Daemon, Gloom
It started with a cold, creeping fear that struck the small village of Knop. The shadows seemed longer and night more chilly. A strange shadow could be seen lurking through the muddy streets, flitting this way and that, peering in windows.
And then one night it came. Tall, dark, a horse’s head with forward pointing bull’s horns. Its fingers gripped the doorknob and slowly the tavern door creaked open. All within shuddered in horror, some screamed, some fainted.
‘I have arrived, your new master,’ the thing said in a raspy, cold voice.
Daemon, Gloom
No. Enc.: 1(1d6)
Alignment: Chaotic
Movement: 90′ (30′)
Fly: 150′ (50′)
Armor Class: 2
Hit Dice: 10
Attacks: 3 (claw/claw/bite)
Damage: 1d4/1d4/1d6 or by weapon or gore (1d6)
Save: F10
Morale: 10
Hoard Class: XVIII
X.P.: 3500
These morose earthbound daemons are remnants of an early age, they often haunt abandoned temples, shrines and cities that have been left alone for centuries, setting up court as gruesome kings or emperors, sometimes even sending out raiding parties of humanoid bandits to attack nearby settlements. Other Gloom Daemons infiltrate towns and villages and try to set themselves up as minor deities. These tall (10′) daemons have eerie, horned horse-like heads and leathery bat wings. Their hands and feet have thick talons and their dry skin is taught over their bodies, which are usually draped in robes. Adept at illusory magic these creatures can cast any 1st level Illusionist spell at will, four 2nd level Illusionist spells per day, three 3rd level Illusionist spells per day, two 4th level and 5th level Illusionist spells per day, making these creatures formidable foes.