Demons

Demons, devils, daemons, and other infernal beings share some similar traits. Most demons are unique, although some lesser types (imps, hellhounds) exist in greater numbers.

  • Evil virtue.
  • Immune to fire and poison.
  • Requires holy and silver weapons to damage.
  • Natural damage has the unholy type in addition to any other types it might have.
  • Sense good virtue with 5' per point of INT.
  • Truesight.
  • Speak in tongues. Demons with the ability to speak (LOG 3+) can speak in any language.
  • Immortality. Destroying a demon banishes it from a realm for 99 years. When banished in this manner, it evaporates in a burst of fire, leaving a burn mark in the shape of an unholy symbol.
  • Gains the Possession exploit (below).
    • Possession. Requires all of the demon's actions to make a MAG mental attack within 5' per point of WIL. This results in Lesser Possession unless otherwise noted. An exorcism can be performed with a CHA (religion) mental attack against the inhabiting demon, using all of the exorcist's actions.
  • Inevitable misfortune. Demons have the ability to cause accidents which do its natural damage with a LOG attack within line of sight. The accident can take any form appropriate to the surrondings, and does a damage type appropriate to the accident.
  • Ranks in the religion skill equal to its LOG score (note that religion is a MENTAL DEFENSE skll).
  • Diabolical compact. A demon can trade souls as long as it has a LOG score of 6 or more. If a willing person agrees, without duress, orally or in writing, to sell their soul to the demon, the contract is made. The victim gains the Evil virtue.
  • Gains the Corruption exploit (below) as long as it has a LOG score of 6 or more.*
    • Corruption. Make a CHA mental attack against one target. If successful, the target gains one Dark point.*
  • If a demon with an MDP of 6 or higher inhabits a location for a year, it becomes a Cursed environment with a diameter of 50' times the demon's maximum dice pool. If the demon has a MDP of 14 or more, it becomes an extreme Cursed environment within that area, and a Cursed environment out to twice the distance.* The demon can use its Inevitable Misfortune exploit anywhere within that area.
*See optional Light & Dark rules from OLD (Appendix A).

ASHIMA-SHIMTU, LADY OF THE FORKED TONGUE
Medium sentient evil demon (15d6)

Lady of the Forked Tongue.  

STR 15 (5d6) AGI 36 (8d6) END 15 (5d6)
INT 45 (9d6) LOG 45 (9d6) WIL 36 (8d6) 
CHA 45 (9d6) LUC 10 (4d6) REP 36 (8d6)
MAG 78 (12d6)

MELEE DEFENCE 30
RANGED DEFENCE 45
MENTAL DEFENCE 60
VITAL DEFENCE 30

HEALTH 45 (regenerate 2d6)
SOAK 8 (requires silver or holy); VULN none
IMMUNE fire, poison

INITIATIVE 15d6
PERCEPTION 15d6; truesight; bloodsense
SPEED 15; CLIMB 8; JUMP 72'/15'
CARRY 300lb (max lift 750lb)

REACH 5-ft
ACTIONS 3

Claws 8d6 (4d6+5 piercing/unholy damage)
Spiked chain 12d6 (6d6 percing/unholy damage; range 23)

Skills thievery 8 (3d6), bluffing 10 (4d6), stealth 10 (4d6), linguistics 10 (4d6), perception 10 (4d6), meditation 12 (4d6), dodging 10 (4d6), combat 6 (3d6), illusion 10 (4d6), charm 10 (4d6), creation 6 (3d6), hardy 10 (4d6), religion 12 (4d6), tactics/reactions 21 (6d6)
Gear legendary spiked chain                                                               

Prophecy. Ashima-Shimtu can cause seeming accidents which do her natural damage of 4d6+5.  This is a 4d6 ranged attack with a range of line-of-sight.

Bloodsense. Ashima-Shimtu can sense the presence of living creatures within 60' (as lifesense).

Telepathy. Ashima-Shimtu can communicate directly with any creature she can see using telepathy.

Lady of deception. Ashima-Shimtu always detects lies.

Terrible rejuvenation. Whenever a creature is affected by Ashima-Shimtu's fear aura, she regains 3d6 HEALTH.

