the Empyrean or the befits the demon Lord of Beasts.
Ynfernael from the mortal realm first involves travel into
the Aenlong.

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DEMONS

one Critical value when used against demons and


Even the lowliest demons can prove to be a challenge for the Fae. These weapons cost three times the price
the unprepared. Those who fight demons typically take of normal, steel weapons.
advantage of their weaknesses while being aware of their
many abilities and how to counter them. • Holy water: This is simply water which has been
blessed by one with at least one rank in the Divine
COMMON ABILITIES skill. To bless a use of holy water requires 1 strain,
and a successful Easy ( ) Knowledge (Lore)
Demons from the Ynfernael all share some common check. This does damage to both Undead and
abilities. As an optional rule, these abilities (and Demonic creatures the same as an Acid Flask (pg.
weaknesses) may be added to the existing demons from the 102, RoT). It often retails (in places where it is
REALMS OF TERRINOTH sourcebook: Flesh Rippers (pg. 214) sold) for 25 per flask.
and Spined Threshers (pg. 216). The one ability shared by
all is: SUMMONED DEMONS
Ynfernael native: (a demon is completely immune to Powerful magic is needed to summon demons from the
damage from fire, unless the fire also has the Holy quality Ynfernael. The Uthuk often use many casters and blood
or is Blessed by the Divine (such as the Flames of Kellos sacrifices to cajole demons into service. Such magical
talent), and is immune to poison, and toxins). workings allow the demons to temporarily cross over from
the Ynfernael and remain in Mennara for a short time
Many demon varieties also have the abilities below: (often depending on how successful the summoning ritual
was). Many powerful demons can themselves, summon
• Fire aura: (all opponents Engaged with the demon other demons once in the Firma Dracem. These summoned
lord on his turn suffer 3 Wounds from the heat and allies must return to the Ynfernael along with the demon
dark magic emanating from the demon). who brought them across. It is important to note that most
demonic creatures can be killed regardless of which plane
• Flyer: (can Fly, see page 100 of the CRB) of existence they are currently inhabiting. However, more
powerful demons (such as named demon lords) can only
• Terrifying (at the start of the encounter, all be permanently slain in the Ynfernael. Slaying their
opponents must make a Hard ( ) fear check manifestation in Mennara is only temporary, as the
as an out-of-turn incidental, as per page 243 of the creature reforms soon after in its home realm.
CRB. If there are multiple sources of fear in the
encounter, the opponents only make one fear
check).
PREVIOUS DEMONS
Some demons were previously given in the REALMS OF
• Hurl fire (Ranged; Damage 6; Critical 3; Range TERRINOTH sourcebook. These include the following:
[Medium]; Burn 2, Blast 2).
FLESH RIPPER (MINION) – (page 214) While these
COMMON WEAKNESSES demonic dog-like creatures originated in the Ynfernael,
many remained in the Ru Steppes from the original Locust
For all their strengths, demons also share some inherent Swarm.
weaknesses. As above, GMs may wish to include the Flesh
Rippers and Spined Threshers for these factors. All demons SPINED THRESHER (NEMESIS) – (page 216)
(and demon lords) have the following weaknesses: These large brutes are summoned for sheer brute strength.
With massive fanged, claws and even a fanged tail, they
• Weapons or spells with the Holy quality: Divine are truly terrifying on the battle field.
spells or weapons do normal damage to demons,
even if fire-based. Holy weapons are improved by Other demons were previously given in the UNRELENTING
one Critical value when used against demons. UTHUK title and are based on lore from the RUNEWARS game
set in Terrinoth. These include the following:
• Cold iron: Cold iron is that which is forged below
its recrystallization point then heat tempered to
strengthen it. Cold iron weapons are improved by

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CHAOS LORD (NEMESIS) – (page 16) Like the Skills: Athletics 2 , Brawl 3 ,
Spined Thresher, this demon is used for its brute strength. Perception 2 , Vigilance 3 , Resilience 4
It has terrible claws, tentacle tongues, and a skull-like
visage. Talents: Adversary 1 (upgrade the difficulty of combat
checks targeting this character once).
DEMON LORD (NEMESIS) – (page 17) While Abilities: Silhouette 2. Unearthly Howl (as a maneuver, the
demon lords can vary greatly, this entry gave some common Aruun can let loose an unearthly howl; all opponents
attributes of many lesser demon lords. These statistics do not hearing it must make a Hard ( ) Fear check as an out-
apply to some of the more powerful named lords in this title. of-turn incidental, as per page 243 of the CRB. If there are
multiple sources of fear in the encounter, the opponents
DOOMBRINGER (RIVAL) – (page 18) These only make one fear check; in addition, those failing this
burrowing, demonic insectoid demons are often used to check suffer 2 strain).
break cavalry lines. Bone Spurs (a demon who is targeted by a brawl or melee
combat check may spend 󲊱󲊱󲊱 or 󲊲 to cause the
LESSER DEMON (RIVAL) – (page 19) This general attacker to suffer 3 wounds).
entry covers the most common demons which are Ynfernael native (a demon is completely immune to
summoned by the Uthuk or unscrupulous warlocks. damage from fire, unless it also has the Holy quality or is
Blessed by the Divine (such as the Flames of Kellos talent),
and immune to poison, and toxins).
MINOR DEMON (MINION) – (page 19) This general
Terrifying (at the start of the encounter, all opponents
entry covers a host of minor demons. Some casters have
must make a Hard ( ) fear check as an out-of-turn
these as familiars, but they can also accompany other,
incidental, as per page 243 of the CRB. If there are
summoned demons.
multiple sources of fear in the encounter, the opponents
only make one fear check).
ARUUN (NEMESIS) Equipment: Massive Claws and Teeth (Brawl; Damage 9;
Critical 3; Range [Engaged]; Vicious 3, Pierce 2). Thick
Hide (+2 to soak).

BABAU (RIVAL)

The Aruun demon is first mentioned in the RUNEBOUND


game. These muscled brutes have massive claws and teeth
along with hairy hides and bone spurs but are most known These lesser demons are often summoned by other demons
for their unearthly howls before they attack. upon arriving in Mennara. Formed from the souls of lone
killers, these assassins are covered in acidic slime and can
be tasked to kill for their summoner.

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Skills: Athletics 3 , Brawl 3 , Perception 3 Ynfernael native (a demon is completely immune to


, Resilience 3 , Stealth 3 , Vigilance damage from fire, unless it also has the Holy quality or is
3 Blessed by the Divine (such as the Flames of Kellos talent),
Talents: None. and immune to poison, and toxins).
Abilities: Dark Vision Demon Summoning (a major demon can [as an action]
Ynfernael native (a demon is completely immune to damage suffer 3 strain and make a Hard [ ] Arcana skill
from fire, unless it also has the Holy quality or is Blessed by check; if successful, a lesser [rival] level demon appears the
the Divine (such as the Flames of Kellos talent), and immune next round of the encounter. A demon can spend 󲊴󲊴 to
to poison, and toxins). summon an additional lesser demon or spend 󲊵 to
Acidic slime (upon a successful brawl or melee combat summon an additional major [nemesis] level demon! It can
strike, the attacker must make a Hard [ ] Resilience only attempt this ability once per encounter).
check or suffer 3 additional [acid] damage). Fire aura (all opponents Engaged with the demon lord on
Terrifying (at the start of the encounter, all opponents his turn suffer 3 Wounds from the heat and dark magic
must make an Average ( ) fear check as an out-of- emanating from the demon).
turn incidental, as per page 243 of the CRB. If there are Flyer (Can fly; see the Flying sidebar on page 100 of the
multiple sources of fear in the encounter, the opponents GENESYS CORE RULEBOOK).
only make one fear check). Multi-attack (the demon can make two attack actions per
Equipment: Bony Claws and Bite (Brawl; Damage 6; Critical round of combat; at either one foe or separate targets).
3; Range [Engaged]; Pierce 1, Vicious 1, Burn 3 [acid]). Terrifying (at the start of the encounter, all opponents
must make a Hard ( ) fear check as an out-of-turn
BALOR (NEMESIS) incidental, as per page 243 of the CRB. If there are
multiple sources of fear in the encounter, the opponents
only make one fear check).
Teleport (the demon can make an Average [ ] Arcana
check. If it succeeds, they instantly vanish and reappear in
any location in the world they already know about)
Death Throw (when killed, the demon erupts in a blast of
hellfire. Anyone within Short range of the demon suffers 4
wounds).
Spells: (A demon can choose any magic action allowed for
the Arcana skill and may select additional spell effects as
normal. The spells used most often involve fire. The
demon automatically gets 󲊴 to add to the results of
Attack spells using fire).
Equipment: Fiery Whip (Melee [Heavy]; Damage 6;
Critical 4; Range [Short]; Ensnare 3, Burn 2), Demonic
Longsword (Melee [Heavy]; Damage 9; Critical 2; Range
[Engaged]; Breach 1, Defensive 1, Vicious 3)

BARLGURA (RIVAL)

Many of the demon lords started out as balor type demons.


