THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
Minor Demons and
Devils
[Disclaimer: The usual D&D mythology puts demons and
devils at each other’s throats as bitter enemies. I’m not actively using that here, as I don’t
see that much difference between the two.
Perhaps devils could be seen as having better, more “noble”
breeding. Hells Gate could be seen a
refuge of sorts for some, fleeing their tyrannical masters and their species’
pointless, unending wars. Certainly
there could still be some antagonism between the groups here that could be used
to the characters’ advantage.]
These minor creatures are numerous, but generally
disorganized and even prone to fighting one another. They’ll flee from more powerful opposition
unless a higher demon is present. Only
the harsh discipline of their masters keeps them in line.
Hellcat (Bezekira,
Devil)
HD 4, Hp 32, AC 14* (Natural, Magic or silver to hit, immune
to electricity, poison, acid, and any fire), Enhanced Init +3
Fort +5, Ref +6, Will +4
Melee: 3 attacks/rd, 2 X Claws +7 to hit 1d8+3 and Bite
+4 to hit 2d8+3
Stealth +4
Stalking predator.
Usually found in patrolling packs.
Breaded Devil
(Barbazu)
HD 6, Hp 45, AC 16* (Magic or silver to hit, immune to
electricity, poison, acid, and any fire)
Fort +8, Ref +7, Will +5
Melee: 2 attacks/rd Glaive +9/+4 to hit 1d10+3 + Infernal
Wound DC 18 Fort Sv or bleed 2 hp/rd until treated by magic healing
Typical frontline, melee warrior. The Glaive is magical. If used by a character, it requires a DC 12
Will Sv or the character becomes possessed.
Also requires +2 Str and Con to wield.
Dretch
HD 2+4, Hp 13, AC 12* (Natural, Magic or silver to hit,
immune to electricity, poison, acid, and any fire)
Fort +5, Ref +3, Will +3
Melee: 3 attacks/rd 2 X Claws +4 to hit 1d6+1 and Bite
+2 to hit 1d4
Mindless, throwaway troops used to soften up and harass
enemies.
Quasit
HD 3, Hp 13, AC 13* (Natural, Magic or silver to hit, immune
to electricity, poison, acid, and any fire)
Fort +3, Ref +6, Will +4
Melee: 3 attacks/rd 2 X Claws +8 to hit 1d3–1 + Poison
DC 12 Fort Sv or 0 Bonuses 1 turn and Bite +3 to hit 1d4–1
Invisibility at will-Must become visible to attack. 0 bonuses to hit and +4 to Saves while
invisible, if hit, Quasit immediately becomes visible for 1 turn
Used to weaken and
spy on foes. Will usually run from
combat.
Succubus
HD 6+6, Hp 33, AC 16* (Natural, Magic or silver to hit,
immune to electricity, poison, acid, and any fire), Enhanced Init +3
Fort +6, Ref +6, Will +7
Melee: 2 attacks/rd Claws +7 to hit 1d6+1, if both
Claws hit opponent they are also stunned, will attempt immediate energy
drain.
Energy Drain Kiss: Used on any stunned opponent, DC 18
Will Sv or lose 1d4 Negative Hp. The
Succubus is functionally helpless while engaged in the act.
Charm: If not engaged in combat, DC 18 Will Sv for
victim to resist. May be attempted once
on an individual per encounter. Can
control one person at a time for 1d4 rds.
Summon 1d4 minor demons, 30% chance of success,
once per day
Flight: Has ethereal wings
Not all of Hells Gate defenses are overt. Groups of Succubae are stationed to attempt
to charm would be intruders. If nothing
else, they are gregarious creatures, preferring willing victims for energy
draining. Succubae are generally
despised by master demons, especially female ones, as they are completely self
absorbed. It is not unheard of that
they’ll even betray their own kind to powerful opponents in return for their
own lives and with a kiss to seal the bargain.
Spider Demon
HD 6, Hp 24, AC 18* (Magic or silver to hit, immune to
electricity, poison, acid, and any fire)
Fort +5, Ref +2, Will +2
Melee: Bite 2 att, +6 to hit 1d8 each + Poison
(DC 12 Fort Sv, unconsciousness immediately, 1 + Con bonus days to live, unless
a venom antidote is found).
Web: 20’ area, DC 12 Ref Sv to avoid,
DC 18 Str or Escape Artist to get free (can also be cut loose in 2 rds),
otherwise held for 1 turn, can be used up to 3 X in an encounter, used for
capture
A
half-human/half-giant spider. Usually lairs
in a concealed area to act as a guard.
Ogre Mage
HD 5+15, Hp 37, AC 18* (Magic or silver to hit, immune to
electricity, poison, acid, and any fire)
Fort +7, Ref +1, Will +3
Melee: Greatsword +7 to hit 3d6+7
Ranged: Longbow +2 to hit 2d6
Flight: At will
Darkness and Invisibility at will, but must
become visible to attack (0 BAB to hit while invisible)
Once a day spells, automatic success casting
Charm Person: DC 15 Will Sv, 1 day
Ice Blast: Hail deals 3d8 freezing damage. DC 15 Ref
Sv
Gaseous Form: Used for escape
Polymorph: (into an object or harmless, small animal)
1 day, DC 15 Will Sv
Sleep: Puts 4 HD of creatures into magical slumber 1
turn, DC 15 Fort Sv
Summon: 1d4 Oni, 50% chance of success, once per day
An import from the Oriental Empire. These are ambassadors and advisors sent by
their master demon, Yomi, to the General of Hells Gate. The nature of this alliance is unknown. Perhaps it mirrors the relationship between
the Commonwealth and the Empire, with these demons trying subtly undermine the
current rulers. These Ogres are intelligent,
gentile, and well dressed. They pick
their fights carefully. Unlike the other
demons at Hells Gate, Ogre Mages and their Oni servants can come and go from
the keep. However, their influence and
the time they can spend manifested outside of the fortress roaming the
Southland appears to be very limited.
Oni
HD 3, Hp 20, AC 15* (Magic or silver to hit, immune to
electricity, poison, acid, and any fire)
Fort +3, Ref +1, Will +1
Melee: Claw +3 to hit 1d6
Or Gore
Attack charge 1d8x2, once per encounter
Ranged:
Fire Blast 3d6 fire damage, DC 12 Ref Sv, ½ dam
Lightning
Bolt: 3d6
electrical damage, DC 12 Ref Sv, ½ dam
Shapechange: At will, any humanoid form. As the Oni is actually taking the physical
form of another, it is impossible to physically detect the disguise, short of
magical means. However, if physically
harmed the Oni must make a DC 12 Will Sv to avoid reverting to their true form.
Telepathy: At will, read minds
Gaseous
Form: At will
Teleport: Once per day, line of sight.
Also
from the Oriental Empire . Horned, minor
demons. Oni come in many different,
bright colors with varying powers and abilities. These are attendants for Ogre Mage
ambassadors and advisors and are their personal troops.
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