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Bestiary
Creatures
Reptiles & Amphibians
Srill
| ST: 20-30 | Move/Dodge: 14/7 | Weight: 350 lbs. |
| DX: 11 | PD/DR: 1/2 | |
| IQ: 4 | Dmg: 1d-1* | |
| HT: 13 | Size: 2 |
The Srill are rather intelligent herbivorous reptiles, domesticated as riding animals by the Lankani. Following a couple of instances of horse plagues this people decided a change was needed. The Srill is a bipedal runner, with a beak-like mouth and front claws that can be utilized in combat. The snout and claws each strike for 1d cr. Also note the natual scaly armour of the creature. Srill are found in the wild also. Due to the fact that they have been only recently domesticated, assume that they are hard to train (reduce IQ by 1 for most training purposes) and assume that trainers and riders must be realtively alert around these creatures.
Demons of the Essænce
Elemental Demons
Fire Demons
| ST: 30-35 | Move/Dodge 9/9 | Weight: 700 lbs |
| DX: 15 | PD/DR: 2/8 | |
| IQ: 12 | Dmg: * | |
| HT: 16/30 | Size: 2 |
Fire Demons are 13' tall darkskinned humanoids shouded in flame, wielding flaming blades. Always warm to be around they may immolate into true elemental form, in effect becoming Fire Clouds (see GURPS Grimoire, p. 30) as powerful as their current fatigue will permit. They have access to every fire spell at skill level 21+ and should be treated as having One-college Magery for the Fire college at level 5 (see Archmage rules).
Fire Demons wield flaming swords of different types, usually from the Broadsword family (broadsword, scimitar etc.) with the appropriate skill at 18. These blades are always Flaming. Fire Demons can reach one hex farther with their weapons than average beings.
Air Demons
| ST: 30-35 | Move/Dodge: 30/10 | Weight: NA |
| DX: 18 | PD/DR: 0/0* | |
| IQ: 12 | Dmg: by spell | |
| HT: 15/25 | Size: 2 |
Air Demons are insubstantial creatures. They appear as humanoids 10' to 20' tall, but this is little more than an image and they often transform into air vortices. Air Demons are masters of the properties of the air, and can use every air spell, exept electricity based spells which they cannot use, at a skill level of 25+, and are treated as having One-College Magery: Air at level 6. Being insubstantial, they cannot be harmed by physical attacks.
Light Demon
| ST: 30-35 | Move/Dodge: 9/9 | Weight: 650 lbs. |
| DX: 15 | PD/DR: 2/8 | |
| IQ: 12 | Dmg: * | |
| HT: 15/25 | Size: 2 |
Light Demons usually appear as 12' humanoids with an inner red, green or blue glow that penetrates the skin. Masters of light and energy waves, they can use every Light (but not Darkness) and Air: Electricity spell with a skill of 21+. Lightning Stare seems to be a particular favourite when in combat. They are considered to have Magery 5 with regard to these spells.
Many Light Demons employ long (5-6 yds usually - just short enough to eliminate readying times in relation to ST), electricity-crackling whips in combat. These deal +2 electricity damage on any strike, and are agonizing to be entangled by. Light Demons add 1 to the basic reach of the weapon because of their size.
Water Demon
| ST: 35-40 | Move/Dodge: 8/8 | Weight: 1000 lbs. |
| DX: 14 | PD/DR: 2/8 | Notes: |
| IQ: 12 | Dmg: * | |
| HT: 15/25 | Size: 2 |
Water Demons are a strange and fearful sight, as they are 17' humanoids, and water seems to be cascading off them with every move. Everyone in adjacent hexes are considered to be fighting on bad footing, and suffers a -1 to Move and Dodge. They command the magics of the Water college with ease, knowing every spell of that college at leve 21+. They are considered to have Magery 5 with regard to these spells.
Water Demons carry magical nets with a very special properties. Treat it as an animal net wielded with a skill of 16. However, in addition to the normal entangling effects, water flows and form around it it such a way that any victim is drowning from the moment they're struck. Water Demons have a reach bonus of 2 yards.
Earth Demon
| ST: 50-60 | Move/Dodge: 7/7 | Weight: 3000 lbs. |
| DX: 12 | PD/DR: 4/12 | Notes: |
| IQ: 12 | Dmg | |
| HT: 16/35 | Size |
Shockingly frightening 20' rock-hewn humanoids, Earth Demons delight i flattening opponents with their huge fists or stone mattocks (use maul stats), and have a reach bonus of 2 because of their size. In addition to this terrifying aspect, they use every Earth spell know to man at a level of 21+ and are treated as having Magery 5 for the purposes of these spells.
Earth Demons move through earth and rock at normal speeds.
Thematic Demons
Doombringers
| ST: 35-40 | Move/Dodge: 7/7 | Weight: 350 lbs. |
| DX: 15 | PD/DR: 3/12 | Notes: |
| IQ: 14 | Dmg: * | |
| HT: 15/40 | Size: 1 |
Doombringers are 12'-15' tall humanoids enveloped in swirling, foulsmelling blackness, and are so terrifyingly otherworldly and hideous that anyone viewing them must make a Fright Check at -6. Anyone at 1-hex distance from one of these creatures usffers a 1d+1 electrical strike each round. They are well versed in magic and may know any spell at levels 15+ (many at 21+). They tend to attack using spells of emotions to invoke despair and discord. When attacking they often grapple as this will increase the electrical damage done to 2d. Their fists strike at reach 2 for 4d cr plus a 1d eletrical charge.
Soulslayers
| ST: 40 | Move/Dodge: 16/8 | Weight |
| DX: 16 | PD/DR: 3/12 | Notes: |
| IQ: 13 | Dmg: * | |
| HT: 16/50 | Size: 1 |
Soulslayers are almost incomprehensible horrors. Their victims' very spiritual existence is at risk when one of these fiends appear. In battle they will strike with their mighty claws that deal 7d-1 cut or 4d+1 imp. They also use a combinaiton of Throw Spell and Rotting Death, both of which are know at level 21+. Any Rotting Death spell that connects is maintained until the target dies.
These are not the most terrifying powers, however. Soulslayers can reach into the body of a victim they have grappled with dark, whispy tendrils. Each round that he is grappled, the victim must win a quick contest of Will with the Soulslayer, or have his spirit is dragged from his body and consumed by the demon over a period of 3 agonizing seconds. Anyone viewing or hearing this process must roll a Fright Check at -6.
Procreators
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Ordainers
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Empty template
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Notes