Saturday 26 August 2023

Monsters: Dragonlance Demons

Monsters: Dragonlance Demons

Let's get this over with, I'm tired of demons. Well, there are some 4e demons, some of which admittedly are very cool, and probably some 5e content that I haven't covered, but that's something for another time.


Fetch (Dragonlance) [Dragonlance Campaign Setting, page 223]

452 points
Attribute Modifiers: ST+4 [40]; DX-1 [-20]; HT+1 [10].
Secondary Characteristic Modifiers: Basic Move -1 [-5].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Dominance (Fatal Beating, -40%) [12]; Elastic Skin (Magical, -10%) [18]; Immunity to Metabolic Hazards [30]; Infravision [10]; Injury Tolerance (Homogenous, No Blood) [45]; Invisibility (Accessibility, Not to the intended victim, -10%; Magical, -10%; Switchable, +10%; Visible Reflextion, -10%) [32]; Unaging [15].
    Energy Drain: Leech 3 (Accelerated Healing, +25%; Magical, -10%) [38].
    Mirror Portals: Jumper (World; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Limited Access, Only between the Material Plane and the Abyss, -20%; Magical, -10%; No Signature, +20%; Special Portal, Any reflective surface, -20%; Tunnel, Before, +100%) [230].
Disadvantages: Callous [-5]; Sadism (12) [-15]; Social Stigma (Monster) [-15]; Vulnerability (Axiomatic Weapons, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Anarchic Touch [1]; Unholy Touch [1].
Creature Type: Outsider (Chaotic, Evil).

Typical Stats

ST:

14

HP:

14

Speed:

5

DX:

9

Will:

10

Move:

4

IQ:

10

Per:

10

 

 

HT:

11

FP:

11

SM:

+0

Dodge:

8

Parry:

9 (unarmed)

DR:

-

    Punch (9): thrust 1d-1 crushing (KYOS: 1d+1 crushing), Reach C.
    Energy Drain: While maintaining ongoing contact (grappling, for example), the fetch can drain 3 HP per second from the victim, while healing 1 HP per each stolen HP.
    Mirror Portals (10): A fetch can create a portal between two reflective surfaces in the Abyss and the Material Plane as if using the Jumper advantage (p. B64). This invisible portal lingers for 3d seconds. Typically, the fetch becomes invisible, steps through the portal, and tries to pull the victim back to the Abyss through it.

    Traits: Anarchic Touch; Callous; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Dominance (Fatal Beating); Elastic Skin (Magical); Immunity to Metabolic Hazards; Infravision; Injury Tolerance (Homogenous, No Blood); Invisibility (Accessibility, Not to the intended victim; Magical; Switchable; Visible Reflection); Sadism (12); Social Stigma (Monster); Unaging; Unholy Touch; Vulnerability (Axiomatic Weapons, x2); Vulnerability (Holy Weapons, x2).
    Skills: Brawling-9; Stealth-14; Wrestling-12.
    Creature Type: Outsider (Chaotic, Evil).

 

Fireshadow [Dragonlance Campaign Setting, page 225]

234 points
Attribute Modifiers: ST+10 (Size Modifier, -20%) [80]; DX-1 [-20]; IQ+2 [40]; HT+2 [20].
Secondary Characteristic Modifiers: SM+2; Basic Move -1 [-5].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Dominance (Fatal Beating, -40%) [12]; Elastic Skin (Magical, -10%) [18]; Immunity to Metabolic Hazards [30]; Infravision [10]; Injury Tolerance (Homogenous, No Blood) [45]; Magic Resistance 2 (Improved, +150%) [10]; Sharp Claws [5]; Sharp Teeth [1]; Unaging [15].
    Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10].
    Green Fire Aura: Burning Attack 1d-1 (Always On, -20%; Aura, +80%; Cosmic, Difficult to Douse, +50%; Melee Attack, Reach C, -30%) [8].
    Ray of Oblivion: Corrosion Attack 1d (Magical, -10%; Takes Recharge, 5 seconds, -10%) [8].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Callous [-5]; Dread (Sunlight) [-30]; Sadism (12) [-15]; Social Stigma (Dead) [-20]; Vulnerability (Axiomatic Weapons, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10]; Weakness (Water; 1d/min) [-40].
Perks: Anarchic Touch [1]; Unholy Touch [1].
Features: Not Subject to Fatigue; Sterile.
Creature Type: Undead (Chaotic, Evil).