They are certainly one of the most powerful variety of major
demons in the Ynfernael. They stand nearly 12 feet tall (3.7
meters) and often surround themselves in flame.

These bestial demons are often used as shock troopers for


other demons. They exist to hunt and to kill.

Skills: Arcana 3 ,Athletics 2 , Brawl 3


, Perception 3 , Resilience 3 ,
Knowledge (Forbidden) 3 , Negotiation 3
Talents: Adversary 2, Dark Insight,
Abilities: Silhouette 2. Dark Vision

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Skills: Athletics 3 , Brawl 3 , Perception 3


, Resilience 3 , Stealth 2 , Vigilance
3
Talents: Reckless Charge (RoT 89).
Abilities: Dark Vision
Ynfernael native: (a demon is completely immune to
damage from fire, unless it also has the Holy quality or is
Blessed by the Divine (such as the Flames of Kellos talent),
and immune to poison, and toxins).
Demon Summoning (a lesser demon can [as an action]
make a Hard [ ] Arcana skill check; if successful, a
minor [minion] level demon group appears the next round Skills: Athletics 1 , Brawl 1 , Perception 3 ,
of the encounter. A lesser demon can spend 󲊴󲊴 to Ranged 2 , Stealth 3 , Vigilance 3
summon an additional minion group or spend 󲊵 to Talents: None
summon an additional lesser [rival] level demon! It can only Abilities: Silhouette 0. Dark Vision
attempt this ability once per encounter). Ynfernael native (a demon is completely immune to
Pounce (once per turn, while at short range, the demon may damage from fire, unless it also has the Holy quality or is
perform the move maneuver to engage a target as an Blessed by the Divine (such as the Flames of Kellos talent),
incidental). and immune to poison, and toxins).
Multi-attack (the demon can make two attack actions per Levitation (the demon floats above the ground and suffers
round of combat; at either one foe or separate targets). no penalties to move through difficult terrain).
Terrifying (at the start of the encounter, all opponents Fiery Breath (Ranged; Damage 4; Critical 3; Range [Short];
must make an Average ( ) fear check as an out-of-turn Blast 3, Burn 1).
incidental, as per page 243 of the CRB. If there are Terrifying (at the start of the encounter, all opponents
multiple sources of fear in the encounter, the opponents must make an Average ( ) fear check as an out-of-
only make one fear check). turn incidental, as per page 243 of the CRB. If there are
Equipment: Bite (Brawl; Damage 7; Critical 3; Range multiple sources of fear in the encounter, the opponents
[Engaged]; Pierce 1, Vicious 1), Fists (Brawl; Damage 6; only make one fear check).
Critical 5; Range [Engaged]). Equipment: Bite (Brawl; Damage 4; Critical 3; Range
[Engaged]; Pierce 1, Vicious 1, Burn 1).

DEMONIC EYE (RIVAL) DRETCH (MINION)

These petty, ugly, wretched creatures are pawns for more


These observer demons often serve as the patrols of the powerful demons. They are similar in size to Gnomes and
Ynfernael, sending what they see telepathically to the lord Dwarves. They are some of the least powerful demons of
of a particular region of the Ynfernael. They are smaller the Ynfernael but appear in large numbers.
than most demons, only about 3 feet (1 meter) tall. They are
rarely seen in Mennara, but sometimes accompany other
demons to act as their scouts.

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Skills: Arcana 3 , Athletics 2 , Brawl 4


, Knowledge (Forbidden) 3 , Resilience
3 , Negotiation
Talents: Adversary 2, Dark Insight
Abilities: Silhouette 2. Dark Vision
Ynfernael native: (a demon is completely immune to
damage from fire, unless it also has the Holy quality or is
Blessed by the Divine (such as the Flames of Kellos talent),
and immune to poison, and toxins).
Four arms: (may spend 󲊴󲊴 from an Initiative check to
perform a free maneuver before the first round of combat).
Skills (group only): Athletics, Brawl, Vigilance Multi-attack (the demon can make two attack actions per
Talents: None round of combat; at either one foe or separate targets).
Abilities: Silhouette 0. Dark Vision Magic Resistance 5 (this demon can soak an extra 5
Ynfernael native: (a demon is completely immune to damage from any kind of magical attack. For any skill
damage from fire, unless it also has the Holy quality or is check made to avoid or reduce a magical effect, add 󲊳 to
Blessed by the Divine [such as the Flames of Kellos talent], the Imp’s dice results).
and immune to poison, and toxins). Demon Summoning (a major demon can [as an action]
Fetid Cloud (characters who begin their turn within Short suffer 3 strain and make a Hard [ ] Arcana skill
range of this demon must succeed on a Hard [ ] check; if successful, a lesser [rival] level demon appears the
Resilience check; those who fail are disoriented [add 󲊸 to next round of the encounter. A demon can spend 󲊴󲊴 to
all skill checks]). summon an additional lesser demon or spend 󲊵 to
Equipment: Bite and Claws (Brawl, Damage 5; Critical 3;
summon an additional major [nemesis] level demon! It can
Range [Engaged]; Pierce 1, Vicious 1).
only attempt this ability once per encounter).
Terrifying (at the start of the encounter, all opponents
GLABREZU (NEMESIS) must make a Hard ( ) fear check as an out-of-turn
incidental, as per page 243 of the CRB. If there are
multiple sources of fear in the encounter, the opponents
only make one fear check).
Spells: (A demon can choose any magic action allowed for
the Arcana skill and may select additional spell effects as
normal. The spells used most often involve fire. The
demon automatically gets 󲊴 to add to the results of
Attack spells using fire).
Equipment: Pincers (Brawl; Damage 8; Critical 2; Range
[Engaged]; Pierce 2, Ensnare 3, Vicious 2), Fists (Brawl;
Damage 6; Critical 4; Range [Engaged]).

HELL HOUND (RIVAL)

While dangerous combatants, these large, four-armed


demons prefer to tempt their victims into ruin. Trickery and
evil bargains are as natural to the glabrezu as breathing.
They often lure mortals with promises of wealth and
treasure.

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These monstrous, emaciated, fire-breathing hounds often


accompany other demons into battle. They often serve as HEZROU (NEMESIS)
familiars to powerful, evil casters (such as other creatures
listed as Magical Creatures given in the FANTASTIC FAMILIARS
supplement). If using this supplement, Hell Hounds grant
the following as a magical familiar:

Imparted Ability to Master: Casters with a Hell Hound


familiar can soak an extra 4 damage from Fire (magical or
otherwise).

Of course, a potential master should realize such a familiar


will forever (and instantly) associate the character with the
Ynfernael and most citizens will react accordingly to the
them. While powerful, there are also many drawbacks.

