Thursday, October 15, 2015

Southland: Minor Demons and Devils

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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