Trapped Aerial Power from The Vale of the Devil's Head.
Order: Aerial Power
Infernal Might: 20 (Auram). ,
Characteristics: Int 0, Per +5, Pre +5, Com 0, Str +3, Sta +3, Dex +2, Qik +2
Size: +4
Confidence Score: 1 (3)
Personality Traits: Untamable +5, Ashamed of imprisonment +3.
Virtues and Flaws:
Reputation: Know to pilgrims in the area as a hazard +1.
Hierarchy: 1
Combat: Nil: immobilized.
Soak: +3 Skin like stone
Fatigue Levels: 0, -1, -3, -5, Unconscious.
Wound Penalties: -1 (1-8), -3 (9-16), -5 (17-25), Incapacitated (26-34), Dead (35+)
Abilities: Awareness 4 (lovelorn people), Bow 5 (sinners), 5 Infernal Lore (love), Theology 5 (love)
Powers:
Note that the creature is contained in an Infernal regio (+5) which assists its Power use.
Coagulation, 3 points, Init 0, Corpus: See Realms of Power: The Infernal page 31-32. Although the creature can discorporate and recoagulate, it cannot leave its captivity. It always reappears at the same place, healed by the process of reincorporation.
Elemental Control, variable points, Init -1, Auram: May create any Creo, Muto, or Rego Auram effect at a cost of 1 Might Point per magnitude of effect. The demon cannot create any effect with a level greater than its Infernal Might, nor duplicate Ritual effects.
Envisioning, 1 or 5 points, Init +1, Mentem: See Realms of Power: The Infernal page 31-32
Lurching heart: 4 points, constant, Corpus: The demon is so terrible to look upon that characters who see it must make a Brave roll against an Ease Factor of 9. If they fail, their heart flutters uncontrollably until they gather their courage. This cramping in the heart is treated as a fresh Light wound every round until the Brave roll is made. Note that I've made the creature a little less dangerous than the story implies, as the characters can avoid the damaging effect by turning away after losing a Light Wound level.
Level (35 spell levels (Base 5 +3 Sight +2 Sun +1 Constant) +15 xp in Penetration from intricacy points.) From RoP:F page 77.
Obsession, 1 to 3 points, Init -4, Vim: Anger. See Realms of Power: The Infernal page 31-32
Recalcitrance, 0 points, Init constant, Vim: Any attempt to control (but not destroy) an Aerial Power with any form of Supernatural Power (magical, Divine, or otherwise) treats the demon's Might as if it were one-and-a-half times its actual Might, or otherwise has its Ease Factor increased by 50%. For example, a Circular Ward Against Demons of 30th level is needed to stop an Aerial Power of Might 20.
Weakness: Cannot move from place of imprisonment
Vis: 4 pawns of Perdo, in eyes.
Appearance: A gigantic demon buried in the ground to his shoulders.
Statistical Source: Built using the Aerial Powers rules in Realms of Power: The Infernal.
Textual Source: The Travels of Sir John Mandeville.