THE COLLEGE OF BLACK MAGICS
Familiars
Creature: Grey Imp
Habitat: The Barrens
Frequency: Common
Number Appearing: 1 - 6
PS 12
MD 20
AG 20
MA 13
WP 13
EN 12
FT 18
PC 11
TMR 10/5
PB 7
DEF 20
MR 43
ARMOR 3
DESCRIPTION: Grey imps are the spies of the demonic forces.  They are
not meant to see combat if at all possible.  While they enjoy tormenting and
torturing lemures, they keep clear of any of the more powerful demons.  
They are intense rivals of the horned imps and the two types will rarely
cooperate together.  Both tend to think that the other imp is inferior.
      Grey imps are about 3 feet tall and look somewhat like miniature grey
gargoyles.  They are not eager for combat and would rather torment an
opponent from a distance with their minor magics then have to fight with
their limited ability.   Every imp is branded by their master and this makes it
easy to identify them, but makes them known to other demons who
generally have no use for an imp other than their own.
WEAPON
RANK
IV
%
DAMAGE
CLASS
USE
RANGE
Javelin
4
35
76
4
A
RM
8
Claws
4
35
66
2
B
MC
-
Spikes
 
31
60
2
A
R
12
Grey imps possess the following abilities:        
Witchsight: 60%,           Walking Unseen: Talent - self,                 Pyrogenesis: 60% - 50feet
Silence: 60% creates an area of silence that is 20 cubic feet in its dimensions.  No noise will  exit  the  area.
Opening: 50% opens ordinary locks and safes.   Magical ones get a base roll of 30% to remain locked.
Fog: 60% -30 minutes - This spell fills an area of 50 cubic feet with a dense fog that limits vision to 20 feet within a
person.   This fog will rapidly disappear if cast outdoors.

Spikes:  Grey imps can launch their tail spikes at opponents.  As soon as these spikes are hurled from their tail they
burst into flames and are similar to grenados.  Armor does not absorb the damage caused by these spikes. Victims
caught on fire will burn for 3 more pulses or until the fire is extinguished.  Grey imps are limited to hurling a total of 4 of
these spikes in a given day.

      Grey imps enjoy tormenting any thing weaker than themselves, which isn’t much.  Once a week they must be
allowed to torture and kill a small animal or child.   If the witch fails to grant this to the imp, it looses its magical abilities
the first week, and all of its FT the following week and dies on the third week.   Grey imps often take on the disguise of
a black cat, raven or old dog.  Grey imps can be hurt by ordinary weapons, so they are careful who and what the bully
when they are given free reign by their masters.
Creature:  Horned Imp
Habitat: The Barrens
Frequency: Common
Number Appearing: 1 - 3
PS 15
MD 16
AG 18
MA 10
WP 13
EN 15
FT 18
PC 12
TMR 8/4
PB 7
DEF 38/18
MR 33
ARMOR 6
DESCRIPTION: Horned imps are the messengers of demons.  When a
message needs to be delivered, it will be through a horned imp.   Horned
imps are bitter rivals with the grey imps and the two rarely cooperate.  Imps
that follow the same lord are constantly trying to promote themselves while
making any rival imps look inferior or incompetent.  Horned imps are often
sent to the prime material plane to serve as familiars to mages in the Dark
Colleges. They enjoy this duty although they do not enjoy being obedient
to a mortal.   While on the prime material horned imps do not have to
endure the constant bullying, threats, and attacks by more powerful
demons.
       Horned imps look like your stereotypical miniature demon with
prominent horns on their head.  They typically are green, black, red, blue
or purple in their coloration. They are about 3 feet in height.
WEAPON
RANK
IV
%
DAMAGE
CLASS
USE
RANGE
Spear
4
34
87
5
A
RM
8
Claws
4
35
76
3
B
MC
-
Horned imps possess the following abilities:        
Witchsight: 60%,    Walking Unseen: Talent - self   Pyrogenesis: 60% - 50feet,           Fear 50% - 60feet.  

