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Infernals

Monsters: Infernals

Demonic monsters that originated from another plane of existence (the "Realm of Nightmares") and hell-bent on returning all of Mairiga to another Age of Damnation:

BrowserQuests monster depiction (Arachnea)
  • Armor Class: 16
  • Hit Dice: 6
  • Attacks:
    • Bite (1d6 +3) + Moderate Poison
    • Charm Person (no limits)
  • Special Defenses:
    • Immune to Normal Weapons
  • Save As: Fighter/MU
  • Morale: 8
  • Experience Points: 555

Description: Appearing as an elegantly-dressed young woman or a giant black widow spider, arachnea are infernal and highly intelligent, able to cast magic-user spells with ease. Arachnea typically cast Charm Person on their victims, then lure them in for either a kiss (in human form, which drains 1d6 points that also heals the monster) or a poisonous bite. Arachnea are not harmed by normal weapons, can summon giant poisonous spiders at will and can use their ability to teleport when their life is in danger.

BrowserQuests monster depiction (Hellion)
  • Armor Class: 17
  • Hit Dice: 8 + 1
  • Attacks:
    • Monstrous Flames (3d6 +4)
    • Cause Fear
  • Special Defenses:
    • Mindless
    • Resistance to Ammunition
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Fear
    • Fire (magical)
    • Immune to Normal Weapons
  • Save As: Fighter
  • Morale: 12
  • Experience Points: 945

Description: Appearing as fire elementals but something entirely different, hellions are spawned from the Realm of Nightmares (and hence considered an infernal as well) and were the ultimate scourge upon Mairigan during the Age of Damnation ten centuries ago. Hellions are quite fearsome monsters, attacking not only with their flesh-incinerating flames but with a sad, painful, soul-draining wail that causes fear as well.

BrowserQuests monster depiction (Horned Devil)
  • Armor Class: 24
  • Hit Dice: 5 + 5
  • Attacks:
    • Tail (1d4) + Weak Poison
    • Two-tined Fork (2d6)
    • Cause Fear (no limits)
  • Special Defenses:
    • Immune to Normal Weapons
  • Save As: Fighter
  • Morale: 9
  • Experience Points: 450

Description: One of several types of "Infernal" (creatures from the Realm of Nightmares), horned devils are larger than any man with incredibly durable skin, bat-like wings and large horns on its head (hence the name). These monsters typically attack with a two-tined fork that causes 2d6 points of damage along with a poisonous tail, and they can Cause Fear at will. Like all infernals, normal weapons do not harm a horned devil.

BrowserQuests monster depiction (Imp)
  • Armor Class: 16
  • Hit Dice: 2
  • Attacks:
    • Poisonous Stinger (1d2) + Unconscious
    • Charm Person
  • Special Defenses:
    • Regeneration (1 hp/round)
    • Immune to Poison
    • Immune to Cold
    • Immune to Fire
    • Immune to Electricity
    • Immune to Normal Weapons
  • Save As: Cleric
  • Morale: 7
  • Experience Points: 125

Description: Known as an "infernal" that dwells within the Realm of Nightmares, imps are very small, bat-winged humanoid creatures that stand about two feet tall with a poisonous, dagger-like tail. Imps can detect magic, become invisible and charm person, and are immune to poison, cold, fire and electrical attacks. Magical weapons are required to harm an imp, the creatures able to regenerate one lost hit point per round during combat as well.

BrowserQuests monster depiction (Lemure)
  • Armor Class: 12
  • Hit Dice: 3
  • Attacks:
    • Claws (1d4)
    • Claws (1d4)
  • Special Defenses:
    • Regeneration (1 hp/round)
  • Save As: Fighter
  • Morale: 6
  • Experience Points: 145

Description: Known as an "infernal" that dwells within the Realm of Nightmares, lemures are said to be the souls of the damned, converted into wretched forms to serve more powerful infernals. While still humanoid in shape and size, they appear almost black, as if covered in bubbling pitch or tar, and they are utterly devoid of speech or intelligence. Lemures possess the ability to regenerate one hit point per round during combat.

