Asmodeus (Arch-devil)
Baalzebul (Arch-devil)
Barbed (Lesser devil)
Bone (Lesser devil)
Dispater (Arch-devil)
Erinyes (Lesser devil)
Geryon (Arch-devil)
Horned (Malebranche) (Greater devil)
Ice (Greater devil)
Pit Fiend (Greater devil)
Styx Devil (Greater devil)
Abishai (Lesser devil): Black
Abishai (Lesser devil): Blue
Abishai (Lesser devil): Green
Abishai (Lesser devil): Red
Abishai (Lesser devil): White
Amon (Duke of Hell)
Bael (Duke of Hell)
Bearded Devil (Lesser devil)
Belial (Arch-devil)
Glasya (Princess of Hell)
Hutijin (Duke of Hell)
Mammon (Arch-devil)
Mephistopheles (Arch-devil)
Moloch (Arch-devil)
Nupperibo (Least devil)
Spined Devil (Least Devil)
Imp <check>
Tiamat (Chromatic Dragon)
(see also Rakshasa)
Druaga (god of devils)

The inhabitants and rulers of the planes of Hell are principally devils, the
most powerful of LE creatures. They somewhat resemble the
demons of chaos in their characteristics and abilities, and general
attributes will be dealt with below, while specifics pertaining to each
individual type or arch-devil are given in the category or Name detail

Devils fallow a definite order, a chain of {command}, which they dare not
break for {fear} of the arch-devils. Still, there is great rivalry, even open
antagonism, between the devils of the various planes and between the <x:semantic>
various arch-devils. While the lesser devils squabble, the dukes of Hell vie
to usurp the throne of Asmodeus. But the Archfiend has always succeeded
in playing one off against the other, and still rules from his lowest plane.

All devils are able to move about the planes of Hell (although they dare
not do so without authorization, save far the dukes). They can move to the
planes of Gehenna, Hades, and Acheron at will. Devils can also MOVE
through the astral plane, although they seldom do so. No devil is able to
enter the other planes unless the proper ritual is performed, a gate is
opened, or the proper name of a devil is spoken (and heard).

It is possible to destroy the material form of a greater devil or duke of Hell,
but such creatures can not actually be slain unless encountered and fought
in Hell or those lower planes adjacent to it. Devils can never be subdued.
The lesser ones will always fight until destroyed; the greater ones will
negotiate if seriously threatened. Devils will serve if properly commanded,
but it is risky .biz, far an improper command will break the law which
binds them to service. (It also typically requires a contract for the soul of
the creature commanding the internal power to obey.) It is possible for
other than LE persons to invoke or otherwise treat with devils (but
the long spoon, aft spoken of, had better be used when supping with such
monsters). Magic circles will keep devils off for a time if they are properly
scribed (and ensymboled in the case of a greater and arch-devils). Devils
are repelled by holy (good) artifacts or relics.

Multiattack: All devils can direct their attacks against two or more opponents if the
means are at hand.

If a greater devil has its material form destroyed it is
forced to lemure status for nine decades of torment before it resumes its
former station. If the {material} form of a duke is destroyed, that arch-devil
is bound to its own particular plane of Hell for a decade (unless again
properly called forth prior to the end of the 10 years) and a great {loss of face} is suffered (and fury in Hell is unmatched then).

Devils' Talismans:

Each type of lesser devil has a special combination of
inscriptions which will bind them to the wielder for the space of nine days,
or at least prevent the devils of that type from harming the possessor.
Greater devils can likewise be commanded for nine hours or kept at bay.
Arch-devils' talismans will cause them to perform a single service, or
prevent the bearer from being harmed by a particular duke of Hell, when
properly used. The employment of any devil's talisman requires great care
and caution. Human sacrifice is required of evil creatures using a talisman.
Merely looking at these talismans is dangerous. If not properly protected
by spells or a magic circle, study of a charm gives a 10% chance of
summoning the kind or specific devil to whom the talisman belongs.
Speaking the name on the talisman will always call forth the kind or
specific devil.

Arch-devils will be aware of improperly protected talismans,
and they will send something to slay persons in possession of them if the talismans pertain to them or their planes.

General Characteristics:

Only erinyes, barbed devils, and bane devils can be hit by non-magical weapons. <revise>
The greater devils (malebranche, ice devils, and pit fiends) can <incl MM2>
be struck by magical weapons, or weapons of silver, but ordinary arms do
them no harm.

All devils have or are able to perform the following:
Charm Person
Teleportation (no error)
Know Alignment
Cause Fear (effect varies)
Animate Dead

Devils are able to summon their fellows, summoning being similar to a
monster summoning spell.

Because they have a special form of telepathy, devils are able to
understand and converse with any intelligent creature.

Devils are affected by the listed attack forms as noted below:

Attack Maximum Damage Will be:
acid full
cold half
electricity (lightning) full
fire (dragon, magical) none
gas (poisonous, etc.) half
iron weapon none*
magic missile full
poison full
silver weapon full

*unless affected by normal weapons, in which case damage will be
according to the weapon type.