Ritual of Portal Making: 60% This ritual takes an hour to complete and it allows the horned imp to open a portal to
the Barrens.  The imp may then return home or attempt (40%) to summon between 1 and 3 more horned imps.  Any
roll above 70% means that the horned imp has summoned a clawed devil which will then kill the imp and companions
before returning to the Barrens.   Needless to say, most horned imps would rather avoid summoning help especially
since death means their return to the Barrens as a lemure.

Horned imps enjoy eating the remains of the dead, and they have a special dislike for zombies and skeletons.  If the
witch fails to grant this to the imp, it looses its magical abilities the first week, and all of its FT the following week and
dies on the third week.  Horned imps often take on the form of a black horned owl, old dog, or mule.  Horned imps are
the most eager of familiars since they tend to be the most frequently killed on their home plane.  As long as they are
given their food, they remain loyal (in varying degrees) to the black mage.  Horned imps are vulnerable to ordinary
weapons, so they still exercise caution when dealing with others.
Creature: Gnollar
Habitat: The Barrens
Frequency: Common
Number Appearing: 3 - 8
PS 18
MD 15
AG 24
MA 10
WP 20
EN 18
FT 22
PC 10
TMR 10
PB 9
DEF 44
MR 40
ARMOR 6
DESCRIPTION: Gnollars are the ground troops of the Barrens.  These
demonic hounds look very similar to gnolls except that they have dark red
skin and use no weapons.  They frequently form hunting parties to track
down lemures and imps, and will not hesitate to attack a clawed or horned
demon that is alone.   On the prime material they are often encountered
as servants of powerful mages or priests.  While of average intelligence,
their blood lust can cause them to forget out their magical talents and
spells.  While they are about 6 feet in height, they tend to walk around on
all fours and so are only about four feet tall.
WEAPON
RANK
IV
%
DAMAGE
CLASS
USE
RANGE
Claws
6
40
94
5
B
MC
-
Bite
-
34
62
5
B
C
-
Leap
 
34
85
8
C
R
12
Gnollars possess the following abilities:        
Witchsight: 60%        Darkness: 70% 100feet - turns 50 cubic feet pitch black        Fear 60%  - 100feet
Summoning: 60%   This spell allows the gnollar to summon d5 horned imps to assist it.  This ability may be used once
per day.

Bite: Once the gnollar has bitten an opponent in close combat it no longer needs to roll to hit, but need only roll for
damage.
Leap: Gnollars  may leap up to 60 feet  in a special charge attack that enable them to do extra damage (+3) and  
knock their opponent to the ground unless they roll under 3 X PS -damage done by the gnollar.  If they fall they must
then roll under 3 X MD to retain their weapon and shield.  If they choose this attack it  is the only  one they may
perform that  round.    The next round the gnollar will already be in close combat with opponent.

If a gnollar has wounded an opponent there is a 80% that any other gnollar within 100 feet will go into a feeding frenzy
and forsake the use of magic.   All gnollars present will then leap to the nearest engaged opponent and attempt to
grapple and bite their opponent.  Because of their nimbleness,   Gnollars add 20% to their defense.

Gnollars have exceptional senses and can track an opponent by smell as if they were rank 10 Rangers.  Gnollars are
immune to poison.
If you don’t mind drawing attention to yourself as a black mage, Gnollars make excellent familiars.  Their masters must
ensure that they can eat their fill of flesh every day, human or otherwise.   For each day that they fail the gnollar
looses 6 FT which may not be healed until it feeds.  If ordered to do something while it is unfed there is a 10% chance
it will turn on its Master.  Gnollars often assume the guise of a wolf or large breed dog.  Gnollars may be harmed by
ordinary weapons, but absorb 5 additional damage if they are not silver or better, or wielded by a being with a PS of
25 or higher.