TEXT:  
  Version 1.1 by Chrisitan Selzam. This document is for free. Adventurer Conqueror King System ©Autarch and ACKSTM Autarch. Used without permission. No 
  challenge to copyrights or trademarks is intended. 
  Demons are planar monsters, ranging in power from lesser demons 
  to greater demons of type I through VI. All of them are ruled by 
  powerful demon lords. 
   
   
  If demon types I through IV are encountered in their lair, there will be 
  1d6 of the same type 75% of the time and 1d6 mixed types I to IV 
  25% of the time. In addition to individual demonic powers, each sort 
  of demon shares the following special abilities: 
   
  Type 
  Powers 
  All 
  Infravision, Telepathy 
  Half-damage from: cold, electricity, fire, gas* 
  Cannot be harmed by silver weapons 
  IV to VI 
  Cannot be harmed by non-magical weapons* 
   
  Some demons are able to gate in other demons once per day. An 
  attempt can be made each round as an action until the first attempt 
  succeeds. Once successfully used, gate can no longer used for the 
  remainder of the day. The chance for success and the type of demons 
  that can be gated are given in the demon’s description. A gated 
  demon cannot use his gate power and characters receive no XP for 
  defeating a gated demon (the XP for a gated demon are already 
  accounted for in the gating demon’s XP value). Gated demons appear 
  immediately within 1d6x10 feet of their summoner and are then able 
  to act on the following round. 
   
  Demons have spell-like abilities with effects mimicking those of 
  spells. The effects (area of effect, duration, etc.) of a demon's powers 
  are based on the demon's number of hit dice. 
   
   
   
  Type 
  Demon Type VI (large) 
  % Lair 
  20 
  Dungeon Enc. 
  1d3 
  Wilderness Enc. 
  1d6 
  Alignment 
  Chaotic 
  Movement 
  20' / 50' (fly) 
  AC 
  12 
  HD 
  8+8***** 
  Attacks 
  1 sword, 1 whip or special 
  Damage 
  1d12+1, 2d6 or special 
  Save As 
  Fighter 8 
  Morale 
  +3 
  Treasure 
  D+M 
  XP 
  2.600 
   
  Balors can cause darkness in a 10’ radius. Balor have magic resistance 
  (15). 
  Powers 
  Balor are able to use any one of the following abilities at will: cause 
  fear, detect magic, read magic, read languages, detect invisible, 
  pyrotechnics, dispel magic, suggestion, telekinesis, symbol of deceit, 
  symbol of fear, symbol of sleep or symbol of stunning. 
  Gate 
  A balor can gate in a type III (80% chance) or type IV (20% chance) 
  demon once per day. Attempts can be made once per round as an 
  action with a 70% chance of success until an attempt is successful. 
   
  Type 
  Demon Type III (large) 
  % Lair 
  15 
  Dungeon Enc. 
  1d3 
  Wilderness Enc. 
  1d6 
  Alignment 
  Chaotic 
  Movement 
  30' 
  AC 
  14 
  HD 
  10**** 
  Attacks 
  2claws, 2 pincers, 1 horn or special 
  Damage 
  1d3, 2d6, 1d4+1 or special 
  Save As 
  Fighter 10 
  Morale 
  +2 
  Treasure 
  L+N 
  XP 
  3.650 
   
  Glabrezu can cause darkness in a 10’ radius. Glabrezu have magic 
  resistance (12). 
  Powers 
  Glabrezu are able to use any one of the following abilities at will: 
  cause fear, levitate, pyrotechnics, polymorph self, and telekinesis 
  Gate 
  A glabrezu can gate in a type I to III (roll 1d3) demon once per day. 
  Attempts can be made once per round as an action with a 30% 
  chance of success until an attempt is successful. 
   
  Type 
  Demon Type II (large) 
  % Lair 
  10 
  Dungeon Enc. 
  1d3 
  Wilderness Enc. 
  1d6 
  Alignment 
  Chaotic 
  Movement 
  20' / 40' (swim) 
  AC 
  12 
  HD 
  9**** 
  Attacks 
  2 claws, 1 bite or special 
  Damage 
  1d3, 4d4 or special 
  Save As 
  Fighter 9 
  Morale 
  +2 
  Treasure 
  D+N 
  XP 
  2.500 
   
  
  Hezrou can cause darkness in a 15’ radius. Hezrou have magic 
  resistance (11). 
  Powers 
  Hezrou are able to use any one of the following abilities at will: cause 
  fear, levitate, detect invisible, and telekinesis. 
  Gate 
  A hezrou can gate in a type II demon once per day. Attempts can be 
  made once per round as an action with a 20% chance of success until 
  an attempt is successful. 
   