Skills: Athletics 1 , Brawl 3 , Perception 1


, Vigilance 1
Talents: None These large, toad-like demons are known for their foul
Abilities: Silhouette 0. Dark Vision temper and even fouler stench. While powerful, they
Ynfernael native: (a demon is completely immune to aren’t the smartest of demons and are easily led by more
damage from fire, unless it also has the Holy quality or is intelligent demons. They simply want food and
Blessed by the Divine (such as the Flames of Kellos talent), destruction. Historically, they have only been documented
and immune to poison, and toxins). as appearing in Zanaga, where they are often seen as gods
Fire aura (all opponents Engaged with the demon on its turn by the Murrkran (frog-like humanoids in Zanaga).
suffer 2 Wounds from the heat and dark magic emanating
from the demon). If a familiar, its master is immune to this
effect (from the hound only).
Fiery Breath (Ranged; Damage 4; Critical 3; Range [Short];
Blast 3, Burn 1).
Pack Fighter (if the hound makes a successful combat
check, the next ally making a combat check against the
same target during the same round adds 󲊴󲊴 to the
results).
Keen Smell and Hearing (the hound adds 󲊳 to Perception
and Vigilance checks as the GM decides due to existing
conditions). Skills: Arcana 2 ,Athletics 3 , Brawl 3
Terrifying (at the start of the encounter, all opponents , Perception 3 , Resilience 3
must make an Average ( ) fear check as an out-of-turn Talents: Adversary 1.
incidental, as per page 243 of the CRB. If there are Abilities: Dark Vision
multiple sources of fear in the encounter, the opponents Ynfernael native: (a demon is completely immune to
only make one fear check). damage from fire, unless it also has the Holy quality or is
Equipment: Bite (Brawl; Damage 4; Critical 3; Range Blessed by the Divine (such as the Flames of Kellos talent),
[Engaged]; Knockdown, Burn 1). and immune to poison, and toxins).
Magic Resistance 5 (this demon can soak an extra 5
damage from any kind of magical attack. For any skill
check made to avoid or reduce a magical effect, add 󲊳 to
the Imp’s dice results).
Multi-attack (the demon can make two attack actions per
round of combat; at either one foe or separate targets).
Stench (characters who begin their turn within Short
range of this demon must succeed on a Hard [ ]
Resilience check; those who fail are disoriented [add 󲊸 to
all skill checks]).

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Demon Summoning (a major demon can [as an action] • Bottle Imp: The Bottle Imp can go Invisible at will
suffer 3 strain and make a Hard [ ] Arcana skill check; (see the Invisibility Potion on page 102 of the
if successful, a lesser [rival] level demon appears the next REALMS OF TERRINOTH sourcebook). (Source:
round of the encounter. A demon can spend 󲊴󲊴 to DESCENT)
summon an additional lesser demon or spend 󲊵 to summon • Fetch Imp: These wingless imps are notorious
an additional major [nemesis] level demon! It can only thieves. They have the Tricksy ability of Wanderer
attempt this ability once per encounter). Gnomes from page 69 of the REALMS OF TERRINOTH
Equipment: Bite and Claws (Brawl; Damage 10; Critical 4; sourcebook). (Source: RUNEBOUND)
Range [Engaged]; Pierce 1, Vicious 1)
• Fire Imp: Appearing like a small fire, they are only
combustible when they choose to be. Fiery Aura
IMP (RIVAL) (any foe making a Brawl attack against the Fire
Imp suffers 1 wound from fire), Firebolt (Ranged;
Damage 5; Critical 3, Range [Medium], Burn 1).
Immune to Fire (the imp takes no damage from
heat or fire). (Source: DESCENT)
Equipment: Claws, Bite, or Barbed Tail (Brawl; Damage 5;
Critical 3; Range [Engaged]; Vicious 1).

MARILITH (NEMESIS)

Imps are small, demonic-looking creatures with sharp


claws and a barbed tail (and often wings). They often serve
as familiars to powerful, evil casters (such as other
creatures listed as other Magical Creatures given in the
FANTASTIC FAMILIARS supplement). If using this supplement,
Hell Hounds grant the following as a magical familiar:

Imparted Ability to Master: Casters with an Imp familiar


can soak an extra 2 damage from any kind of magical
attack.

These militant and logical demons are often the tacticians


of the demonic realm (and concubines to demon lords, or
lords in their own stead). They typically stand about 9 feet
tall (3 meters) but are also up to 20 feet long (nearly 7
meters). They are shrewd and ruthless.
Skills: Brawl 2 , Ranged 2 , Perception 3 ,
Cool 2
Talents: None.
Abilities: Silhouette 0, Dark Vision
Flyer (Can fly; see the Flying sidebar on page 100 of the
GENESYS CORE RULEBOOK).
Magic Resistance 5 (Imps can soak an extra 5 damage from
any kind of magical attack. For any skill check made to
avoid or reduce a magical effect, add 󲊳 to the Imp’s dice
results).

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Skills: Arcana 3 , Athletics 4 , Brawl 3 Nabassu demons look nearly identical to gargoyles at first
, Melee (Heavy) 4 , Ranged 3 glance. These aggressive demons are also known as death
, Resilience 3 , Negotiation 3 stealers for their penchant for eating souls (mortals killed
Talents: Parry (Improved)(CRB 79), Counterattack (RoT in this way become Reanimates (see page 166 of the
90), Dual Wielder (CRB 76), Adversary 1. REALMS OF TERRINOTH sourcebook). Even other demons are
Abilities: Silhouette 2, Dark Vision often unnerved by this practice. Unlike other demons,
Ynfernael native: (a demon is completely immune to nabassu spend a good part of their long lives in the Firma
damage from fire, unless it also has the Holy quality or is Dracem (or material world of Mennara) before maturity.
Blessed by the Divine (such as the Flames of Kellos talent),
and immune to poison, and toxins).
Magic Resistance 5 (this demon can soak an extra 5 damage
from any kind of magical attack. For any skill check made
to avoid or reduce a magical effect, add 󲊳 to the Imp’s dice
results).
Multi-attack (the demon can make three attack actions per
round of combat; at either one foe or separate targets).
Six arms (may spend 󲊴󲊴 from an Initiative check to
perform a free attack action before the first round of
combat).
Demon Summoning (a major demon can [as an action]
suffer 3 strain and make a Hard [ ] Arcana skill check; Skills: Arcana 3 , Athletics 2 , Brawl 4
if successful, a lesser [rival] level demon appears the next , Melee (Heavy) 4 , Ranged 3 ,
round of the encounter. A demon can spend 󲊴󲊴 to Resilience 3 , Perception 2
summon an additional lesser demon or spend 󲊵 to summon Talents: Adversary 1.
an additional major [nemesis] level demon! It can only Abilities: Dark Vision
attempt this ability once per encounter). Ynfernael native: (a demon is completely immune to
Slither (the demon does not suffer the normal penalties for damage from fire, unless it also has the Holy quality or is
moving through difficult terrain). Blessed by the Divine (such as the Flames of Kellos talent),
Teleport (the demon can make an Average [ ] Arcana and immune to poison, and toxins).
check. If it succeeds, they instantly vanish and reappear in Darkness (as a maneuver, the demon can surround itself
any location in the world they already know about). in darkness; all within Short range add 󲊸󲊸󲊸 to all skill
Terrifying (at the start of the encounter, all opponents checks due to darkness).
must make a Hard ( ) fear check as an out-of-turn Demon Summoning (a lesser demon can [as an action]
incidental, as per page 243 of the CRB. If there are make a Hard [ ] Arcana skill check; if successful, a
multiple sources of fear in the encounter, the opponents minor [minion] level demon group [or Reanimates for the
only make one fear check). nabassu] appears the next round of the encounter. A lesser
Equipment: Demonic Longswords (Melee [Heavy]; Damage demon can spend 󲊴󲊴 to summon an additional minion
9; Critical 2; Range [Engaged]; Breach 1, Defensive 1, group or spend 󲊵 to summon an additional lesser [rival]
Vicious 3), Tail (Brawl; Damage 7; Critical 4; Range [Short], level demon! It can only attempt this ability once per
Knockdown). encounter).
Flyer (Can fly; see the Flying sidebar on page 100 of the
GENESYS CORE RULEBOOK).
NABASSU (RIVAL) Magic Resistance 5 (this demon can soak an extra 5
damage from any kind of magical attack. For any skill
check made to avoid or reduce a magical effect, add 󲊳 to
the Imp’s dice results).
Terrifying (at the start of the encounter, all opponents
must make an Average ( ) fear check as an out-of-
turn incidental, as per page 243 of the CRB. If there are
multiple sources of fear in the encounter, the opponents
only make one fear check).
Soul Stealing (any being slain by the demon cannot be
raised or resurrected and instead becomes a Reanimate
under the control of the demon).
Equipment: Bite and Claws (Brawl; Damage 6; Critical 3;
Range [Extended]; Pierce 1, Vicious 1). Though they can
also use weapons.