Knowing Your Own Strength [254]
Replace ST+10 (Size Modifier, -20%) [80] with ST+10 [100]

Typical Stats

ST:

20

HP:

20

Speed:

5.25

DX:

9

Will:

12

Move:

4

IQ:

12

Per:

12

 

 

HT:

12

FP:

N/A

SM:

+2

Dodge:

8

Parry:

8 (unarmed)

DR:

20 (vs. fire)

    Sharp Claws (11): thrust 2d cutting (KYOS: 3d+2 cutting), Reach C-1.
    Sharp Teeth (11): thrust 2d cutting (KYOS: 3d+2 cutting), Reach C.
    Green Fire Aura: Anything that touches the fireshadow takes 1d-1 burning damage. Fires started by this ability are difficult to douse – all rolls are at -3. Holy water douses it immediately.
    Ray of Oblivion (12): Once every five seconds, the fireshadow can project a disintegrating energy beam that deals 1d corrosion damage. This is a ranged attack with Acc 3, 1/2D 10, Max 100.

    Traits: Anarchic Touch; Appearance (Monstrous; Universal); Callous; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Dominance (Fatal Beating); Dread (Sunlight); Elastic Skin (Magical); Immunity to Metabolic Hazards; Immunity to Noxious Fire Effects; Infravision; Injury Tolerance (Homogenous, No Blood); Magic Resistance 2 (Improved); Sadism (12); Social Stigma (Dead); Sterile; Unaging; Unholy Touch; Vulnerability (Axiomatic Weapons, x2); Vulnerability (Holy Weapons, x2); Weakness (Water; 1d/min).
    Skills: Brawling-11; Innate Attack (Beam)-12.
    Creature Type: Undead (Chaotic, Evil).

 

Daemonlord [Bestiary of Krynn Revised, page 16]

530 points
Attribute Modifiers: ST+20 (Size Modifier, -20%) [160]; DX+2 [40]; IQ+3 [60]; HT+5 [50].
Secondary Characteristic Modifiers: SM+2; Basic Speed +0.25 [5].
Advantages: Combat Reflexes [15]; DR 5 (Tough Skin, -40%) [15]; DR 5 (Partial, Skull, -70%) [8]; Doesn’t Eat or Drink [10]; Fangs [2]; Flight (Magical, -10%) [36]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 3 (Improved, +150%) [15]; Regeneration (Fast) [50]; Talons [8]; Unaging [15].
    Acid Resistance [68]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Acidic Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6].
    Horn: Natural Weapon (Impaling; Cannot Parry, -40%) [5].
    Paralyzing Gaze: Affliction 1 (HT; Magical, -10%; Malediction 2, +150%; Paralysis, +150%; Reduced Duration, 1/10, -20%; Vision-Based, -20%) [35].
    Roar: Affliction 1 (HT; Area Effect, 32 yards, +250%; Disadvantage, Deafness, +20%; Emanation, -20%; Hearing-Based, +150%; Magical, -10%; Selective Area, +20%; Stunning, +10%; Takes Recharge, 1 hour, -30%) [49].
    Spell-Like Abilities (Alternative Abilities) [25]:
    Chaos Hammer 2 [16/5=4];
    Seek Law [21].
Disadvantages: Appearance (Hideous) [-16]; Bad Temper (9) [-15]; Bloodlust (12) [-10]; Bully (9) [-15]; Callous [-5]; Frightens Animals [-10]; Lifebane [-10]; Sadism (12) [-15]; Selfish (9) [-7]; Social Stigma (Monster) [-15]; Vulnerability (Axiomatic Weapons, x2) [-10]; Vulnerability (Divine, x2) [-40].
Perks: Anarchic Touch [1]; Unholy Touch [1].
Notes: Size 4 hexes; Weight 4,500 lbs.
Creature Type: Outsider (Chaotic, Evil).

