Demonic Talents (d6)

d6 Result

1

Roll on "Table 1"

2

Roll on "Table 2"

3

Roll on "Table 3"

4

Roll on "Table 4"

5

Roll on "Table 5"

6

Roll on "Table 6"


Subcharts

Table 1 (d20)

d20 Result

1

Spines Long spines grow from the demon’s body. The demon can use a triggered action on its turn to snap off a spine and fl ing it at a creature within medium range. The demon makes a Strength attack roll with 1 boon against the target’s Defense. On a success, the target takes 2d6 damage.

2

Spit Flames The demon can use a triggered action on its turn to spit a ball of fiery phlegm at one creature or object within medium range. The demon makes a Strength attack roll with 1 boon against the target’s Agility. On a success, the target takes 2d6 damage and catches fire (Shadow, page 201).

3

Corrosive Vomit The demon can use an action to spew corrosive vomit in an 8-yard-long cone originating from a point it can reach. Everything in the area takes damage equal to the demon’s natural weapon damage. A creature in the area can make an Agility challenge roll and takes half the damage on a success. Once the demon uses Corrosive Vomit, it cannot do so again for 1 minute.

4

Void Chill The demon emits freezing cold from its body, extending a number of yards equal to the demon’s Size (minimum 1 yard). At the end of each round, each living creature in the area must get a success on a Strength challenge roll or take 1d3 damage and become fatigued for 1 round.

5

Gun Arm One of the demon’s arms is an automatic rifle. The demon can use an action to attack with it, spraying bullets in a 20-yard-long cone from a point it can reach. The bullets deal the demon’s natural weapon damage to everything in the area. A creature in the area can make an Agility challenge roll with 2 banes and takes no damage on a success.

6

Screaming Heads The demon has a number of heads equal to 2 + its Size that fl oat around its head. The demon can use an action, or a triggered action on its turn, to send one screaming head from it to a point within medium range. The head flies to that point, screams, and then explodes. Everything within 5 yards of the head takes 2d6 damage, though a creature in the area can make an Agility challenge roll and takes half the damage on a success. When the demon runs out of heads, it loses this talent.

7

Webs The demon can use an action, or a triggered action on its turn, to hurl a web at one creature within medium range. The demon makes an Agility attack roll against the target’s Agility. On a success, the webs cover the target and cause it to become immobilized. A creature, including the target, can remove the webs and the affliction by getting a success on a Strength challenge roll with 1 bane.

8

Animator The demon can use an action to choose one object within short range that is half the demon’s Size or smaller to become a compelled construct of its Size. If the object is being worn or carried by a creature, the demon must get a success on a Will attack roll against the target’s Agility. After the demon uses this talent, roll a d6. On an odd number, the demon loses the talent.

9

Mother of Larvae The demon can use an action to forcefully evacuate from its body a number of Void larvae mobs equal to its Size - 1 (minimum 1 mob). The mobs can take the next available turn.

10

Soul Destroyer When a living creature becomes incapacitated by the demon’s attack, the creature dies and a shadow stands up from its body. The shadow can take the next available turn.

11

Thorns Jagged thorns cover the demon’s body. When it becomes injured, the thorns fl y out from its space, dealing 1d6 damage to everything within short range. A creature can make an Agility challenge roll and takes half the damage on a success.

12

Gut Worm A pale, segmented worm emerges, thrashing, from the middle of the demon’s body. The demon can use a triggered action on its turn to use its gut worm to attack one creature within short range. The demon makes a Strength attack roll with 1 boon against the target’s Agility. On a success, the target takes 1d6 damage and becomes immobilized as the gut worm punches into its body. If the demon dies, moves away from the target, or the target is moved away from the demon, the affliction ends. The target can also remove the affliction by using an action to tear the worm free, taking 1d6 damage in the process. The demon permanently loses this talent when it becomes injured.

13

Rain of Fire The demon can use a triggered action on its turn to call down a rain of fire on a circle with a 3-yard radius centered on a point within long range. Everything in the area that isn’t under some form of cover takes 2d6 damage. An unprotected creature in the area can make an Agility challenge roll and takes half the damage on a success. Once the demon uses this talent, it must wait 1 round before it can use it again.