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NALFESHNEE (NEMESIS) summon an additional lesser demon or spend 󲊵 to


summon an additional major [nemesis] level demon! It can
only attempt this ability once per encounter).
Teleport (the demon can make an Average [ ] Arcana
check. If it succeeds, they instantly vanish and reappear in
any location in the world they already know about).
Terrifying (at the start of the encounter, all opponents
must make a Hard ( ) fear check as an out-of-turn
incidental, as per page 243 of the CRB. If there are
multiple sources of fear in the encounter, the opponents
only make one fear check).
Equipment: Bite and Claw (Brawl; Damage 8; Critical 3;
Range [Engaged], Pierce 2, Vicious 2).

SUCCUBUS/INCUBUS
(RIVAL)

These large demons often stand over 10 feet (over 3 meters)


tall. The slothful, gluttonous demons are one of the more
powerful demons in the Ynfernael and resemble a
monstrous cross of a boar and an ape. Despite these brutish
features, they are remarkably intelligent and cunning.

Skills: Arcana 3 , Athletics 4 , Brawl 4


, Melee (Heavy) 4 , Ranged 3
, Resilience 3 , Perception 3 , Succubi and Incubi (male version of this demon) often
Negotiation 3 serve as advisors and consorts to other demonic rulers.
Talents: Adversary 1. They typically do not appear in their true form in front of
Abilities: Silhouette 2, Dark Vision mortals, shapechanging instead to a desirable form for
Ynfernael native: (a demon is completely immune to their targets. The demon first appears to its target in
damage from fire, unless it also has the Holy quality or is dreams, grooming it with lustful desires and temptations.
Blessed by the Divine (such as the Flames of Kellos talent), Then, after the victim commits three acts of betrayal, the
and immune to poison, and toxins). victim’s soul belongs to the demon.
Flyer (Can fly; see the Flying sidebar on page 100 of the
GENESYS CORE RULEBOOK).
Magic Resistance 5 (this demon can soak an extra 5 damage
from any kind of magical attack. For any skill check made
to avoid or reduce a magical effect, add 󲊳 to the Imp’s dice
results).
Multi-attack (the demon can make two attack actions per
round of combat; at either one foe or separate targets).
Demon Summoning (a major demon can [as an action]
suffer 3 strain and make a Hard [ ] Arcana skill check;
if successful, a lesser [rival] level demon appears the next
round of the encounter. A demon can spend 󲊴󲊴 to

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Skills: Athletics 4 , Brawl 4 , Ranged 3 Talents: Adversary 1.


, Resilience 3 , Perception 3 , Abilities: Silhouette 2, Dark Vision
Negotiation 4 Ynfernael native: (a demon is completely immune to
Talents: Adversary 1. damage from fire, unless it also has the Holy quality or is
Abilities: Dark Vision Blessed by the Divine (such as the Flames of Kellos talent),
Ynfernael native (a demon is completely immune to damage and immune to poison, and toxins).
from fire, unless it also has the Holy quality or is Blessed by Demon Summoning (a major demon can [as an action]
the Divine (such as the Flames of Kellos talent), and immune suffer 3 strain and make a Hard [ ] Arcana skill
to poison, and toxins). check; if successful, a lesser [rival] level demon appears the
Charm (the demon can, as an action, charm a being of any next round of the encounter. A demon can spend 󲊴󲊴 to
gender once per encounter. The target must make a Hard summon an additional lesser demon or spend 󲊵 to
[ ] Discipline check; if failing the check, the target summon an additional major [nemesis] level demon! It can
obeys the demons verbal or telepathic commands for the only attempt this ability once per encounter).
rest of the encounter). Magic Resistance 5 (this demon can soak an extra 5
Deadly Kiss (the demon can, as an action, kiss a willing or damage from any kind of magical attack. For any skill
charmed target. A kissed character must make a Hard check made to avoid or reduce a magical effect, add 󲊳 to
[ ] Resilience check or suffer 4 wounds). the demon’s dice results).
Dream Walker (the demon can enter the dreams of anyone Multi-attack (the demon can make two attack actions per
they have previously charmed or kissed. Upon waking, the round of combat; at either one foe or separate targets).
victim must make a Hard [ ] Discipline check or suffer Spores (characters who begin their turn within Short
4 strain and the contents of the dream were completely range of this demon must succeed on a Hard [ ]
controlled by the demon). Resilience check; those who fail are poisoned, suffering 3
Offspring (unlike other demons, this demon can mate with wounds; a 󲊲 on the check means the affected character
humanoids. Any resulting offspring possess demonic traits. must make this check each round of the encounter).
The specifics of these traits are left to the GM to fit their Screech (once per encounter, the demon can emit a
campaign and story). horrific screech; those within Short range must make a
Shapeshifter (once per round as an incidental, the demon Hard [ ] Resilience check or suffer 4 strain and be
may increase or decrease its silhouette by 1 and change its Staggered (CRB 114) until the end of their next turn).
appearance to that of any character or creature of its Equipment: Beak and Talons (Brawl; Damage 7; Critical 3;
current silhouette). Range [Engaged]; Pierce 1, Vicious 1), Demonic Spear
Telepathy (the demon can communicate either verbally or (Melee [Heavy]; Damage 8; Critical 3; Range [Short];
telepathically. If one wishes, they can make a Hard [ ] Accurate 1).
Discipline check to mentally block the communication;
unless they have been charmed or kissed by the demon).
Spells: (A demon can choose any magic action allowed for
the Arcana skill and may select additional spell effects as
normal. The spells used most often involve fire. The demon
automatically gets 󲊴 to add to the results of Attack spells
using fire).
Equipment: Claws ()

VROCK (NEMESIS)
Appearing like a humanoid vulture, these demons are
generally about 9 feet (3 meters) tall. Though selfish, they
often work well with other Vrocks.

Skills: Arcana 3 , Athletics 4 , Brawl 3


, Melee (Heavy) 4 , Ranged 3 ,
Resilience 3 , Perception 3 , Negotiation 2

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DEMON LORDS

There are many Demon Lords in the Ynfernael. Some DEMON PRINCES
scholars believe there may be as many as hundreds of such
creatures (though many others feel this is an exaggeration). Demon princes are powerful creatures akin to gods. For
Still, a number of different named ones have manifested in this reason, they are not statted in this title. Historically,
Mennara throughout the centuries. there is no record of them being able to manifest in the
mortal realm but do work through underlings. Most of
While a generic entry for demon lord stats was provided these princes’ concerns rarely involve the lives or realms
in the UNRELENTING UTHUK supplement, this title includes of mortals these days. These beings were often regarded as
modified stats for each, named demon lord including their gods by ancient peoples and societies and their dominion
unique abilities and powers. is broad and expansive. For example, Orcus is the demon
prince of the Undead. His realm is massive, and his
IN THE YNFERNAEL minions exist in all the Planes of Power and the material
world of Mennara. Like many princes, he has some demon
lords in his service, including one listed in this section.
When in the Ynfernal, demon lords are even more
powerful. To reflect this, increase a demon lord’s adversary
rating by 1 when facing them in the Ynfernal. In addition, WE ARE LEGION
apply the Super-Characteristics rule to the demon lord’s
attributes (from page 251 of the GENESYS CORE RULEBOOK). All named demon lords (in this section) have an optional
Finally, add 10 to the demon lord’s Strain and Wound unique ability regarding allied minion groups. These allied
Thresholds as they draw power from the plane itself. minion groups could be those who summoned the demon
Finally, it is almost unheard of for a demon lord to be alone lord or lesser and minor demons summoned by the demon
in the Ynfernael. They are constantly surrounded by other, lord itself. This ability reads as follows:
lesser demons. As anyone can see, fighting a demon lord on
its home turf is a daunting task for only the mightiest of We are legion (as an out-of-turn incidental, the demon
heroes! A named demon lord is one of the most powerful lord can shift half of any damage it suffers (after soak) to
villains a campaign is likely to have. an allied minion group or an allied rival. This agreement
is part of the pact and summoning ritual to manifest a
IN MENNARA demon lord. This ability does not function in the
Ynfernael).
Often, a demon lord’s agenda is best served possessing
others. When possessing another, the only abilities it can “BAELZIFFAR”
manifest are spell abilities. However, under the proper
circumstances (typically a ritual), it can manifest a physical
presence in Mennara. When one does, it has the stats listed
with none of the added abilities given in the above section.