Fear aura. A 30' aura of fear surrounds Ashima-Shimtu.  Whenever a creature enters or starts its turn in the aura, it is automatically subject to a 5d6 mental attack which, if successful, renders the target Afraid.

Always prepared. Ashima-Shimtu has a brilliant tactical mind, and is always prepared. She may declare a single action which she took prior to the encounter (even if she didn't know the encounter was going to take place) which helps her in this exact scenario. This must be an action she was capable of.

Sidestep. Once per turn, as a reaction, when charged by an attacker, Ashima-Shimtu casually steps aside, causing it to rush past her. If the attacker's attack misses, it continues onwards in a straight line to the extent of its movement, unless something blocks his way. If it collides with a solid object, it takes 1d6 blunt damage.

Prestidigitation. Ashima-Shimtu can perform any cantrip-level magical effect at-will as a single action.

Shield of lies. Ashima-Shimtu can appear to be in a location slightly different to her actual location.  This requires concentration (1 action per round) but grants her +4 to her MELEE and RANGED DEFENSEs.

Shapechange Ashima-Shimtu can change shape to any small, medium, or large humanoid by uing all her actions. Reverting to her normal form is a free action.

Create illusion. Ashima-Shimtu can create convincing illusions which include all the senses.  The illusions must be size Large or smaller. The illusion is created with two actions, and can thereafter be maintained and controlled with one action per round.

Animate chains.  This spell causes spiked chains to appear and attack Ashima-Shimtu's victim, attacking with MAG ranged attack at a range of up to 50', and doing 3d6 piercing/unholy damage.  A successful hit renders the victim Restrained as the chains wrap around the target. The chains can only attack one victim at a time.

Confusion.  Ashima-Shimtu can whisper magical words of confusion and lies, making a MAG mental attack against a creature within 30'. If successful, the target becomes Confused.

Corruption. Making a CHA mental attack against one target, the target gains one Dark point.

Demonic traits. Ashima-Shimtu has all the regular demon traits, including sense good, immortality, possession, soul transactions, immunities, and causing accidents.


CERBURUS, GUARDIAN OF THE UNDERWORLD
Enormous evil semi-sentient demonic beast (10d6)    

Guardian of the underworld.

STR 21 (6d6) AGI 6 (3d6) END 21 (6d6)
INT 15 (5d6) LOG 1 (1d6) WIL 15 (5d6) 
CHA 6 (3d6) LUC 3 (2d6) REP 15 (5d6)
MAG 6 (3d6)

MELEE DEFENCE 36
RANGED DEFENCE 12
MENTAL DEFENCE 20
VITAL DEFENCE 44

HEALTH 50 each head
SOAK 20 (requires silver or holy, immune to fire), 40 vs ranged; VULN none
IMMUNE fire, poison

INITIATIVE 5d6
PERCEPTION 10d6; truesight
SPEED 5; CLIMB 3; JUMP 12'/12'
CARRY 420lb (max lift 1050lb)

REACH 10-ft
ACTIONS 5

Bite 10d6 (5d6+6 piercing/unholy damage)
Snake tail 8d6 (4d6 damage; piercing/poison damage; rear only; reach 15')
Poison bile 5d6 (3d6+5 poison damage; 20' cone; nausea)

Skills hardy 105 (14d6), combat 10 (4d6), perception 15 (5d6), reactions 3 (2d6)
Gear -
                                                                        
Three heads. Cerberus has three heads, giving him an additional two actions beyond normal. This also gives him all-round sight; he is not affected by crossfire or flanking.

Three lives. Every time Cerberus is reduced to 0 HEALTH, one of his three heads is disabled and his HEALTH is restored to maximum again. Only when the third head has been disabled is Cerberus defeated. He loses one action per round each time a head is disabled, and loses his all-around sight when reduced to one head.

Guardian of the underworld. Cerberus cannot be ambushed.

Monumental. Cerburus has double SOAK against ranged weapons (included above).

Acid blood. Cerberus has acidic blood. In addition to making him immune to acid, melee attackers which cause more than 10 slashing or piercing damage in a single blow take 1d6 acid damage from the blood splash.    