BrowserQuests monster depiction (Quasit)
  • Armor Class: 16
  • Hit Dice: 2
  • Attacks:
    • Claws (1d2) + Poison (reduce Dexterity)
    • Claws (1d2) + Poison (reduce Dexterity)
    • Bite (1d2 +1)
    • Cause Fear
  • Special Defenses:
    • Regeneration (1 hp/round)
    • Immune to Poison
    • Immune to Cold
    • Immune to Fire
    • Immune to Electricity
    • Immune to Normal Weapons
  • Save As: Magic-User
  • Morale: 7
  • Experience Points: 125

Description: A member of the "infernals" and hence derived from the Realm of Nightmares, quasits are very small demonic beings, roughly humanoid in shape and standing about two feet tall. Quasits attack with their poisonous claws and bite, the poison causing an unnatural burning itch that reduces the victim's Dexterity with each hit. In addition to being able to become invisible and cause fear, quasits are immune to poison, cold, fire and electricity and can regenerate one hit point every round in combat.

BrowserQuests monster depiction (Spined Devil)
  • Armor Class: 19
  • Hit Dice: 8
  • Attacks:
    • Bite (1d6) + Unconscious
    • Sword (1d8 +2)
    • Barbed Projectiles (2d6 +6)
  • Special Defenses:
    • Immune to Normal Weapons
    • Immune to Poison
    • Immune to Fire
  • Save As: Fighter
  • Morale: 9
  • Experience Points: 945

Description: A senior member of the "Infernals" (creatures from the Realm of Nightmares), spined devils are fearsome humanoids with large horns and glowing red skin. These monsters typically attack with a bladed weapon as well as with a poisonous bite, and also have the ability to expel sharp projectiles from their bodies to do further damage during combat. Normal weapons do not harm a spine devil, nor does poison or fire.

BrowserQuests monster depiction (Succubus)
  • Armor Class: 20
  • Hit Dice: 7
  • Attacks:
    • Charm Person (no limits)
    • Claws (1d4)
    • Claws (1d4)
  • Special Defenses:
    • Immune to Sleep
    • Immune to Charm Person
    • Immune to Hold Person
    • Immune to Normal Weapons
    • Immune to Electricity
    • Immune to Poison
    • Half Damage vs. Acid
    • Half Damage vs. Cold
    • Half Damage vs. Fire
  • Save As: Fighter/MU
  • Morale: 7
  • Experience Points: 800

Description: Another type of infernal, a succubus is a female demonic entity who, in her natural form, appears as a beautiful winged humanoid temptress. While natural spellcasters, their favorite means of attack is with a simple kiss, which charms its victims into perceiving the creature as not a threat. Succubi are immune to lightning and poison, and only take half-damage from acid, cold or fire-based attacks. Magical weapons are required to hit a succubus in combat.

BrowserQuests monster depiction (Vega)
  • Armor Class: 17
  • Hit Dice: 9 + 8
  • Attacks:
    • Whip (2d6) + Fiery Body Heat
    • Cause Fear (no limits)
  • Special Defenses:
    • Immune to Normal Weapons
    • Immune to 1st/2nd Level Spells
    • Half Damage vs. Fire
    • Half Damage vs. Electricity
    • Half Damage vs. Cold
  • Save As: Fighter/MU
  • Morale: 10
  • Experience Points: 1225

Description: Extremely powerful "Infernals" (creatures from the Realm of Nightmares) that resemble winged humanoid figures made of fire and darkness, vegas are also among the most dishonorable and cruel of all creatures. Accomplished magic-users, vegas prefer to attack with strong, terrible whips, which they use to pull their victims close enough to let the heat radiating from their bodies burn them for another 3d6 points of damage. They are only affected by magical weapons and third level spells or greater, and take only half damage from fire, lightning and cold.

BrowserQuests monster depiction (Vrock)
  • Armor Class: 17
  • Hit Dice: 8
  • Attacks:
    • Bite (1d6)
    • Claws (1d4 +2)
    • Claws (1d4 +2)
    • Talons (1d8)
    • Talons (1d8)
    • Darkness
  • Special Defenses:
    • Immune to Normal Weapons
  • Save As: Fighter
  • Morale: 11
  • Experience Points: 945

Description: The general warriors of the "Infernals" (creatures from the Realm of Nightmares), vrocks come in many horrible forms but typically resemble a wretched blend of a human, a vulture and a bat. These monsters typically attack with two claws, two talons and a bite, and can Cause Darkness during combat. Like all infernals, they are immune to normal weapons.