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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:

InfiniQuests monster depiction (Hellion)
  • Armor Class: 17
  • Hit Dice: 8 + 1
  • Attacks:
    • Monstrous Flames (3d6 +4)
    • Chilling Wail (no damage) + Cause Fear (33% chance per hit)
  • 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
  • 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.

InfiniQuests monster depiction (Horned Devil)
  • Armor Class: 19
  • Hit Dice: 8
  • Attacks:
    • Bite (1d6) + Unconscious (50% chance per hit)
    • Sword (1d8 +2)
    • Barbed Projectiles (2d6 +6)
  • Special Defenses:
    • Immune to Normal Weapons
    • Immune to Poison
    • Immune to Fire
  • Save As: Fighter
  • Experience Points: 945

Description: A senior member of the "Infernals" (creatures from the Realm of Nightmares), horned 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 horned devil, nor does poison or fire.

InfiniQuests monster depiction (Imp)
  • Armor Class: 16
  • Hit Dice: 2
  • Attacks:
    • Poisonous Stinger (1d2) + Unconscious (100% chance per hit)
    • Magic (no damage) + Charm Person (33% chance per hit)
  • Special Defenses:
    • Regeneration
    • Immune to Poison
    • Immune to Cold
    • Immune to Fire
    • Immune to Electricity
    • Immune to Normal Weapons
  • Save As: Cleric
  • 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.

InfiniQuests monster depiction (Lemure)
  • Armor Class: 12
  • Hit Dice: 3
  • Attacks:
    • Claws (1d4)
    • Claws (1d4)
  • Special Defenses:
    • Regeneration
  • Save As: Fighter
  • 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.

InfiniQuests monster depiction (Quasit)
  • Armor Class: 16
  • Hit Dice: 2
  • Attacks:
    • Claws (1d2) + Poison (reduce Dexterity) (100% chance per hit)
    • Claws (1d2) + Poison (reduce Dexterity) (100% chance per hit)
    • Bite (1d2 +1)
    • Magic (no damage) + Cause Fear (33% chance per hit)
  • Special Defenses:
    • Regeneration
    • Immune to Poison
    • Immune to Cold
    • Immune to Fire
    • Immune to Electricity
    • Immune to Normal Weapons
  • Save As: Magic-User
  • 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.