Pounce. With a single leap, Cerberus leaps upon his victim, bearing it to the ground and inflicting his regular bite damage. The target must be within Cerberus' horizontal jump distance (12').

Quake. Quake. Cerberus slams a mighty paw on the ground, shaking the area within 30'. He makes a 5d6 melee attack against everybody within the area, knocking targets prone and doing 1d6 blunt damage to them.

Demonic traits. Cerberus has all the regular demon traits, including sense good, immortality, possession, soul transactions, immunities, and causing accidents.


Chain_Devil_-_Yihyoung_Li_-_Edited.jpg

ANGELICUS, WIELDER OF CHAINS
Medium sentient evil demon (8d6)

Wielder of chains.

STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) 
CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)
MAG 15 (5d6)

MELEE DEFENCE 24
RANGED DEFENCE 24
MENTAL DEFENCE 32
VITAL DEFENCE 24

HEALTH 48
SOAK 8 (requires silver or holy, immune to fire); VULN none
IMMUNE fire, pain, poison

INITIATIVE 6d6
PERCEPTION 6d6; truesight
SPEED 8; CLIMB 4; JUMP 20'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Spiked chain 6d6 (3d6+4 slashing/unholy damage; great reach, trap)

Skills hardy 10 (4d6), combat 6 (3d6), perception 3 (2d6), tactics/reactions 3 (2d6), magical skill 6 (3d6), stealth 6 (3d6, insight 10 (4d6)   
Gear spiked chains, chainmail

Spiked chain. Angelicus has two spiked chains in pace of forearms with a reach of 20' (4 squares); on a successful hit it renders the target Restrained until it shakes off the status or the demon releases it. Angelicus has two chains and can immobilize two foes at once. It does not suffer dual-wielding penalties for using two chains. An immoblized foe automatically suffers 3d6+4 slashing/unholy damage at the start of each of its turns until it escapes the chains completely.

Pain immunity. Angelicus completely immune to pain in all its forms.

Demonic traits. Angelicus has all the regular demon traits, including sense good, immortality, possession, soul transactions, immunities, and causing accidents.


cubi_-_Yihyoung_Li.jpg

CUBIXION, BRINGER OF TEMPTATION
Medium sentient evil demon (10d6)

Bringer of temptation.       

STR 6 (3d6) AGI 15 (5d6) END 6 (3d6)
INT 21 (6d6) LOG 21 (6d6) WIL 15 (5d6) 
CHA 21 (6d6) LUC 6 (3d6) REP 15 (5d6)
MAG 36 (8d6)

MELEE DEFENCE 20
RANGED DEFENCE 30
MENTAL DEFENCE 40
VITAL DEFENCE 20

HEALTH 30
SOAK 5 (requires silver or holy, immune to fire); VULN none
IMMUNE fire, poison

INITIATIVE 10d6
PERCEPTION 10d6; truesight
SPEED 10; CLIMB 5; JUMP 30'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Cursed dagger 5d6 (3d6+3 piercing/unholy/poison damage)

Claws 7d6 (1d6+3 slashing/unholy/poison damage) 
Inevitable misfortune 3d6 (1d6+3 damage)

Skills combat 3 (2d6), perception 10 (4d6), tactics 10 (4d6), seduction 10 (4d6), bluffing 10 (4d6), linguistics 10 (4d6), enchantment 3 (2d6), insight 10 (4d6)
Gear -   

Corrupting kiss. If a cubi kisses a willing humanoid, the target gains one Dark Point. The cubi also recovers 3d6 HEALTH.

Change shape. A cubi can make an 10d6 mental attack against a person within 30'. If successful, it is able to use illusion magic to change its appearance to appear in a form most desireable to that target.

Bewitching summons. The cubi makes 10d6 mental attack against a person within 30'. If successful, the target is Charmed. The cubi can only do this once per round.

Word of sleep. The cubi makes a 10d6 mental attack against a person within 30'. The target becomes Sleeping. The cubi can only do this once per round.


militus_devil_-_Yihyoung_Li.jpg

BELLICUS THE INFERNAL SOLDIER
Medium sentient evil demon (7d6)

Rank and file infernal soldier.

