TEXT: 1
  Demon Lords of 
  Porphyra
  Perry Fehr
  
  2
  Demon Lords of 
  Porphyra
  Author
  Perry Fehr
  Edits
  Perry Fehr, Mark Gedak
  Cover Art
  Brett Neufeld
  Artists
  Brett Neufeld, Gary Dupuis
  Layout 
  Mark Gedak
  Publishers
  Purple Duck Games
  Demon Lords of Porphyra is compatible with the Porphyra Wiki located at: http://
  porphyra.wikidot.com/
  If you have trouble locating reference content on the site drop me an email at 
  purpleduckgames@gmail.com and I will get the content updated and point you to it.
  Purple Duck Games would like to acknowledge the support of the following 
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  Skinner, Paul Woods, S L Hall, Nicolas Desjardins, Grey Matter Games, Jacob 
  Blackmon, K Vid, Taiga, Joshua McFadden, John Reyst  
  Support the Patreon @ https://www.patreon.com/PDG
  
  3
  The Spirit clearly says that in later times some will aban-
  don the faith and follow deceiving spirits and things taught 
  by demons. 2 Such teachings come through hypocritical li-
  ars, whose consciences have been seared as with a hot iron.  
  - 1 Timothy, chapter 4, verses 1-2
  3. And so did He who was Gerana’s Beloved, the great 
  and trusted Angel who was named by Her Donantes, the 
  Forgiving. 4. In his excessive pride did He fall, fell lower 
  than the lower bowels of the World, into the places that are 
  the Lower Realms Beyond. 5. And Gerana did deny His 
  name, and he chose another, which may not be spoken; 
  he is forevermore The Fallen. 6. Therewith did The Fallen 
  consort and contend with many Demons and their Lords, 
  named here and terrible: 7. Ayporos is there, who delights 
  in seeing the corpses of those slain by self-indulgence; 8. 
  The insensate violence of Gomm-Thog, who mind is but a 
  noise of disorder and devastation; 9. Morcheox, the Wan-
  derer, alone in His apostasy, all that is Good burnt away to 
  cinders; 10. The Writhing Evil, which comes in the night, 
  raised and named by the unspeakable qlippoths to lead 
  demons; 11. And Thurin’waethil, whose sad evil will not 
  be spoken of in the Record, lest the tears of The Arbitress 
  fall and stain the earth.  12. So let pride and disobedience 
  not stain your soul, for if he who was the great Donantes 
  should fall, how then should a mortal resist?
  - The Divine Record, Volume CCCIX, 
  Canticle III (The Admonishments)
  On many planes of existence, the endless hordes of cha-
  otic evil outsiders known as demonkind are the primary 
  antagonists of the forces of order and good.  On the 
  Patchwork Planet of Porphyra, demons have had only 
  a short time to enact their destructive influence on the 
  world, and have had to share the scene with other, more 
  established pantheons who funnel souls away from their 
  generation as demons, namely, the Elemental Lords.  As 
  the chaotic evil god Mâl does not traffic in their kind, 
  there are less beings interested in their ‘services’, though 
  certain non-evil gods (Nemyth Vaar, for one) enjoy 
  their destructive properties.  Finally, in a hotly-contest-
  ed decision among the New Gods, it was decided to 
  limit the participation of the Demon Lords in the Great 
  War, as it was thought that being given regular access 
  to Porphyra might destroy the world instead of defeat-
  ing the Elemental Lords; this is why demon lords on 
  Porphyra only possess three domains and corresponding 
  subdomains.  This lesser status of demonism is not to 
  say that their kind is less powerful, only that their touch 
  is lighter on the Patchwork Planet, and more insidious.  
  Slipping in between the conflicts of Deist and Elemen-
  talist, demon worshippers are starting traditions of evil 
  previously unthought of by the previous pantheons of 
  Elemental Lords, and tend to operate outside of the 
  purview of demon-oriented gods like Rajuk Amon-
  gore and Vortain, whose concerns are often elsewhere.  
  Vortain was their greatest proponent during the Call-
  ing, and, was perhaps preserving their strength for later 
  efforts… In the final analysis, demon lords are a more 
  shadowy, unpredictable, and quickly overwhelming part 
  of the dangerous path of deific affiliation on the Patch-
  work Planet of Porphyra!
  Deific Obedience
  Your reverence for a deity or equivalent being is so great 
  that daily prayer and minor sacrifices grant you special 
  boons
  Prerequisite(s): Knowledge (religion) 3 ranks, must 
  worship a deity or equivalent being.
  Benefit(s): Each deity requires a different daily obedi-
  ence, but all obediences take no more than 1 hour per 
  day to perform. Once you’ve performed the obedience, 
  you gain the benefit of a special ability or resistance 
  as indicated in the “Obedience” entry for the god to 
  whom you performed the obedience.
     If you have at least 12 Hit Dice, you also gain the 
  first boon granted by your deity upon undertaking your 
  obedience. If you have at least 16 Hit Dice, you also 
  gain the deity’s second boon. If you have 20 Hit Dice 
  or more, you also gain the deity’s third boon. Unless a 
  specific duration or number of uses per day is listed, a 
  boon’s effects are constant.
     Certain prestige classes or prestige archetypes gain 
  access to these boons at lower levels as a benefit of their 
  prestige class. If you have no levels in one of these pres-
  tige classes or caster prestige archetypes, you gain the 
  boons marked as exalted boons. If you later take levels 
  in sentinel or evangelist, you lose access to the exalted 
  boons and gain access to the new boons appropriate to 
  your class. If you ever fail to perform a daily obedience, 
  you lose all access to the benefits and boons granted by 
  this feat until you next perform the obedience
  
  4
  Ayporos (The Counter)
  Mr. Blue, The Slabmaster
  Second to Vortain
  Worshippers: Addicts, administrators, embezzlers, 
  smugglers
  Minions: Akatas, blue drakes and dragons, glacier toads, 
  poisonous frogs
  Alignment: Chaotic Evil
  Domains: Evil, Knowledge, Repose
  Subdomains: Fear, Intuition, Souls
  Lower Realms Dominated: The Shallows of Aught
  Favored Weapon: Syringe spear
  Favored Animal: Poison dart frog (blue varieties)
  Favored Instrument: Tambourine
  Obedience
  Sweat and grind your teeth as you withhold the assump-
  tion of spells and the administration of your favored 
  drug, and participate in some small nervous tic or mind-
  less task.  Gain a +4 profane bonus against poisons from 
  natural sources. 
  Boons 
  1. Narcotic Protocols (Sp): poisoned egg 3/day, euphoric 
  cloud 2/day or imbue with addiction 1/day
  2. Addiction for the Masses(Ex/Sp): You can, as a move 
  action, sense the presence of addiction in those within 
  30 ft., even ‘smelling’ out those with addictions, who 
  cannot be seen. You can use narcotic wave once per day. 
  3. In My Place, I Know All (Sp): Each day, you can 
  touch as many creatures as you have hit dice and gain 
  telepathic rapport with them up to a distance of 3 miles.  
  Legend
  Ayporos the Counter is the servant of the Porphyran god 
  Vortain, the Bringer of Chaos.  Common worshipers 
  call him Mr. Blue, as this demon lord is erratically fond 
  of that color, even to the point of his signature narcotic, 
  called Deep Blue; he is also called the Slabmaster, as his 
  followers deal with the preparation and utilization of 
  the deceased.  It is rumored that Deep Blue is processed 
  from deceased humanoids’ bodies.  Ayporos likely was 
  Vortain’s right-hand demon in the Candyman’s rise to 
  power in the Lower Realms, handling logistics and gath-
  ered intelligence when Chaos-addled Vortain could not.  
  Ayporos has been rewarded with his own Lower Realm, 
  worship as a demon lord among Vortain’s own adherents, 
  indulgence in his childish collection of blue objects and 
  beings, and a divinely-monstrous addiction to a horrific 
  supernatural narcotic that only Vortain himself seems 
  to possess. Statues of Ayporos depict him as a hairless, 
  ectomorphic humanoid, somewhere in the elf-to-human 
  spectrum, with smooth blue skin.  He always wears a 
  long, neat robe with a hood, bearing an abacus on his 
  right hip and a ledger-book on his left.  
  Church 
  Ayporos’ cult is closely allied with that of Vortain, and 
  as subservient to them as Ayporos is to the Corruptor.  
  His clerics wear blue robes and often paint or tattoo 
  their skin blue, and love to pointlessly count things and 
  keep records, to occupy their intoxicant-fueled minds.  
  Ayporites are not violent, but can be very dangerous 
  thereby for their methods of advancing the cause of their 
  master, and their master’s master, are insidious and well-
  thought-out.  They are adept at blackmail and intimida-
  tion, tend to be quite well-funded, and are well-versed in 
  debilitating magic, drug and poison use, and in directing 
  monstrous minions to their ends.  Ayporite temples are 
  urban, crypt-like, and built of blue stone with dyed bone 
  decoration.  
  Spell Preparation Ritual
  Ayporites self-administer some kind of intoxicant, 
  depending on their importance to the local cult, and 
  review the accounts that they are in charge or orally, 
  trying not to refer to notes.  In areas where they do not 
  act openly, this may be their only method.  Debts from 
  customers are typically collected in the morning, too.
  
  5
  Balakor
  Corpse-King, The Unrepentant
  Worshippers: Living ghouls, necromancers, refugees of 
  Bhaal-aak 
  Minions: Chimeras, evil fey, incorporeal undead
  Alignment: Chaotic Evil
  Domains: Darkness, Death, Ruins
  Subdomains: Borders, Loss, Undead
  Lower Realm Dominated: Balakoria
  Favored Weapon: Light hammer
  Favored Animal: Goat
  Favored Instrument: Alphorn 
  Obedience
  Weep and howl at the outrage of losing your beloved city 
  of demons, throwing gravel and sand over your head and 
  wailing a chant to Balakor passed down from the first 
  generation.  Gain a +4 profane bonus to CMD vs. trip, 
  and to saving throws to recover negative energy levels.
  Boons
  1. Dispossession’s Legacy (Sp): porphyrite passage 3/day, 
  shatter 2/day, or summon tatterdemalion 1/day
  2. Field of Ghosts (Su): You can, once per day, cause 
  the spirits of those whose were killed in spiteful conflict 
  to rise from the stained earth they tried to keep and 
  take vengeance on those nearby. You can scream out, as 
  a full-round action, and cause a number of incorporeal 
  shadows equal to your HD/3 to rise from the ground 
  and attack who you designate. This only works above 
  ground, on terrestrial terrain, and the shadows remain 
  until the next sunrise, unless destroyed.
  3. Vengeance of Bhaal-aak (Sp): Once per day you can 
  inflict damage on structures as the spell earthquake, but 
  only as it pertains to buildings.
  Legend
  Near the northern shores of what is now the Empires 
  of the Dead, a city once stood, an alien city, a City 
  that Should Not Have Been, the demon-city of Bhaal-
  aak.  Existing due to an arcane Ritual of Allowance, the 
  demons within were on one-way trips from the nether 
  regions of the Realms Beyond, a price some were willing 
  to pay for a chance to slay areligious mortals in a world 
  without paladins and the like. The smug lord of Bhaal-
  aak was Balakor, who counted himself a lucky demon 
  indeed to have such an opportunity.  When the Archi-
  tect came to the Empire of the Dead to end the eternal 
  warring there, only Balakor dared defied the upstart, 
  thinking himself above the rulings of what he thought 
  was a man… Bhaal-aak was annihilated by the Architects 
  blowing of the Balehorn.  Balakor had to retreat to the 
  Realms Below, humiliated, and try to cobble together 
  followers from the few that had escaped the devastation 
  of Bhaal-aak, and try to seduce more mortals any way 
  he could. It was more than a demon could stand, but he 
  had proven scrappy and opportunistic, finding inroads 
  to mortal souls the most would not lower themselves to.  
  Balakor blames all other beings for his losses, and hates 
  all outsiders of every kind, tolerating very few demons 
  or other outsiders in his entourage or court.  Balakor 
  appears as a classic demon-lord, much like a balor but 
  larger and darker, with no fire about him.  He dresses 
  in black robes and has a goat-like head, with glittering 
  porphyrite eyes. 
  Church
  A select few beings worship Balakor, a brotherhood of 
  necromancers called the Upper Hand, who wear jeweled 
  black gloves and goat-masks, and pride themselves on 
  negotiating in bad faith with the demon lord, as he is 
  believed to be desperate for followers and a foothold in 
  Porphyra.  They purport themselves to be more ame-
  nable necromancers for hire, as Rajuki are, admittedly 
  too fanatical to deal with.  The refugees of Bhaal-aak, 
  some 2,000 in 10 or so groups also stubbornly revere 
  Balakaor, wandering the waste places of the planet and 
  inhabiting ruins and destroyed places when they can find 
  them, being skilled at concealing themselves from local 
  inhabitants, and taking what they need from raids and 
  on passers-by.  They often dress in black and wear shoes 
  that make hoof-prints to conceal their activities. 
  Spell Preparation Ritual
  In the hour before dawn, Balakorians wail as loudly as is 
  practical for the loss of Bhaal-Aak, calling for their lord 
  to help them avenge its destruction.  Ritualistic bits of 
  masonry and thrown down and picked up during this 
  wailing, and when they are worn smooth they are used as 
  masterwork sling stones (1 free masterwork sling stone/
  month).
  
  6
  Buer
  The Giver, The Extinctor 
  Worshippers: The dying, the maimed, poachers
  Minions: Fiendish animals, liches, revenants
  Alignment: Chaotic Evil
  Domains: Animal, Evil, Healing
  Subdomains: Fur, Genocide, Resurrection
  Lower Realms Dominated: The Forest Faustinus
  Favored Weapon: Starknife (buerite unguit)
  Favored Animal: Deer
  Favored Instrument: Ratchet
  Obedience
  Run through the woods or fields naked and shrieking to 
  Buer, then consume herbs and preparations to give your 
  body sleek hair and quick-healing wounds.  Gain a +4 
  bonus on saves vs. non-magical disease.
  Boons
  1. Bestial Health (Sp): cure light wounds 3/day, animal 
  aspect 2/day, or summon nature’s ally III 1/day
  2. Forest of Suicides (Su): Once per day, you can call 
  up, from any exposed earth, a grove of subtly horrific 
  trees, in a 20 ft. radius.  All who stay within the area are 
  affected as by a confusion spell (no saving throw) except 
  that a roll of “Act Normally” is counted as “Deal 1d10 
  damage + Str modifier to self with item in hand.” The 
  condition persists as long as the victims stay in the forest, 
  which lasts for 1 day.
  3. Fiendish Beasts (Sp): Replicating the cryptic trio that 
  is said to serve Buer on Porphyra, you may summon up 
  to five fiendish-template dire beasts three times per day, 
  in any combination, though you have to summon at 
  least one of each: dire bear, dire lion, dire tiger (all fiend-
  ish templates).
   