SLAYING A DEMON LORD


A demon lord can only be permanently slain in the
Ynfernael realms. If a demon lord manifests in Mennara,
they can be defeated, but only in the material form. They
reconstitute in their home realm soon afterwards. However,
slaying them in this way does prevent them from
manifesting in Mennara for a time (this duration is
determined by the GM to best fit the storyline, but it should
be at least a year). Of course, a demon lord may send forth
its underlings during this banishment time period.


.” –
Tatianna (renowned hero).

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In Terrinoth lore, Baelziffar is first referenced in the Shield Equipment: Huge Ynfernael Spear (Melee (Heavy);
of Daqan novel as the master of the Demon Lord Prutorn Damage 12; Critical 2; Range [Engaged]; Defensive 1,
and the nemesis of Andira Runehand. He rules a vast swathe Unwieldy 3), Claws or Bite (Brawl; Damage 7; Critical 3;
of the Ynfernael and has nearly a dozen, lesser demon lords Range [Engaged]; Vicious 2), Shield, Bulwark (Melee
as his vassals. Some scholars believe he was the primary (Light); Damage 7; Critical 5; Range [Engaged];
instigator of the War of the Shadow Tear, tricking Malcorne Cumbersome 4, Defensive 2, Deflection 3, Inaccurate 2,
the Elf into rebelling against the First Ones. While there is Knockdown, Reinforced).
little direct evidence of this, Baelziffar has a long history of
involving himself in the affairs of mortals, with the end goal
of a full demonic invasion of Mennara to expand his realm. “BAPHOMET”

Skills: Brawl 3 , Deception 3 , Arcana 3


, Perception 2 , Melee (Heavy) 3
, Knowledge (Forbidden) 3 , Coercion
3 , Discipline 3 , Vigilance 3 ,
Charm 2 , Negotiation 2 , Leadership 1
, Resilience 4
Talents: Adversary 2, Dark Insight (RoT 84) Parry
(Improved)(CRB 79), Counterattack (RoT 90), Dual
Wielder (CRB 76)
Abilities: Silhouette 2, Dark Vision Baphomet is known as the demon Lord of Beasts, mazes,
Ynfernael native: (a demon lord is completely immune to and minotaurs. Indeed, many of the most learned scholars
damage from fire, unless it also has the Holy quality or is believe he was the first minotaur created by the First Ones.
Blessed by the Divine (such as the Flames of Kellos talent), His realm in the Ynfernael is called the Ivory Labyrinth and
and immune to poison, and toxins). is easily the size of Mennara itself! Unlike the hellish
Fire aura: (all opponents Engaged with the demon lord on landscape of most of the Ynfernael, his realm is made of
his turn suffer 3 Wounds from the heat and dark magic meandering passageways covered in bones, impassable
emanating from the demon). swamps, mountains, and impenetrable forests of ghastly
Flyer: (can Fly, see page 100 of the CRB) trees with twisted rivers of blood.
Four arms: (may spend 󲊴󲊴 from an Initiative check to
perform a free maneuver before the first round of combat). While Baphomet is one of the most powerful of the
Magic Resistance 5 (this demon can soak an extra 5 damage demon lords, his concerns are often far more reaching
from any kind of magical attack. For any skill check made than anything involving the Firma Dracem of Mennara. He
to avoid or reduce a magical effect, add 󲊳 to the demon’s is over 20 feet (nearly 7 meters) tall, with black fur and
dice results). metallic horns. He wields a demonic glaive called
Demon Summoning (a major demon can [as an action] Heartcleaver.
suffer 3 strain and make a Hard [ ] Arcana skill check;
if successful, a lesser [rival] level demon appears the next
round of the encounter. A demon can spend 󲊴󲊴 to
summon an additional lesser demon or spend 󲊵 to summon
an additional major [nemesis] level demon! It can only
attempt this ability once per encounter).
Multi-attack (the demon can make two attack actions per
round of combat; at either one foe or separate targets).
Terrifying (at the start of the encounter, all opponents
must make a Daunting ( ) fear check as an out-of-
turn incidental, as per page 243 of the CRB. If there are
multiple sources of fear in the encounter, the opponents Skills: Arcana 3 , Athletics 4 , Brawl
only make one fear check). 4 , Knowledge (Forbidden) 4 ,
Spells: (A demon lord can choose any magic action Melee (Heavy) 4 , Ranged 3 ,
allowed for the Arcana skill and may select additional spell Resilience 3 , Perception 3 ,
effects as normal. The spells used most often involve fire. Negotiation 4
The demon lord automatically gets 󲊴 to add to the results Talents Adversary 2, Dark Insight (RoT 84) Parry
of Attack spells using fire). (Improved) (CRB 79), Counterattack (RoT 90), Bull Rush
(RoT 84), Reckless Charge (RoT 89).

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Ynfernael native: (a demon lord is completely immune to Abilities: Silhouette 3. Dark Vision
damage from fire, unless it also has the Holy quality or is Talents: Adversary 2, Parry (Improved) (CRB 79),
Blessed by the Divine (such as the Flames of Kellos talent), Counterattack (RoT 90)
and immune to poison, and toxins). Abilities: Silhouette 2, Dark Vision
Fire aura: (all opponents Engaged with the demon lord on Ynfernael native: (a demon lord is completely immune to
his turn suffer 3 Wounds from the heat and dark magic damage from fire, unless it also has the Holy quality or is
emanating from the demon). Blessed by the Divine (such as the Flames of Kellos talent),
Magic Resistance 5 (this demon can soak an extra 5 damage and immune to poison, and toxins).
from any kind of magical attack. For any skill check made Fire aura (all opponents Engaged with the demon lord on
to avoid or reduce a magical effect, add 󲊳 to the demon’s his turn suffer 3 Wounds from the heat and dark magic
dice results). emanating from the demon).
Multi-attack (the demon can make two attack actions per Demon Summoning (a major demon can [as an action]
round of combat; at either one foe or separate targets). suffer 3 strain and make a Hard [ ] Arcana skill
Demon Summoning (a major demon can [as an action] check; if successful, a lesser [rival] level demon appears the
suffer 3 strain and make a Hard [ ] Arcana skill check; next round of the encounter. A demon can spend 󲊴󲊴 to
if successful, a lesser [rival] level demon appears the next summon an additional lesser demon or spend 󲊵 to
round of the encounter. A demon can spend 󲊴󲊴 to summon an additional major [nemesis] level demon! It can
summon an additional lesser demon or spend 󲊵 to summon only attempt this ability once per encounter).
an additional major [nemesis] level demon! It can only Dominating Gaze (the demon can, as an action, charm a
attempt this ability once per encounter). being of any gender once per encounter. The target must
Spells: (A demon lord can choose any magic action allowed make a Daunting [ ] Discipline check; if failing the
for the Arcana skill and may select additional spell effects check, the target obeys the demons verbal or telepathic
as normal. The spells used most often involve fire. The commands for the rest of the encounter).
demon lord automatically gets 󲊴 to add to the results of Poison (attacks by the demon’s tentacles are poisonous).
Attack spells using fire). Seduction (the demon can, as an action, kiss a willing or
Flyer: (can Fly, see page 100 of the CRB) charmed target. A kissed character must make a Daunting
Terrifying (at the start of the encounter, all opponents [ ] Resilience check or suffer 4 wounds).
must make a Daunting ( ) fear check as an out-of- Shapeshifter (once per round as an incidental, the demon
turn incidental, as per page 243 of the CRB. If there are may increase or decrease its silhouette by 1 and change its
multiple sources of fear in the encounter, the opponents appearance to that of any character or creature of its
only make one fear check). current silhouette).
Uncanny Direction Sense (the demon automatically Equipment: Claws (Brawl; Damage 7; Critical 3; Range
succeeds any check to determine his location and [Engaged]; Pierce 1; Vicious 1), Tentacles (Brawl; Damage
direction). 6; Critical 4; [Short]; Entangle 3).
Heartcleaver (this magical great glaive has the following
profile: Melee [Heavy]; Damage 12; Critical 2; Breach 1,
Defensive 1).
Equipment: Horns (Brawl; Damage 8; Critical 4; Range
[Engaged]; Knockdown), Bite (Brawl; 8; Critical 3; Range
[Engaged]; Pierce 1, Vicious 1). Though he considers using
these beneath him.