STR 10 (4d6) AGI 15 (5d6) END 10 (4d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) 
CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)
MAG 6 (3d6)

MELEE DEFENCE 28
RANGED DEFENCE 21
MENTAL DEFENCE 14
VITAL DEFENCE 21

HEALTH 42
SOAK 7 (requires silver or holy, immune to fire); VULN none
IMMUNE fire, poison

INITIATIVE 7d6
PERCEPTION 6d6; truesight
SPEED 7; CLIMB 4; JUMP 30'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Glaive 7d6 (4d6+4 slashing/unholy damage; pain)

Skills stealth 6 (3d6), hearing 4 (2d6),  climbing 6 (3d6), tactics 10 (4d6), polearms 6 (3d6), hardy 10 (4d6), religion 4 (2d6), perception 3 (2d6)
Gear glaive, chainmail

Infernal glaive. A hit from Bellicus' infernal glaive causes the target to gain the Pain condition. This only applies when the demon itself is using the glaive - in anybody else's hands it is a regular glaive.

Demonic traits. Bellicus' has all the regular demon traits, including sense good, immortality, possession, soul transactions, immunities, and causing accidents.


GORMAGISTER, MASTER OF FIRE AND SHADOW
Gigantic evil super-sentient demon (14d6) 

Master of fire and shadow.  

STR 45 (9d6) AGI 15 (5d6) END 55 (10d6)
INT 21 (6d6) LOG 21 (6d6) WIL 28 (7d6) 
CHA 15 (5d6) LUC 3 (2d6) REP 28 (7d6)
MAG 15 (5d6)

MELEE DEFENCE 48
RANGED DEFENCE 12
MENTAL DEFENCE 28
VITAL DEFENCE 62

HEALTH 280
SOAK 28 (requires silver or holy, immune to fire); VULN none
IMMUNE fire, poison

INITIATIVE 7d6
PERCEPTION 7d6; truesight
SPEED 7; CLIMB 4; JUMP 30'/30'
CARRY 1000lb (max lift 2250lb)

REACH 15-ft
ACTIONS 4

Tail smash 11d6 (6d6 blunt/unholy/fire damage)    
Fiery longsword 14d6 (3d6+7 slashing/fire/unholy damage)
Flamewhip 11d6 (6d6 fire/unholy damage; range 14; grab) 

Skills intimidation 12 (4d6), religion 20 (5d6), history 12 (4d6), insight 8 (3d6), concentration 15 (5d6), hardy 10 (4d6), tactics 3 (2d6), combat 15 (5d6), perception 3 (2d6)
Gear mastercraft giant longsword, mastercraft flamewhip                                               

Fiery aura. Gormagister is surrounded by a 20' (4 squares) aura of fire. Any creature which enters or starts its turn in that aura takes 3d6 fire/evil damage.

Aura of Terror. Anybody who can begins their turn able to see Gormagister is affected by its aura of terror. A 7d6 mental attack renders the target afraid.

Combust. Gormagister makes an 11d6 ranged attack at a target within 21 squares; on a success, the target bursts into flame for 5d6+7 fire/evil damage and is Burning.

Whip grab. Gormagister can grab their opponents with a ranged attack using its flamewhip.  A creature struck by the grab attack is Restrained and remains so until escape. An escape requires melee attack and is an action which places the victim free from the grab in an adjacent square. The target takes 6d6 fire/unholy damage at the start of its turns until it escapes.

Corruption. Gormagister makes a 5d6 mental attack against one target. If successful, the target gains one Dark point.

Demonic traits. Gormagister has all the regular demon traits, including sense good, immortality, possession, soul transactions, immunities, and causing accidents.


imp_-_Yihyoung_Li.jpg

IMP
Small evil sentient demon (5d6)    

Mischievous servants of evil.