14

Revulsion Field The demon emits a droning noise from its body that living creatures find repulsive. At the end of each round, any living creature in the area of the demon’s Demonic Shadows must get a success on a Will challenge roll or become impaired for 1 round.

15

Clarion of Doom The demon carries a large bell carved with profane sigils. The demon can use an action to sound the bell, causing it to emit a terrible noise that spreads out in a 20-yard radius from a point it can reach. Each creature in the area that is not a demon must make a Strength challenge roll and a Will challenge roll, both with 1 bane. A creature that gets a failure on the Strength roll takes 2d6 damage and becomes impaired for 1 minute. A creature that gets a failure on the Will roll becomes deafened for 1 minute. After the demon rings the bell, roll a d6. On an odd number, the bell breaks and the demon loses this talent. The bell disappears when the demon dies.

16

Lightning Arcs Lightning crackles and dances around the demon. At the end of each round, lightning arcs from its body toward a randomly determined creature within short range. The creature must get a success on a Agility challenge roll or take 1d6 damage and become impaired for 1 round.

17

Toxic Shadows Foul-smelling mist fills the area of the demon’s Demonic Shadows. At the end of each round, any living creature in the area must get a success on a Strength challenge roll or take 1d6 damage and become poisoned for 1 minute. If a creature was already poisoned, it instead takes 1d6 extra damage.

18

Swarming Blades Two Size 1 clouds of swarming blades occupy open spaces within short range and remain until the demon becomes injured, at which point it permanently loses this talent. Creatures can move through the spaces occupied by the blades, though they treat the areas as difficult terrain. As well, the blades make their areas heavily obscured. When the demon moves, it can move each cloud up to the demon’s Speed in any direction, but no greater a distance from the demon than the demon’s Speed. When a creature enters a space containing the blades or the blades enter a creature’s space, the creature takes 1d6 damage. A creature cannot take this damage more than once per round.

19

Eruption The demon can use a triggered action on its turn to choose a point on a flat surface within medium range and cause a fountain of watery excrement to blast out into a cone from that point. The cone extends a number of yards equal to 1 + the demon’s Size. Any creature in the area must get a success on a Strength challenge roll or become diseased for 1 round. A creature that was already diseased instead gains 1 Insanity.

20

Summoner The demon uses an action to summon another demon from the Void. The demon summoned must be at least two Difficulty steps lower than that of the summoner, and it appears in an open space of the summoner’s choosing. Once the demon uses this talent, it is lost.

Table 2 (d20)

d20 Result

1

Poisonous The demon’s natural weapon drips with venom, and it gains the poisonous trait (Shadow, page 263).

2

Weapon of Chaos The demon wields a weapon of chaos, which is a manifestation of its dark will. The weapon might be a sword, an axe, or even a chainsaw. When the demon attacks with its weapon of chaos, it makes the attack roll with 1 boon and the weapon deals damage equal to the demon’s natural weapon damage. In addition, any creature that takes damage from the weapon gains 1 Corruption. The weapon dissolves into foul-smelling ash when the demon becomes incapacitated.

3

Infested Tiny animals, such as rats, birds, or frogs, infest the demon’s body. When the demon takes damage from a weapon, 1d6 tiny animals spill out of it and enter open spaces within 1 yard of the demon’s space. The animals can take the next available turn. The animals focus their attacks on the creature that damaged their host. Once the demon uses Infested, it must wait 1 minute before it can use it again.

4

Spiked Tail The demon can use an action, or a triggered action on its turn, to attack one creature within its reach + 1 yard. The demon makes a Strength attack roll with 1 boon against the target’s Defense. On a success, the target takes 2d6 damage.

5

Spores The demon’s body sheds a cloud of spores that swirl around in the area of its Demonic Shadows. At the end of each round, any living creature in the cloud must get a success on a Strength challenge roll or take 1d6 damage and become poisoned for 1 round. A creature that was already poisoned takes 3d6 extra damage instead.

