([I was going to force people to pick up the World of Warcraft Monstrous Manual, but it's no longer available on Drivethru and possibly RPGnow. Since Blogger doesn't like tables, I will try to work around that with information on which infernal companions are popular and which can't be summoned. Definitely Balors and Pit Fiends can't be summoned -- although a Warlock worth his salt might try to put them in chains.]
Warlocks tend to summon infernal companions as part of their repretoire. Although, in theory, any Warlock of sufficient power can summon and bind a demon to him, there are a number of demons and devils that don't mind the service.
The format is this: name: ; Warlock Level: ; Advancement Level (roughly corresponds to Level Adjustment); Level of Spell Slots Sacrificed
Darkhound --> Warlock Level: 1; Advancement level: 0; Level of spell Slots Sacrificed: 1
Imp --> Warlock Level: 1; Advancement Level: 0; Level of Spell Slots Sacrificed: 1
Void Demon --> Warlock Level 5; Advancement Level: -4, Level of Spell Slots Sacrificed: 3
Succubus --> Warlock Level 9; Advancement Level: -8; Level of spell Slots Sacrificed: 5
Barghest --> Warlock Level 11; Advancement Level: -10; Level of Spell Slots Sacrificed: 6
Nightmare --> Warlock Level 13; Advancement Level -12; Level of Spell Slots Sacrificed: 3
Horned Devil --> Warlock Level 15; Advancement Level -14; Level of Spell Slots sacrificed: 8
(Monsters in the original, 3.5 format)
Small Outsider (Chaotic, Demon, Evil, Extraplanar)
Hit Dice: 3d8+6 (19 hp)
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Agy, +1 natural), touch 14, flatfooted 12
Base Attack/Grapple: +3/+0
Attack: Bite +5 melee (1d6+1)
Full Attack: Bite +5 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., resistance to fire 5, scent,
Saves: Fort +5, Ref +6, Will +4
Abilities: Str 13, Agy 17, Sta 15, Int 3, Spt 12, Cha 6
Skills: Jump +9, Listen +8, Spot +8, Stealth +8 (+12
hiding), Survival +6*
Feats: Bloodletter, Skilled (Listen and Spot), TrackB
Environment: Temperate Forest
Area: Tirisfal Glades
Organization: Solitary, pair, or pack (3–12)
Challenge Rating: 1
Darkhounds are purple wolves with two horns sprouting from their heads and another two horns sprouting from their shoulders.
Darkhounds stalk their prey, shadowing it for hours until a suitable ambush spot presents itself. They then dart out, attempting to bring down their victim with overwhelming numbers and sharp teeth.
Skills: Darkhounds gain a +4 racial bonus on Jump checks.
*Darkhounds gain a +4 racial bonus on Survival checks when tracking by scent.
Medium Outsider (Demon, Evil, Extraplanar, Lawful)
Hit Dice: 5d8+15 (37 hp)
Speed: 30 ft. (6 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +5/+8
Attack: Slam +8 melee (1d6+4 plus tormenting strike)
Full Attack: Slam +8 melee (1d6+4 plus tormenting strike)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tormenting strike (DC 14)
Special Qualities: Blindsight 60 ft., darkvision 60 ft., bracers, consume shadows, damage reduction 2/good and truesilver*, spell resistance 13, demon traits
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 16, Agy 11, Sta 17, Int 8, Spt 5, Cha 14
Skills: Climb +11, Concentration +11, Intimidate +10, Knowledge (the planes) +7, Listen +5, Spot +5, Swim +11
Feats: Improved Initiative, Power Attack
Environment: The Twisting Nether
Area: The Twisting Nether
Organization: Solitary or pair (1 plus master)
Challenge Rating: 3
Alignment: Always lawful evil
Advancement: 6–14 HD (Medium)
Level Adjustment: —
* This substance appears in More Magic & Mayhem.
A voidwalker does not hesitate to follow even the most suicidal commands its master gives. A void demon's master often sends it to block a threat leaving the master free to cast spells or use other abilities without interference. A void demon takes its orders literally; when out of communication with its master, it continues to obey its last command, even if that command is tactically unsound.
Tormenting Strike (Su): The touch of a void demon brings a victim’s most painful memories rushing to the surface; for a brief moment, she can think of nothing but destroying the source of this mental anguish. Any creature with an Intellect score of 3 or more that takes damage from a void demon’s slam attack must attempt a DC 14 Will save. Failure means the creature cannot make melee attacks (even attacks of opportunity) against anything but the void demon for 1 full round. The save DC is Charisma-based.
Bracers (Su): Void demons, whether summoned to Galatea or arriving of their own free will, wear a set of magic bracers. These bracers form automatically when the voidwalker leaves the infernal realms, tying the voidwalker to Galatea and allowing it to exist outside of the infernal realms. A voidwalker that loses its bracers also loses much of its power and might inadvertently return to the infernal realms.
A voidwalker that loses its bracers must make a DC 19 Will save or return immediately to the infernal realms as if targeted by a banishment spell. If the voidwalker makes its save, it still takes a permanent –5 penalty to Strength, Agility, and Stamina. Only a limited wish, wish, reality revision, or miracle can reverse this penalty.
Voidwalker bracers possess a hardness of 15 and 15 hit points each. Destroying a single bracer has no effect on a voidwalker.
Consume Shadows (Su): A voidwalker can absorb the darkness surrounding it, thereby healing itself of wounds; using this ability provokes attacks of opportunity. A voidwalker in total darkness can spend a full round concentrating (losing its Agility bonus to AC for the round), drawing the darkness in and producing a faint indigo light around its body. The voidwalker heals a number of hit points equal to its Hit Dice + its Stamina bonus (8 points in the case of the voidwalker presented above).
A voidwalker may consume shadows in shadowy illumination but heals only half this amount. If the voidwalker takes damage while it using consume shadows, it must attempt a Concentration check (DC 10 + damage dealt) or fail in the attempt.
Damage Reduction (Ex): A voidwalker has damage reduction x/good and truesilver, where x is equal to 1/2 its outsider Hit Dice (DR 2/good and truesilver in the case of the voidwalker presented above).
Spell Resistance: A voidwalker has spell resistance equal to 11 plus 1/2 its outsider Hit Dice (13 in the case of the voidwalker presented above).
OGL Section 15:
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment
World of Warcraft: More Magic & Mayhem Copyright 2005, Blizzard Entertainment
World of Warcraft: Monster Guide Copyright 2007, Blizzard Entertainment