“BELUIRI”
Beluiri is also known as the Temptress or the Queen of the
Succubi. Unlike other demon lords, her true form is the size
of most humanoids. Like her lesser demons, she often
appears in a shapeshifted form. Also like the Succubi, she
enjoys making deals with mortals for their souls.

Skills: Brawl 3 , Arcana 3 , Athletics 4


, Melee (Heavy) 4 , Ranged 3 ,
Resilience 3 , Perception 3 , Negotiation
5

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“DAGON” Amphibious (the demon may breathe underwater and


never suffers movement penalties for traveling through
water).
Water Mastery (adds 󲊳󲊳 to any water magic checks)
Command Aquatic Creatures (the demon can suffer 2
strain and command any aquatic creatures within Medium
range, controlling their actions and maneuvers until the
end of the encounter).
Ink Cloud (in water, the demon may suffer 2 strain and
release a cloud of ink, imposing a 󲊸󲊸󲊸 darkness penalty
to all within Medium range).
Maelstrom (can summon a massive whirlpool in water).
Demon Summoning (a major demon can [as an action]
suffer 3 strain and make a Hard [ ] Arcana skill
check; if successful, a lesser [rival] level demon appears the
next round of the encounter. A demon can spend 󲊴󲊴 to
summon an additional lesser demon or spend 󲊵 to
summon an additional major [nemesis] level demon! It can
only attempt this ability once per encounter).
Magic Resistance 5 (this demon can soak an extra 5
damage from any kind of magical attack. For any skill
check made to avoid or reduce a magical effect, add 󲊳 to
the demon’s dice results).
Multi-attack (the demon can suffer 3 strain and make up
to four attack actions per round of combat; at either one
foe or separate targets).
Terrifying (at the start of the encounter, all opponents
must make a Formidable ( ) fear check as an out-
Though Dagon is also called the Prince of the Depths, he is of-turn incidental, as per page 243 of the CRB. If there are
a demon lord versus a demon prince in the rankings of the multiple sources of fear in the encounter, the opponents
Ynfernael. He is a primordial, one of the first beings ever only make one fear check).
created by the First Ones and the sole-survivor of the Spells: (A demon lord can choose any magic action allowed
ancient pre-history demons known as the Obyrith. He rules for the Arcana skill and may select additional spell effects
the waterways and oceans in the Ynfernael. He is one of the as normal. The spells used most often involve water or ice.
largest demon lords and stands about 40 feet (12 meters) The demon lord automatically gets 󲊴 to add to the results
tall! He appears as a monstrous combination of fish and of Attack spells using water or ice).
octopus and can sprout as many tentacles as he desires. He Equipment: Tentacles (Brawl; Damage 9; Critical 5; Range
is often worshipped as a deity by many different aquatic [Short]; Ensnare 3, Knockdown), Trident (Melee [Heavy];
humanoids. Damage 12; Critical 2; Range [Engaged]; Breach 1).

“GERYON”

Skills: Arcana 3 , Athletics 4 , Brawl 4


, Knowledge (Forbidden) 3 , Ranged 3
, Resilience 3 , Perception 3
Talents: Adversary 3, Parry (Improved)(CRB 79),
Counterattack (RoT 90)
Abilities: Silhouette 3. Dark Vision
Ynfernael native: (a demon lord is completely immune to
damage from fire, unless it also has the Holy quality or is
Blessed by the Divine (such as the Flames of Kellos talent),
and immune to poison, and toxins).
Maddening Aura (Any character failing their fear check at
the start of the encounter gains a phobia as per Table III.4-
2: Traumas and their Effects on page 244 of the CRB).

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Geryon is the demon Lord of Forbidden Knowledge. The Equipment: Claws and Tusks (Brawl; Damage 9; Critical 3;
three-headed, four-armed demon lord stands nearly 10 feet Range [Engaged]; Pierce 1, Vicious 1), see above for
(3 meters) tall. An oddity among the demon lords, Geryon magical weapons.
often prefers to kill his prey with his bare claws, even
though he has weapons (which he’ll use only if
outnumbered or facing a powerful foe). “JUIBILEX”

Skills: Arcana 3 , Athletics 4 ,


Brawl 4 , Knowledge (Forbidden) 5
, Melee (Heavy) 4 , Ranged 3
, Resilience 3 , Perception 3 ,
Negotiation 4
Talents: Adversary 2, Dark Insight (RoT 84), Parry
(Improved) (CRB 79), Counterattack (RoT 90)
Abilities: Silhouette 3, Dark Vision.
Ynfernael native (a demon lord is completely immune to
damage from fire, unless it also has the Holy quality or is
Blessed by the Divine (such as the Flames of Kellos talent),
and immune to poison, and toxins). Geryon is additionally
immune to cold and ice. Juibilex is known as the faceless demon Lord of Slimes,
Fire aura (all opponents Engaged with the demon lord on Oozes, Poison and Sloth (though like many demon lords, it
his turn suffer 3 Wounds from the heat and dark magic has many names). Its realm of the Ynfernael is a sewer-like
emanating from the demon). realm known as the Undersump. Even to other demons, it
Flyer: (can Fly, see page 100 of the CRB) is revolting.
Horn of the Bull (When blown [as a maneuver], the horn
blower makes a Hard [ ] Arcana skill check; if
successful, it summons a number of Minotaurs equal to the
number of rolled 󲊳, plus one per 󲊴󲊴 spent. 󲊵 can be
spent to give all the summoned Minotaurs the Adversary 1
talent. The horn can only be used once per session).
Sever (this magical, huge sentient battle-axe has the
following profile: Melee [Heavy]; Damage 11; Critical 2;
Range [Engaged]; Breach 1, Defensive 1, Stun Damage
[electricity], Unwieldy 4).
Tonguelash (this magical shield has a demonic face with an
open mouth and tongue. It has the following profile: Melee
[Heavy]; Damage 7; Critical 5; Range [Engaged]; Defensive Skills: Arcana 2 , Brawl 4 , Ranged 3
2, Deflection 2, Inaccurate 2, Knockdown, Stun Damage , Athletics 4 , Melee (Heavy) 4
[paralytic poison]). , Resilience 3 , Perception 3
Regeneration (at the beginning of its turn, the demon Talents: Adversary 2.
automatically heals 3 wounds). Abilities: Silhouette 3. Amorphous ()
Teleport (the demon can make an Average [ ] Arcana Ynfernael native: (a demon lord is completely immune to
check. If it succeeds, they instantly vanish and reappear in damage from fire, unless it also has the Holy quality or is
any location in the world they already know about). Blessed by the Divine (such as the Flames of Kellos talent),
Terrifying (at the start of the encounter, all opponents and immune to poison, and toxins).
must make a Daunting ( ) fear check as an out-of- Magic Resistance 5 (this demon can soak an extra 5
turn incidental, as per page 243 of the CRB. If there are damage from any kind of magical attack. For any skill
multiple sources of fear in the encounter, the opponents check made to avoid or reduce a magical effect, add 󲊳 to
only make one fear check). the demon’s dice results).
Spells: (A demon lord can choose any magic action Multi-attack (the demon can make two attack actions per
allowed for the Arcana skill and may select additional spell round of combat; at either one foe or separate targets).
effects as normal. The spells used most often involve fire. Spells: (A demon lord can choose any magic action allowed
The demon lord automatically gets 󲊴 to add to the results for the Arcana skill and may select additional spell effects
of Attack spells using fire or ice). as normal. The spells used most often involve water or ice.
The demon lord automatically gets 󲊴 to add to the results
of Attack spells using acid).
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Maddening Aura (Any character failing their fear check at


