In The Book of Demons, we introduce the idea of hellhole-specific demon powers. Instead of using the standard random demon power table, the book provides tailored tables of random powers, so demons from the Ratwood are more likely to have, well, ratty-woody themed powers, and demons from the Floating Market have a chance of powers reflecting the anything-goes-as-long-as-The-Diabolist-approves laws of the place.
Now, why should the Hellholes from the 13th Age core rulebook be left out of the fun? This article gives site-specific power tables for those hellholes on p. 271…
Random Hum Demon Powers (d4 for lesser demons, d8 for bigger ones)
- Bug Eyes. The demon is immune to invisibility and ignores any illusions.
- Carapace. +1 AC
- Bug Wings. The demon can buzz into the air on furiously beating insect wings. If the demon can already fly, reroll.
- Blind Instinct. At the start of the encounter, pick a target for this demon. The demon gets a +1 bonus to all attacks on that target, but may not attack other enemies as long as that target is still in the battle. (The demon can use attacks that hit multiple foes, as long as the chosen target is one of those foes.)
- Egg of Doom. When this demon is slain, it lays a demonic egg. If the egg is not destroyed, the reborn demon hatches from this egg at the start of the next round at half its starting hit points. The egg can be destroyed before it hatches; treat it as having the defences and hit points of a basic mook of level equal to the demon.
- Stinger. On a natural 16+ with a melee attack, the demon also inflicts 5 ongoing poison damage (save ends). Champion-tier demons: 10 ongoing poison damage; epic-tier, 15 ongoing damage.
- Swarm. Once per battle, when the escalation die is 4+, this demon may grant all nearby demon allies an extra action this round.
- Protect The Queen! Once per turn, when an attack hits this demon, the demon may attempt a save. If successful, the attack is redirected to a nearby demon ally.
Random Blackfort Demon Powers (d4 for lesser demons, d8 for bigger ones)
- Implements of Torture. The demon gets a bonus to damage equal to its level when attacking staggered foes.
- To The Barricades! The demon gets a +2 bonus to AC and PD against ranged attacks thanks to its mastery of the terrain.
- Hold The Line! If fighting alongside two other demons, this demon gets a +1 bonus to attack rolls.
- The demon starts the battle invisible. It becomes visible when it attacks.
- Terrain Stunt. The demon may pull of a terrain stunt, as per the ranger power (13th Age, 120).
- Strength of the Earth. The demon has a +5 bonus to saves as long as it’s in contact with the ground.
- Master Torturer. Whenever the demon inflicts a critical hit, it heals a number of hit points equal to its level x 3.
- Once per battle, the demon may summon up a fortress from the earth, changing the terrain of the battlefield. The fortress comes with a garrison of mook reinforcements.
Random Bubble Demon Powers (d4 for lesser demons, d8 for bigger ones)
- Smoke shroud. If the demon doesn’t attack this round, it gains a smoky shroud that gives attacks against it a 25% miss chance. The shroud vanishes when the demon attacks.
- Resist Fire 18+.
- When the demon dies, it inflicts fire damage equal to its level x 2 to all nearby enemies.
- Resist Fire 18+.
- Demonic Flame. The demon’s got a fiery aura; any foes engaged with the demon at the start of the demon’s turn take 1d10 damage (Champion-tier: 2d10; Epic: 4d10).
- Demonic Hatred. If the escalation die is 3+, the demon gets an extra action each round. This extra action may only be used to attack a foe it’s already attacked this round.
- Demonic Aristocrat. The first time this demon is staggered, it vanishes, and a demon bodyguard two levels lower appears on the battlefield. When the bodyguard’s defeated, the original demon reappears.
- Once per battle as a standard action, if the demon is staggered, the demon may trigger a localised volcanic eruption. Treat this as a ridiculously hard impromptu challenge (13th Age, p. 186).