Knowing Your Own Strength [538]
Replace ST+20 (Size Modifier, -20%) [160] with ST+16 [160]
Add HP+4 [8]

Typical Stats

ST:

30 (KYOS: 26)

HP:

30

Speed:

7

DX:

12

Will:

15

Move:

7 ground, 14 air

IQ:

14

Per:

14

 

 

HT:

15

FP:

15

SM:

+2

Dodge:

11

Parry:

13 (unarmed)

DR:

5* (tough skin), +7 skull, 20 (vs. acid)

    Talons (18): thrust 3d+2 cutting or impaling (KYOS: 5d+1 cutting or impaling), Reach C-1.
    Fangs (18): thrust 3d+2 impaling (KYOS: 5d+1 impaling), Reach C.
    Horn (18): thrust 4d-1 impaling (KYOS: 5d+2 impaling), Reach C-1.
    Paralyzing Gaze (15): The daemonlord can lock eyes with his victim and attempt to paralyze him. Roll a Quick Contest of the rast’s Will against the victim’s HT (apply normal range penalties). If the daemonlord wins, the victim becomes paralyzed for 6 seconds per point of rast’s margin of victory.
    Roar: Once per hour, the daemonlord can emit a roar that stuns and deafens every creature within 32 yards. Everyone within must resist with HT; Protected Hearing gives +5, Hard of Hearing gives +4, and those with Deafness are immune. Deafness lasts for margin of failure minutes. The daemonlord can omit any creatures from this effect.
    Spell-Like Abilities (Alternative Abilities):
    Chaos Hammer 2 (18);
    Seek Law (14).


    Traits: Anarchic Touch; Appearance (Hideous); Bad Temper (9); Bloodlust (12); Bully (9); Callous; Combat Reflexes; Doesn’t Eat or Drink; Extra Attack 1; Flight (Magical); Frightens Animals; Immunity to Noxious Acidic Effects; Immunity to Poison; Infravision; Internal Sealed (Acid-Resistant Only); Lifebane; Magic Resistance 3 (Improved); Regeneration (Fast); Sadism (12); Sealed (Acid-Resistant Only); Selfish (9); Social Stigma (Monster); Unaging; Unholy Touch; Vulnerability (Axiomatic Weapons, x2); Vulnerability (Divine, x2).
    Skills: Brawling-18; Innate Attack (Projectile)-18; Occultism-16; Thaumatology-16; Wrestling-18.
    Creature Type: Outsider (Chaotic, Evil).
    Notes: Size 4 hexes; Weight 4,500 lbs.

 

Daemon Warrior [Bestiary of Krynn Revised, page 17]

349 points
Attribute Modifiers: ST+8 (Size Modifier, -10%) [72]; DX+2 [40]; IQ+1 [20]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1.
Advantages: Combat Reflexes [15]; DR 1 (Tough Skin, -40%) [3]; DR 6 (Outer Layer; Partial, Doesn’t cover head and neck, -5%) [29]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Fangs [2]; Flight (Magical, -10%) [36]; Immunity to Metabolic Hazards [30]; Immunity to Poison [15]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Sharp Claws [5]; Unaging [15].
    Fear Aura: Terror (Sight; Magical, -10%) [27].
    Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10].
    Smite Law: Crushing Attack 2d (Accessibility, Only against axiomatic beings, -50%; Follow-Up, Universal, +50%; Magical, -10%; Takes Recharge, 5 seconds, -10%) [8].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Bloodlust (12) [-10]; Callous [-5]; Selfish (12) [-5]; Social Stigma (Dead) [-20]; Vulnerability (Axiomatic Weapons, x2) [-10]; Vulnerability (Divine, x2) [-40].
Perks: Anarchic Touch [1]; Unholy Touch [1].
Features: Not Subject to Fatigue; Sterile.
Creature Type: Undead (Chaotic, Evil).

Knowing Your Own Strength [357]
Replace ST+8 (Size Modifier, -20%) [72] with ST+8 [80]

Typical Stats

ST:

18

HP:

18

Speed:

6

DX:

12

Will:

11

Move:

6 ground, 12 air

IQ:

11

Per:

11

 

 

HT:

12

FP:

N/A

SM:

+1

Dodge:

10

Parry:

11

DR:

1* (tough skin), 6 (not head and neck), 20 (vs. fire)

    SM+1 Thrusting Greatsword swing (14): swing 4d+1 cutting, Reach 1-3.
    SM+1 Thrusting Greatsword thrust (14): thrust 3d impaling (KYOS: 4d impaling), Reach 3.
    Sharp Claws (14): thrust 1d+2 cutting (KYOS: 3d-1 cutting), Reach C-1.
    Fangs (14): thrust 1d+2 impaling (KYOS: 3d-1 impaling), Reach C.
    Fear Aura: When a creature sees the daemon warrior, it must roll a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.
    Smite Law: Once every five seconds, a daemon warrior can declare a smiting attack against an axiomatic being. If the attack hits, it deals additional 2d follow-up crushing damage.