6

Rotting Touch When a living creature takes damage from the demon’s natural weapon, it must get a success on a Strength challenge roll or become diseased for 1 minute. At the end of each round when the creature is diseased in this way, it must repeat the challenge roll and takes 1d6 damage on a failure.

7

Unstable Form The demon takes 1d6 extra damage from weapons. When it becomes incapacitated, it explodes from a point in its space out in a 10-yard radius, dealing 6d6 damage to everything in the area. A creature can make an Agility challenge roll and takes half the damage on a success. The explosion destroys the demon and any objects it was carrying.

8

Flaming Flames wreathe the demon. The demon is immune to damage from fire and emits light out to a number of yards equal to twice its Size (minimum 1 yard), which illuminates even the area of the demon’s Demonic Shadows talent. The demon’s natural weapon attacks deal 1d6 extra damage. Also, any creature that touches it or touches it with an object held in hand, such as a weapon, takes 1d6 damage.

9

Feeds on Magic Whenever the demon would take damage from a spell, it instead heals that amount of damage.

10

Shuddering Cysts Great, bloated nodules shiver all over the demon’s body. When the demon takes damage from a weapon, roll a d6. On an even number, a cyst bursts, loosing a torrent of filth at a creature or an object the demon chooses within short range. The filth deals 2d6 damage, but a creature that gets a success on an Agility challenge roll takes no damage.

11

Awesome Strike Whenever the demon gets a success on an attack roll using its natural weapon and the total of the roll was 15 or higher, the target must get a success on a Strength challenge roll or fly 2d6 yards in a straight line away from the demon, landing prone.

12

Regeneration At the end of each round, the demon heals 1d6 damage if it is not incapacitated.

13

Vicious The demon’s natural weapon attacks deal 1d6 extra damage, and the demon makes challenge rolls to resist attacks with 1 bane.

14

Thunderous Footfalls When the demon moves, each creature on the ground within short range of where it stops moving must get a success on an Agility challenge roll or fall prone.

15

Bloodthirsty Whenever the demon deals damage, it makes all challenge rolls with 1 boon for 1 round. The effect is cumulative.

16

Strength from Pain Whenever the demon takes damage, it makes all attack rolls with 1 boon for 1 round. The effect is cumulative.

17

Bloated Increase the demon’s Size by 1, but change none of the demon’s other statistics.

18

Tough Increase the demon’s Health by 40, but reduce its Defense by 6. You cannot use this increase to acquire additional demonic talents.

19

Blight Creatures within the area of the demon’s Demonic Shadows heal half as much as they should, and when a creature becomes injured while within that area, it takes 1d6 extra damage.

20

Explosive Death The demon explodes when it becomes incapacitated, throwing fire and bits of its body in all directions out to a number of yards equal to its Size + 2. The explosion deals damage equal to the demon’s natural weapon damage to everything in the area. A creature can make an Agility challenge roll with 3 banes and takes half the damage on a success.

Table 3 (d20)

d20 Result

1

Dominator The demon can use an action to make a Will attack roll against the Will of one frightened creature it can see within short range. On a success, the creature becomes possessed as if the demon had used the Possession special attack.

2

Foment Hatred The demon can use an action, or a triggered action on its turn, to make a Will attack roll against the Will of one creature within medium range. On a success, the target gains 1 Insanity and becomes consumed by hatred for 1 round. While consumed by hatred, it must take the next turn it can and use an action to either charge or make an attack with a weapon against a creature chosen by the demon.

3

Dread The demon can use an action, or a triggered action on its turn, to send out a wave of terror in an 8-yard-long cone originating from a point it can reach. Each creature in the area must get a success on a Will challenge roll or gain 1 Insanity. If a creature in the area is frightened, it also becomes stunned for 1 minute. Once the demon uses Dread, it cannot do so again for 1 hour

4

Directing Gaze The demon can use a triggered action on its turn to make a Will attack roll against the Will of one creature it can see. On a success, the demon moves the target up to half the target’s Speed.