  Legend
  The demon lord Buer is a dangerously seductive beast, 
  promising a leaving-behind of civilized life and mores, 
  killing if one pleases, eternal health, freedom from sick-
  ness and want, and the hint of resurrection to eternal life 
  without having to obey a bunch of do-gooder rules… 
  Buer has visited many planes of terrestrial existence and 
  spread ruin and disillusionment to all.  The demon lord 
  is wily, and desires many strong, healthy worshippers to 
  achieve his ultimate goal- annihilation of sentient species 
  on a world.  Buer’s favorite appearance evokes the byzan-
  tine customs of alien worlds unknown to Porphyra, but 
  oddly familiar to Landed cultures, perhaps by ancient 
  heraldry.  Buer typically manifests as a giant bestial face 
  combining features of lion and great ape, with a flowing, 
  multicolored mane.  Bodiless, he possesses 8 stags’ legs in 
  a wheel-like arrangement, and travels by rolling at high 
  speed, leaving smoking hoof-prints behind.
  Church
  The cult of Buer consists of forest-dwellers, even evil 
  fey, who practice foul rituals in remote glades and run 
  shrieking through the glades in ecstasy to their hairy 
  lord.  They emulate the habits of beasts, even to cos-
  tumes and appearance, and are notorious for wiping out 
  whole villagers that get too close to their dark, pristine 
  woodlands. The followers of Buer are always in absurdly 
  good health, and never shave or cut their hair; it is taboo 
  for their clerical members to not have cure light wounds 
  or some degree of healing or curative magic handy at 
  all times. Buerites will cheerfully disclose that remov-
  ing humanity from Porphyra is a proper and desirable 
  goal- and they will be the last to go, at their own hand.  
  Buerites fund their efforts by being skilled fur-trappers.
  Spell Preparation Ritual
  Buerites must perform a complex and painful set of yo-
  gic exercises that seek to emulate the unholy configura-
  tion of Buer’s form, the “Five-Legged Stag”. This exercise 
  is typically performed naked, and outdoors if possible.  
  The cult favors togas of earthy colors instead of any 
  ecclesiastical trappings.
  
  7
  The Dark Mistress
  Shade’s Sister, Shadowlight’s Lady 
  Succubus Queen of the Evening Shades
  Worshippers: Evening Shade assassins, fetchlings, 
  skulks, residents of Shadowlight
  Minions: Fetchlings, skulks, shadows, quicklings, suc-
  cubi
  Alignment: Chaotic Evil
  Domains: Charm, Earth, Evil
  Subdomains: Demon, Lust, Metal
  Lower Realms Dominated: Permanent resident of the 
  Material Plane
  Favored Weapon: Any light slashing weapon (chosen at 
  1st level)
  Favored Animal: Fox
  Favored Instrument: Pipe organ
  Obedience
  Move your personal blade in a complex pattern evoking 
  your Dark Mistress’ power, and take the tiniest taste of 
  poison at the end of the ritual (You will take 1 point of 
  Con damage the first 13 times you make this obedience). 
  Gain a +4 profane bonus against manufactured poisons.
  Boons
  1. Rituals of the Evening Shades (Sp): charm person 3/
  day, demon-blade 2/day, or heart of the metal 1/day
  2. Aristocrat of Shadowlight (Su): You are recognized 
  by the elite of that city, and gain Leadership as a bonus 
  feat, with a static Leadership score of 20.  If you already 
  have the Leadership feat, you gain a +4 bonus to your 
  Leadership score and gain a shadow demon as a mon-
  strous cohort.
  3. Servant of Steel (Su): As a standard action once per 
  day, you may call forth an elder metal elemental from 
  any metallic source. Alternatively, you may activate this 
  ability as a swift action during the casting of any earth 
  spell. The elemental appears im-
  mediately, and you can direct its 
  actions as a free action via telepathy. 
  The elemental is considered called, 
  not summoned, and remains your 
  minion for 1 hour.
  Legend
  The Dark Mistress has been a resident 
  of the Material Plane for close to 4,000 
  years, with the first records of her ap-
  pearance tied with the Great Invasion 
  of the Old Ones.  The Dark Mistress, 
  an ascended succubus demon, holds that 
  basic form; a hooved, horned and winged beautiful 
  female humanoid, but typically appears more clothed, in 
  the accoutrements of a Lord Mayor of Tuthon, expensive 
  purple silk and black samite.  It is likely that she was 
  either a consort or some kind of thrall-ambassador of 
  those titanic extraplanar beings, and betrayed their cause 
  at the behest of the Elemental Lords, who rewarded her 
  with a fiefdom in Tuthon, and a domain in the element 
  of Earth. Cut off from her home planes, she made the 
  best of it, building the city of Shadowlight and prosper-
  ing within there and modestly abroad, directing assassins 
  and sexual sinners in a buyer’s market.  What hand she 
  had in The Calling is not for public consumption, but 
  she directly caused the godling Shade to rise to power, 
  and one wonders how much of that world-changing 
  event was due to her. Shadowlight’s Lady gives away no 
  secrets to those who have not paid her price for loyalty.
  Church
  Followers of the Dark Mistress are open in their devo-
  tion, legitimized by the existence of Shadowlight as an 
  economic and military power, and the somewhat neutral 
  position of Tuthon during the NewGods War.  She and 
  her minions are very competitive with Rajuk Amon-Go-
  re and his followers, despise or ignore those of Vortain, 
  and avoid Mâl and the mâlites altogether.  Lyvalians and 
  Shadelings are closely allied with the Evening Shades and 
  other followers of The Dark Mistress, and help create a 
  three-way network of evil influence. Assisting the cre-
  ation of a new god (Shade) to the NewGods, is no small 
  task, though the forces of Nise would dearly love to 
  annihilate the whole pack of them.  The rivalry between 
  the factions of Lyvalia, Shade and The Dark Mistress, 
  opposed by Nise and her fickle allies Chiuta and Ithreia 
  serves to boil over into internecine war.  
  Spell Preparation Ritual
  In Shadowlight, followers of the 
  Dark Mistress are subject to exhaus-
  tive oral tests by high-ranking examin-
  ers in the hour before dawn to grant 
  their spells; in the field, a minor form 
  of knife-pattern must be completed 
  while crooning a short paean to the 
  Dark Mistress.  Any poisons to be used 
  during the day are quickly created as part 
  of the ritual (+1 to Craft checks).
  
  8
  Gomm-Thog
  Lord Smash-Break, GAAAAAHH!
  Demon-Lord of Goblinkind
  Worshippers: Bugbears, cave giants, goblins, orcs, trolls
  Minions: Bugbears, cave giants, goblins, goblin dogs, 
  ogrillons, orcs
  Alignment: Chaotic Evil
  Domains: Chaos, Evil, Strength
  Subdomains: Cannibalism, Demon, Ferocity
  Lower Realms Dominated: The Smashed Caves/Hills/
  Mountains (3 planes)
  Favored Weapon: Greatclub
  Favored Animal: Bear, boar
  Favored Instrument: Hollow log and club
  Obedience
  Bang your head against a stone or other hard object for 
  the appropriate time, until Gomm-Thog’s mercy makes 
  coherent thoughts flee away.  Gain a +4 profane bonus 
  against charm effects and language-dependent effects.
  Boons
  1. Mindless Violence (Sp): concussion 3/day, bull’s 
  strength, or rage 1/day
  2. Force of Smash (Su): You can enter into a savage rage 
  for as many rounds as you possess spellcasting levels, 
  gaining +6 to Strength and Constitution, and suffering a 
  -4 penalty to Intelligence. You must make a DC 20 Will 
  save to end the rage prematurely, though you can enter it 
  again without penalty.  
  3. More Smash Better! (Sp): You can cast quick-
  enedgreater break six times per day.
  Legend
  Though there are examples of powerful demons that 
  achieve Abyssal success through manipulation and 
  subtlety, it is far more common that destruction and 
  mayhem are the ways to win in that underworld.  
  Gomm-Thog pictured as a vague, greenish, humanoid 
  mass holding a club, always with pointed ears and vis-
  ible fangs, teeth or tusks, is the chief example of that, 
  ravening violence made supernatural flesh. Gomm-Thog 
  raised crushing things to a pure art, admired in some 
  circles, and is likely the only demon lord in existence to 
  bypass the phase of balor demon, eschewing their high 
  intelligence.  This purity of senseless violence has drawn 
  the worship of rough humanoid races that were left be-
  hind by more cerebral deities, caught up in the political 
  games of the NewGod Wars and subsequent supernatu-
  ral jockeying for position.  He and his followers especial-
  ly hate Porphyran gods for their widescale abandonment 
  of the goblinoid people after The Calling.  The followers 
  of Gomm-Thog will crush their skulls, eat their brains, 
  and then what good will their intelligence be? Delicious, 
  that’s how good…
  Church
  Humanoid races turned to the worship of Gomm-Thog 
  in despair, after finding little succor from the New Gods 
  for whom they sacrificed so much.  His first clerics 
  were those goblinoids made virtually senseless by head 
  injuries, who started spouting praises to Smash-Break 
  (a translation of Gomm-Thog’s name) and shouting 
  GAAAAAH! at random moments.  Their spells were real 
  enough, and desperate goblinoids threw their lot in with 
  the crude demon-lord.  Though trolls and other large 
  beings might worship Gomm-Thog, that guarantees no 
  cooperation between race, unless their leaders are power-
  ful and merciless.  Cave giants are considered to be the 
  favored children of Gomm-Thog, and revered by his 
  worshipers.  Not every tribe of goblinoid reveres Gomm-
  Thog, seen as primitive and destructive, but tantalising 
  nonetheless, to just let go of all intellectual demands and 
  SMASH BREAK!
  (b)Spell Preparation Ritual 
  Clans obsessed with Gomm-Thog follow their shaman-
  cleric in a wild, gibberish-filled dance and chant ac-
  companied by regular thunkings of a blunt object to 
  the head.   If a hollow-log instrument is nearby, this can 
  occupy the entire camp.  Solitary Gomm-Thoggers do 
  the same ritual alone, often carrying a hollow wooden 
  instrument to bang on with a stick.
  
  9
  Karzerothine 
  Empress of the Web, Loomqueen, The Dark Mother
  Greater Demon Lord of Darkness and Vermin
  Worshippers: Drow, half-drow, driders, sentient vermin, 
  and those who dwell below.
  Minions: All of the above
  Alignment: Chaotic Evil
  Domains: Chaos, Darkness, Evil, Verminkind
  Subdomain: Demon, Fear, Loss, Spider
  Lower Realm Dominated: The Darkest Den
  Favored Weapon: Heavy flail
  Favored Animal: Giant spider
  Favored Instrument: Recorder
  Obedience
  Much the same as the prayer ritual, but must include a 
  live sacrifice of some sort, though it can consist of de-
  stroying a created undead that some effort has been put 
  into. Gain a +4 profane bonus to magical and supernatu-
  ral effects created by demons.  
  Boons
  1. Arachnid Emulator (Sp): blend 3/day, spider climb 2/
  day, or web bolt 1/day.
  2. Lesser Lord of the Cheliszin (Ex): All of your un-
  armed strikes or natural attacks are treated as though 
  they were coated in giant wasp poison.
  3. Greater Lord of the Ryluzir (Sp): Summon 2d6+3 
  advanced giant black widow spiders 2/day.
  Legend
  Karzerothrine embodies the hungry motherhood of the 
  deep – possessive, domineering, and prolific. She fills 
  the darkness with spawn of every shape and size so they 
  can spread the fear of her name through their teem-
  ing masses. Those that get her closer to divinity, she 
  feeds, and those that fail to meet her demands, she eats. 
  Even her favorite children, the drow, are not safe from 
  her whims and appetites; if anything, they bleed more 
  because of her careful scrutiny. After all, as she reminds 
  her clerics, there will always be more.  She also appears 
  as a magnificent female drider with glowing red eyes. 
  Sometimes she seems swollen with child, but no one has 
  ever seen her give birth and lived to tell about it. She’s 
  been known to spawn horrors in the spider sacs scattered 
  throughout her den, however - and to feed visitors to 
  them.  The Empress of the Web has no gift for maintain-
  ing alliances or tolerating other demon lords, and hasn’t 
  even tried. Her realm in the Abyss is the Darkest Den, 
  which serves as a maze, a breeding ground, and an abat-
  toir for any invaders.
  Church
  Karzerothrine spoils her priestesses with gifts in public 
  and looks the other way as they steal from each other 
  in private. Her clerics then establish a pecking order by 
  cowing each other into submission. The most privileged 
  servants are ritually transformed into driders, and regard-
  less of their station, her demands of all her clergy remain 
  extreme. After surviving ordination, priestesses serve for 
  life and are threatened with being eaten alive on a fairly 
  regular basis. Those who displease their superiors and 
  live have one of their limbs or organs devoured, never to 
  be healed or replaced.
     Males have far less value to the Loomqueen so they 
  rarely serve Karzerothrine directly and willingly. The few 
  males who earn the Dark Mother’s blessings are usually 
  her most vicious and ardent followers, putting her priest-
  esses to shame to make up for the shortcoming of their 
  sex. Male driders are nothing short of legendary - but 
  they have existed. They’ve certainly been more frequent 
  than commoners in the clergy. Strong standing in one of 
  the noble houses is absolutely necessary to draw Karzero-
  thrine’s approval.
  Spell Preparation Ritual 
  Lay worshipers take a cue from the clerics and make 
  sure their prayers are public and showy. An altar or 
  designated space outlined by a ritual spider-web cloth 
  is required, and it must be as dark as possible while 
  the adherent shouts and wails for attention from the 
  Loomqueen.  Temples close randomly for private rituals 
  but shrines can be found throughout karza settlements, 
  so offerings of blood, placentas, and riches are left for all 
  to see. Drow of all castes call upon their patron before 
  invasions, during childbirth, and after one of their own 
  has died. Holidays vary by city but are often loud and 
  ostentatious affairs, as are many sermons and rituals. 
  Their death rites alone are solemn. 
  