    Traits: Anarchic Touch; Appearance (Monstrous; Universal); Bloodlust (12); Callous; Combat Reflexes; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Magical); Immunity to Metabolic Hazards; Immunity to Noxious Fire Effects; Immunity to Poison; Infravision; Magic Resistance 3 (Improved); Selfish (12); Social Stigma (Dead); Sterile; Unaging; Unholy Touch; Vulnerability (Axiomatic Weapons, x2); Vulnerability (Divine, x2).
    Skills: Brawling-14; Two-Handed Sword-14.
    Creature Type: Undead (Chaotic, Evil).

 

Flamestone Panther [Key of Destiny, page 152]

223 points
Attribute Modifiers: ST+4 (No Fine Manipulators, -40%) [24]; DX+3 (No Fine Manipulators, -40%) [36]; HT+1 [10].
Secondary Characteristic Modifiers: Basic Speed +0.25 [5]; Basic Move+4 [20].
Advantages: Catfall [10]; Combat Reflexes [15]; DR 3 [15]; Discriminatory Smell [15]; Doesn’t Eat or Drink [10]; Extra Legs (Four Legs) [5]; Fangs [2]; Immunity to Poison [15]; Infravision [10]; Perfect Balance [15]; Sharp Claws [5]; Terrain Adaptation (Uneven) [5]; Tunneling (Move 2) [40]; Unaging [15].
    Breath Weapon: Burning Attack 1d (Costs Fatigue, 1 FP, -5%; Jet, +0%; Magical, -10%) [5].
    Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10].
    Heat Aura: Burning Attack 1 point (Always On, -20%; Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%) [3].
Disadvantages: Bestial [-10]; Cannot Speak [-15]; Horizontal [-10]; No Fine Manipulators [-30]; Social Stigma (Monster) [-15]; Vulnerability (Cold, x2) [-30]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Anarchic Touch [1]; Penetrating Voice [1]; Unholy Touch [1].
Features: Born Biter 2.
Creature Type: Outsider (Chaotic, Evil, Fire).

Knowing Your Own Strength [239]
Replace ST+4 (No Fine Manipulators, -40%) [24] with ST+4 [40]

Typical Stats

ST:

14

HP:

14

Speed:

6

DX:

13

Will:

10

Move:

10 ground, 2 tunnel

IQ:

10

Per:

10

 

 

HT:

11

FP:

11

SM:

+0

Dodge:

10

Parry:

N/A

DR:

3; 20 (vs. fire)

    Sharp Claws (15): thrust 1d cutting (KYOS: 1d+2 cutting), Reach C.
    Fangs (15): thrust 1d impaling (KYOS: 1d+2 impaling), Reach C.
    Breath Weapon (15): A 10-yard jet of fire erupts from the panther’s mouth. It uses Innate Attack (Breath) to hit. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack. It does 1d burning damage, and has a 1/2D range of 5 yards. This ability costs 1 FP to use.
    Heat Aura: Anything that touches the flamestone panther takes 1 point of burning damage.

    Traits: Anarchic Touch; Bestial; Born Biter 2; Cannot Speak; Catfall; Combat Reflexes; Discriminatory Smell; Doesn’t Eat or Drink; Extra Legs (Four Legs); Horizontal; Immunity to Noxious Fire Effects; Immunity to Poison; Infravision; No Fine Manipulators; Penetrating Voice; Perfect Balance; Social Stigma (Monster); Terrain Adaptation (Uneven); Unaging; Unholy Touch; Vulnerability (Cold, x2); Vulnerability (Holy Weapons, x2).
    Skills: Brawling-15; Innate Attack (Breath)-15; Stealth-15; Survival (Abyss)-15; Tracking-15.
    Creature Type: Outsider (Chaotic, Evil, Fire).

 

Malrauthin [Bestiary of Krynn Revised, page 20]