the start of the encounter gains a phobia as per Table III.4-
2: Traumas and their Effects on page 244 of the CRB).
Foul Aura (characters who begin their turn within Short
range of this demon must succeed on a Hard [ ]
Resilience check; those who fail are disoriented [add 󲊸 to
all skill checks]).
Amorphous (as an incidental, the demon may increase or
decrease its silhouette by 1 and pass through even the
smallest of openings by oozing through).
Eject Slime (Ranged; Damage 8; Critical 4; Range [Medium];
Stun Damage [paralytic slime]). Skills: Arcana 3 , Athletics 4 , Brawl 4
Acid Splash (Ranged; Damage 8; Critical 3; Range [Short]; , Melee (Heavy) 4 , Ranged 3
Blast 4, Burn 3 [acid]). , Resilience 3 , Perception 3 ,
Corrosive Touch (All Brawl attacks by the demon have the Negotiation 3
Burn 3 quality). Talents: Adversary 2, Dark Insight, Parry (Improved)(CRB
Wall Crawler (the demon can move across vertical surfaces 79), Counterattack (RoT 90), Dual Wielder (CRB 76)
as easily as horizontal surfaces. In addition, when the Abilities: Silhouette 3, Dark Vision
demon attempts to reduce the damage taken from falling, Ynfernael native (a demon lord is completely immune to
reduce the difficulty of the Athletics or Coordination check damage from fire, unless it also has the Holy quality or is
by one). Blessed by the Divine (such as the Flames of Kellos talent),
Terrifying (at the start of the encounter, all opponents and immune to poison, and toxins).
must make a Formidable ( ) fear check as an out- Unholy Aura (all opponents Engaged with the demon lord
of-turn incidental, as per page 243 of the CRB. If there are on his turn suffer 3 Wounds from the death and dark
multiple sources of fear in the encounter, the opponents magic emanating from the demon).
only make one fear check). Magic Resistance 5 (this demon can soak an extra 5
Equipment: Fanged Pseudopods (Brawl; Damage 10; damage from any kind of magical attack. For any skill
Critical 3; Range [Short]; Burn 3 [acid]; Vicious 3) check made to avoid or reduce a magical effect, add 󲊳 to
the demon’s dice results).
Multi-attack (the demon can make two attack actions per
“MAPHISTAL” round of combat; at either one foe or separate targets).
Demon Summoning (a major demon can [as an action]
suffer 3 strain and make a Hard [ ] Arcana skill
check; if successful, a lesser [rival] level demon appears the
next round of the encounter. A demon can spend 󲊴󲊴 to
summon an additional lesser demon or spend 󲊵 to
summon an additional major [nemesis] level demon! It can
only attempt this ability once per encounter).
Spells (A demon lord can choose any magic action allowed
for the Arcana skill and may select additional spell effects
as normal. The spells used most often involve fire. The
demon lord automatically gets 󲊴 to add to the results of
Attack spells using fire).
Undead Entourage (Maphistal always appears with at
least 3 Reanimates, see page 166 of the REALMS OF
TERRINOTH sourcebook)
Flyer (can Fly, see page 100 of the CRB)
Teleport (the demon can make an Average [ ] Arcana
check. If it succeeds, they instantly vanish and reappear in
any location in the world they already know about)
Terrifying (at the start of the encounter, all opponents
must make a Daunting ( ) fear check as an out-
of-turn incidental, as per page 243 of the CRB. If there
are multiple sources of fear in the encounter, the
opponents only make one fear check).
Vox (this massive, magical mace has the following profile:
Melee [Heavy]; Damage 11; Critical 3; Range [Short];
Breach 1, Vicious 4, Knockdown).
Equipment: Claws (Brawl; Damage 8; Critical 3; Range
[Engaged]; Pierce 2, Vicious 2).
Maphistal is a demon Lord of the Undead. His realm is
known as the Keep of Bones where he presides on a bone
throne. In battle, he wields a powerful demonic mace
named “Vox”. He is the direct second of the Demon Prince
Orcus.

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“MOLOCH” if successful, a lesser [rival] level demon appears the next


round of the encounter. A demon can spend 󲊴󲊴 to
summon an additional lesser demon or spend 󲊵 to
summon an additional major [nemesis] level demon! It can
only attempt this ability once per encounter).
Terrifying (at the start of the encounter, all opponents
must make a Daunting ( ) fear check as an out-of-
turn incidental, as per page 243 of the CRB. If there are
multiple sources of fear in the encounter, the opponents
only make one fear check).
Equipment: Scourge (Melee [Heavy]; Damage 8; Critical 3;
Range [Short]; Ensnare 3, Pierce 1, Vicious 2), Bite (Brawl;
Damage 10; Critical 2; Range [Engaged]; Pierce 2, Vicious
3).

“PRUTORN”

This 14 foot (4.4 meters) tall demon is physically powerful


and has a maw filled with shark-like teeth. He can deliver
powerful shock attacks through his massive scourge. He is
the demon Lord of Flies (and decay).

In Terrinoth lore, Prutorn is first referenced in the Shield


Skills: Arcana 3 , Athletics 4 , Brawl 5 of Daqan novel as a vassal of the Demon Lord Baelziffar
, Melee (Heavy) 4 , Ranged 3 and the nemesis of the hero Andira Runehand (from both
, Resilience 3 , Perception 3 RUNEBOUND and DESCENT). He was only recently elevated
Talents: Adversary 2. to demon lord status (within the past century), so he is
Abilities: Silhouette 2, Dark Vision much more active in the mortal realm than many demon
Demon Summoning (a major demon can [as an action] lords. However, he has also recently had an avatar
suffer 3 strain and make a Hard [ ] Arcana skill check; destroyed in Mennara, so he is currently banished from
if successful, a lesser [rival] level demon appears the next returning (for a period of time designated by the GM).
round of the encounter. A demon can spend 󲊴󲊴 to
summon an additional lesser demon or spend 󲊵 to summon
an additional major [nemesis] level demon! It can only
attempt this ability once per encounter).
Regeneration (at the beginning of its turn, the demon
automatically heals 3 wounds).
Breath of Despair (Brawl; Damage 8 [poison gas]; Critical
4; Range [Short], Burn 3 [poison]. Anyone wounded by this
attack must make a Daunting [ ] Resilience check or
be Staggered [CRB 114] until the end of their next turn).
Teleport (the demon can make an Average [ ] Arcana
check. If it succeeds, they instantly vanish and reappear in
any location in the world they already know about) Skills: Arcana 3 , Athletics 4 , Brawl 4
Flyer: (can Fly, see page 100 of the CRB) , Knowledge (Forbidden) 4 , Melee
Demon Summoning (a major demon can [as an action] (Heavy) 4 , Ranged 3 , Resilience 3
suffer 3 strain and make a Hard [ ] Arcana skill check; , Perception 3 , Negotiation 3

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Ynfernael native: (a demon lord is completely immune to Talents: Adversary 2. Dark Insight.
damage from fire, unless it also has the Holy quality or is Abilities: Silhouette 2. Dark Vision
Blessed by the Divine (such as the Flames of Kellos talent), turn incidental, as per page 243 of the CRB. If there are
and immune to poison, and toxins). multiple sources of fear in the encounter, the opponents
Fire aura: (all opponents Engaged with the demon lord on only make one fear check).
his turn suffer 3 Wounds from the heat and dark magic Teleport (the demon can make an Average [ ] Arcana
emanating from the demon). check. If it succeeds, they instantly vanish and reappear in
Terrifying (at the start of the encounter, all opponents any location in the world they already know about)
must make a Daunting ( ) fear check as an out-of- Equipment: Bite and Claws (), Fiery Whip (Melee [Heavy];
Damage 6; Critical 4; Range [Short]; Ensnare 3, Burn 2)

A Succubus with lesser demons lying in wait…

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NEW SPELL ACTIONS

In most cases, opening an extraplanar portal requires


Two new spell actions are introduced in this section; tremendous magical energy. A single caster can do so but
Extraplanar Travel and Extraplanar Summoning. Demon suffers 3 strain in the attempt. The caster makes a Hard
summoning rituals were first covered in the UNRELENTING [ ] skill check using the appropriate magical skill to
UTHUK supplement, but that information is provided (and open the portal. Additional effects can be added to the
built upon) here. These new actions can be used by all spell action as shown in Table 2: Extraplanar Travel
magical skills, albeit in different ways. Arcana casters have Additional Effects. Adding other effects can greatly
the most flexibility and the fewest limitations. Options and increase the difficulty so many casters use implements
limitations of other casters are detailed in each section. and other means to aid in such magic.

