||If the major demon is a Lord in his domain, in this adventure and more generally in the Young Kingdoms, he is a victim of the blows of Destiny and of the conspiracies of Theleb K’aarna. The major demon did not ask to own the young Ardadrimis, any more than he asked to come to this noxious world which could cause him so much suffering. Devious but able to keep his word, the Demon wants only one thing, to go home. And he will do everything to achieve it. He can become a powerful (albeit temporary) ally if the PCs support him. Conversely, if they play with him, he can make them discover how resentful the Demons can be.
As long as it is retained in the body of Ardadrimis, its presence is only temporary and the Demon manifests episodically. Unobtrusive as long as he is alone with the PCs, striving to determine the best way to manipulate them or to convince them to help him, he becomes extremely violent (and vulgar!) When Karras intervenes.
Changes form every round, maintaining its own Characteristics, but assuming the locations of the new shape and carrying over any damage already suffered (various forms should be prepared in advance by the Games Master).
Recovers 1 Hit Point per round to every location, except for major wounds.
Produces a thunderous sound that deafens listeners, who must succeed in an opposed test of Resilience against the Roaring’s potency of 1D8x10% to avoid becoming temporally stunned for 1d8 Combat Actions.