  10
  Lord Of Many Forms
  The Lord of Many Forms 
  Cho’lo’qiqir’notha (Erkusaan-Protean), Duke Never-
  Twice
  Worshippers: Cult of Putrescence, Erkusaa
  Minions: Dopplegangers, oozes, wizards of the transmu-
  tation school 
  Alignment: Chaotic Evil/Neutral 
  Domains: Chaos, Evil, Trickery
  Subdomains: Demon, Polymorph, Protean
  Lower Realm Dominated: Permanent resident of the 
  Material Plane
  Favored Weapon: Unarmed strike
  Favored Animal: Caterpillar
  Favored Instrument: Erkusaan bagpipe
  Obedience
  Emulate the forms of many creatures with body pos-
  tures, masks and costumes, using surgical alterations 
  to please your Lord.  Sing your ritualistic prayers in 
  the voices of animals and monsters.  Gain a +4 profane 
  bonus to saving throws against transmutation spells and 
  effects. 
  Boons
  1. Forms of Many Aspects (Sp): silent image 3/day, alter 
  self 2/day, or excruciating deformation 1/day.
  2. Trickery of the Chained Lord (Su): Whenever you 
  are grappled, constricted, ensnared, or held captive 
  in any way, you can assume a liquid form identical to 
  gaseous form except that you cannot fly.  This form moves 
  to a position 30 ft. away and you reassume your normal 
  form as a move action.  
  3. Many-Formed Chaos (Sp): shapechange 1/day. 
  Legend
  When the Opal Empire was fast rising as a power on 
  Porphyra, the decadent erkunae were less decadent as 
  they were greedy for power over beings with greater 
  power than they. They had tentatively pierced the veil 
  between the Material reality and the Realms Beyond, 
  and had made very cursory contact with destructive 
  beings called – Demons. Even the jaded erkunae of 
  Thueirc 23rd’s court dared not fully open that door, but 
  they did kidnap some roaming demonic beings with 
  magical probes. In a truly perverse ceremony carried out 
  by Thueirc himself, the captives were quickly amalgam-
  ated magically in an arcane crucible the size of a tower, 
  combined with 13 lesser sons of Thueirc’s dukes and a 
  protean outsider of each variety; naunet, keketar and 
  imentesh. The result was a being of such unadulterated 
  chaotic and malevolent power that it was imprisoned in 
  the tower now called The Crucible Tower. After two mil-
  lennia, the being is known as the Lord of Many Forms. 
  It has always amused the sitters on the Opal Throne 
  greatly to have a ‘pet’ demon lord, though there was 
  much concern over the possibility of the Lord of Many 
  Forms being released by angry demon lords during the 
  NewGod Wars. Luckily, they couldn’t care less, though it 
  is possible that Cho’lo’qiqir’notha has made some tenu-
  ous contact with those who worship demons.
  Church
  The unique agents of the Lord of Many Forms, known 
  as putrescent flows, are found in many strange locales, 
  and do not behave as most oozes do. Their ability to 
  bond with the demon-worshiping warrior-cultists of 
  G’sho’laa’n’rr is a minor triumph for certain sectors of 
  the erkunae court.  The Crucible Tower is as normal a 
  place as one could find in The Dreaming City, and its 
  demon-ridden recesses are a casual walk from The Pillar 
  of Feathers, a tower containing powerful azatas of bird-
  like demeanor.  Those that worship the Lord of Many 
  Forms there wear a rotating collection of freakish masks, 
  and are known for their bizarre craftsmanship and pen-
  chant for inflicting transmutation magic upon others.  
  Spell Preparation Ritual
  Enter the Crucible Tower by making the Sign of Many 
  Forms and enter one of the Rooms of Twisted Screams, 
  completing the twisting and screaming ritual with other 
  observants.  If you are away from the tower, twist and 
  scream the best you can surrounded by the runic cards 
  or an illusory image of the Tower. 
  
  11
  Morcheox (The Rogue Moon)
  The Flaming Moon, IT Alone
  Worshippers: Apocalyptics, astronomers, lycanthropes
  Minions: Fiendish void beast creatures, evil lycan-
  thropes, wolves
  Alignment: Chaotic Evil
  Domains: Chaos, Fire, Void
  Subdomains: Ash, Entropy, Isolation
  Lower Realms Dominated: The Rogue Moon, The 
  Vacuum Wastes (2 layers)
  Favored Weapon: Bola
  Favored Animal: Wolverine
  Favored Instrument: Handpan
  Obedience
  Go at least 20 ft. from any other living being, and con-
  tort your body in the prescribed positions to free your 
  mind with pain and isolation; end the ritual by burning 
  a fingertip with a black candle.  Gain a +4 profane bonus 
  vs. spells and effect that have an area effect.
  Boons
  1. Message of Misanthropy (Sp): sanctuary 3/day, 
  anonymous interaction 2/day, or call the void 1/day
  2. Removed from the World (Sp): You can remove 
  yourself from interacting with reality similar to sequester 
  but with twice the duration.  You can designate up to 
  three cult-members as being able to wake you prema-
  turely with a command word.
  3. Child of Space (Su): You no longer have the need to 
  breathe (having the No Breath monster quality) and can 
  survive the vacuum of outer space with no support or 
  problem, with normal sensations and actions.  You gain 
  flying 30 ft. in such an environment. 
  Legend
  The appearance of Vaar’s Moon during The Calling was 
  not the only celestial arrival in the physical/metaphysi-
  cal universe of Porphyra… Grim demon-cultists have 
  appeared to preach of another outer space body, not 
  celestial, but abyssal!  The elusive cultists, many of whom 
  are mad end-of-the-worlders, but also augmented hu-
  mans with lycanthropy and learned watchers of the sky, 
  speak of Morcheox, The Flaming Moon, the One who 
  is Alone, who will come and collide with Porphyra, and 
  destroy all the struggling mortals who live there, ending 
  their pain and witless activity.  The possibility of a space-
  body strike is theoretically possible, say savants, but the 
  possibility of that body being the dimensional/Mate-
  rial home of a demon lord brings up many new factors, 
  none of them good.  The most disturbed of Morcheox’s 
  followers rave of Morcheox’s form more specifically than 
  that of the Rogue Moon itself; they speak of a cold, dark, 
  reflective surface, perhaps an obelisk-like object that 
  contains Morcheox, or is Morcheox, maybe even a portal 
  to a further dimension still where IT Alone dwells.  It is 
  known that those that trespasses IT’s realm are eventu-
  ally drawn to a huge crater, to which they cannot resist 
  to enter- but they never emerge.  
  Church
  Morcheox’s followers are singular, and rarely form cult 
  cells of more than 3 or so.  It is typical that, when they 
  meet, they each stand in a corner and communicate in 
  whisper, if they speak at all, preferring to do so by notes 
  or magical means.  In black masks around guttering fires, 
  they meet at night and reveal what they have learned, 
  and send fiendish werewolves against those who would 
  predict galactic brotherhood and companionship.  The 
  most faithful and misanthropic of Morcheox’s cult may 
  be rewarded with small monoliths placed in remote 
  clearings, which speak with the voice of Morcheox of the 
  coming cataclysm, the fire and vacuum and ending of all 
  things social and good.
  Spell Preparation Ritual
  Chant before a miniature obsidian obelisk, mirroring 
  Morcheox’s physical form, while wearing the black mask 
  and robes of your order.  If your supplications are well-
  received, a spark will glow from within the prayer-obe-
  lisk and your spells will be granted to you.  This item can 
  be used to make an ioun stone at the appropriate level, 
  reducing the price by 100 gp/caster level.
  
  12
  Naehemoth
  Whisperer in the Darkness, The Crawling Evil
  Ascended Qlippoth
  Worshippers: Berserkers, madmen, seekers of forbidden 
  lore
  Minions: Summoned qlippoth, giant insects, vermin
  Alignment: Chaotic Evil
  Domains: Darkness, Evil, Madness
  Subdomains: Demon, Insanity, Night 
  Lower Realms Dominated: Gut-Gabolorth
  Favored Weapon: Machete
  Favored Animal: Centipede
  Favored Instrument: Guiro
  Obedience
  Rip a verminous creature to pieces and ingest the pieces 
  while it is still alive, while chanting the origin story of 
  Naehemoth in Aklo.  Gain a +4 profane bonus to any 
  saving throws directly affecting the senses (excluding il-
  lusion spells).
  Boons
  1. Path of Madness (Sp): lesser confusion 3/day, disfigur-
  ing touch 2/day, or abomination 1/day
  2. Forbidden Runes of Forgotten Lore (Sp): Three 
  times per week, when you cast a spell with the (dark-
  ness) descriptor, you also invoke a symbol of sleep, with a 
  casting time of 1 round. Once per week you can create a 
  symbol of insanity instead.  Neither application requires a 
  material component.
  3. Betrayed Behemoths (Sp): Once per day you can 
  summon forth two nyogoth qlippoth who will attack 
  and eat any opponents you point out, but will attempt 
  to do the same to you once those opponents are de-
  stroyed and eaten.  They will remain until they or you 
  are destroyed. 
  Legend
  Naehemoth is an ascended qlippoth, an outsider race 
  notorious for their horrific appearance; and it (for no 
  gender has ever been assigned to The Crawling Evil) is 
  the epitome of such.  For the ranks of demon lords fluc-
  tuate from age to age, and it is surprising how quickly 
  the name of a defeated, exiled or exterminated demon 
  lord fades from the memory of sentient beings.  Into 
  one particular power vacuum arrived the up-and-coming 
  ascended qlippoth lord Naehemoth, who betrayed his 
  fellows on a vast scale to become a full-fledged demon 
  lord, absorb the power and position of some forgotten 
  loser in the battles in the Lower Realms, and settle into 
  a niche of vile humanoid need by giving the gifts of 
  madness, battle-lust, and scraps of knowledge forgotten 
  by those that seek it, but remembered in bad dreams.  
  Fragments of torn-up journals left by violently psychotic, 
  incarcerated wizards who uttered one wrong syllable 
  when dealing with Naehemoth describe a living, moving 
  heap of mutilated bug, worm and arachnid parts, with 
  random spurts of ichor and pus and- most disturbingly- 
  the odd perfectly formed humanoid limb or long-lashed 
  eye on the end of a bleeding tentacle.  
  Church
  Naehemoth’s occasional followers follow a simple 
  method of worship; learn and contemplate the nature of 
  the Whisperer in Darkness, fall into a fugue of madness 
  whereby you eliminate all that bothers you, and repeat. 
  Some foul clans make a religion out of it, others simply 
  sink into raving lunacy until they are put down.  More 
  educated cultists don the worm-robes for more esoteric 
  purposes.  Extracting forgotten lore from the pus-mind 
  that is Naehemoth is a tricky business indeed, a true 
  test of skill for the demonologist or demoniac, with the 
  reward of knowledge that can be gotten no other way, 
  and the punishment for failure having your brain eaten 
  by worms…
  Spell Preparation Ritual
  Smear the secretions of a dried furorem beetle (included 
  in a spell component pouch) inside your eyelids, and 
  experience the brief but intense hallucinations the toxins 
  within give you (staggered during spell preparation.) 
  Invoke the name of Naehemoth while you ride out the 
  colors without light.  Ingestion by others is the same 
  as small centipede poison, and will deplete your stock 
  (restock for 10 gp.)
  
  13
  Pasiphae
  Mistress of Puzzles, the Confounder
  Worshippers: Evil wizards and bards, cheaters and phi-
  landerers, trapbuilders, dwarves
  Minions: Amalgamated monsters (chimerae, crowolves, 
  minotaurs, owlbears), derro
  Alignment: Chaotic Evil
  Domains: Artifice, Chaos, Charm 
  Subdomains: Captivation, Anarchy, Trap
  Lower Realm Dominated: Minosarix, The Trapped Isle
  Favored Weapon: Dwarven double waraxe
  Favored Animal: Mule
  Favored Instrument: Lyre
  Obedience
  Chant a litany to Pasiphae while trying to complete The 
  Unfinishable [a geometric hand puzzle that cannot be 
  solved] increasing in speed until you snag a finger in its 
  works, daubing it with blood.  You gain a +4 profane 
  bonus to saving throws you are forced to make by a trap, 
  but only the first saving throw thus required.
  Boons
  1. Gauntlet of Traps (Sp): shadow trap 3/day, undetect-
  able trap 2/day, or improve trap 1/day.
  2. Intimacy with the Deadly (Su): You have a constant 
  find traps in effect, and gain Disable Device as a class 
  skill (if you don’t already), with a +4 profane bonus.
  3. Come, My Twisted Children (Sp): You may add all 
  summon monster spells to your spells known or your spell 
  book/familiar.  You may use two spell slots to summon 
  appropriate monsters to create an amalgam creature (see 
  Monsters of Porphyra. 
  Legend
  Demons are, as a race, devoted to destruction, and 
  Pasiphae’s vector on this occupation is the destruction 
  of perception, of the expectation that things are the way 
  they are supposed to be.  This demon lord has passed 
  down the labyrinths of time and the rise and fall of 
  dimensions and worlds, and possess a strange mixture 
  of half-forgotten cultures, some few which resemble the 
  World-that-was of Iskandar and the Jheriak continuance.  
  Pasiphae is sometimes thought of as a “soft” demon lord, 
  as she is disinterested in warfare and prefers torture and 
  destruction on a more individual level.  Pasiphae is a 
  twisted survivor, however, who seeks to destroy those 
  who fall in to her demons’ traps and puzzle and go mad 
  before they die.  Pasiphae is difficult to depict in ef-
  figy because her chosen form in the Lower Realms is a 
  bewildering amalgam; her head is always the same, regal, 
  beautiful, that of a classic queen.  All other body parts, 
  torso and limbs, are of other, wildly varied creatures such 
  as elephants, snakes, birds, reptiles and fish.  
  Church
  Pasiphae’s followers fancy themselves a sophisticated lot, 
  and find themselves in ready employment to evil leaders 
  as jail architects, inventors of torture implements, trap 
  designers, saboteurs and technical support for revolu-
  tionary cells.  On a more civilian level, those who want 
  to punish philandering partners or outwit their current 
  ones fall into worshipping this demon lord, acquiring 
  their own infernal toy to fiddle with, trying to find their 
  way into a trap with only one way.  In certain cultures 
  she has a legitimate presence as a maker of home-protec-
  tion devices. For some reason, many of her cults spring 
  up on islands.
  Spell Preparation Ritual
  Pasiphaeans pray to their twisted lord on their backs, 
  contorting themselves at the angle of a circle described 
  by their twisting limbs.  Any devices they bear are laid 
  outside the circle, and a praying follower of Pasiphae can 
  quickly seize them if come upon by enemies.  The marks 
  made on a dirty floor by the movements during this 
  ritual can sometimes be used to prophesy the events of 
  the day (+2% to divination percentages.)
  