TABLE 1: MAGIC SKILLS AND ACTIONS The portal stays open for one round, plus one round
ARCANA DIVINE PRIMAL RUNES VERSE
per 󲊳 on the results. The caster can spend 󲊴󲊴 to either
keep the portal open until the end of the encounter or
EXTRAPLANAR spend 󲊵 to keep it open until the end of the scene. It is
TRAVEL
Yes Yes Yes Yes Yes important to note portals always work both ways.

EXTRAPLANAR
EXTRAPLANAR
Yes Yes Yes No Yes
SUMMONING

SUMMONING
EXTRAPLANAR TRAVEL Any attempt to summon a creature native to one of the
Planes of Power requires ritual magic. Many GMs may
Extraplanar Travel is simply travel between the different feel it sufficient to simply narrate ritual summoning
planes of existence. Arcana casters can travel to any of the magic (done by NPCs), as it isn’t something most PCs
various planes. While all casters can travel to the Aenlong, would participate in. However, for those looking for an
Divine casters can only then go on to either the Empyrean or “Optional” method, the following is presented. It is also
Ynfernal plane, depending on where their deity resides (and important to note that although the Divine skill does not
if their deity resides in the Aenlong, they are restricted to it). include the Conjuring spell option, these summonings
Primal casters are restricted solely to the Aenlong. Beyond it, can be done by clergy using ritual magic. Of course, the
they lose contact with the source of their power. Runes clergy can only summon beings from their deity’s home
casters are restricted to whichever plane a given rune is Plane of Power.
attuned to. Like Arcana casters, Verse casters can travel to
any of the various planes (such rituals being a chorus of “
casters opening such a portal).

The Aenlong is basically a transitional plane, so any travel


to the Empyrean or Ynfernael first goes through the Aenlong.
Any ritual to open a portal to the Empyrean or the Ynfernael
simultaneously exists in the Aenlong (which of course has its .” - Tatianna
own dangers).
From a mechanics standpoint, the creature’s Wounds
are the base number to use for the amount of power
needed to bring about the summoning. Different factors
carry different weight into this calculation:

• Number of casters: factor of 5


• Number of sacrificed beings: factor of 2
• Ritual takes place on corrupted land: factor of 3
• Number of rounds spent for the ritual: factor of
1 (this must be at least 2 rounds).

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All the factors added together must equal or exceed the on a successful roll may be used by the GM to make a
Wound value of the creature before it manifests. It is entirely progressively less powerful creature appear than
possible a weaker entity appears earlier in the ritual intended. A 󲊲 on the check (even a successful one)
(depending on the die rolls). means the demon indeed appears, but the ritual was not
strong enough to restrain it, so it attacks the
For example: A Spined Thresher has a Wound score of 25. A summoner(s). An unsuccessful check means the
single caster (5), could sacrifice 8 beings (16), and spend 4 summoning simply failed.
rounds doing the ritual (4) to bring the demon into existence
(5+16+4 = 25). For every 2 factors above the number The creature(s) last for the Encounter (or until slain).
needed, add to the Knowledge (Forbidden) check done for If a caster is interrupted during the ritual, the whole
the summoning (up to ). ritual must be started over again. For this reason, this rite
is typically performed in a location where the casters feel
A successful Hard ( ) skill check using the safe and where they will not be disturbed.
appropriate magical skill is required for the summoning
(and restraining) a lesser demon (rival). If there are multiple
casters, this check is made by the most experienced caster. DEMONIC DEALS
Any casters involved must expend 4 strain to attempt the
summoning. In the UNRELENTING UTHUK supplement, the reason for the
Uthuk summoning demons was obvious; using them on
the battlefield. However, other casters may summon a
demon in order to strike a deal. Such deals often require
the GM working closely with a PC caster, but more often,
an NPC is summoning a demon to increase his or her
wealth, power, or to destroy an enemy.

Most demons have lived for eons, and they have


amassed wealth and items of power. Of course, the reason
for such hoarding isn’t the avarice most think it to be.
Instead, this accumulation of wealth is often done to
acquire enticements for the demons’ true aim; the
victim’s soul.

So, what is a soul? Delving into the lore, it appears all


living things have an amount of magical energy within
them. Sentient creatures possess a great amount of this
energy. Upon death, this magical energy is usually
dispersed into the Firma Dracem (or, in the case of the
religious, the energy is directed to their deity’s home
Plane of Power). Of course, if one commits numerous
acts represented by spheres in the Empyrean (such as
Kindness, Love, etc.) or numerous acts represented by
The caster can spend excess 󲊳󲊳 or 󲊵 of the roll to have spheres in the Ynfernael (such as Death, Hate, etc.) their
another entity appear (of the same type or lesser, depending soul energy may instead travel to one of these planes.
on the GM ruling) or spend 󲊴󲊴 to summon a stronger Demons collect souls to increase not only the magical
creature than originally intended (again, up to the GM to energy of the Ynfernael realm, but also to increase their
determine). Other possibilities include using advantage to own personal power within the realm. It is often the
give a demon one or more of the Variation abilities listed only bargaining chip a mere mortal has in exchange for
previously with the Demon entry in this title. Any 󲊱 or 󲊰 the services of a demon.

TABLE 2: EXTRAPLANAR TRAVEL ADDITIONAL EFFECTS


EFFECTS DIFFICULTY MOD
Extended Duration: A typical portal is only open for a round or so, adding this effect
+
means the portal stays open until the end of the encounter.
Larger Portal: A typical portal is large enough for a Silhouette 2 creature to enter.
Adding this effect enlarges the portal to accommodate up to a Silhouette 3 creature or
+
vehicle. To enlarge the portal further, additional difficulty can be added on a one-for-
one basis.
Different Arrival Point: A portal opens to a corresponding location on the desired plane.
However, adding this option can use the properties of the Aenlong to shift the arrival
+
point to a desired locale. This reduces the amount of travel needed in the plane but is a
more difficult modifier to the spell.

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TABLE 3: EXTRAPLANAR SUMMONING ADDITIONAL EFFECTS


EFFECTS DIFFICULTY MOD
Minor Summoning: It is a little easier to summon a minion group of minor entities. -
Lesser Summoning: A rival level entity is the most commonly summoned being. Normal Difficulty
Greater Summoning: Summoning a nemesis level entity is more difficult. +
Additional Summoning: An additional entity is summoned (one step lower than the
+
primary summoned being).
Specific Summoning: Attempting to summon a specific, named entity while knowing the
being’s summoning name. Typically - if using a known chant. If using an improvised Varies
ritual, + If the summoning name isn’t known, the attempt is at +

Cultists making a sacrifice to a Demon Lord

NOTE: Unlike previous bestiaries, this title does not include adversary cards. The reason for this is these powerful beings’
abilities are simply too numerous to fit on any standard card. I may add some abbreviated form of these later for this title.

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OTHER TERRINOTH PRODUCTS

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Thank you for purchasing this product, and I sincerely hope it adds to your Terrinoth experience!

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