Aerial Combat: All devils' power of illusion makes them difficult and dangerous aerial opponents.

The devil is the sacred animal of Druaga.

<9 hells, have 9 different shades, for those that are specific to a layer?>
<in theory, the pages shouldn't be as dark as the demon pages>
<in theory, try out alternate images : maybe, have 'NPC paintings', extra html to the actual images>

Question: The MM says that demons and devils are affected
by iron && silver weapons but then it says that magic weapons
are needed to hit certain demons and devils.
Do iron && silver weapons damage these creatures?

Answer: The forms of attacks which affect all demons and devils are
listed in the general descriptions for each type of creature.
Everything in the list applies to every creature of that type; in
other words, a demon which is described as only being vulnera-
ble to magic weapons is also vulnerable to iron weapons, even
the non-magical type. A demon will take no damage from a silver
weapon, unless the demon is a type which is vulnerable to
non-magical weapons, in which case a silver weapon will have
the same damage potential as a similar weapon made of any
other substance.
    The situation is reversed for devils; all devils are vulnerable to
silver weapons, even those who are otherwise only able to be hit
by magic weapons, and no devil can be damaged by an iron
weapon unless that devil is vulnerable to non-magical weapons.

Question: Are demons and devils immune to Sleep && Charm spells, just like the undead are?

Answer: Not exactly, although the end result is about the same. Dem-
ons and devils are not by nature immune to Sleep and Charm
spells — except for the manes and lemures, which are specifical-
ly described as being immune to both those types of magic. The
rest of the ranks don’t need to be “made” immune to Sleep spells
— they already are, because the spell only affects creatures of
up to 4+4 hit dice, and none of the demons or devils (except for
manes and lemures) has a hit-dice figure lower than 5+5.
    Demons and devils are technically vulnerable to the effects of
a Charm Monster spell, but the percentages aren’t exactly in
favor of the character who tries to use such a spell — and keep it
working after it is cast. Considering the MR of
demons and devils, plus the fact that they get a saving throw
against the spell even if their MR fails, plus the fact
that they can successfully “break” the charm after it is CAST, the
odds are definitely against the spell caster. For example, con-
sider an 11th-level magic-user trying to snare a “lowly” Type I
demon with Charm Monster: The demon has a 50% chance
(MR) of being unaffected, a 35% chance to make a
save vs. the spell even if its MR fails, and a
45% chance per week thereafter of snapping out of it. That all
adds up to less than an 18% chance that the spell will succeed
and be effective for longer than one week. The chance of suc-
cess is a lot lower for the most powerful demons and devils, and
it would not be improper for a DM to simply rule that the “big
names” (Demogorgon, Juiblex, Orcus, Yeenoghu, Asmodeus,
Baalzebul, Dispater, Geryon) are effectively immune to the
spell. The idea of being able to bring one of the demon princes
or arch-devils under control by means of a mere 4th-level spell is
hard to accept. <add note at arch-devil>

3RD21ST wrote:
Hello Gary,

Good to see that you are up and about promoting the hobby. Best wishes for you as far as your health is concerned.

Also I have a question for you concerning the true names of the demon princes and arch devils. There are a handful, give or take a few, of spells that will cause such beings considerable pain and/or discomfort if used in conjunction with their true name. My question is, did you ever jot down the true names of demon princes and arch devils? I am just dying to know what some of their real names are. Having the eye for detail that you do, my guess is that you did do this for many if not all of them. My next guess would be that you could count on one hand the ones who appear in the various monster encyclopedias under their true name. I refuse to believe that you would ever make something that easy for players. However, as a DM, I would very much like to know what those names are. Is there a way for me to find out what those true names are, other than convince you that I should not be kept on a need to know basis for said information? :D

Best Wishes,

Howdy Rob!

To be succinct, i created out of whole cloth the true names of very few demons. Only if a powerful PC was bent on encountering such an entity did I spend time to develop such details.

If you are planning to have a list of true names, then I suggest you make them up based on the commonly known name(s) of the demon in question, and keep that list well hidden from prying eyes. Imagine you being in the same boat as Rumplestiltskin :roll:


When I am less busy I'll see about the humor on the website you note.

As for playing an evil-race character as non-evil, sure! Why not, as there is variation of such outlook in most fantasy races.
The general alignment category speaks to the racial propensity and the bent of the majority of it, but certainly a lot of individuals can be different.

That does not apply to it inherantly evil entities such as vampires, let alone demons and devils.
There the modification might be in orderliness (Law-Chaos) and the degree of Evil, the dilligence with which the wicked and malign is pursued.
Just as there are truly evil people with no redeeming qualities whatsoever, so too all such creatures of Evil, for they epitomize that trait.