  14
  Pazuzu
  Lord of Air, The Forbidden Name
  Worshipers: Antipaladins, harpies, tengus
  Minions: Fiendish flying creatures, perytons, swarms, 
  vrocks.
  Alignment: Chaotic Evil
  Domains: Air, Animal, Chaos
  Subdomains: Demon, Feather, Wind
  Lower Realm Dominated: The Howling Cliffs, The 
  Endless Heights
  Favored Weapon: Longbow
  Favored Animal: Hawk
  Favored Instrument: Aeolian wind flute
  Obedience
  As you chant, jangling the chains which bear your 
  amulets, your eyes will roll up in your head, and you 
  will levitate 6 inches off the ground, until a green ecto-
  plasmic froth pours from your mouth and swirls slowly 
  around your body to the ground.  Gain a +4 profane 
  bonus to necromantic spells and effects, and a +4 bonus 
  to Knowledge (religion) to identify undead.  
  Boons
  1. The Ancient Chants (Sp): command 3/day, gust of 
  wind 2/day, or fly 1/day.
  2. Forbiddance of the Fearsome Eye (Su): You become 
  immune to necromantic spells and effects, though those 
  you cast upon yourself have their duration extended by 
  50%.
  3. Rebuke the Exorcist (Sp): You may use greater posses-
  sion 2/day.
  Legend
  When the NewGod War was engaged, it was hotly de-
  bated whether the newly revealed demon lords of Chaos 
  and Evil would be included in the campaign. Even the 
  gods of chaotic evil were reticent. Only Nemyth Vaar, 
  the Betrayer argued on their behalf. The Lord of Air, 
  Pazuzu was seen to be a tolerable demon, focused mostly 
  on bird-like creatures and elementally inclined so as to 
  destroy the Elementalists with their own power. He was 
  granted domain over much of the desolate Birdman 
  Mountains if he would defeat the xax and any Elemen-
  talist forces there, and he did so succinctly and tidily. 
  Ithreia, the bird goddess, mitigated his power there 
  afterward, and he is much contained in that region, or 
  so the Deist forces believe. That power can be granted to 
  Pazuzu after the mere speaking of his name is something 
  the Lawful and Good leaders of the Deist movement 
  would prefer not to know about.
  Church
  Like many other evil monsters of the air, traditional har-
  pies worship the demon lord Pazuzu. The Cult of Pazuzu 
  connects them to many other forces of evil: manticores, 
  wyverns, and mortal demon-worshippers. Their shared 
  allegiance in the cult turns these potential foes into allies. 
  The Cult of Pazuzu is a mystery cult. The tenets, scrip-
  tures, and rituals are secrets to all except those initiated 
  into the cult. Pazuzu’s name is held in uttermost respect 
  – it is said that the Prince of Air can look into the heart 
  of whoever speaks his name. Once aspirants speak the 
  name of Pazuzu, he can look into their minds and learn 
  how to ruin them. Pazuzu will often test and torture 
  mortal worshippers, making sure that they are complete-
  ly loyal. He drives them to the very brink of their sanity 
  to bend their minds into the twisted shapes that he most 
  desires. Harpies often take leadership roles in the cult. 
  They may take on cleric roles, shepherding others down 
  the path of darkness. They may even become summoners 
  or wizards and unleash demons into the material realm. 
  Spell Preparation Ritual
  An adherent of Pazuzu possesses a number of amulets 
  depicting Pazuzu in many aspects and forms, both 
  ancient and traditional and those created at the whim 
  of the worshipper.   Chants are performed while asking 
  for the King of Wind Demons to grant spells and power, 
  and the amulets are worn and clinked like wind chimes 
  or spun around the arms on their chains.  The name of 
  Pazuzu may only be spoken twice during this ritual, so 
  as to not abuse the power that Pa- that the Forbidden 
  Name grants.  
  
  15
  Tajam’muhur
  The Swirling Mob, Taj the Destroyer
  Lord of the Balors
  Worshippers: Slum dwellers, tribal humanoids, vandals
  Minions: Dretch hordes, quasit flocks, goblinoids 
  Alignment: Chaotic Evil
  Domains: Chaos, Destruction, Evil
  Subdomains: Demon, Hatred, Riot
  Lower Realm Dominated: Eblisia (continent in Pa-
  zuzu’s realm)
  Favored Weapon: Whip
  Favored Animal: Lemming
  Favored Instrument: Conga drum
  Obedience
   Wrestle with at least 2 other beings for an hour, at-
  tempting to tie your limbs in a knot; shout imprecations 
  to society and shout Tajam’muhur’s name often.  Gain 
  +4 to CMD when adjacent to 2 or more allies.
  Boons
  1. Mob Mentality (Sp): bless 3/day, mirror image 2/day, 
  or communal align weapon 1/day 
  2. Leader of the Pack(Su): You gain Leadership as a 
  bonus feat, but no cohort (unless you have the feat al-
  ready).  Your level 1 followers are chaotic evil petitioners 
  (larvae), your level 2 followers are dretch, and your level 
  3 followers are quasits.  Any losses are replaced during 
  the new moon.  
  3. Unstoppable Force (Sp): You may use greater commu-
  nal spell immunity twice per day.
  Legend
  The ranks of demon lords who rule in the Realms Below 
  change with surprising frequency for there are always 
  powerful beings waiting in the wings to fill a power 
  vacuum.  Tajam’muhur rose to power as a clandestine 
  supplier of base troops in the NewGods War, being sub-
  servient to the more popular demon lord Pazuzu, who 
  was allowed to participate in that conflict, if only on a 
  limited scale.  His name is a rough translation of Old 
  Porphyran, “The Teeth that Cut”, as he has never let his 
  True Name be known to any other being than Pazuzu, 
  quite a remarkable accomplishment. Taj the Destroyer 
  differs only slightly from the rank-and-file balors of the 
  Lower Realms, with a colder, darker aspect, and being 
  20 feet tall.  An odd habit of his is exploding in a confla-
  gration and reforming as a great crowd of multiformed 
  smaller demons, each with a different elemental or magi-
  cal power.
  Church
  Tajam’muhur appeals to the disenfranchised, the ne-
  glected, the ignored masses that struggle in squalor, 
  lorded over by the elite.  He offers the power of the 
  horde, the faceless mob destroying the works of the high 
  and mighty by the simple act of the unstoppable mass. 
  Wilderness tribes of humanoids, from boggards and 
  lizardfolk to darkfolk and even goblinoids flock to Taj 
  the Destroyer when they have undergone generations of 
  oppression at the hands of the ‘civilized’.   Leaders rise 
  and fall quickly among The Swirling Mob’s followers, 
  and only a few rise to levels of great power; those that 
  study such things surmise that if a powerful enough cult 
  leader would arise, the cities of Porphyra would burn 
  like torches.  Ironically, both the Pyynian Coast and 
  The Middle Kingdoms have had to enact purges of the 
  demonist rabble of Taham’muhur.
  Spell Preparation Ritual 
  Set out the myriad demonic figurines you carry, each 
  representing a glorious sin of violence, wrath and evil.  
  Speak the name of each demon, calling upon its power 
  to fill you with profane ability.  Many Muhurini cultists 
  eventually outfit their set of figurines with precious gems 
  and metals, or even magical powers or mobility.
  
  16
  Thurin’Waethil
  The Bloody Marshal, She Who Weeps
  Worshippers: The jealous and envious, warriors, those 
  who seek vengeance
  Minions: Berbalangs, chupacabras, giant bats, vrolikai, 
  vargouilles
  Alignment: Chaotic Evil
  Domains: Evil, Protection, War
  Subdomains: Blood, Corruption, Solitude
  Lower Realm Dominated: Sangalor (The Red Battle-
  field)
  Favored Weapon: Longsword
  Favored Animal: Vampire bat
  Favored Instrument: Flute
  Obedience
   Carve the names of those who have wronged you, or 
  that you suspect will betray you, into your flesh, while 
  singing a song that reminds of a time that you got 
  revenge (1 hp non-lethal damage).  Gain a +4 profane 
  bonus to one type of save (Fort, Ref, Will) against an 
  individual that has damage you or caused you to roll a 
  saving throw.
  Boons
  1. Rage of Loss(Sp): spiked armor 3/day, blood armor 2/
  day, or vengeful tears 1/day
  2. Aura of Blood (Su): You give off an aura that smells 
  faintly of blood, all those within 30 ft. cannot stabilize 
  if brought below 0 hp unless by magical means, Heal 
  checks do not fix bleeding status, and all bleed damage is 
  increased by 1. 
  3. Grim Fortifications (Sp): Thrice per day you can 
  form structures by using wall of stone; you need not join 
  the walls created to other stone.
  Legend
  The mercurial demon lord Thurin’waethil has connec-
  tions with the New Gods, likely the reason for her pres-
  ent connection to Poprhyra’s reality; some say that she is 
  the sister and polar opposite to she who was Aleria, the 
  Love of Life in her mortal existence.  Profanely blessed in 
  an evil life, rising quickly through the ranks of demons 
  with an innate knowledge of how to oppose good and 
  right, Thurin’waethil nevertheless took umbrage at being 
  put aside during the NewGods Wars and participated 
  in them as much as she was able to, for spite’s sake.  But 
  being drawn into a conflict of ideologies was too con-
  voluted for The Bloody Marshal’s blunt morality- in a 
  complex engagement in the Plane Ethereal she and her 
  personal species-troop of greater demons were trapped 
  and all were annihilated but her, marked and unable to 
  respawn her servants. She remains a Lord, but broods in 
  the Realms Below since the Wars, a simmering force of 
  regret.  Thurin’waethil typically appears as a beautiful, 
  pale-skinned woman in massive, spiked armor of dull 
  red.  A tear of blood eternally falls from her left eye, siz-
  zling on contact when it falls.  
  Church
  Thurin’waethil has little interest in cults, for her losses 
  are far too fresh for her to care overly much for the 
  adoration of mortals. Those who act in her name enjoy 
  the dark romanticism of her faith, but seldom follow 
  cohesive cells.  Martially-minded lands will erect tall, 
  slim towers in lonely places as shrines to contemplate 
  She Who Weeps, and beg for vengeance at any cost.  Her 
  beloved bats and other winged biters congregate in their 
  belfries, and please her, as much as she can be pleased 
  now.  Discreet disc-and-tear symbols can be found on 
  dented armor in many lands, or drawn lovingly on mur-
  dered lovers’ faces, and little can be done about it.  
  Spell Preparation Ritual 
  Don a metal helmet (or a bucket, if necessary) and cry 
  the proper hymn to Thurin’waethil, listening to the 
  echoes resound within.  Those with martial skill will 
  practice their weapon-forms during this time, avoid 
  moving in time to the hymn.  Special helms with clos-
  able visors are usually obtained for this purpose.
  
  17
  Yog Muan
  Yog the Destroyer, God-Killer 
  Worshippers: Anti-theists, murderers, species suprema-
  cists
  Minions: Dinosaurs, dire beasts, giant lizards, kaiju
  Alignment: Chaotic Evil
  Domains: Chaos, Death, Evil
  Subdomains: Demon, Genocide, Murder
  Lower Realm Dominated: Diyu Naraka (11 layers)
  Favored Weapon: Any (chosen at first level)
  Favored Animal: Iguana
  Favored Instrument: Gong
  Obedience
   Force one creature to kill and/or eat another creature, 
  and then kill that creature with one blow, smashing it 
  into an unrecognizable mush; bury the remains in a pit 
  and make the sign of Yog over the makeshift grave.  Gain 
  a +4 bonus on saves vs. death magic. 
  Boons
  1. System of Genocide (Sp): inflict light wounds 3/day, 
  ultimate weapon (/i) 2/day, or deadly juggernaut 3/day
  2. The Indescribable Weapon (Su): Three times per day, 
  for 20 minutes at a time, your personal melee weapon 
  and any natural weapons you may possess bypass any 
  and all damage reduction other than epic, glowing 
  harshly with glittering green haze. 
  3. Waves of Death (Sp): You may use massacre as a spell-
  like ability once per day.
  Legend
  A well-established demon lord in many realities, Yog 
  Muan is no being to be trifled with on any level, mortal, 
  deific, demon, elder elemental, good, evil, otherwise- 
  all kinds have fallen to the inexorable power of The 
  God-Killer.  It is surmised that Yog Muan’s purpose, as 
  frightening as it may sound, is to keep deific beings from 
  complacency and lassitude in their eternal existence, 
  though who or what gave Yog the Destroyer this purpose 
  is unknown.  Yog’s desolate realms are scrubby jungles 
  where weird beasts roam, abandoned planes once owned 
  by demon lords he destroyed in aeons past.  To be in the 
  presence of Yog Muan is to know the true meaning of 
  fear, and the gods themselves fear this unstoppable force 
  of the universe.  He is a true enigma and seldom con-
  verses, and no being knows what secret agenda motivates 
  the God-Killer.  Yog Muan the God-Killer is a truly bes-
  tial demon lord, resembling a 60 ft. tall reptilian human-
  oid with six arms, six glowing eyes, and a dinosaur-like 
  head. Each clawed hand is depicted holding a different 
  weapon, with his trademark one-sided/three-sided em-
  blem around his neck, a non-euclidean object hateful to 
  mortal eyes.  
  Church
  The followers of Yog Muan are, by definition, fanati-
  cal, and seem to form in waves throughout time, like a 
  plague that festers in a decreasingly clean environment.  
  Like Yog Muan, his cultists seem more like a force of 
  nature than a deliberate intellect, and are well known 
  for having little or no sense of self-preservation. With 
  screams of “Yog! Yog!  Yog!” they kidnap hapless citizens 
  and sacrifice them to large monsters in pits, in the hopes 
  of channeling their demon lord patron; 2% of these 
  sacrifices transform the pit-monster into a ravening force 
  of destruction with the Giant and Advanced templates. 
  A further 2% of these, creatures are further transformed 
  into an appropriate form of kaiju, intent on destroying 
  all before it.
  Spell Preparation Ritual
  A brisk cleaning and maintenance of weapons and/or 
  religious instruments, using a whetstone made from the 
  skull of a small animal (these can be rather intricate); 
  typically the eyes are closed and the petitioner rocks back 
  and forth, repeating the words to acquire magical power.  
  Some accompany the ritual with exercise-like katas but 
  this changes from cult to cult.  If a ‘kept monster’ is 
  nearby, the ritual is different, with group shoutings and 
  exhortations as near to the monster as possible.
  
  18
  Zaqqit (The Fallen)
  The Lost Angel, The Disbeliever
  Fallen Angel
  Worshippers: Antipaladins, fallen nobility, forlarren, 
  giants, turncoats
  Minions: Forlarren, evil cloud, forest, river, ocean, sun, 
  and cloud giants
  Alignment: Chaotic Evil
  Domains: Chaos, Evil, Nobility
  Subdomains: Betrayal, Entropy, Hubris
  Lower Realm Dominated: The Unstable Clouds
  Favored Weapon: Greatsword
  Favored Animal: Swan
  Favored Instrument: Harp
  Obedience
  Clean the stains from your robes and holy symbol, and 
  recite a blasphemous reading of The Divine Record; 
  then, restain and redesecrate your holy symbol.  Gain 
  a +4 profane bonus to the DC of those who attempt to 
  Intimidate you, and to saves vs. command and greater 
  command.
  Boons
  1. How the Mighty Have Fallen (Sp): delusional pride  
  3/day, jealous rage 2/day, or utter contempt 1/day
  2. Superficial Honor (Sp): Intelligent beings with only 
  one level in an NPC or PC class cannot disobey you 
  unless they make a DC 20 Will save, and you gain +2 to 
  your Charisma in dealing with all those of that quality.
  3. Bow Before your Lord (Sp): You may use overwhelm-
  ing presence as a spell-like ability once per day.
  Legend
  The solar angel Donantes was counted one of the great-
  est of his kind, combining unbelievable strength and 
  power with a truly kind and humble soul, willing to be-
  lieve that possibility of redemption in almost anyone.  A 
  trusted servant of Gerana, lawful Lady Arbitress of many 
  realities, Donantes proceeded into the lower Realms Be-
  yond to punish a great demon lord, said to be the Lord 
  of Deception Himself, for some slight against his Lady.  
  Donantes did not return, and was himself deceived, los-
  ing the right to the name and becoming Zaqqit, the Be-
  trayer, The Fallen.  In his arrogance Zaqqit styles himself 
  a Prince of the Lower Planes, no mere Lord scrabbling 
  in the Abyssal muck, and seeks to recreate the heavens 
  in mockery- or perhaps delusion that he could be a 
  supreme being, and not face his failure.  Never without 
  his beautiful sword of gleaming light, he still affects the 
  attitude of a noble servant, while being totally his own 
  creature, courteous until he strikes you down.
  Church
  Zaqqit feels himself far superior to his demonic fellows, 
  and does not tolerate contradiction.  His followers bear 
  this overweening pride, as well.  The followers of Zaqqit 
  are dangerous in that they are typically powerful to start 
  with, and having power and influence, drag many more 
  subservient beings down to their eventually degraded 
  level.  Giants have abandoned ancient elementalist tradi-
  tions to take up allegiance to Zaqqit, and follow The 
  Disbeliever with fanatical devotion near to awe.  In their 
  stained white robes, they spread the message of superior-
  ity and self-service like a poison over the land.  Individ-
  ual castles in The Middle Kingdoms and Iffud have been 
  thought-poisoned by The Last Angel already…
  Spell Preparation Ritual
  In mockery of Gerana’s simple, dedicated rituals, the 
  decadent followers of Zaqqit put together small, though 
  indulgently rich and wasteful meals, and gobble them to 
  the plinking of a small hand-harp.  Spellcaster adherents 
  demand their spells in lofty tones, daring their demonic 
  patron to deny them.  When the food is all consumed 
  and the spells are granted, one vomits up all of part of 
  the meal and leaves it lie for others to clean up.  Noble 
  clerics and the like often have ceremonial bowls for this 
  purpose, or small desecrated oozes that can act as minor 
  bodyguards, as well.
  