390 points
Attribute Modifiers: ST+26 (No Fine Manipulators, -40%; Size Modifier, -30%) [78]; DX+3 (No Fine Manipulators, -40%) [36]; IQ+1 [20]; HT+3 [30].
Secondary Characteristic Modifiers: SM+3; Basic Move +4 [20].
Advantages: Catfall [10]; Combat Reflexes [15]; DR 5 (Flexible, -20%) [20]; DR 4 (Partial, Hands, -40%) [12]; Discriminatory Smell [15]; Doesn’t Eat or Drink [10]; Dominance (Fatal Beating, Breath Weapon, -40%) [12]; Extra Legs (Four Legs) [5]; Fangs [2]; Immunity to Poison [15]; Infravision [10]; Perfect Balance [15]; Sharp Claws [5]; Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%; Long 1, +100%; Weak, -50%) [4]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
    Breathe Draining Shadows: Natural Weapon (Toxic; Cannot Parry, -40%; Cone 1, +60%; Costs Fatigue, 2 FP, -10%; Hidden, +20%; Increased 1/2D, 2x, +5%; Intangible, +50%; Magical, -10%; Ranged, +100%; Reduced Range, 1/5, -20%; Single, -20%) [10].
    Elemental Resistance (A,F) [83]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Fire, -35%; Tough Skin, -40%) [55] + Immunity to Noxious Acidic Effects [10] + Immunity to Noxious Fire Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6].
    Heat Aura: Burning Attack 1 point (Always On, -20%; Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%) [3].
    Putrefying Blood: Toxic Attack 1d (Always On, -20%; Aura, +80%; Blood Agent, Reversed, -40%; Contact Agent, -30%; Magical, -10%; Melee Attack, Reach C, -30%) [2].
    Spell-Like Abilities (Alternative Abilities) [23]:
    Lesser Zombie [9/5=2];
    Seek Good [21].
Disadvantages: Appearance (Hideous) [-16]; Bloodlust (9) [-15]; Callous [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Monster) [-15]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Anarchic Touch [1]; Penetrating Voice [1]; Scales [1]; Unholy Touch [1].
Features: Born Biter 2.
Creature Type: Outsider (Chaotic, Evil).

Knowing Your Own Strength [524]
Replace ST+26 (No Fine Manipulators, -40%; Size Modifier, -30%) [78] with ST+20 [200]
Add HP+6 [12]

Typical Stats

ST:

36 (KYOS: 30)

HP:

36

Speed:

6.5

DX:

13

Will:

11

Move:

10

IQ:

11

Per:

11

 

 

HT:

13

FP:

13

SM:

+3

Dodge:

10

Parry:

N/A

DR:

5*; +4 (hands), 20 (vs. acid and fire)

    Sharp Claws (15): thrust 4d+2 cutting (KYOS: 7d-1 cutting), Reach C-2.
    Fangs (15): thrust 4d+2 impaling (KYOS: 7d-1 impaling), Reach C.
    Tail (13): thrust 5d-1 crushing (KYOS: 7d crushing), Reach C-3.
    Breathe Draining Shadows (15): The demon breathes out a stream of draining shadows, dealing thrust 4d-1 toxic damage as large-area injury (KYOS: 5d+2). This is a cone attack that uses rules from Area and Spreading Attacks (pp. B413-414). The cone is 1-yard wide and has a length of 7 yards (ST/5) (KYOS: 6 yards). Each use costs 2 FP. It is possible to make the cone wider by using the rules from Cones of Power (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10). Creatures who die to this attack rise as bodaks 1d minutes later.
    Heat Aura: Anything that touches the malrauthin takes 1 point of burning damage.
    Putrefying Blood: When the malrauthin receives any cutting, impaling, or piercing injury, it bleeds putrefying blood on the weapon that wounded him – or its foe, if attacked with claws, teeth, etc. If the blood contacts a living creature, that creature must roll HT or take 1d toxic damage. Blood is a contact agent that must touch bare skin to work. Until the malrauthin stops bleeding (see Bleeding, p. B420), the blood drips on everything nearby. This works like any other Aura, and the demon can deliberately attack others by flicking its blood around.
    Spell-Like Abilities (Alternative Abilities):
    Lesser Zombie;
    Seek Good (11).


    Traits: Anarchic Touch; Appearance (Hideous); Bloodlust (9); Born Biter 2; Callous; Catfall; Combat Reflexes; Discriminatory Smell; Doesn’t Eat or Drink; Extra Legs (Four Legs); Horizontal; Immunity to Noxious Acidic Effects; Immunity to Noxious Fire Effects; Immunity to Poison; Infravision; Internal Sealed (Acid-Resistant Only); No Fine Manipulators; Odious Racial Habit (Eats sapient beings); Penetrating Voice; Perfect Balance; Scales; Sealed (Acid-Resistant Only); Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Cold Iron, x2); Vulnerability (Holy Weapons, x2).
    Skills: Brawling-15; Innate Attack (Breath)-15; Stealth-15; Survival (Abyss)-15; Tracking-15.
    Creature Type: Outsider (Chaotic, Evil).

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