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.