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Demon Overlord

Rating
7
Type
Demon
Size
Huge

A Demon Overlord is a sovereign abyssal power. In the present era, such beings are rarely encountered as wandering monsters. They are territorial authorities, ancient pact-holders, military patrons, or catastrophic breaches in the negotiated boundary between ELDRA and the abyssal plane. Some are enemies of abyssal vampire society. Some are its reluctant partners. All of them understand that an agreement can be sharper than a blade.

Fight +7 Reflex +5 Perception +6 Influence +7 Magic +7
Might +7 Fortitude +7 Stride +5 Resolve +4
Physical Defense 8 Elemental Defense 7 AP 3 Move 12m / Fly 16m
Physical Stress 45 Mental Stress 21 Consequences Mild x2, Moderate x2, Severe x2

Immunity: Fire, Poison. Vulnerability: Radiant (double damage). Immune to spells of level 1–3.

Legendary Resistance 3x per scene. Legendary Actions 3x per round:

  • Abyssal Bolt (Magic +7, range 30m) — 2d6 fire + necrotic damage (bypasses Physical Defense).

  • Infernal Command — All demons within 20m gain +2 to their next attack roll.

  • Void Step — Teleports up to 20m to any visible location.

Attacks

  • Hellfire Greatsword (Fight +7, 1 AP) — 3d10 + 10 slashing + 2d6 fire damage (fire bypasses Physical Defense).

  • Soul Rend (Magic +7, 2 AP, range 30m) — Target makes Resolve defend roll vs Magic +7. On failure: 3d8 necrotic damage (bypasses all Defenses) and target’s Magic skill reduced by 1 for the scene.

  • Infernal Eruption (3 AP, 15m radius) — Reflex defend roll vs Magic +7. On failure: 4d6 fire + necrotic damage (bypasses all Defenses). On success: half. Recharges on 5–6 at start of turn.

  • Dominion Command (2 AP, once per scene, 30m radius) — All humanoids in range make Resolve defend roll vs Influence +7. On failure: Charmed for 3 rounds, must attack the Overlord’s enemies.

Special Abilities

  • Abyssal Lord — All demons within 50m gain +2 to all rolls.

  • Corrupting Presence (passive, 8m) — Living creatures starting their turn in range make Fortitude vs 6 or suffer -1 to all Defenses for the scene (max -3).

  • Hellish Return — If destroyed outside the Abyss, reforms within one week unless killed with Radiant damage or its true name is spoken aloud at the moment of destruction.

  • Lair Actions (at initiative count 20, choose one): infernal chains Restrain two creatures (Reflex defend roll vs 5); all magical effects of level 4 or lower within 20m Dispelled; the Overlord recovers 3 Physical Stress points.