Friday, October 16, 2015

Southland: Master Demons and Devils

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Master Demons and Devils
These creatures are the overlords of the minor demons.  They are generally the ones with the brains and some courage (but no heart).

Erinyes (Devil)
HD 9, Hp 72, AC 19* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +11, Ref +11, Will +10
Melee: 2 attacks/rd Longsword +14/+9 to hit 1d8+5
Ranged: 2 attacks/rd +1 Flaming Composite Longbow +15/+10 to hit 1d8+6 +1d6 fire/rd until smothered  
Or Rope +14 to hit, DC 18 Str or Escape Artist or Entangled (generally used to capture opponents)

Teleport: Used to escape
Summon: 1d4 minor demons, 50% chance of success, once per day
True Seeing: Never fooled by illusions or invisibility

Female hunters, typically relying on ranged attacks and calling in minor demons to engage in melee.  They have a natural enmity with the glamorously beautiful Succubae and hideous Hags.  

Chain Devil (Kyton)
HD 8, Hp 64, AC 18* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +8, Ref +8, Will +6
Melee: 2 attacks/rd Chains +10 to hit 2d4+2, on Natural hit foe is also knocked down

Typical bully of minor demons and torturer. 

Babau (Demon)
HD 7, Hp 56, AC 17* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire), Protective Slime-destroys any non-magical melee weapon that hits, Enhanced Init +3
Fort +10, Ref +6, Will +6
Melee: 3 attacks/rd 2 X Claws +12 to hit 1d6+5 and Bite +7 to hit 1d6+2

Stealth +7
Summon: Another Babau 40%, 1d4 minor demons 60%, once per day
Teleport: Used to escape
Darkness: Used to hide before attack
See Invisible  

Typically used for assassinating foes.

Hag (Demon)
HD 7, Hp 45, AC 17* (Magic or silver to hit, immune to electricity, poison, acid, and any fire), Enhanced Initiative +3
Fort +6, Ref +6, Will +6
Melee: Claw +13 melee 1d6+7
Stealth +7
Mind Control: DC 18 Will Sv or controlled for 1d4 rds, can be attempted on an opponent once per encounter, can control one victim at a time, the Hag will lose control if hit by an attack
Disguise Self: At will.  This is an illusion, not a physical change.  DC 18 Will Sv for viewer to disbelieve, but viewer must be concentrating.  If the Hag is injured, DC 18 Will Sv to maintain disguise.
Fog Cloud: At will

Hags are often sent on infiltration and abduction tasks.  They hate Succubae and highly dislike Erinyes to the point they’d sabotage the mountain’s defenses if they could implicate either of them in the process.    

The General (Hezrou Demon)
HD 10+20, Hp 100, AC 20* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +16, Ref +7, Will +9
Melee: 3 attacks/rd Bite +14 to hit 4d4+5 and 2 X Claws +9 to hit 1d8+2
If both Claws hit the same opponent in a rd, they are grappled.  DC 18 Str or Escape Artist to get free or next rd, automatic Bite damage.  Will drop victim if successfully attacked
Stench: Produced in combat, DC 18 Fort Sv to everyone in C range or Sickened 1 turn (all Bonuses go to 0), other demons are not immune to this
Teleport: Used to escape
Summon: 60% another master demon, 80% 1d4 minor demons, once per day True Seeing: Never fooled by illusions or invisibility

He’s crazy.  He’s a sociopathic, brooding mad man.  The General rules by fear, pure and simple.  His motivations are to live another day, hold the fortress, and to destroy anyone (human or demon) that gets in his way.  There’s little subtly to the General’s tactics in personal combat, he simply uses his high AC and Hp and superior melee abilities to eviscerate his foes. 

No comments:

Post a Comment