  19
  Equipment and Magical Items
  The following mundane equipment and magic items 
  were made for or by demon-worshipers, and usually have 
  an aura of evil, even if very faint.  Most will take 1 point 
  of physical damage from being doused with holy water.
  Angel-heart
  Aura moderate conjuration, moderate evil; CL 10th 
  Slot none; Price 10,000 gp; Weight 2 lbs.
  Description
  This item is, indeed, the preserved heart of an angel out-
  sider, usually a movanic deva fallen in battle or treachery.  
  Possession of such a thing will outrage good characters 
  and authorities, who will insist it be turned over to a 
  good temple for reconsecration, and the explanation for 
  its presence had better be good.  Using an angel-heart as 
  part of a binding, calling or summon spell to bring forth a 
  being of the demon subtype allows the user the benefits 
  of the Augment Calling and Augment Summoning feats.  
  Giving up the angel-heart to the called demon bypasses 
  all spell resistance but uses up the item.  
  Construction
  Requirements Craft Wondrous Item, Demonic Obedi-
  ence, gentle repose, summon monster V; Cost 5,000 gp
  Balakorian Hoof-boots
  These cunningly made sets of footwear have wooden 
  soles that make marks that appear like good-sized animal 
  hooves, typically like a large goat.  Sometimes the prints 
  are made backwards, to be even more confusing!  The 
  wearer must move rather carefully, and has their speed 
  reduced by 5 ft. Hoof-boots impose a -10 penalty on 
  Survival checks to track and identify the prints, but if 
  identified are determined to be a deception.  They are 
  commonly worn by the wandering refugees from the an-
  nihilated demon-city of Bhaal-Aak.
     Price 30 gp/pair; Weight 4 lbs.  
  Book of the Demon Lords (Minor Artifact)
  Kitab al-Sahar Shaytan
  Aura strong conjuration; CL 16th
  Slot none; Weight 8 lbs.
  Description
  This fearsome tome is bound in black dragonhide, with 
  demonic symbols spelled out in tiny cut rubies on the 
  cover. A cabal of Zendiqi heretics composed the book 
  and used the neglected demon forces against the Deist 
  forces for a time, until betrayed by the war-demoness 
  Thurin’Waethil at some cost to that demon Lord, and 
  the loss of their own lives and souls.  There are said to be 
  at least three copies of the kitab al-sahar shaytan, though 
  2 are copies and lack one of the 12 documents (roll ran-
  domly for the missing spell.
     It contains 13 spells (as scrolls), as listed below, and the 
  meticulously detailed entries on the demon lords de-
  tailed previously.  A spell cast out of the book (they can-
  not be separated out of the book) regenerates in 1 week 
  per spell level.  Possession and perusal of the book grants 
  the user +2 to Knowledge (planes) regarding demons, 
  as if you possessed that skill as a class skill; it also adds 
  to the summoning roll against the DC of any particular 
  type.  Demons can “smell” if the owner of the book of 
  the demon lords is not a true demon worshipper, and will 
  seek to destroy him, and will at least challenge the pos-
  sessor if he is a demon worshipper, but will be friendly 
  to the owner if successfully Intimidated or Diplomacized 
  (with a +2 to the owner’s roll).  
  Destruction
  The book of the demon lords must be immersed in holy 
  water for 7 days and 7 nights, and then have dispel evil 
  cast upon it, with a DC 22 Spellcraft check, otherwise 
  the immersion must start over again.
  Buerite Unguit (Exotic Weapon)
  This bizarre weapon is favored by some of the worship-
  pers of the demon-lord Buer, and is similar to a starknife 
  in shape, though the central handle is often covered by 
  a buckler-like piece shaped like Buer’s bestial representa-
  tion.  Instead of blades radiating our from the center 
  ring, rods with hoof-shaped striking hammers deal blud-
  geoning damage.  Wielders with Weapon Focus (unguit) 
  can hit more than one target with an unguit throw, if 
  the target is adjacent, applying a -4 penalty to-hit for the 
  ricochet attack.
     Cost 25 gp; Dmg 1d3 (S) 1d4 (M); Crit x2; Range 20 
  ft. Weight 3 lbs. Type B; Special ricochet
  Deep Blue (Sapphire, Smarties, Smart-juice)
  The favored (and sacred) narcotic of the Ayporites, all 
  cultists will carry at least 3 doses of Deep Blue, one 
  loaded into their personal syringe spear, and two for 
  their personal use.  High-level cultists are said to carry a 
  distilled formula called Super-Blue, which yields a severe 
  addiction, costs 100 gp/dose, gives a 1d6 Int bonus for 
  1d6 hours, and deals 1d2 Str and Con damage.
     Type injury (injection); Addiction moderate, Forti-
  tude DC 15
     Price 20 gp/dose; Effect 1d4 hours; +1d4 alchemical 
  bonus to Intelligence  
     Damage 1 point of Strength, 1 point of Constitution
  
  20
  Demonpelt Cloak
  Aura faint abjuration, faint evil; CL 5th 
  Slot shoulders; Price 14,000 gp; Weight 10 lbs.
  Description
  This awful, reeking cloak consists of the preserved skins 
  of at least 3 types of demons, bristling with scales, fur, 
  and unnatural spikes.  The wearer can, as a standard ac-
  tion, activate the cloak to use any one of the following 
  abilities for a minimum of 1 minute, with a total of 6 
  minutes per day.  Switching from one ability to another 
  requires a full-round action, during which the demonpelt 
  cloak ripples and gives off a brimstone smell: immunity 
  to electricity, immunity to poison, resist acid 10, resist 
  cold 10, resist fire 10, grow claws that do 1d6 points 
  of damage and count as chaotic evil for the purposes of 
  overcoming damage resistance.  
  Construction
  Requirements Craft Wondrous Item, beast shape I, delay 
  poison, resist energy; must have the skins of 3 different 
  demon types; Cost 7,000 gp
  Khadeg’s Capturing Pentacle
  Aura moderate abjuration; CL 9th 
  Slot none; Price 10,000 gp; Weight 1 lb.
  Description
  This palm-sized disc of porphyrite and cold iron has 
  a red pentacle chiseled onto its face, and requires a 
  substantial amount of demonic ichor to craft.  When 
  thrown at a point in space within 30 ft. (on the floor, in 
  a square in the air or in the water) the pentacle springs 
  into existence, briefly seizing an evil extraplanar creature 
  and holding it in a bubble of porphyrite energy- though 
  there is no saving throw, the pentacle must overcome 
  their spell resistance (with a bonus of +9), or the targeted 
  being will crush the pentacle and seek to annihilate the 
  user.  The pentacle-ringed bubble will last nine minutes, 
  after which the held target will be sent to the Elemen-
  tal Plane of the user’s choice; the captured creature will 
  likely try to threaten or bargain to be released (the pen-
  tacle can be dismissed by the user) and the user is free to 
  do so, but there is no magic holding either party to any 
  arrangement.
  Construction 
  Requirements Craft Wondrous Item, dismissal, porphy-
  rite passage, protection from evil; Cost 5,000 gp
  Ladder of the Pit
  Aura moderate conjuration, moderate evil; CL 9th 
  Slot none; Price 20,000 gp; Weight 20 lbs. 
  Description
  This ugly, cold iron ladder looks as if it were etched in 
  acid, but the scratches are actually hideous runes that 
  a DC 19 Knowledge (planes) check identifies as being 
  attuned to a particular Lower Plane ruled by a demon 
  lord.  When the ladder of the pit is inserted, feet down, 
  in ground that has been desecrated, the ground roils with 
  awful color, creating a portal to the designated Lower 
  Plane.  A total of 9 beings can go through this portal 
  per day, by climbing the ladder; pulling it up closes the 
  portal, as does the expiration of the desecrate spell.  The 
  ladder has a hardness of 10 and 30 hit points.
  Construction
  Requirements Craft Wondrous Item, desecrate, plane 
  shift; Cost 10,000 gp
  Lash of the Legion
  Aura moderate conjuration, moderate evil; CL 9th 
  Slot weapon; Price 24,000 gp; Weight 3 lbs.
  (b)(u)Description
  These brutalunholy scorpion whips +1 of black demon-
  hide mutter and crackle at all times, and have horned 
  demon heads decorating their handles.  Whenever a lash 
  of the legion strikes a target and does damage, a dretch 
  demon appears in a random square next to that target.  
  Only 1 demon per target can be in existence, but if the 
  first is destroyed, another can be brought forth if the 
  target is successfully struck again.  The demons brought 
  forth remain so long as the wound that brought them 
  forth remains, if the wound is healed in any way, or if 
  the target dies, the dretch will be returned from whence 
  it came.  
  Construction
  Requirements Craft Magic Arms and Armor, summon 
  monster III, unholy blight, creator must be evil; Cost 
  12,000 gp
  Revenge’s Tear (Major Artifact)
  Aura overwhelming necromancy; CL 21st
  Slot none; Weight 15 lbs.
  Description
  The warrior-lord demoness Thurin’waethil sends her 
  personal blade, Revenge’s Tear to the Material Plane of 
  Porphyra, as a punishment to the mortals whose con-
  flict, the NewGods War, caused her to lose the follower-
  demons that were the closest things she had, or any 
  demons could have, to friends.  Revenge’s Tear seems to 
  be made of solidified blood, tempered to the strength of 
  adamantine yet retaining its slick texture, as though it 
  might melt into a pool at any moment. Although made 
  of blood, it functions as a porphyrite weapon for the 
  
  21
  purposes of overcoming damage reduction and an ada-
  mantine weapon for bypassing hardness. It is a +5 keen 
  longsword, and its density allows it to damage foes as if 
  it were one size category larger than its actual size. It can 
  be properly wielded only by characters with a Strength 
  of 16 or higher—all other characters must either wield it 
  as a two-handed weapon or take a –2 penalty on attack 
  rolls with the weapon.
     Whenever it strikes a foe, the target must succeed at a 
  DC 20 Fortitude save or be slowed as per the spell isolate 
  (CL 16th). If the sword scores a critical hit, the target 
  must succeed at a DC 25 Fortitude save or be turned 
  into a porcelain statue, as if by flesh to stone. Characters 
  turned to porcelain by the sword appear to weep tears of 
  blood that run down the statue’s face. The porcelain is 
  fragile, having only 5 hp and a hardness of 1.
  Statistics
  Alignment Chaotic Evil; Ego 25 
  Senses sight and hearing (30 ft.) 
  Int 18, Wis 10, Cha 10 
  Communication telepathy 
  Languages Common, Abyssal
  Lesser Powers
     3/day—deathwatch, spiked armor, vengeful tears
  Destruction
  If Revenge’s Tear is blessed by the Codion of the Church 
  of Gerana, it will dissolve into blood and return to the 
  Lower Realms, where Thurin’waethil will use it to wreak 
  destruction on her demonic neighbours for a while.  
  Ring of the Fallen
  Aura moderate abjuration, moderate evil; CL 9th 
  Slot ring; Price 30,000 gp; Weight — 
  Description
  This type of ring is always beautiful, with tiny, intricate 
  scenes of burning angels worked into the surface, which 
  is typically of ivory.  When worn, though, hidden barbs 
  cause a rivulet of blood to run over the wearer’s hand, 
  telling, but not harmful.  The wearer of a ring of the 
  fallen is unaffected by the protective aura or the aura of 
  menace of archons, angels, devas or similar beings, for a 
  period of time of up to 9 rounds per day, which may be 
  taken in 1-round increments.
  Construction
  Requirements Forge Ring, dispel good, dispel magic; 
  Cost 15,000 gp
  Void-Moon Talisman
  Aura faint conjuration; CL 5th 
  Slot none; Price 4,000 gp; Weight 1 lb.
  Description
  This eerie item looks like a faintly glowing chunk of 
  alien-looking rock, and refuses to be actually touched, 
  floating an inch above any surface.  It will glow brighter 
  and hum when within 100 ft. of a void beast or any 
  significant amount of vacuum.  Once and once only the 
  void-moon talisman can be used to apply the Void tem-
  plate to a summoned creature, whereupon the talisman 
  will become chunk of useless rock. 
  Construction 
  Requirements Augment Summoning, Craft Wondrous 
  Item, call the void, detect radiation; Cost 2,000 gp
  Spells 
  The following spells are known by the obedient followers 
  of demon lords.
  Abyssal Pelt (Buer)
  School transmutation (evil)
  Level cleric 4, druid 4, ranger 3
  Casting Time 1 standard action
  Components V, S, M (a rotting pelt)
  Range 8 squares adjacent to caster
  Duration instantaneous/special
  Saving Throw Fortitude partial; Spell Resistance yes
  By channeling the power of fiendish beasts that prowl 
  the Realms Below, the caster can expel an abyssal stench 
  that causes adjacent creatures take 1d8 points of damage 
  from the miasmic cloud, plus 1d4 points of damage per 
  round for 10 rounds as the cloud causes the growth of 
  a thick green pelt; those affected gain a Fortitude sav-
  ing throw to stop the growth and subsequent damage. 
  Although ugly, the hair is harmless, even granting a +1 
  profane bonus to armor class, and will wither away in 
  1d4 days if not shaved off before then. The hair can be 
  destroyed by casting bless on the affected creatures or by 
  sprinkling them with holy water. This progress of the 
  spell can also be halted by effects that remove or provide 
  immunity to disease.
  Abomination (Naehemoth)
  School conjuration (evil), [mind-affecting]
  Level antipaladin 3, cleric 3, psychic 3, spiritualist 3, 
  summoner 3, wizard 3                              
  Casting Time 1 round
  Components V, S, M (handful of offal)
  Range close (25 ft. + 5 ft./ 2 levels)
  Effect creates a disgusting living mass that opponents 
  
