
Pfft, negotiating with a demon, huh? That’s the kind of foolishness that gets you in more trouble than it’s worth. But fine, I’ll entertain your curiosity.
There was this one time, mind you, a good while back. The demon’s name was Zarthox, a sly and cunning creature from the deepest pits of the Abyss. The place? A decrepit, old temple hidden in the Shadowfell, cloaked in perpetual twilight and whispers of the damned. Not a holiday destination, I’ll tell you that.
The bargain? Bah, it was about retrieving an ancient artifact known as the Orb of Dragonkind. A powerful relic, that one, capable of bending dragons to the wielder’s will. Zarthox promised to reveal its location, but at a steep price – my soul, to be exact. Classic demon trickery, aiming for the eternal prize.
Outsmarting a demon is no small feat, and it requires a mix of cunning and sheer nerve. I agreed to the deal, but with my own terms. Used a bit of arcana knowledge to tweak the contract. Instead of my soul, the agreement was for a “soul” – didn’t specify it had to be mine. After securing the Orb, I handed over the soul of a soul gem, technically fulfilling the contract but keeping my own spirit intact.
Zarthox, that dumbass, was furious. He hadn’t expected a dwarf to play him at his own game. I left the Shadowfell with the Orb and my soul, a smirk on my face and the sound of the demon’s enraged howls echoing behind me. That’s how you deal with demons – with brains and a bit of trickery. But let me tell you, it’s not something you want to make a habit of. Demons, they never forget, and they never forgive.
Zarthox (5e)
- Size/Type: Large Fiend (Demon)
- AC: 17 (Natural Armor)
- Hit Points: 200 (16d10 + 96)
- Speed: 30 ft., fly 60 ft.
- STR: 22 (+6), DEX: 14 (+2), CON: 22 (+6), INT: 17 (+3), WIS: 15 (+2), CHA: 18 (+4)
- Saving Throws: Dex +7, Con +11, Wis +7, Cha +9
- Skills: Deception +9, Insight +7, Perception +7
- Damage Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Damage Immunities: Poison
- Condition Immunities: Poisoned
- Senses: Truesight 120 ft., Passive Perception 17
- Languages: Abyssal, telepathy 120 ft.
- Challenge: 13 (10,000 XP)
- Abilities:
- Magic Resistance. The demon has advantage on saving throws against spells and other magical effects.
- Innate Spellcasting. The demon’s spellcasting ability is Charisma (spell save DC 17). The demon can innately cast the following spells, requiring no material components:
- At will: Darkness, Fear
- 3/day each: Teleport, Fireball (7th-level)
- 1/day: Dominate Person
Zarthox (SWADE)
- Type: Wild Card
- Attributes: Agility d8, Smarts d10, Spirit d10, Strength d12+2, Vigor d12
- Skills: Fighting d10, Intimidation d10, Spellcasting d10, Notice d8
- Pace: 6; Flight: 12
- Parry: 7; Toughness: 12
- Special Abilities:
- Armor +2: Demonic hide.
- Fear: Anyone seeing Zarthox must make a Fear check.
- Flight: Zarthox can fly with a Pace of 12.
- Innate Magic: Zarthox can cast spells. Suggested Powers: Blast (fireball), Fear, and Puppet (dominate person).
- Size +2: Larger than most humans.
- Invulnerability: Immune to non-magical weapons and poison.
- Weakness (Holy Artifacts): Takes double damage from holy artifacts.