In my campaign Channeling The Wheel, which is now four years old, “Demons” are not an entity, but Spirits are, and they’ve been born from the same place.
The inspiration was originally, I think, Avatar (the stuff about the ancient past; Airbender not Blue Aliens) but it has grown a lot of Spirit Island (the board game) inside it now. The stats are, of course, very variable, but I have thrown a few recurring rough entities at them and will dig them out, although I’m not giving more stuff than the “basic” stats because they’re basically customised to become specific. These things are at the “lowest” level of Named Spirit: they’re the imps or lesser daemons, I think. The only stuff I’ve written is their “things they are really good at” and their Will for the purposes of being Primal Barked at. They all have the Spirit Nature Trait, and would have some Traits explaining their physical differences from humans if I were a better prepared GM or Enchanting existed in-universe.
Magic comes in three forms, Spirit Binding, Summoning, and Channeling (as well as Elven Songs and Wolf Howls, I guess). Channeling is a customised skill-based magic systems for humans which requires a Gifted-like trait and has now made a lot of use of the Fighting Arts rules to help make it even more adaptable which maintaining some rigidity.
The PCs are a Spirit Wolf and two members of a village, both Channelers, and are fighting against the forces of a powerful Named Spirit which appears to be slowly taking over the world, or something. I made a longer post about this a while ago, and that might chronicle it better.
Monoliths
G5 Forte G4 Power. (G10 MW, B5 Su, B10 Li)
B5 combat skill.
B4 Will
Nil Armour
Sand Things
G4 Speed.
B3 combat skill
B4 Observation, Tracking.
2D Armour
Vaktri (idea stolen from Exalted)
B8 Forte, B5 Power
4D Armour
G6 Will. G5 “Terrifying Commands”
B3 Combat Skill