  22
  must attack
  Duration 1 minute/level
  Saving Throw special; Spell Resistance no
  This horrible conjuration brings forth a living wad of 
  pulsing, discolored flesh from the Realms Below that 
  offends the sensibilities of normal beings, to the extent 
  that they must destroy it.  The abomination has identical 
  statistics to a gelatinous cube except for the following; it 
  has the outsider type, it cannot move, has no melee or 
  special attack, and it is not transparent.   It does have a 
  defensive ability, in that if it is touched by a natural or 
  unarmed attack (or climbed on or some such action) the 
  transgressor must make a Fortitude saving throw or be 
  nauseated for 1d6 rounds.  It also negates the scent abil-
  ity in a 30 ft. radius until it is destroyed, and 1d6 min-
  utes afterward, due to its putrescent odor.  All non-evil 
  or chaotic neutral beings that can be affected by mind-
  affecting effects that are within 30 ft. of the abomina-
  tion must make a Will saving throw or spend their turn 
  attempting to destroy it by whatever means they choose, 
  focusing all of their attacks upon it until it is destroyed.  
  Good creatures take a -2 penalty on their saving throws.                                                                                                                                          
                                                                                                                                                      
  Concussion (“BONK!”)(Gomm-Thog)
  School evocation
  Level cleric 1, inquisitor 1
  Casting Time 1 immediate action
  Components V (must shout very loudly), S  
  Range close (25 ft + 5 ft./ 2 levels)
  Target 1 creature
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  This spell, a favorite of goblinoids, manifests a force to 
  strike an opponent’s head, and drive the arrogant intel-
  ligence from them, at least temporarily.  If the caster 
  succeeds on a ranged touch attack, the target takes 1d4 
  points of bludgeoning damage, plus 1 point for every 
  4 levels the caster possesses, and does 1 point of Intelli-
  gence damage for every 4 points of bludgeoning damage 
  done (minimum 1), should the target fail a Fortitude 
  save.  Should a target lose Int from this spell 4 times in 
  1 day, the damage is Int drain, instead.  Note that the 
  Verbal component of the spell is a very loud shout of 
  “BONK!” and thus cannot be used stealthily, though a 
  Silent Spell feat works normally.
  Demon-blade (The Dark Mistress)
  School enchantment (evil)
  Level antipaladin 2, cleric 2, inquisitor 2, magus 2
  Casting Time 1 round
  Components V, S, M (masterwork dagger)
  Range creature or object touched
  Target caster or 1 creature 
  Duration 8 hours (1 minute/level)
  This spell can be cast upon an object or person, im-
  printing upon the target the essence of a deadly weapon 
  concealed in abyssal shadow within it.  When the tar-
  get object is touched within the spell’s duration, or the 
  target creature speaks a command word as an immediate 
  action, a weapon materializes in their hand, bolstered by 
  the power of the Realms Below. The weapon is physi-
  cal, masterwork, of any light slashing weapon type, and 
  counted as evil for the purposes of bypassing DR.  The 
  blade lasts for 1 minute per caster level once called into 
  being.  The target radiates faint enchantment and evil if 
  those conditions are detected for, but the demon-blade  
  spell requires an opposed Spellcraft check between the 
  caster and the detector.  
  Direction Deception (Pasiphae)
  School enchantment (curse)
  Level cleric 4, witch 4, wizard 4
  Casting Time 1 round
  Components V, S, M (ivory minotaur figurine worth 
  100 gp)
  Range touch (object)
  Area of Effect 30 ft. radius burst
  Duration instantaneous (special)
  Saving Throw Will negates; Spell Resistance yes
  This spell creates a special kind of trap that can be placed 
  on a 5 ft. square section of floor, a doorknob, a chest, 
  what have you; the enchantment lasts for 2 hours per 
  caster level.
     When the targeted object or area is touched, handled 
  or trod upon, the spell is released in a 30 ft. radius burst, 
  and all those who fail their saving throw are affected by 
  the following curse, unbeknownst to them unless they 
  make a Spellcraft check on themselves equal to 14 + the 
  caster’s appropriate ability modifier: the next time they 
  take a full move action or a double move, they will make 
  a double move in a random direction, different from 
  their intended path.  If the randomly indicated direction 
  does not let them take the full indicated move, the most 
  unimpeded direction will be taken, as long as it is not 
  
  23
  the victim’s intended one. The victim must bypass easily 
  passed obstacles like unlocked doors, but cannot stop to 
  search for traps, look out a window, or fight.  They will 
  not take suicidal actions like walking over a cliff.
  Hubris (Zaqqit)
  School enchantment [emotion, mind-affecting]
  Level bard 4, cleric 5, mesmerist 4, witch 5
  Casting Time 1 standard action
  Components V, S, M (tiny foil crown)
  Range close (25 ft. + 5 ft./2 levels)
  Target 1 living creature
  Duration 5 rounds
  Saving Throw none; Spell Resistance yes
  This spell gives substantial power to the target, be they 
  ally or enemy, but then takes it all away, leaving them 
  vulnerable. The target gains a +2 morale bonus on rolls 
  to-hit and all saving throws, but each round that de-
  creases by 1 until the target is -3 on attacks and saving 
  throws.  A given target can only be under the effect of 1 
  hubris spell at a time.
  Irritant (Lord of Many Forms)
  School necromancy
  Level cleric 0, magus 0, witch 0, wizard 0
  Casting Time 1 standard action; 
  Components V, S
  Range close (25 ft. plus 5 ft./2 levels)
  Target any 1 living being
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  This spell pitches a bit of ectoplasmic stuff at a living 
  target, which does not damage, but is annoying to any 
  creature with a nervous system. It requires a ranged 
  touch attack, and if it hits imposes a -1 penalty to any 
  d20 roll made in the next round (i)except attack rolls.  
  Multiple attacks of (i)irritant do not stack, but if a target 
  is hit 3 rounds in a row, the next round the penalty ap-
  plies to attack rolls, as well.
  Legion of Evil (Tajam’muhur)
  School conjuration
  Level antipaladin 3, cleric 4
  Casting Time 1 standard action
  Components V, S, M (handful of arrowheads)
  Range personal
  Target you
  Duration 1d4 rounds plus 1 round/ level
  This spell splinters the evil soul of the caster into 8 parts, 
  which occupy the eight squares surrounding the square 
  that he is standing in; if one of the squares is occupied, 
  a member of the “legion” does not appear.  Each legion 
  member absorbs one physical or targeted magical attack, 
  but area attacks that do damage are calculated normally, 
  and destroy legion members by doing 1 hit point.  Le-
  gion members can attack, as can the caster, but attack at 
  a penalty to-hit and damage equal to the number of le-
  gion members remaining.  Only the caster can cast spells 
  or use magic items.  An additional effect of the spell is 
  that the “legion” gains a profane bonus to Intimidate 
  equal to the number of legion members.
  Narcotic Wave (Ayporos)
  School necromancy 
  Level cleric 7, mesmerist 6, wizard 7 
  Casting Time 1 standard action
  Components V, S, M (processed poppy seeds [100 gp])
  Range 60 ft. 
  Area cone-shaped burst
  Duration instantaneous 
  Saving Throw Fortitude negates; Spell Resistance yes
  Those caught in the sickly yellow wave of this spell are 
  exposed to a powerful narcotic effect; in the first round 
  they are euphoric and in a dazed condition, subsequently 
  receiving +1 to their Strength score, but -2 to their saves 
  vs. mind-affecting effects.  This effect lasts an hour, and 
  then inflicts fatigue on those affected. During this period 
  those affected are -4 to saves against the effects of any 
  and all drugs, including addiction.
  Pall of Isolation (Morcheox)
  School enchantment 
  Level cleric 4, occultist 4
  Casting Time 1 standard action
  Components S, M (handful of ash)
  Range medium (100 ft. + 10 ft./level)
  Targets one or more creatures, no two of which can be 
  more than 30 ft. apart
  Duration 1 minute 
  Saving Throw Will negates; Spell Resistance yes
  This powerful spell forces thinking beings away from in-
  teracting with one another, self-inducing isolation. Those 
  that fail their saving throw cannot do the following: be 
  adjacent to an ally, moving away at their first opportuni-
  
  24
  ty; aid another; benefit from or be part of a flank; speak 
  or use telepathy with any other being, though they can 
  cast spells and use command words normally- they can-
  not “talk to themselves” to relay information to others.  
  Summon Janusarin (Balakor)
  School conjuration (summoning), [evil]
  Level cleric 8, summoner 7, witch 8, wizard 8
  Casting Time 1 round
  Components V, S, M (a ring of 66 porphyrite flakes, 
  worth 330 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one summoned janusarin demon
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  This spell is similar to summon monster VII but summons 
  a single janusarin demon.  Janusarin dislike being of out 
  of line-of-sight from a large quantity of porphyrite or 
  a porphyrite border, and will immediately attack their 
  summoner unless a second porphyrite flake circle is 
  constructed and the summoner stays in it; both circles 
  are consumed by the spell.  If the demon can actually 
  touch the border or porphyrite deposit, the duration is 
  extended by 1 round.
  Summon Tatterdemalion (Balakor)
  School conjuration (summoning), [chaos][evil]
  Level cleric 3, summoner 2, witch 3, wizard 3
  Casting Time 1 round
  Components V, S, M (broken luxury goods [500 gp])
  Range close (25 ft. + 5 ft./2 levels)
  Effect one or more summoned tatterdemalion
  Duration 1 day/level
  Saving Throw none; Spell Resistance no
  It is said that tatterdemalion no longer exist on the 
  Lower Realms Beyond, but that these filthy demonlings 
  arise spontaneously in slums and squalid condition, in 
  dark rituals with abandoned children.  This spell is likely 
  the power source of these rituals, and the implications of 
  the raw materials of the native demon make this an evil 
  spell, indeed.  It is also a spell steeped in chaos, and there 
  is a 10% chance per caster level that an additional tat-
  termalion will be summoned; when this chance reaches 
  100%, then 2 will be automatically summoned, and 
  there is a 10% chance past CL 10 that a third will be 
  summoned.  None but the first summoned will be under 
  the summoner’s control, and will actively resist it.  
  Ultimate Weapon (Yog Muan)
  School transmutation
  Level bloodrager 2, cleric 3, inquisitor 3, magus 2, 
  ranger 2, occultist 3
  Casting Time 1 standard action
  Components V, S, M (nugget of adamantine [60 gp])
  Range personal
  Effect creates mutable weapon
  Duration 1 round/level
  This spell allows the caster to create a glowing green 
  weapon that can adapt to whatever situation is re-
  quired.  As part of casting, the caster declares what type 
  of weapon (ranged or melee), damage type (bludgeon-
  ing, slashing, piercing) the material it is made of (ada-
  mantine, cold iron, porphyrite, silver) and any special 
  weapon qualities (brace, disarm, double, reach, trip). At 
  5th caster level, the caster may choose ranged or melee 
  and damage type, and may change their selection each 
  round, as a swift action.  At 9th caster level, they may 
  select material and special weapon quality, and change 
  their selections each round.  Inapplicable combination 
  may not work, ranged weapons cannot have special qual-
  ities, and thrown weapons cannot be emulated.  At 7th 
  level the ultimate weapon qualifies as masterwork quality, 
  and at 11th level it qualifies as +1 magical; it cannot be 
  used by anyone other than the caster.
  Vengeful Tears (Thurin’waethil)
  School transmutation (evil)
  Level bard 3, cleric 3, inquisitor 3
  Casting Time 1 standard action
  Components V, S, M (a thorny rose)
  Range personal
  Target you
  Duration 1 round plus 1 round/level
  Saving Throw Fortitude negates; Spell Resistance yes
  By casting this spell, the caster incurs bleed 1, and any 
  creature that successfully attacks with a melee, missile or 
  spell attack within 30 ft. also incurs bleed 1, for every 
  successful attack, should they fail their saving throw.  
  Note that only creatures that are vulnerable to bleed are 
  affected.  The caster appears to be weeping blood dur-
  ing the duration of the spell, and the bleeding condition 
  cannot be lifted from the caster while it is in effect.
  
  25
  Domains and Subdomains
  The following subdomains are held by some of the De-
  mon Lords of Porphyra. 
  Anarchy Subdomain
  Associated Domain: Chaos
     Replacement Power: The following granted power 
  replaces the touch of chaos power of the Chaos domain.
  • 
  Reject Control (Su): Whenever any power tries to 
  assert control over you, by spell or  other ability that 
  allows a saving throw, you may roll twice and choose 
  the best result. You may use this ability a number of 
  times per day equal to 3 plus your Wisdom bonus.
  Replacement Domain Spells: 2nd—deflect blame, 
  4th—illusion of treachery, 6th—envious urge
  Betrayal Subdomain
  Associated Domain: Evil
     Replacement Power: The following granted power 
  replaces the touch of evil power of the Evil domain.
  • 
  Touch of Betrayal (Su): You can touch an ally to 
  increase your own armor class as theirs decreases, 
  +1/-1 for every three cleric levels you possess, to a 
  maximum of +6/-6 at 18th level. This effect lasts for 
  as many rounds as the increase/decrease, has no sav-
  ing throw, and can be performed a number of times 
  per day equal to your Charisma modifier.
  Replacement Domain Spells: 2nd—build trust, 3rd—
  marionette possession, 6th—vengeful outrage
  Borders Subdomain
  Associated Domain: Porphyrite
     Alternate Granted Powers: You may add all spells 
  with the word “wall” in their title to your spell list.
     Replacement Power: The following granted power 
  replaces the porphyrite edge power of the Porphyrite 
  domain.
  • 
  Border Security (Su): At 8th level, as a full-round 
  action, you can draw a line of purple light across the 
  ground, 30 feet in length, up to 30 feet away from 
  you. No creature may cross it without making a Will 
  save of 10 plus ½ your cleric level plus your Wisdom 
  modifier. The line lasts as long as you concentrate 
  upon it. You can use this ability once per day at 8th 
  level, plus one additional time per day for every four 
  levels beyond 8th.
  Replacement Domain Spells: 1st—stunning barrier, 
  2nd—dust of twilight
  Genocide Subdomain
  Associated Domain: Evil
     Replacement Power: The following granted power 
  replaces the scythe of evil power of the Evil domain.
  • 
  Genocide (Su): At 8th level, as an immediate action, 
  when any creature is killed within 30 ft. of you, you 
  gain a caster level when casting spells against fur-
  ther members of that creature’s type for a number 
  of rounds equal to your Wisdom bonus. This ability 
  can be used a number of times per day equal to your 
  Wisdom bonus, but only one bonus per type may be 
  active at a time, it is not cumulative.
  Replacement Domain Spells: 3rd—symbol of exsangui-
  nation, 6th—circle of death, 9th—massacre
  Porphyrite Domain
  Granted Powers: Your physical and spiritual salvation 
  is found in your god’s greatest gift to the world: por-
  phyrite. By the grace of this gift, you liberate yourself 
  from the malicious elementals that would enslave you. 
  In addition, you receive Resistance 1 against all forms 
  of elemental damage. This resistance increases by 1 for 
  every 5 levels you possess.
  • 
  Porphyrite Soul (Su): Whenever you channel 
  energy, be it positive or negative energy, you can as 
  a free action cause the energy to damage elementals. 
  When using channel energy to damage elementals, 
  reroll all 1s on your damage dice.
  • 
  Porphyrite Edge (Su): At 8th level, any weapon you 
  wield or ammunition you use in a ranged attack is 
  treated as if it were made from porphyrite. Porphy-
  rite weapons bypass the untyped damage reduction 
  of creatures of the elemental subtype.
  Domain Spells: 1st—porphyrite passage, 2nd—rainbow 
  promise, 3rd—protection from energy, 4th—greater make 
  whole, 5th—dismissal (elementals only), 6th—hold mon-
  ster, 7th—repulsion, 8th—banishment (elementals only), 
  9th—prismatic sphere.
  