5

Hideous Croak The demon can use an action to loose a hideous croak. Each creature within 5 yards of the demon must get a success on a Will challenge roll or become frightened for 1 minute. While frightened in this way, a creature must take a fast turn each round and use an action to rush away from the demon by the safest available route. If the creature cannot use actions, it must move its Speed instead. Once the demon uses Hideous Croak, it cannot do so again for 1 hour.

6

Verminous When the demon attacks with its natural weapon, gets a 20 or higher on the attack roll, and beats the target number by 5 or more, it causes a swarm of biting insects to envelop the target. The target takes 1d6 extra damage and becomes impaired for 1 round, after which the insects disperse.

7

Hypnotic Gaze The demon can use an action to make a Will attack roll against the Will of one creature that can see it and is within medium range of it. On a success, the target becomes compelled for as long as the demon concentrates and the creature is within medium range. Each time the demon uses an action to concentrate on this effect and the target is still compelled, it gains 1 Insanity. Once the demon uses Hypnotic Gaze, it cannot do so again for 1 minute after the effect ends.

8

Dominator The demon can cast the enslave spell from the Enchantment tradition and regains the expended casting when it completes a rest.

9

Levitator Inside the area of the demon’s Demonic Shadows, creatures and objects that are not secured in some way rise a few inches above the ground. Affected creatures are impaired and cannot move unless they are moved from the area or can pull themselves around as if they were crawling, or by expelling wind, which lets them move at the same rate as if crawling.

10

Incite Treachery The demon can use a triggered action on its turn to make a Will attack roll against the Will of one creature it can see within short range. On a success, the creature must use a triggered action to attack a target of the demon’s choice that is within the creature’s reach. If the creature cannot use a triggered action, it instead gains 1 Insanity

11

Maddening Whispers Horrid whispers sound in the area of the demon’s Demonic Shadows. At the end of each round, each creature in the area must get a success on a Will challenge roll or gain 1 Insanity

12

Pillars of Skulls At the end of each round, roll a d6. On an even number, a pillar of skulls rises from a 1-yard-square space on the ground of the demon’s choice within medium range until it reaches a number of yards in height equal to the number rolled. The skulls of each pillar then emit a brief scream. Each creature within a number of yards of the pillar equal to its height that can hear the scream must get a success on a Will challenge roll or become frightened for 1 minute. If a creature is in the area of multiple screams, it makes the roll with 1 bane for each pillar beyond the fi rst. If a creature was already frightened in this way, it instead gains 1 Insanity.

13

Flatulence The demon can use an action, or a triggered action on its turn, to expel a foul cloud of gas from its orifices. The cloud spreads out in an 8-yard-long cone originating from a point in the demon’s space. The cloud remains for 1 minute or until dissipated by wind. Each creature in the area when the cloud appears or that enters the area must get a success on a Strength challenge roll or become poisoned for as long as it remains in the cloud and for 1 round after. Once the demon uses Flatulence, it cannot do so again for 1 hour.

14

Horrid Growth Any ground in the area of the demon’s Demonic Shadows becomes covered with writhing hands, throbbing phalluses, wet orifices, or something else. The ground is difficult terrain in the area until the demon is incapacitated.

15

Spell Eater The demon loses the Spell Defense trait. Whenever the demon takes damage from a spell, it makes attack rolls and challenge rolls with 1 boon until the demon is incapacitated. The effect is cumulative.

16

Repulsive Appearance A creature that gains Insanity from seeing the demon becomes dazed for as long as it remains frightened.

17

Spellcaster (Minor) The demon has Power 1. Choose one tradition. The demon knows one rank 0 spell and one rank 1 spell.

18

Spellcaster (Major) The demon has Power 2. Choose one tradition. The demon knows one rank 0 spell, two rank 1 spells, and one rank 2 spell.

19

Spellcaster (Superior) The demon has Power 3. Choose one tradition. The demon knows one rank 0 spell, two rank 1 spells, two rank 2 spells, and one rank 3 spell.

20

Spellcaster (Diverse) The demon has Power 3. Choose two traditions. From each tradition, the demon knows one rank 0 spell, one rank 1 spell, one rank 2 spell, and one rank 3 spell.