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) 
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MAG 10 (4d6)

MELEE DEFENCE 12
RANGED DEFENCE 17
MENTAL DEFENCE 20
VITAL DEFENCE 10

HEALTH 15
SOAK 3 (requires silver or holy, immune to fire); VULN none
IMMUNE fire, poison

INITIATIVE 5d6
PERCEPTION 5d6; truesight
SPEED 5; FLY+ 10; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Claw 3d6 (2d6+2 piercing/unholy damage)
Fire spittle 4d6 (2d6 fire damage; range 8)                               

Skills bluffing 3 (2d6), stealth 3 (2d6),  thievery 3 (2d6),  perception 3 (2d6), religion 6 (3d6), bluffing 4 (2d6), perception 3 (2d6) 
Gear -    

Demonic traits. Imps have all the regular demon traits, including sense good, immortality, possession, soul transactions, immunities, and causing accidents.

Invisibility. Once per day an imp can turn itself invisible for up to five minutes.


POSSESSED

Possessed is a template which can be attached to another creature, usually an NPC stat block. Adjust the stat block in the following ways:

  • Increase STR to 12 (4d6) if it is lower than 12.
  • Gain the demonic traits Sense Good, Immunities, and the Evil virtue.
  • Gain Vulnerability 1d6 (holy, silver).
  • Gain an immunity to pain.
  • Gain one of the following traits:
    • Speaking in tongues
    • Eyes gouged out (this does not affect perception) or other forms of self mutilation
    • Markings/symbols covering the body and face
    • Blasphemous rage and profanity

There are two levels of possession - lesser and greater possession.

  • Lesser possession imbues the creature with the above qualities, but the creature retains its own ability to act. It has complete loyalty to the demon which has possessed it. The creature speaks with its own voice.
  • Greater possession imbues the creature with the above qualities, but the creature is completely controlled by the demon which has possessed it. The creature speaks with the demon's voice and gains the demon's INT, LOG, and WIL attributes.

An exorcism can be performed with a CHA (religion) mental attack against the inhabiting demon, using all of the exorcist's actions.

Possessed_Marine_-_Huy_Mai_Van.png

EXAMPLE: POSSESSED MARINE    
Medium evil sentient humanoid (6d6)

Demonic marines, their eyes gouged out, serving an evil master.

STR 12 (4d6)  AGI 8 (3d6)  END 8 (3d6)    
INT 8 (3d6)  LOG 8 (3d6)  WIL 8 (3d6) CHA 6 (3d6)  LUC 6 (3d6)  REP 10 (4d6)

HEALTH 32    
MELEE DEFENSE 24; RANGED DEFENSE 18; MENTAL DEFENSE 11
SOAK 10 (navy battlesuit); VULN 1d6 (holy, silver); IMMUNE fire, poison  
STATUS IMMUNITIES fear, fire, poison                                                      

INITIATIVE 5d6
PERCEPTION 3d6; sense good 40'   
SPEED 6; CLIMB 3; JUMP 16'/8'    
CARRY 190lb (max lift 550lb)                                                

ACTIONS 2
NATURAL DAMAGE 2d6+3
REACH 5'

Longsword 6d6 (2d6+4 slashing damage)    
Laser rifle 6d6 (2d6+3 heat damage; range 20)

Skills rifles 3 (d6), pistols 3 (2d6), brawling 3 (2d6), heavy armor 3 (2d6), medicine 1 (1d6),  computers 1 (1d6),  hardy 3 (2d6), swimming  (0d6), carrying 3 (2d6), tactics 3 (2d6), dodging 3 (2d6), swords 3 (2d6)
Gear laser rifle, laser pistol, navy battle suit, hand scanner, medkit

Lesser possession. The marine is possesed by a demonic entity.  It retains its own ability to act. It has complete loyalty to the demon which has possessed it. The marine speaks with its own voice. The marine is completely immune to pain.

Hunker downCover grants marines one extra die of cover when in cover.

Protector. Marines can take an attack meant for an adjacent ally. If the attack hits the ally, the marine takes the damage instead. If the marine has a shield, the ally also benefits from the shield's defense bonus.

Get on with it (2). Once per day, marines can pause for two actions and recover 2d6 HEALTH.

Double tap (m). Once per turn, a marine can fire two quick shots at a target at the cost of just one action, paying 2d6.

Demonic traits. A possessed marine has the demon traits Sense Good, Immunities, and the Evil virtue.


RASKILLON, KEEPER OF THE PLAGUE
Medium evil super-sentient demon (10d6)  

Keeper of the plague.