  26
  Ruins Domain
  Granted Powers: You sense nature’s creeping reclama-
  tion of what once belonged to the civilized world and
  understand how to ensure ruins that hold power or
  significance will persist.
  • 
  Ruin Touch (Su): You can strengthen or weaken 
  objects with your touch. With a melee touch at-
  tack, you can increase or decrease the hardness of 
  an object (up to a 10-foot cube) or construct by an 
  amount equal to half your druid level (minimum 1) 
  for 1 minute. You cannot reduce an object’s hardness 
  below 0, and the same target cannot be affected by 
  this ability more than once. You can use this ability a 
  number of times per day equal to 3 + your Wisdom 
  modifier.
  • 
  Remembrance (Sp): At 4th level, when within a 
  ruin or other structure that is no longer claimed 
  by civilization, you can call upon the wisdom of 
  the land and its long-dead residents. Once per day 
  for every 4 druid levels you possess, you can cast 
  divination as a spell-like ability. Additionally, 
  if you are within ruins when you cast 
  commune with nature, you 
  gain information about the 
  crumbling structures around 
  you as though they were part 
  of nature.
  • 
  Surefooted (Ex): At 8th level, 
  your speed is not reduced by 
  difficult terrain unless the terrain 
  has been magically manipulated 
  to impede motion.
  Domain Spells: 1st—magic 
  stone, 2nd—stone call, 3rd—
  meld into stone, 4th—rusting grasp, 
  5th—commune with
  nature, 6th—stone tell, 7th—statue, 
  8th—earthquake, 9th—clashing 
  rocks
  Spider Subdomain
  Associated Domain: Ver-
  minkind.
     Replacement Power: The 
  following granted power re-
  places the vermin compan-
  ion ability of the Verminkind 
  domain.
  • 
  Unseen Veil (Su): As a swift action, you can activate 
  an invisible, intangible web around yourself in a 
  radius of 10 feet per cleric level, to a maximum of 60 
  feet. The web allows you to sense all creatures that 
  are in contact with the ground as per tremorsense 
  and lasts for 10 minutes per cleric level. You can use 
  the unseen veil ability a number of times per day 
  equal to 3 + your Wisdom modifier.
  Replacement Domain Spells: 2nd—web, 3rd—poison, 
  4th—giant vermin.
  Verminkind Domain
  Granted Powers: You have an innate understanding of 
  vermin. You gain Handle Animal as a class skill and are 
  able to use it to influence vermin and swarms.
  • 
  Disgusting Touch (Sp): You can cause a creature 
  to become sickened as a melee touch attack. This 
  ability lasts for a number of rounds equal to 1/2 your 
  cleric level (minimum 1). You can use this ability a 
  number of times per day equal to 3 + your Wisdom 
  modifier.
  • Vermin Companion (Ex): At 4th level, you gain 
  the service of an animal companion. Your 
  effective druid level for this animal 
  companion is equal to your cleric 
  level –2. You may choose any ver-
  min on the druid animal compan-
  ion list.
  Domain Spells: 1st—ant haul, 2nd—sum-
  mon swarm, 3rd—vermin shape I, 4th—
  vermin shape II, 5th—insect plague, 
  6th—swarm skin, 7th—creeping 
  doom, 8th—antipathy, 9th—fore-
  sight.
  
  27
  Traits
  The following character traits provide further options to 
  demon worshippers.
  Abyssal Healing (Buer): The Abyss bids you be fecund, 
  grow and fatten for the final slaughter!  You add +1 to the 
  total when rolling for the results of a cure spell, but can 
  receive no more than the maximum allowable amount.
  Abyssal Howling (Buer): AYEEAGHA!  AYEEAGHA!  
  Once per day you can make an Intimidate check as a free 
  action, with a +1 trait bonus to the check.
  Apotropaic Magic (Pazuzu): Pazuzu will not be thwart-
  ed by minor evils and their tiny curses, who fly before the 
  mighty demon wind!  You gain a +2 profane bonus to 
  saving throws against curses and +1 to Intimidate skill 
  checks.
  Attendant of the Crucible (Lord of Many Forms): The 
  path to the Tower is sometimes unpredictable and one must 
  use their wits to remember how to return.  You may class 
  Knowledge (geography) as a class skill and use it to suc-
  cessfully navigate your way around cities, as well.
  Beholder of the Obelisk (Morcheox): The obelisk you 
  carry has depths you cannot imagine, but He Alone will 
  reveal to you. Gain a +2 trait bonus to concentration 
  checks.
  Blood-Queen’s Blade (Thurin’Waethil): Blood is the 
  true marker of whether your wrath, and the Blood Mar-
  shal’s, has been truly heard.  Add +1 to damage due to 
  confirmed critical hits with a slashing weapon.
  Companion to the Monstrous Hand (Yog Muan): This 
  beast may be the Hand of Yog, if only we knew!  You gain 
  +1 on skill checks to identify monsters.
  Contemplator of the Maze (Pasiphae): The maze, the 
  sacred gauntlet of capability, how simple it seems… You 
  may cast (i)know direction or (i)arcane mark as a spell-
  like ability once per day.
  Counter’s Tally (Ayporos): I know what that take is, I 
  can be trusted not to skim more than my share.  You gain a 
  +1 trait bonus to Appraise, and Appraise is always a class 
  skill for you; once per day your Appraise check can and 
  must be revealed secretly to you by the GM.
  Crusher of Skulls (Gomm-Thog): Crush’em skulls, get’er 
  brains, eat’em up, GAAAAAH! You add +1 to all con-
  firmed critical hits made with bludgeoning weapons.
  Dark Aristocrat (Zaqqit): The party next week at Lord 
  Balthus’ will be the one where we make sacrifice to Our 
  Lord Disbeliever.  You gain a +1 trait bonus to Knowl-
  edge (nobility), and gain a +1 trait bonus to Diplomacy 
  when dealing with aristocrats.
  Dedicated to Demons (Faith): You call us a cult, but 
  we are the Dedicated! We defy all you who would call us 
  garbage!  You add +1 to the DC of those attempting to 
  Intimidate you, and +1 to your saves vs. fear and com-
  pulsion effects.
  Demonaic Disbelief (Zaqqit): There is no power but 
  the power I wield, and nothing can convince me otherwise!  
  You gain a +2 trait bonus to all saves vs. illusions.
  Demonic Machinist (Pasiphae): To see gears cut the pris-
  oner, needles pierce the woman sneaking out at night, oh, 
  oh, such ecstasy!  You gain Disable device as a class skill, 
  and gain +1 to Disable Device skill checks. 
  Destroy them All! (Yog Muan): You will not rest un-
  til the last of them has been destroyed… Pick a monster 
  subtype (must be a subtype); you gain +2 to damage on 
  critical hits against this subtype.
  Faithful of the Demon Lords (Faith): We stand armed 
  and dangerous before the bloody fields of history! Your 
  traffic with demonic power grants you a +1 profane bo-
  nus to Intimidate and Spellcraft, and one of those skills 
  is always a class skill for you.
  Fear the Queen (Karzerothrine): Oh, dread Karzero-
  thrine. Eat me last, please, eat me last… When you are 
  under a fear effect, you gain +1 to one of your other sav-
  ing throws while the effect lasts.
  Hostile Solitude (Morcheox): Alone in space, a destiny 
  devoutly to be wished… You gain +1 to a saving throw 
  of your choice when you are not adjacent to any other 
  creature.
  Inexplicable Knowledge (Naehemoth): The voices hum, 
  I answer, I know not why, or how, I just know.  You may 
  make a skilled Knowledge check 1/day for a Knowledge 
  skill you have no ranks in or is not a class skill.
  
  28
  Initiate of the Evening Shades (Dark Mistress): You 
  have passed the tests, and have been initiated into the elite 
  assassin’s guild. You gain +1 to damage when applying 
  damage from sneak attack or in the surprise round.
  Keeper of Myriad Sins  (Tajam’muhur): Begin the list, 
  the figures of sin: Ajak, sin of want, Bator, sin of hate, Cor-
  rost, sin of waste… You gain 1 temporary hit point/level, 
  to a maximum of 7. 
  Necromancer of Balakor (Balakor): A desperate demon-
  lord of the ghostly undead can make promises that you can 
  benefit from.  Incorporeal undead you create, summon 
  or control gain +2 hit points, but only while you control 
  them. 
  NewGods War Neutralist (Faith): The Cormazog Al-
  liance rejected your kind, but that legacy defines you even 
  today… You may ignore ½ your character level in chan-
  neled negative energy per day, and gain +1 to saves vs. 
  divine spells with the compulsion or good descriptor.
  Pack Mentality (Tajam’muhur): We are one, we are 
  legion, we will pull down their works and thrive.  You gain 
  +1 to hit when adjacent to 2 or more allies.
  Poisoner’s Ease (Karzerothrine): The spider, the centi-
  pede, all are resources like surface cattle. Choose any single 
  poison; when you attempt to inflict this poison on an 
  enemy, the DC to resist it increases by 1.  Additionally, 
  you do not risk poisoning yourself whenever you handle 
  or apply poison taken from a venomous creature.
  Proficient with the Test (Dark Mistress): Bring the 
  examiners on, I am proficient with the test! You gain a +2 
  trait bonus to Knowledge (religion) checks.
  Refugee of Bhaal-aak (Balakor): Though we few are 
  scattered, we will know one another by certain signs.  You 
  may cast detect the faithful once per day as a spell-like 
  ability, with your character level as your caster level.
  Sacred Tolerance (Ayporos): Deep Blue, Deep Blue, oh 
  how I do love you… Once per day you may reroll a saving 
  throw against the effects of a drug, or an addiction sav-
  ing throw.
  Scion of Never-Twice (Lord of Many Forms): You do 
  not hold the same thought, vision, or moral twice in your 
  mind, a daunting and chaotic task.  Gain a +2 trait bonus 
  against lawful spells and paralysis effects.
  Speak the Name (Pazuzu): I have spoken ‘His’ name, 
  there is no turning back… Pazuzu, Pazuzu, Pazuzu! 
  You have spoken the name of Pazuzu, and now are His 
  creature. You gain +2 to saves against disease, and can 
  invoke a +1 profane bonus to 1 Will save, once per day. 
  You cannot be the recipient of any spells with the ‘Good’ 
  descriptor. You can replace any trait with this trait at any 
  time, provided it is the only religion trait you possess.
  Unholy Insensitivity (Gomm-Thog): Thick head, thick 
  head, you can’t hurt my thick head... Once per day you 
  may negate 1d6 points worth of precision or critical hit 
  damage, typically from being hit in the head.
  Unsqueamish (Naehemoth): The foolish revulsion at 
  vermin and gore is the mark of a useless mind.  You gain a 
  +1 trait bonus on saves fear and horror-based effects.
  Vengeful spite (Thurin’Waethil): They took what you 
  had; destroy it, and all, lay waste and walk away.  Once 
  per day you can combine an Intimidate check with a 
  successful melee or magical attack, but only against a 
  target that has successfully attacked you previously. 
  
  29
  Summary of Demon Lords of Porphyra
  Name
  AL
  Worshippers
  Domains
  Subdo-
  mains
  Favored 
  Weapon
  Favored 
  Animal
  Ayporos
  CE
  Addicts, administrators, em-
  bezzlers, smugglers
  Evil, Knowl-
  edge, Repose
  Fear, Intu-
  ition, Souls
  Syringe 
  spear
  Poison dart 
  frog 
  Balakor
  CE
  Living ghouls, necroman-
  cers, refugees of Bhaal-aak
  Darkness, 
  Death, Ruins
  Borders, 
  Loss, Un-
  dead
  Light ham-
  mer
  Goat
  Buer
  CE
  The dying, the maimed, 
  poachers
  Animal, Evil, 
  Healing
  Fur, Geno-
  cide, Resur-
  rection
  Starknife 
  (buerite 
  unguit)
  Deer
  The Dark Mis-
  tress
  CE
  Evening Shade assassins, 
  fetchlings, skulks, residents 
  of Shadowlight
  Charm, Earth, 
  Evil
  Demon, 
  Lust, Metal
  Any light 
  slashing 
  weapon
  Fox
  Gomm-Thog
  CE
  Bugbears, cave giants, gob-
  lins, orcs, trolls
  Chaos, Evil, 
  Strength
  Canni-
  balism, 
  Demon, 
  Ferocity
  Greatclub
  Bear, boar
  Karzerothine
  CE
  Drow, half-drow, driders, 
  sentient vermin, and those 
  who dwell below.
  Chaos, Dark-
  ness, Evil, 
  Verminkind
  Demon, 
  Fear, Loss, 
  Spider
  Heavy flail
  Giant spider
  Lord of Many 
  Forms
  CE
  Dopplegangers, oozes, wiz-
  ards of the transmutation 
  school
  Chaos, Evil, 
  Trickery
  Demon, 
  Polymorph, 
  Protean
  Unarmed 
  strike
  Caterpillar
  Morcheox
  CE
  Apocalyptics, astronomers, 
  lycanthropes
  Chaos, Fire, 
  Void
  Ash, Entro-
  py, Isolation
  Bola
  Wolverine
  Naehemoth
  CE
  Berserkers, madmen, seekers 
  of forbidden lore
  Darkness, Evil, 
  Madness
  Demon, 
  Insanity, 
  Night
  Machete
  Centipede
  Pasiphae
  CE
  Evil wizards and bards, 
  cheaters and philanderers, 
  trapbuilders, dwarves
  Artifice, Chaos, 
  Charm
  Captivation, 
  Anarchy, 
  Trap
  Dwarven 
  double 
  waraxe
  Mule
  Pazuzu
  CE
  Antipaladins, harpies, 
  tengus
  Air, Animal, 
  Chaos
  Demon, 
  Feather, 
  Wind
  Longbow
  Hawk
  Tajam’muhur
  CE
  Slum dwellers, tribal hu-
  manoids, vandals
  Chaos, Destruc-
  tion, Evil
  Demon, 
  Hatred, Riot
  Whip
  Lemming
  Thurin’Waethil
  CE
  Berbalangs, chupacabras, gi-
  ant bats, vrolikai, vargouilles
  Evil, Protection, 
  War
  Blood, Cor-
  ruption, 
  Solitude
  Longsword
  Vampire bat
  Yog Muan
  CE
  Anti-theists, murderers, spe-
  cies supremacists
  Chaos, Death, 
  Evil
  Demon, 
  Genocide, 
  Murder
  Any
  Iguana
  Zaqqit
  CE
  Antipaladins, fallen nobility, 
  forlarren, giants, turncoats
  Chaos, Evil, 
  Nobility
  Betrayal, 
  Entropy, 
  Hubris
  Greatsword
  Swan
  