  Type 
  Demon Type I (small) 
  % Lair 
  0 
  Dungeon Enc. 
  0 
  Wilderness Enc. 
  4d4 
  Alignment 
  Chaotic 
  Movement 
  10' 
  AC 
  3 
  HD 
  1** 
  Attacks 
  2 claws, 1 bite 
  Damage 
  1d2, 1d4 
  Save As 
  Fighter 1 
  Morale 
  +2 
  Treasure 
  Nil 
  XP 
  16 
   
  Manes are lowly demons usually serving as food for more powerful 
  species or send forth to exist on the material plane for a day and 
  wreak havoc. Manes cannot gate other demons. 
  Mindless 
  Manes are immune to charm, hold, and sleep effects and spells. 
   
  Type 
  Demon Type V (large) 
  % Lair 
  10 
  Dungeon Enc. 
  1d3 
  Wilderness Enc. 
  1d6 
  Alignment 
  Chaotic 
  Movement 
  40' 
  AC 
  17 or 15 
  HD 
  7+7***** 
  Attacks 
  6 claws or 6 one-handed weapons or 3 two-
  handed weapons or special 
  Damage 
  2d4 or by weapon or special 
  Save As 
  Fighter 7 
  Morale 
  +2 
  Treasure 
  G+M 
  XP 
  2.500 
   
  Marilith can cause darkness in a 5’ radius. Marilith have magic 
  resistance (16). 
  Powers 
  Marilith able to use any one of the following abilities at will: charm 
  person, levitate, read languages, detect invisible, pyrotechnics, 
  polymorph self, and project image. 
  Gate 
  A marilith can gate in a type I (30% chance), type II (25% chance), 
  type III (15% chance), type IV (15% chance), type VI (10% chance) 
  demon once per day. Attempts can be made once per round as an 
  action with a 50% chance of success until an attempt is successful. 
   
  Type 
  Demon Type IV (large) 
  % Lair 
  15 
  Dungeon Enc. 
  1d3 
  Wilderness Enc. 
  1d6 
  Alignment 
  Chaotic 
  Movement 
  30' / 40' (fly) 
  AC 
  11 
  HD 
  11***** 
  Attacks 
  2 claws, 1 bite or special 
  Damage 
  1d4, 2d4 or special 
  Save As 
  Fighter 11 
  Morale 
  +2 
  Treasure 
  N, O 
  XP 
  5.000 
   
  Nalfeshnee can cause darkness in a 10’ radius. Nalfeshnee have 
  magic resistance (13). 
  Powers 
  Nalfeshnee able to use any one of the following abilities at will: 
  create illusion, cause fear, levitate, detect magic, read languages, 
  dispel magic, polymorph self, telekinesis, symbol of discord, and 
  symbol of fear 
  Gate 
  A nalfeshnee can gate in a type I to IV (roll d4) demon once per day. 
  Attempts can be made once per round as an action with a 60% 
  chance of success until an attempt is successful. 
   
  Type 
  Demon Type V (medium) 
  % Lair 
  5 
  Dungeon Enc. 
  1 
  Wilderness Enc. 
  1 
  Alignment 
  Chaotic 
  Movement 
  40' / 60' (fly) 
  AC 
  10 
  HD 
  6***** 
  Attacks 
  2 claws or 1 kiss or special 
  Damage 
  1d3 or energy drain or special 
  Save As 
  Fighter 6 
  Morale 
  +2 
  Treasure 
  H+J 
  XP 
  1.570 
   
  Succubi can cause darkness in a 5’ radius. Succubi have magic 
  resistance (14). The kiss of a succubus drains the victim of one level. 
  Powers 
  Succubi are able to use any one of the following abilities at will: 
  become ethereal, charm person, ESP, clairaudience, suggestion, 
  shape change. 
  Gate 
  
  A succubi can gate in a type III demon (70% chance) or a type IV 
  demon (25%) once per day. Attempts can be made once per round as 
  an action with a 40% chance of success until an attempt is successful. 
   
  Type 
  Demon Type I (large) 
  % Lair 
  5 
  Dungeon Enc. 
  1d3 
  Wilderness Enc. 
  1d6 
  Alignment 
  Chaotic 
  Movement 
  40' / 60' (fly) 
  AC 
  10 
  HD 
  8**** 
  Attacks 
  2 claws, 2 talons, 1 bite or special 
  Damage 
  1d4, 1d8, 1d8 or special 
  Save As 
  Fighter 8 
  Morale 
  +2 
  Treasure 
  N 
  XP 
  2.600 
   
  Vrock can cause darkness in a 5’ radius. Vrock have magic resistance 
  (10). 
  Powers 
  Vrock are able to use any one of the following abilities at will: detect 
  invisible and telekinesis. 
  Gate 
  A vrock can gate in a type I demon once per day. Attempts can be 
  made once per round as an action with a 10% chance of success until 
  an attempt is successful. 
  
SOURCE: textdata/thevault/Adventurer Conqueror King/ACKS Supplemental/ACKS Demons.pdf