I've always been tickled by how much a name can carry — especially with demons. The oldest layers are often literal: 'Lucifer' comes from Latin meaning 'light-bringer' or 'morning star,' which originally referred to Venus before Christian writers folded it into the narrative of a fallen angel. Similarly, 'Satan' in Hebrew literally means 'adversary' or 'accuser,' so that name functions more like a role than a personal handle.
Other names hide cultural collisions. Take 'Beelzebub' — Hebrew-Baal-zebub, roughly 'Lord of the Flies,' probably a jab at a foreign deity turned derogatory by later writers. 'Lilith' traces back to Mesopotamian night spirits, with Akkadian 'lilitu' meaning a night creature; over centuries she morphed from a stormy folk figure to a loaded symbol of rebellion and feminine danger in literature. Even 'Asmodeus' likely has older Iranian or Semitic roots — possibly from Avestan 'Aeshma' the demon of wrath — morphing through languages until medieval grimoires like 'The Lesser Key of Solomon' catalogued them with ranks and seals.
What I love is how modern creators borrow this toolbox. Writers and game designers either lean into etymology to build meaning or just pinch a sonorous name because it sounds evil. Either way, the names often carry echoes of ancient conflicts between gods, monsters, and moral labels; they’re storytelling shortcuts as much as linguistic fossils, and I find that blend endlessly fun.