  30
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed
  Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and 
  translations (including into other computer languages), potation, modification, correction, addition, exten-
  sion, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, 
  transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line 
  names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of 
  the Product Identity, and which specifically excludes the Open Game Content; (f ) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, 
  Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. 
  (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms
  of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying 
  or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPY-
  RIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compat-
  ibility, except as expressly licensed in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that 
  Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that 
  you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may 
  use any authorized version of this License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game
  Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name
  of any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to 
  some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may 
  not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to 
  cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of 
  this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
  Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  1001 Spells Copyright 2011 Steven D. Russell; Author Steven D. Russell
  50 New Ways to Blow Things Up: Evocation copyright Silven Publishing and Matthew J. Hanson.
  50 New Ways to turn things into other things: Transmutation copyright Silven Publishing and Matthew J. 
  Hanson.
  Advanced Bestiary, Copyright 2004, Green Ronin Publishing, LLC; Author Matthew Sernett.
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark 
  Peterson, based on original material by Guy Shearer.
  Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matt Sernett.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Advanced Player’s Guide, Player’s Guide to Monks and Paladins, Relics & Rituals: Excalibur, Relics & Rituals: 
  Olympus, and Strange Lands: Lost Tribes of the Scarred Lands all ©2004 White Wolf Inc.
  Akashic Nodes: The Home of Memory, Copyright 2005 Justin D. Jacobson.
  Amphisbaena from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Anger of Angels. © 2003, Sean K Reynolds.
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Assassins of Porphyra. Copyright 2015, Purple Duck Games; Author Carl Cramér.
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Barbarians of Porphyra, Copytight 2014, Purple Duck Games; Author Perry Fehr.
  Bards of Porphyra, Copytight 2014, Purple Duck Games; Author Perry Fehr.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Authors: Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Roger Musson.
  Bluffside: City on the Edge Copyright 2002, Thunderhead Games, Inc., and Mystic Eye Games, LLC.
  Brownie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene, based 
  on original material by Albie Fiore.
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Jean Wells.
  Castlemourn Campaign Setting Copyright 2007, Margaret Weis Productions, Ltd.
  Cavaliers of Porphyra. Copyright 2014, Purple Duck Games; Author Perry Fehr
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Lawrence Schick.
  Chi Warrior © 2015, Purple Duck Games; Author Brian Jolly (N. Jolly).
  Clerics of Porphyra © 2016, Purple Duck Games; Author Aaron Hollingsworth.
  Covenant Magic: Further Covenants. Copyright 2015, Purple Duck Games; Author: Julian Neale.
  Crime and Punishment, Copyright 2003, Trident Inc. d/b/a Atlas Games; author Keith Baker.
  Crypt Thing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Roger Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Curses! Copyright ©2002 Kosala Ubayasekara. All Rights Reserved. Author Eytan Bernstein
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Daemon, The Oinodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Simon Muth.
  Death Dog from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Underworld Oracle.
  Death Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene and 
  Erica Balsley.
  Decapus from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Jean Wells.
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Demon, Nabasu from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Demon, Shadow from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distrib-
  uted by Frog God Games; Author: Scott Greene, based on original material by Neville White.
  Demon Lord, Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on material by Gary Gygax.
  Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demon Lord, Orcus from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene and Clark Peterson, based on material by Gary Gygax.
  Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Roger Musson.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Brian Jaeger and Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Dread Codex II: The Necromancer’s Tome Copyright 2005, Adamant Entertainment. Author K. Axel Carlsson
  Drow of Porphyra - The Karza © 2015, Purple Duck Games. Author Patricia Willenborg
  Dust Digger from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Dynasties and Demagogues, Copyright 2003, Trident, Inc. d/b/a Atlas Games; Author Chris Aylott.
  Eldritch Secrets (c) 2010 HEADLESS HYDRA GAMES. All rights reserved.
  Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.; Authors Patrick Lawinger, Scott Greene, and David 
  Mannes, with Erica Balsley, Chris Bernhardt, Casey W. Christofferson, Bill Collins, Jim Collura, Chad Coulter, 
  Patrick Goulah, Skeeter Green, Jeff Harkness, Lance Hawvermale, Travis Hawvermale, Richard Hughes, Robert 
  Hunter, Al Krombach, Rob Mason, Matt McGee, Clark Peterson, Michael Proteau, Greg Ragland, Gary Schotter, 
  Joe Walmsley, and Bill Webb.
  Elemental Lords of Porphyra © 2013, Purple Duck Games; Author: Perry Fehr.
  E.N. Guild – Monster Hunters’ Guild, Copyright 2005, E.N. Publishing; Author Aeryn Rudel.
  Encyclopedia Arcane: Necromancy - Beyond the Grave Copyright 2001, Mongoose Publishing.
  Executioner’s Hood from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Fading Suns: D20, Copyright 2001, Holistic Design, Inc; Authors Bill Bridges and Andy Harmon.
  Fehr’s Ethnology Complete, Copyright 2015, Purple Duck Games; Author Perry Fehr.
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  
  31
  on original material by Simon Tilbrook.
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Ian McDowell and Douglas Naismith.
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Ian Livingstone.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Genie, Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
  Giant, Wood from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Wizards of the Coast.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Gloomwing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Godmetals of Porphyra ©2013, Purple Duck Games; Author: Mark Gedak.
  Gods of Mor Aldenn: Ehlora. Copyright 2009, Headless Hydra Games; Author K. Axel Carlsson
  Interludes: Brief Expeditions to Bluffside Copyright 2001, Thunderhead Games, Inc., and Mystic Eye Games, 
  LLC.
  Grippli from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Heroes of the Azag-Ithiel. Copyright 2015, Purple Duck Games; Author: Treyson Sanders.
  Heroes of the Birdman Mountains © 2015, Purple Duck Games; Author Mike Welham.
  Heroes of the Fenian Triarchy © 2013, Purple Duck Games; Author: Josh McCrowell.
  Heroes of the Middle Kingdoms, Copyright 2014, Purple Duck Games; Authors Perry Fehr, Mark Gedak.
  Heroes of the Siwathi Desert, Copyright 2014, Purple Duck Games. Authors Perry Fehr & Josh McCrowell.
  Hippocampus from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene and 
  Erica Balsley, based on original material by Gary Gygax.
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Underworld Oracle.
  Hyperconscious: Explorations in Psionics, © 2004, Bruce R Cordell. All rights reserved.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene.
  If Thoughts Could Kill, © 2001–2004, Bruce R. Cordell. All rights reserved.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Philip Masters.
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Joe’s Book of Enchantment Copyright 2002, Joseph Mucchiello, Jr. Published by Throwing Dice Games.
  Jubilex from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Nick Louth.
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Lawrence Schick.
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; Authors John Baichtal, 
  Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, 
  Richard Pett, and Stan!
  Korred from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Lands of Porphyra © 2015, Purple Duck Games; Authors: Ken Austin, Thomas Baumbach, Carl Cramér, Daniel 
  Denehy, Perry Fehr, Mark Gedak, August Hahn, Noble Hays, John Hazen, Sam Hing, Sean Holland, N. Jolly, 
  Christopher Kaiser, James H. Lewis, Chris Longhurst, Liz Mackie, Josh McCrowell, Christopher Mennell, Scott 
  Messer, Angel “ARMR” Miranda, Julian Neale, Daniel M. Perez, David Pryzbyla, Marc Radle, David N. Ross, 
  Treyson Sanders, Justin Sluder, Todd Stewart, Stefen Styrsky, Mike Welham, Jeremy Whelan, Patricia Willenborg.
  Legacy of the Dragons, Copyright 2004 Monte J. Cook.
  Legendary VI: Legendary Armor © 2012, Purple Duck Games; Author: Marc Radle.
  Legendary Classes: Covenant Magic, © 2013, Purple Duck Games; Author: David Nicholas Ross.
  Legendary Classes: Illuminatus © 2014, Purple Duck Games; Author David Nicholas Ross.
  Legendary Classes: More Covenant Magic, © 2014, Purple Duck Games; Author: Julian Neale.
  Legendary Classes: Rune Magic, © 2013, Purple Duck Games; Author: Josh McCrowell.
  Legendary Classes: Sacredote. © 2015, Purple Duck Games; Author: Carl Cramér
  Legendary Classes: The Rook © 2011, Purple Duck Games; Author Thomas Baumbach.
  Legendary Races: Cyclops. © 2010, Published by Purple Duck Games; Author: Stefen Styrsky.
  Legendary Races: Harpy © 2012, Purple Duck Games; Authors: Josh McCrowell, Additional Writing: Perry Fehr, 
  Sam Hing.
  Legendary Races: Medusa. © 2011, Published by Purple Duck Games; Author: Stefen Styrsky
  Legendary Races: Rakshasa © 2011, Published by Purple Duck Games; Authors: Mark Gedak, Stefen Styrsky
  Legendary Races: Sphinx. Copyright 2015, Purple Duck Games; Authors Perry Fehr and Julian Neale.
  Leprechaun from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Love and War, Copyright 2004, Trident, Inc. d/b/a Atlas Games; Author David Chart.
  Lurker Above from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene.
  Memorable Townsfolk. Copyright 2012 Purple Duck Games; Author David Nicholas Ross.
  Mihstu from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Mindscapes, © 2003–2004, Bruce R. Cordell. All rights reserved.
  Minions: Fearsome Foes, Copyright 2001, Bastion Press
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Monsters of Illusion. Copyright 2005, Reality Deviant Publications; Author K. Axel Carlsson
  Monsters of Porphyra, Copyright 2014, Purple Duck Games. Authors Mark Gedak and Perry Fehr.
  Monstrous Races, copyright 2011, Purple Duck Games; Authors: Mark Gedak, Stefen Styrsky
  Monstrous Races: Second Horde, copyright 2011, Purple Duck Games; Author: Thomas Baumbach.
  Monte Cook’s Arcana Unearthed, Copyright 2003 Monte J. Cook.
  Monte Cook’s Arcana Evolved, Copyright 2005 Monte J. Cook.
  Monte Cook’s Arcana Unearthed DM’s Screen and Player’s Guide, Copyright 2003 Monte J. Cook.
  Muckdweller from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Mutants & Masterminds © 2002, Green Ronin Publishing.
  Mystic Secrets: The Lore of Word and Rune, Copyright 2004 Monte J. Cook.
  Necrophidius from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Nobles of Porphyra © 2015, Purple Duck Games; Author Carl Cramér
  Oathbound: Arena, Copyright 2004, Bastion Press
  Oathbound: Domains of the Forge, Copyright 2002, Bastion Press
  Oathbound: Mysteries of Arena, Copyright 2004, Bastion Press
  Oathbound: Wrack & Ruin, Copyright 2003, Bastion Press
  Occult Lore, Copyright 2002, Trident, Inc. d/b/a Atlas Games; Authors Keith Baker, Adam Bank, Chris Jones, 
  Scott Reeves, and Elton Robb. 
  Open game content from Classic Play - The Book of the Planes is copyright 2004, Mongoose Publishing Ltd.
  Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPC named spells from the 
  Player’s Handbook that were renamed in the System Reference Document. The Compendium can be found on 
  the legal page of www.necromancergames.com.
  Oracles of Porphyra, Copyright 2013, Purple Duck Games. Author Perry Fehr
  Paladins of Porphyra, Copytight 2014, Purple Duck Games; Author Perry Fehr.
  Pantheon and Pagan Faiths ©2004 Mystic EyeGames.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, 
  and Sean K Reynolds.
  Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, with 
  Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, 
  Tork Shaw, James L. Sutter, Jerome Virnich.
  Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc.; Authors: John Compton, Paris 
  Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.
  Pathfinder Campaign Setting: The Inner Sea World Guide. © 2011, Paizo Publishing, LLC; Authors: Keith 
  Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff 
  Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, 
  Jeff Quick, Sean K Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, 
  Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, and JD Wiker.
  Pathfinder Campaign Setting: Occult Mysteries © 2014, Paizo Inc.; Authors: Jason Bulmahn, Crystal Frasier, Jim 
  Groves, Brandon Hodge, James Jacobs, Erik Mona, F. Wesley Schneider, and Jerome Virnich.
  Pathfinder Chronicles: Seekers of Secrets. Copyright 2009, Paizo Publishing, LLC; Authors: Tim
  Hitchcock, Erik Mona, Sean K Reynolds, James L. Sutter, and Russ Taylor.
  Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, Paizo Publishing, LLC; Author: JD Wiker.
  Pathfinder Player Companion: Adventurer’s Armory. Copyright 2010, Paizo Publishing, LLC; Authors:
  Jonathan Keith, Hal Maclean, Jeff Quick, Christopher Self, JD Wiker, and Keri Wiker.
  Pathfinder Player Companion: Blood of Angels © 2012, Paizo Publishing, LLC; Author: Amber E. Scott.
  Pathfinder Player Companion: Blood of Fiends © 2012, Paizo Publishing, LLC; Authors: Hal Maclean and Colin 
  McComb.
  Pathfinder Player Companion: Blood of the Moon © 2013, Paizo Publishing, LLC; Authors: Tim Akers, Neal 
  Litherland, David N. Ross, and Tork Shaw.
  Pathfinder Player Companion: Divine Anthology © 2016, Paizo Inc.; Authors: Alexander Augunas, Russ Brown, 
  John Compton, Alex Riggs, and David Ross.
  Pathfinder Player Companion: Goblins of Golarion. © 2011, Paizo Publishing, LLC; Author: James Jacobs, Hal 
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  32
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  Plexus - Potent Portals Copyright 2002 Mark Alexander Clover.
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  Purple Mountain V: The Descent © 2013, Purple Duck Games; Author Josh McCrowell.
  Purple Mountain VI: The Well of Stars © 2013, Purple Duck Games; Author Perry Fehr.
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  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
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  Sandman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
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  Slime Mold from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
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  Slithering Tracker from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
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  Spriggan from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene and Erica 
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  Tenebrous Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
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  Traps and Treachery, Copyright 2001, Fantasy Flight Inc.; Authors Greg Benage, Kurt Brown, Mark Chance, 
  Brian Ferrenz, Lizard, David Lyons, Brian Patterson, Scott Stoecker, Wil Upchurch.
  Troll, Ice from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene.
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  Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker, David Noonan, Rich 
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  original material by Gary Gygax.
  Wild Spellcraft Copyright, 2002 ENWorld.
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  Greene, based on original material by Gary Gygax.
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  Lawinger.
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  on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Demon Lords of Porphyra © 2017, Purple Duck Games; Author: Perry Fehr
  Open Game Content: All Text.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Demon Lords of Porphyra.pdf