Table 4 (d20)

d20 Result

1

Change Shape The demon can use an action, or a triggered action on its turn, to transform into a male or female human with a pleasing appearance. While in this form, the demon loses its horrifying trait and its natural weapon. It remains in this form until it uses a triggered action at any time to return to its normal form.

2

Hidden Twin A second demon hides inside the body of this demon. If the fi rst demon becomes incapacitated, the second demon stands up in the space the fi rst demon occupied and can take the next available turn. The second demon must be of a Size at least two steps smaller than the host. A Size 1 demon could host a Size 1/4 demon, for example. The hidden twin has no demonic talents. Use the statistics box of the demon of the appropriate size from Shadow of the Demon Lord.

3

Illusions The demon has unlimited castings of the figment spell from the Illusion tradition and can cast the spell on its turn using a triggered action.

4

Curse-Speaker The demon utters foul words in Dark Speech and makes an Intellect attack roll against the Will of one creature within short range that can hear it. On a success, the creature becomes cursed (as if by a rank 3 spell) for 1 minute or until the demon is incapacitated. While cursed in this way, the creature is impaired and takes 1d6 extra damage from all sources.

5

Invisible If the demon is visible at the end of the round, it becomes invisible and remains so until it uses an action to attack.

6

Split When the demon becomes injured, it divides into two demons, the second appearing in an open space it can reach. Each demon has half the original demon’s Health, and they divide the original demon’s damage between them. As well, each demon reduces its Size by one step (minimum 1/4; a Size 1/4 demon does not grow smaller). Both demons then lose this talent, but otherwise retain their statistics.

7

*Shrunken *Reduce the demon’s Size by one step, such that a Size 1 demon becomes Size 1/2 (minimum 1/4). The demon otherwise retains its statistics.

8

Unstable When the demon takes damage, it must deal damage before the end of the round or take 2d6 damage as its body begins to discorporate.

9

Bleeder Whenever a living creature takes damage from the demon’s natural weapon attack, the creature must get a success on a Strength challenge roll or suffer a bleeding wound. At the end of each round, a creature takes 1d6 damage for each bleeding wound it has suffered. A creature can use an action to stanch and remove a bleeding wound by getting a success on an Intellect challenge roll.

10

Demonic Darkness The demon’s Demonic Shadows trait creates darkness instead of shadows.

11

Sightless The demon gains the sightless trait (Shadow, page 215).

12

Painful Weapon Whenever a living creature takes damage from the demon’s natural weapon, the creature must get a success on a Will challenge roll or become impaired for 1 round.

13

Void Step Mastery The demon does not roll a d6 after using its Void Step talent.

14

Blurred Appearance The demon appears blurry and indistinct. Creatures make Will challenge rolls to resist its horrifying trait with 1 boon, but creatures that can see it make their attack rolls against it with 1 bane.

15

Invisible to the Insane The demon is invisible to frightened creatures. A creature that is no longer frightened can see the demon normally.

16

Hidden Threat The demon can use a triggered action on its turn to hide or retreat.

17

Blink The demon blinks in and out of existence at the end of each round. If the demon was present in the round that is ending, it ceases to exist until the end of the next round. If the demon was absent during the round that is ending, it reappears in an open space of its choice within 5 yards of the space it previously occupied.

18

Shadow Blooms The demon can use a triggered action on its turn to cause shadows to appear in a cube originating from a point within medium range. The cube measures a number of yards on each side equal to the demon’s Size (minimum 1 yard). The shadows remain until the demon is incapacitated.

19

Ghostly Halve the demon’s Health. The demon takes half damage from weapons, ignores difficult terrain, and can move through the spaces of solid objects, though it cannot end its movement in such spaces. If it does, it is instantly destroyed.

20

Invisible in Light The demon loses its Demonic Shadows trait. Instead, the demon is invisible while in lit areas.

Table 5 (d20)

d20 Result

1

Erratic Roll a d6 at the end of each round. On an odd number, the demon becomes dazed for 1 round. On an even number, the demon can take both a fast turn and a slow turn during the next round and makes attack rolls and challenge rolls during the round with 1 boon.