STR 6 (3d6) AGI 15 (5d6) END 6 (3d6)
INT 21 (6d6) LOG 21 (6d6) WIL 15 (5d6) 
CHA 21 (6d6) LUC 6 (3d6) REP 15 (5d6)
MAG 36 (8d6)

MELEE DEFENCE 20
RANGED DEFENCE 30
MENTAL DEFENCE 40
VITAL DEFENCE 20

HEALTH 30
SOAK 5 (requires silver or holy, immune to fire); VULN none
IMMUNE fire, poison

INITIATIVE 10d6
PERCEPTION 10d6; truesight
SPEED 10; CLIMB 5; JUMP 30'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Claw 5d6 (3d6+3 slashing/unholy/poison damage; nausea)

Skills bluffing 15 (5d6), religion 15 (5d6), charm*10 (4d6), compulsion 10 (4d6), illusion*10 (4d6), creation 10 (4d6),  summoning 10 (4d6), intuition 10 (4d6), concentration 10 (4d6), dodging 6 (3d6), combat 6 (3d6), tactics 10 (4d6), hardy 10 (4d6), perception 10 (4d6)
Gear -    

Always prepared. Raskillon has a brilliant tactical mind, and is always prepared. They may declare a single action which he took prior to the encounter (even if he didn't know the encounter was going to take place) which helps him in this exact scenario. This must be an action he was capable of.

Masters of vermin. Raskillon can control all vermin (rats and the like) and insects within 100'. By spending all its actions, Raskillon can summon an insect swarm or a vermin swarm which appears within 30' of the demon.

Domineer. One target within 30' becomes Charmed with a MAG (8d6) mental attack; Raskillon can also sense whatever the creature senses, even if it goes beyond range. The creature is unaware that it has been controlled, and cannot shake off the effect. The effect ends at the end of its 1-day duration.

Nauseaus claws. Any hit from Raskillon's claw makes the target Sick. A critical hit also infects the victim with flesh rot.

Taunt. Raskillon taunts its target, enraging it, and makes a CHA (6d6) mental attack. If successful, the target focuses all its attacks on Raskillon until the start of Raskillon's next turn.

Corruption. Make a CHA mental attack against one target. If successful, the target gains one Dark point.

Demonic traits. Raskillon has all the regular demon traits, including sense good, immortality, possession, soul transactions, immunities, and causing accidents.


HELLHOUND   
Medium semi-sentient evil demonic beast (8d6)

Demonic hellhounds which serve evil powers.

STR 10 (4d6) AGI 15 (5d6) END 10 (4d6)
INT 10 (4d6) LOG 1 (1d6) WIL 10 (4d6) 
CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 32
RANGED DEFENCE 24
MENTAL DEFENCE 16
VITAL DEFENCE 24

HEALTH 48 (regenerate 1d6)
SOAK 8 (requires silver or holy, immune to fire); VULN none
IMMUNE fire, poison

INITIATIVE 8d6
PERCEPTION 6d6; truesight
SPEED 8; CLIMB 4; JUMP 30'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2                   

Bite 8d6 (4d6+4 piercing/unholy damage)       
Fire breath 4d6 (2d6 fire/unholy damage; cone 3)    

Skills jumping 6 (3d6),  running 6 (3d6),  reactions 10 (4d6), tracking 6  (3d6), combat 10 (4d6), hardy 10 (4d6), perception 3 (2d6),  stealth 8 (3d6)
Gear -    

Superior darksight.  Terror dogs can see in the dark as though it were daylight.

Regeneration. Terror dogs regenerate 1d6 HEALTH at the start of each of their turns as long as they have more than 0 HEALTH.

Pounce. With a single leap, the terror dog leaps upon its victim, bearing it to the ground and inflicting its regular natural damage (4d6+4 piercing/unholy). The target must be within the dog's horizontal jump distance of 30'.

Fire breath. Terror dogs can breathe fire in a 15' cone, attacking all in the area and doing 2d6 heat/fire damage to those it successfully hits.

Demonic traits. A terror dog has all the regular demon traits, including sense good, immortality, possession, soul transactions, immunities, and causing accidents.