Setting aside the debate of nature versus nurture, there are always abberations, and with intelligent creatures change is possible. Consider how many monks and priests were martyred in the conversion of the Friesains to Christianity, but eventually they prevailed. Contrast that with non-intelligent species, a wolverine for example. The likelihood of one not being an aggressive hunter-killer is infinitismal.

"Outsiders" is not a term that properly connotes non-human origination. It implies that the world is the inner, central place. Demons and devils are creatures of pure evil, just as there those of pure good. Neither sort of entity can ever be anything else in my view. It is akin to the wolverine example given above.

"Minorities" aren't that in their own country, and RPGs, D&D in particular, are played in thre majority of nations of the world. It is social-economic class that is the determanant, not ethnicity. Most gamers are highly literate and of the middle class. About a quarter of them are connected to information technology. In all, males outnumber females by about 9 to 1--so there's the minority that publishers would most like to attract to RPGs 



Originally Posted by CRGreathouse
I have some questions about monster origins--if you don't mind, Gary. I'd really like to know where the ideas came from originally: legends, thought processes, inspirations, etc.

What can you (will you) tell us about the Umber Hulk? They're my favorite D&D monsters, really. What inspired you? I like the fact that they look like ordinary monsters, but they're actually intelligent and have a particular 'culture' of their own.

What about the diobolic heirarchy (Type I, II, ... or their named equivilents)? Were those designed wholecloth, or did you find inspiration in particular sources? Dante seems a natural influence...?
Hail CRGreathouse,

Allow me to preface my answers with a brief statement regarding my reading.
From the time I was about five I was read fairy tales and read them.
Soon thereafter I added fables and legends, and by age 12 I was an avid fan of fantasy and SF stories, reading a book a day.
Along with that I read a lot of mythology and history (fact and fiction), some Westerns, Murder and Oriental mystery stories, horror, occult, and action yarns.
Later on, in searching for new creatures to add to the D&D monster roster I devoted a lot of research time to folklore.

The umber hulk a creation made from the whole cloth of my imagination.
they were meant to be a considerable challenge to potent PCs, so they were given the abilities you appreciate.

The demon types I, II, III, etc. were similarly devised using mainly my imagination.
The devils were a mix of imagination and Dante's writing.


Originally Posted by Gray Mouser
2) Can all demons and devil possess someone or only certain types (presumably the more powerful ones)?

It is up to the DM, but I'd say that those of 5th rank or above can attempt possession as if casting a magic jar spell.

Originally Posted by Soel
Hello, Gary!

I don't know if you've covered this question before (very likely, I'd guess,) but I would like to ask you about your initial inspiration for coming up with differing distinctions for the fiendish creatures. Mainly, what caused you (taking an assumption it was your idea to do this,) to separate the classical demon into demons and devils and others?

I can understand having a hell, but I guess another part of the question is, why were other lower planes of existence created?

Thanx in advance!

Howdy Soel,

The separation of demons and devils followed rather naturally from the use of the alignments.
Demons in mythology are typically depicted as being brutish and chaotic, while devils are more orderly and cunning, so there you have the distinction.

The lower planes were a drawn from mythology as well, those being the realms of evil, the evil dead, and whatever was malign.


Yuletide Felicitations Gray Mouser

You have the differences between demons and devils I envisaged well in hand.

Demons are also unpredictable, not prone to follow instructions save through fear and force. A major one might well not cause death and desituction, but rather do something wealsome on a whim...or be exceptionally cruel.

Devils are far more predictable and orderly in their evil activities. Of course they too are subject to force and fear, but they need not be supervised continually to be assured of their acting as instructed, because their own nature is regimentation and obedience to those more powerful and malicious.

Christmas best wishes,

Originally Posted by BOZ
infighting among the devils is probably rare insofaras combat-type encounters; their infighting probably involves a lot more espionage, subterfuge, sabotage, and diplomacy.

Christmas Day Felicatations

Just so, Boz!

Plotting and intregue, machinations to discredit one above so as to move up in the hierarchy, but don't get caught!

yuletide best wishes,

Originally Posted by Mighty Veil
Wow. Reading page 3's Gary responses from his response of my Canadian Maple Leaf post to Gord. I haven't been this surprise about AD&D's roots since Gary said he wasn't a LotR fan. And not so much D&D is based on LotR.

I didn't realize D&D didn't base itself on Christian beliefs. Hindu, huh? Never would of guessed that. I still don't understand this Theosophy one. But Solars are the sun, and planetars are the planet. This new view of them makes them seem more like cosmic elementals than angels (reminds me of the show Andromeda). Very spiritual.

You know Gary. Had you used "Paradise Lost" as inspiration. I bet a neat D&D cosmology , different then the current one, there could have been. I just HATE what 2e's Planescape did to it. I was thinking of buying the new Demonweb Pit adventure till I learned it used 2e's cosmology.

As a Christian I stayed well away from basing any of the D&D game on scripture.

The Deva, Solarm and Planatar are benign and rather angelic in their purposes.

No Milton, but I did use a bit of Dante's Inferno is developing the denizens of the Nine Hells.