Daemons
Physique: Daemons are incredibly varied in appearance, though most are some degree of humanoid. Their actual appearance tends to be semi-common between the religions they are a part of.
All daemons are subject to the following:
- Daemons cannot be harmed except by magical weapon attacks, or attacks caused by ethereal, daemonic, or elemental creatures.
- All attacks made by daemons are considered magical.
- Saving throws may not be made against the attacks of a daemon.
- Daemons are subject to instability.
- Daemons are only subject to the psychological effects caused by other daemons of greater status.
Familiars
Familiars are additionally subject to the following:
- Familiars are only subject to the psychology caused by daemons of any kind.
- Daemonic familiars never leave their summoner, and fight in hand-to-hand combat alongside them. They cannot be struck or harmed, and will dissipate if their summoner is defeated. A summoner may only have one familiar.
- Familiars grant their summoner an additional 5 Magic Points.
- Familiars are generated with D4-1 Attributes if Chaos, D3-1 if Evil, D3-2 if Neutral, or none if Good.
Note that daemonic familiars are not the same as Chaos Daemon Familiars.
Name | Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower |
Familiar | - | 6 | 0 | 3 | 3 | 1 | 6 | 1 | 6 | 6 | 8 | 8 |
Chaos Daemons
There are several different classifications of daemons, though all possess the following traits. These will be repeated in individual entries, as are the benefits for the classes of daemon within the more specific entries.
Generic Daemon Traits
The following traits are found in all Chaos daemons.
- All daemons excluding Beasts can use some form of magic. The way this works is described in the daemon's stat block. Daemonic magic does not require Magic Points, and automatically succeeds in casting the intended spell.
- When a daemon is slain, it is banished to the Void for one thousand years and a day. It will attempt to use its connections to wreak vengeance upon its slayer.
- Immune to standard weaponry. Can be damaged by magic weapons, spells, attacks from other daemons and chaos and elementals creatures, and the chill attacks of vampires and ethereal creatures.
- All daemonic attacks are magical, allowing them to harm things normally immune to standard weaponry, and preventing any saving throw being made against them.
- Daemons are subject to instability, as detailed in the core Bestiary.
- Daemons are only affected by psychology caused by other daemons of higher rank, or the gods themselves.
- Daemons are magically vulnerable, but may have access to a unique form of save depending on the type and battlefield.
- If a daemon can fly, it has a minimum speed of 0, a maximum of 32, and an acceleration of 8.
- Daemonic characters and units may have up to their god's number in mutations, though must stick with any mutations that have already been rolled. After rolling a mutation, they may choose to roll another, until they have reached the limit of mutations. Mutations may be kept or re-generated on each fresh appearance of the daemon.
Greater Daemons
All Greater Daemons possess the following traits.
The ability to call in daemonic pacts, of which the daemon has a 90% chance of possessing 1d3 alliws. There is a 50% chance that the ally is sworn to the same god as the daemon, or to any other god that is not directly opposed to the daemon's god. Any available pacts are called in when a Greater Daemon is reduced to their final Wound. When a pact is called in, roll 1d6.
- 1-2: No immediate aid.
- 3-4: Sends 50% of the owner's Servitors.
- 5: Sends all servitors.
- 6: Appears in person, with a 50% chance of bringing all servitors.
No daemon will endanger themselves on behalf of a pact-ally or commit acts considered beneath its dignity.
Servitor Lesser Daemons and Steeds will always follow the call of their masters, but a Beast will only answer the call 75% of the time.
Each greater daemon has a number of Lesser Daemon servitors up to their god's sacred number, with a 50% chance of being mounted.
Each greater daemon has a number of Daemonic Beast servitors up to their god's sacred number.
Servitors may be summoned by a greater daemon using the appropriate Summon spell, as an inherent ability that is free of all other requirements (spell randomisation due to daemonic magic, Pentegrams, Daemonic Control, etc).
Greater daemons cause Fear 12" +2 in all living creatures, upgraded to Fear 12" +3 if the creature suffering Fear is below 10' tall.
Greater daemons are mounted on 40x40mm bases.
Lesser Daemons
Lesser daemons cause Fear in all living creatures, upgraded to Fear 6" +1 if the creature suffering Fear is below 10' tall.
Lesser daemons are mounted on 25x25mm bases.
Daemonic Beasts
Daemonic Beasts cause Fear in all living creatures, upgraded to Fear 6" +1 if the creature suffering Fear is below 10' tall.
Daemonic beasts are mounted on 25x50mm bases.
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