2

Flier The demon gains the flier trait if it doesn’t have it already.

3

Impossibly Fast If at the end of the round the demon is not immobilized, it can move up to half its Speed. This movement triggers free attacks.

4

Slime Trail Whenever the demon moves, it leaves a slippery trail on the ground in each space it exits. Any creature moving across the slippery surface must get a success on an Agility challenge roll with 1 bane or fall prone and stop moving.

5

Malleable The demon can use an action or a triggered action on its turn to become malleable for 1 round. While malleable, it cannot be grabbed, knocked prone, or be affected by anything that would change its shape. It can squeeze through cracks large enough to permit the flow of water. It can also move through spaces occupied by other creatures regardless of their Size. If the creature is amorphous or has a similar shape, you can replace this talent with the flier trait.

6

Exile The demon can use an action to make a Will attack roll against the Will of one creature it can see within medium range. On a success, the target teleports up to 10d6 yards to an open space of the demon’s choosing.

7

Floater The demon always hovers a few inches above the ground. It never takes damage from landing after a fall and it cannot be knocked prone. In addition, when a creature gets a failure on an attack roll against the demon, the demon can use a triggered action to move up to half its Speed.

8

Hasted The demon can use a triggered action on its turn to perform any other action. Once it uses Hasted, it cannot do so again for 1 round.

9

Transposing Step When the demon uses its Void Step and can reach a creature from where it appears, the demon can teleport that creature to the space the demon left. The creature can resist being teleported in this way by getting a success on a Will challenge roll.

10

Step Away The demon can use Void Step whenever a creature makes an attack roll against it, after determining the result of the roll.

11

Climber The demon increases its Health by 10 and gains the climber trait if it doesn’t have it already

12

Swimmer The demon increases its Health by 10 and gains the swimmer trait if it doesn’t have it already

13

Scatter The demon can use a triggered action on its turn to force each creature it can reach to make a Will challenge roll with 1 bane. On a failure, the demon teleports the creature to an open space of its choice within medium range. The demon permanently loses this talent when it becomes injured.

14

Void Anchor Each demon within short range of this demon makes attack rolls and challenge rolls with 1 boon.

15

Deadening Shadows Creatures that are not demons and are inside the area of the demon’s Demonic Shadows cannot take fast turns.

16

Quickening At the end of each round, roll a d6. On a 6, the demon can take a fast turn and a slow turn during the next round.

17

Slowing Madness A creature that gains Insanity from seeing the demon also becomes slowed for as long as it is frightened.

18

Tunneler The demon can use an action to move up to its Speed through earth, sand, or stone. It leaves a tunnel with a diameter in yards equal to its Size behind it.

19

Leaper The demon can fly a distance up to its Speed, but it must land at the end of its movement or it falls.

20

Beast Forms The demon can cast the greater animal shape spell from the Transformation tradition three times. Once it uses the third casting, this talent is lost.

Table 6 (d20)

d20 Result

1

Deadly Shadows Increase the radius of the demon’s Demonic Shadows trait by 1 yard. At the end of each round, each living creature in an area obscured by the demon’s Demonic Shadows must get a success on a Strength challenge roll or take 1d6 damage.

2

Demon Seed When the demon attacks with its natural weapon, gets a 20 or higher on the attack roll, and beats the target number by 5 or more, it can attempt to implant its seed inside the target’s body. The target must get a success on an Agility challenge roll with 1 bane or become implanted with the demon seed. The seed takes 1d6 rounds to mature. At the end of each round before it matures, the target takes 1d6 damage and must get a success on a Will challenge roll or become dazed from the pain for 1 round. At the end of the round in which the seed matures, the target takes 3d6 damage and a tiny demon tears free from its body, entering an open space nearest to the target of the new demon’s choice. The new demon can take the next available turn.

3

Legion This demon, if it is Size 1 or larger, has a body composed of several smaller demons. (If you get this result for a demon of Size 1/2 or smaller, roll again.) The first time the demon takes damage, it collapses into a pile of small demons. Divide the original demon’s Difficulty by 50 to determine how many demons appear in open spaces of their choice within 1 yard of the original demon’s space. The new demons can take the next available turn.

