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.