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.