4

Stench At the end of each round, each living and breathing creature within short range of the demon must get a success on a Strength challenge roll or become impaired for 1 round.

5

Plague-bearer The demon carries loathsome diseases. It gains the infectious trait (Shadow, page 263).

6

Barbed Tendrils The demon can use an action to launch 1d6 barbed tendrils from its body, dividing them as it chooses between any number of target creatures within short range. For each tendril, the demon makes a Strength attack roll against the target’s Agility. On a success, the tendril punches into the target’s body, dealing 1d6 damage. Until it frees itself, the target cannot move away from the demon and is pulled along (remaining at the same distance) if the demon moves. The target can free itself by destroying all the tendrils attached to itself. Each tendril has Defense 5 and Health 5. Once the demon uses Barbed Tendrils, it can’t do so again for 1 hour.

7

Bristles with Spikes Any creature that touches the demon or is within 1 yard of the demon when it deals damage to the demon using a melee weapon must get a success on an Agility challenge roll or take damage equal to twice the demon’s Size (minimum 1).

8

Spawn Undead When a living creature becomes incapacitated by the demon’s weapon attack, it must get a success on a Strength challenge roll or die. At the end of the round, the dead creature becomes a zombie.

9

Grasping Pincers When the demon gets a success on an attack roll using its natural weapon, it can use a triggered action to grab the same target.

10

Alluring The demon has a quality that others find entrancing. The demon imposes 1 bane on attack rolls made against it by creatures that can see it.

11

Tentacles The demon has long tentacles in place of its arms or some other limbs. Increase the reach of attacks it makes with its natural weapon by 2 yards.

12

Petrified The demon is solid stone. It takes half damage from weapons, and its Speed becomes 8.

13

Cavernous Maw When the demon makes an attack with its natural weapon, gets a 20 or higher on the attack roll, and beats the target number by 5 or more, the demon can swallow or envelop the target if the demon does not already have a creature swallowed and the target creature is smaller than the demon. A swallowed creature is blinded, deafened, and defenseless for as long as it remains inside the demon. The target moves with the demon when it moves, and it takes 1d6 damage at the end of each round. If the demon becomes injured or incapacitated, it vomits out the swallowed creature, which lands prone in an open space of the creature’s choice within 1 yard of the demon.

14

Dragging Chains Numerous chains wrap themselves around the demon’s body. The demon can use an action, or a triggered action on its turn, to attack one creature or object within short range with the chain. It makes a Strength attack roll against the target’s Agility. On a success, the target takes 1d6 damage and is dragged 1d6 yards toward the demon.

15

Destroyer of Magic The demon can cast the destroy magic spell from the Arcana tradition three times. Once it uses the third casting, this talent is lost.

16

Shrieking Winds A howling wind races around the demon, imposing 1 bane on attack rolls made against the demon using ranged weapons. As well, creatures within short range of the demon are deafened for as long as they remain there.

17

Grotesque The demon imposes 3 banes on Will challenge rolls made to resist its horrifying trait.

18

Spell Vulnerability Creatures in the area of the demon’s Demonic Shadows that are not demons are vulnerable to spells. Such creatures take double damage from spells and make challenge rolls to resist spells with 1 bane. In addition, creatures using spells to affect these vulnerable creatures make their attack rolls with 1 boon.

19

Vortex At the end of each round, each creature that is not a demon and is within medium range of the demon must make a Strength challenge roll. A creature makes the roll with 1 bane per point of Size the demon is larger than it. On a failure, the creature is moved 1d3 yards toward the demon.

20

Serpent Limb One of the demon’s limbs is a venomous snake. The serpent limb is part of the demon’s body but acts independently from it. The serpent takes a fast turn each round and uses an action to attack one creature it can reach. For this attack, the demon makes a Strength attack roll with 1 boon against the target’s Defense. On a success, the target takes 2d6 damage and must get a success on a Strength challenge roll with 1 bane or gain 1 Corruption and become poisoned for 1 minute. A creature that was already poisoned in this way instead takes 2d6 extra damage.