Demoniac
Offspring of major demon and human female, strong and heavily-built with demonic features
OSRIC
| Armor Class | 6 |
|---|---|
| Hit Dice | 5 to 8 (1d4+4) |
| Number Encountered | 1 |
| Attacks | 2 |
| Damage | By weapon type+strength bonus |
| Move | 150-ft |
| Alignment | Chaotic evil |
| Intelligence | Low to exceptional |
| XP | 7/1,275 +10/hp |
| Size | Man-sized to Large |
| Frequency | Very rare |
| Lair | See below |
Demoniacs are the result of a mating between a major demon and a human female (cf. demonette). As such, each is slightly different depending upon parentage. Generally, demoniacs are strong and heavily-built. They will usually have several other demonic characteristics as well, such as vestigial horns, barbs, or scaled skin.
Demoniacs have a natural base armour class of 6. Wearing mundane armours cannot improve this. Magical armours or other protections add only their bonus, unless the armour is superior to AC 6, in which case the full benefit is accrued. In addition, demoniacs may have a bonus for high dexterity, as do humans. Demoniacs, as a virtue of their parentage, are invulnerable to silver weapons. They may be injured by normal weapons and magical weapons. Iron weapons do double damage to them.
Demoniac Ability Scores; Strength 1d3+16 Intelligence 1d8+8 Dexterity 1d8+12 Wisdom 3d6
All demoniacs have infravision. They are also able to communicate with demons.
Demoniacs may become clerics, attaining a maximum level equal to their hit dice (usually of an Archdemon or other evil deity). If their intelligence allows, demoniacs may become magic users, although they may attain a maximum of 5th level of ability. They may also choose to become a thief or an assassin, up to a maximum of their hit dice in ability level.
Treasure: As for demonettes, but the GM should re-roll items that are not appropriate to the demoniac’s class(es). If the second roll yields an item that the demoniac still could not use, it should be allowed to stand.