Tuesday 19 September 2023

Monsters: Devils VII

Monsters: Devils VII

At last, I'm done with devils! This post details the three pre-3e devils. There are some new and actually interesting devils in D&D 4e, but that's something for another time. It's time to pat myself on the back and switch to a more interesting project.


Asperim [Dragon Magazine #42, page 8]

175 points
Attribute Modifiers: ST-5 [-50]; DX+1 [20]; IQ+1 [20]; HT+1 [10].
Secondary Characteristic Modifiers: SM-2; Basic Move -1 [-5].
Advantages: Dark Vision [25]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Immunity to Poison [15]; Magic Resistance 1 (Improved, +150%) [5]; Rapid Healing [5]; Sharp Claws [5]; Unaging [15].
    Change Shape: Alternate Form (A spider, goat, raven, rat, or boar; Magical, -10%) [14].
    Fire Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [13].
    Spell-Like Abilities (Alternative Abilities) [109]:
    Complex Illusion 1 [42/5=9] – see GURPS Thaumatology: Sorcery, page 18;
    Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, page 19;
    Dispel Magic 1 [60/5=12] - see GURPS Thaumatology: Sorcery, p. 21;
    Fumble [38/5=8];
    Permanent Forgetfulness [45/5=9];
    Personal Invisibility [66];
    Sense Good [11/5=3].
Disadvantages: Appearance (Ugly) [-8]; Callous [-5]; Odious Racial Habit (Constant crude practical jokes) [-10]; Social Stigma (Monster) [-15]; Vulnerability (Silver, x2) [-10]; Vulnerability (Holy Weapons, x2) [-10].
Perks: Axiomatic Touch [1]; Unholy Touch [1].
Creature Type: Outsider (Evil, Lawful).

Typical Stats

ST:

5

HP:

5

Speed:

5.5

DX:

11

Will:

11

Move:

4

IQ:

11

Per:

11

 

 

HT:

11

FP:

11

SM:

-2

Dodge:

8

Parry:

8 (unarmed)

DR:

5 (vs. fire)

    Sharp Claws (11): thrust 1d-5 cutting (KYOS: 1d-8 cutting), Reach C.
    Spell-Like Abilities (Alternative Abilities):
    Complex Illusion 1
– see GURPS Thaumatology: Sorcery, page 18;
    Detect Magic (11) – see GURPS Thaumatology: Sorcery, page 19;
    Dispel Magic 1 (11) - see GURPS Thaumatology: Sorcery, p. 21;
    Fumble (11);
    Permanent Forgetfulness (11);
    Personal Invisibility;
    Sense Good (11).


    Traits: Alternate Form (A spider, a raven, a rat, or a boar; Magical); Appearance (Ugly); Axiomatic Touch; Callous; Dark Vision; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Poison; Magic Resistance 1 (Improved); Odious Racial Habit (Constant crude practical jokes); Rapid Healing; Social Stigma (Monster); Unaging; Unholy Touch; Vulnerability (Silver, x2); Vulnerability (Holy Weapons, x2).
    Skills: Brawling-11.
    Creature Type: Outsider (Evil, Lawful).

Cursed Crimson Crawler (Shambari) [Dragon Magazine #14, page 3]

307 points
Attribute Modifiers: ST+9 (Size Modifier, -10%) [81]; DX+2 [40]; IQ-1 [-20]; HT+3 [30].
Secondary Characteristic Modifiers: SM+1; Will+2 [10]; Per+1 [5]; Basic Move +2 [10].
Advantages: Constriction Attack [15]; Dark Vision [25]; Doesn’t Eat or Drink [10]; Double-Jointed [15]; DR 2 (Tough Skin, -40%) [6]; Immunity to Poison [15]; Magic Resistance 1 (Improved, +150%) [5]; 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].
    Death Throes: Affliction 1 (Will; Area Effect, 8 yards, +150%; Backlash, Instant Death, -300%; Based on Will, +20%; Disadvantage, Berserk (6) with Battle Rage, +30%; Emanation, -20%; Magical, -10%; Malediction 1, +100%; Single Use, x1/5) [2].
    Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10].
Disadvantages: Bad Temper (9) [-15]; Callous [-5]; Sadism (12) [-15]; Social Stigma (Monster) [-15]; Vulnerability (Holy Weapons, x2) [-10]; Vulnerability (Silver, x2) [-10].
Perks: Axiomatic Touch [1]; Unholy Touch [1].
Features: No Legs (Slithers).
Creature Type: Outsider (Baatezu, Evil, Lawful).

