By Mike Mearls, Brian R. James, Steve Townshend
Demons and demon lords to your Dungeons & Dragons crusade!
Demonomicon provides the definitive treatise on demons and their masters, the demon lords. no matter if you're trying to introduce demons into your D&D crusade or plunge your heroes into the center of the Abyss, this ebook has whatever for you! greater than only a maelstrom of chaos and corruption, the Abyss is an exhilarating D&D experience locale for paragon- and epic-level heroes to discover. inside its many layers lurk strong demon lords and fiendish hordes desirous to be unleashed upon unsuspecting worlds. This tome brings demons into the area of D&D, updates vintage demons to 4th version, offers information for numerous demon lords, and introduces dozens of recent horrors from the abyssal depths. It provides Dungeon Masters ready-to-use encounters and mechanics to make demons intriguing parts of their domestic campaigns.
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Trolls, Giants, Dragons, Bears, Wargs, Orcs and naturally THE WITCH KING OF ANGMAR
"It is ever so with the issues that males commence: there's a frost in Spring or a blight in summer time, and so they fail in their promise" (LotR III, p. 182).
Elendil and his heirs prepared kingdoms after they got here to Middle-earth from Numenor; Gondor within the South, and Arnor within the North. either have been reasonable and wealthy kingdoms first and foremost of the 3rd Age. at the moment the background of the 2 kingdoms parted; the superstar of Gondor rose, yet that of Arnor fell into darkness. forces introduced the destruction of the North country. the 1st was once the waning of the Dunedain who dwelt in Arnor. the second one, and much better was once the shadow that got here from the land of Angmar. the boys of Arnor withstood the evil strength of the Witch King for 6 lengthy centuries, a tribute to the power and gear of the Dunedain of the North.
Arnor had suffered relatively little within the warfare opposed to Sauron on the end of the second one Age, and the dominion must have prospered. even supposing the numbers of the Dunedain were diminished, they have been nonetheless nice. The weather of Arnor was once light and the land used to be fertile and freed from enemies. For a couple of hundred years concerns went good, however the air of Eriador appeared unwholesome for the descendants of Numenor. Arnor fell into decline lengthy ahead of the land held any whisper of the shadow of Angmar. For purposes unknown the Dunedain deserted their capital of Annuminas upon the seashores of Lake Nennuial, and withdrew to the lesser castle urban of Fornost.
The state of Arnor used to be doomed to "a frost in Spring, and a blight in summer season. " The heirs of the dominion may now not agree at the succession to the throne of Arnor within the 9th century of the 3rd Age. In T. A. 861 the power of the northern realm was once divided into 3 kingdoms: Cardolan, Rhudaur, and Arthedain. The quarreling persisted; Rhudaur and Cardolan contested the ownership of the tower of Amon Sul and its Palantir. The watch on evil slept within the north; males became inwards and anxious themselves with their very own affairs. The rumours of evil multiplying within the mountains didn't curiosity them; for Arthedain and Cardolan no less than, the mountains have been a ways off. None gave their recognition to the unpromising valley in a northern fork of the Misty Mountains.
The Witch King arose in Angmar in the course of the realm of Malvegil of Arthedain, it slow among T. A. 1272-1349. males turned conscious of the growing to be evil within the mountains, yet Angmar was once nonetheless getting ready its strength. No attacks at the Dunedain got here till Argeleb, the son of Malvegil, assumed the throne.
The subsequent sixty years have been darkish ones for the Dunedain of the North. The Dunedain of Rhudaur have been pushed out by means of evil hillmen in league with Angmar and Argeleb used to be slain in conflict. jointly Arthedain and Cardolan held the elements Hills opposed to Angmar. In 1409 T. A. the Witch King of Angmar published his deadliest attack. Amon Sul used to be raised and burned and the Dunedain have been compelled to escape westward. Cardolan used to be laid to waste. aid got here to the Dunedain from the Elves of the gray Havens, Rivendell, and Lorien. The armies of Angmar have been repelled from Fornost and the North Downs, and compelled to withdraw to Angmar. The shadow of the North was once contained for a time.
The land of Angmar is likely one of the grimmest areas in all of Middle-earth. it isn't black and twisted like Mordor, yet heartbreakingly chilly and barren. It lies in a northern fork within the Western Misty Mountains, and within the japanese Misty Mountains. Little job is based upon the barren undeniable among the fork within the mountains; the border safeguard of guys is determined within the rolling hills upon the sting of the low plateau. those males watch the lengthy border street that runs from Carn Dûm to the southern tip of Angmar. The orcs desire the protection of the tunnels within the mountains. within the East the Witch King has no border safeguard; the mountains bar access into Angmar from that course, other than to people who understand the orcish tunnels.
Additional info for Demonomicon (Dungeons & Dragons 4th Ed: Supplement)
Vl Fiery Banishment (fire) + At-Will Effect: A bloodied demon bound to this creature and within 10 squares of it explodes and is reduced to 0 hit pOints. Enemies adjacent to the demon take fire damage equal to S + one-half the demon's level. DEMONIC VANGUARD A demon that stays in the thick of combat is gra nted this power to become a focal point for its master's attacks. Give this power to brutes, lurkers, skirmish ers, or soldiers-particularly Large or larger demons that can have more creatures adjacent to them.
Attacking the Caster: Attacking the ritual caster directly might seem the quickest way to end the ritual. But harming or killing the caster before the ritual is completed is dangerous. Whenever the ritual caster takes damage, roll a d20. On a result of 19 or higher, the demon targeted by the ritual appears and runs rampant (see "Special" below). This roll takes a +2 bonus for each previous time the caster has taken damage. If the caster is slain or becomes unconscious as a result of an enemy attack, the demon likewise appears and attacks.
In particular, controllers using forced movement powers can keep characters away from the ritual caster while artillery attackers lay down an assault around them. CHAPTER 1 I Demon Lore LIJ J: Ile.