Knowing Your Own Strength [316]
Replace ST+9 (Size Modifier, -10%) [81] with ST+9 [90]

Typical Stats

ST:

19

HP:

19

Speed:

6.25

DX:

12

Will:

11

Move:

8

IQ:

9

Per:

10

 

 

HT:

13

FP:

13

SM:

+1

Dodge:

9

Parry:

10 (unarmed)

DR:

2* (tough skin); 20 (vs. fire)

    Sharp Claws (14): thrust 2d cutting (KYOS: 3d+1 cutting), Reach C-1.
    Tail Slap (12): thrust 2d+1 crushing (KYOS: 3d+2 crushing), Reach C-1.
    Boulder (30 lbs.) (14): Range 15 yards, 2d-1 crushing (KYOS: range 28 yards, 2d-1 crushing).
    Death Throes (11): When a cursed crimson crawler is killed, a its tail knob explodes, releasing waves of pent up bitterness and anger in a 8-yard radius. All creatures within the area must roll a Quick Contest of Will against the cursed crimson crawler or gain Berserk (6) with the Battle Rage enhancement for margin of victory minutes.

    Traits: Axiomatic Touch; Bad Temper (9); Callous; Constriction Attack; Dark Vision; Doesn’t Eat or Drink; Double-Jointed; Immunity to Noxious Fire Effects; Immunity to Poison; Magic Resistance 1 (Improved); No Legs (Slithers); Sadism (12); Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Holy Weapons, x2); Vulnerability (Silver, x2).
    Skills: Brawling-14; Throwing-14; Wrestling-14.
    Creature Type: Outsider (Baatezu, Evil, Lawful).


Mezzikim [Guide to Hell]

333 points
Attribute Modifiers: ST-8 [-80]; DX+2 (No Fine Manipulators, -40%) [24]; HT+1 [10].
Secondary Characteristic Modifiers: Basic Move +1 [5].
Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Insubstantiality (Affect Substantial, +100%; Always On, -50%) [120]; Invisibility (Affects Machines, +50%; Magical, -10%) [56]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
    Possession: Possession (Magical, -10%; No Memory Access, -10%; Spiritual, -20%) [60].
Disadvantages: Callous [-5]; Dread (Religious Symbols; 5 yards) [-14]; No Manipulators [-50]; Sadism (9) [-22]; Social Stigma (Monster) [-15]; Vulnerability (Holy Weapons, x2) [-10]; Vulnerability (Silver, x2) [-10].
Perks: Axiomatic Touch [1]; Unholy Touch [1].
Features: No Legs (Aerial).
Creature Type: Outsider (Baatezu, Evil, Lawful).

Typical Stats

ST:

2

HP:

2

Speed:

5.75

DX:

12

Will:

10

Move:

6 air

IQ:

10

Per:

10

 

 

HT:

11

FP:

11

SM:

+0

Dodge:

8

Parry:

N/A

DR:

-

    Possession (10): The mezzikim can possess other creatures. The diabolic spirit merges with and occupies the body of the mezzikim’s host. It remains insubstantial during the possession, traveling inside the host but otherwise inaccessible to it and effectively mindless. It can be injured as detailed under Parasitic, but only by attacks that affect insubstantial things. A genuine exorcist can cast the mezzikim out by winning a Quick Contest of his exorcism ability vs. the mezzikim’s Will.
    The mezzikim cannot return to a body it has been cast out of for at least 24 hours. It may choose to release its host at any time. If it is exorcised or leaves voluntarily, the host recovers after 1d seconds of mental stun.
    To possess a new host, the mezzikim must concentrate for one second and physically touch it. Attempts to possess its own Puppet (p. B78) succeed automatically. In all other cases, roll a Quick Contest: the mezzikim’s IQ vs. the subject’s Will. The victim resists at +5 if he is in combat with the mezzikim or otherwise wary of it. If the mezzikim loses or ties, it is mentally stunned for 1d seconds. In addition, it may never attempt to possess that subject again – they are “immune” to the ghost. If the mezzikim wins, it takes over the victim’s body, completely suppressing their personality. The previous host regains control of their body (if sentient) after 1d seconds of mental stun, and “comes to” with no memory of the possession.
    The mezzikim gains the new host’s ST, DX, and HT (and secondary characteristics calculated from these scores), as well as their physical advantages and disadvantages. The mezzikim keeps its own IQ, Perception, and Will, and all of its mental traits. Its social traits may apply, depending on the laws and values of its society. Skills are a special case. The mezzikim’s IQ-, Perception-, and Will-based skills are unchanged. Other skills remain at the same relative skill level. For instance, if the mezzikim has Acrobatics at DX+3, then it would have Acrobatics-12 in a DX 9 body and Acrobatics-14 in a DX 11 body.

    Traits: Axiomatic Touch; Callous; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Dread (Religious Symbols; 5 yards); Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); Insubstantiality (Affect Substantial; Always On); Invisibility (Affects Machines; Magical); No Manipulators; No Legs (Aerial); Sadism (9); Social Stigma (Monster); Telesend (Magical; Universal); Unaging; Unholy Touch; Vulnerability (Holy Weapons, x2); Vulnerability (Silver, x2).
    Skills: Acting-15; Diplomacy-14; Stealth-14.
    Creature Type: Outsider (Baatezu, Evil, Lawful).

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