Generics from Denizens of Vecheron
Alright, here goes with the Generics in Denizens of Vecher! The artwork for these creatures was particularly strong - my particular favorite has long been the mist dancers.
Lieutenants (Lesser)
Rarity: Extremely Rare
# Appearing: 1
Wander Chance: 20%
Intelligence: Average of 16
Alignment: Chaotic Evil
HD: 13+3
THAC0: 7
Armor Class: -2
# Attacks: 1 (bite)
Damage: 2-8
Special Att: Poison; Inspire Disloyalty
Special Def: +2 or better weapon to hit
Movement: 15 land / 25 air
Magic Tolerance: 15%
Size: M
XP Award: 11,000
Appearance:
{drawing shows a demon with large fangs, wearing a toga, with large clawed feet and bat-like wings bearing a standard. I see no reason why they couldn't use weapons... anyway}
Combat:
The Lesser Lieutenants of Grand Anthraxus usually fight unarmed, biting their opponents with razor sharp fangs that deliver a potent venom that causes an additional 2-16 damage unless the victim makes a successful szve vs. poison.
Notes:
The lieutenants of the lord of treachery do not have the benefit of experience available to other demons, as the traitorous in-fighting among the lesser offices is so intense that it is difficult to retain the post for long.
Special:
Each of these demons carries a banner that inspires disloyalty among mortal troops who view it. The exact effects of these banners depends on the mass combat rules you are using. The banners are only effective in military engagements.
Role Playing:
Lesser Lieutenants pretend obedience but are all dangerously ambitious and willing to do almost anything to reach a position that offers some degree of safety from the constant struggles that dominate their existence. Ruthless brutality comes easily to them, making them difficult to deal with on a civilized level. They are the shock troops of the Infernus and well suited to the role.
{this particular being does beggar the question how lesser lieutenants in the courts outside Vecheron differ from Anthraxus' minions}
Lieutenant (Greater)
Rarity: Extremely Rare
# Appearing: 1
Wander Chance: 30%
Intelligence: Average of 17
Alignment: Chaotic Evil
HD: 14+5
THAC0: 7
Armor Class: -3
# Attacks: 2 (talons)
Damage: 3-12
Special Att: Suggestion
Special Def: +2 or better weapon to hit
Movement: 18 land / 36 air
Magic Tolerance: 20%
Size: M
XP Award: 12,000
Appearance:
{Drawing looks pretty similar to the lesser lieutenant. Only ONE hand holds the standard this time.}
Combat:
these demons can attack with their talons twice per round or use weapons instead, attacking three times every two rounds {specialization?}. The magic weapons preferred by warriors of this rank tend to have special abilities such as "sharpness" or "life drain."
Notes:
Those demons who survive long enough to gain seniority in the Infernal Hierarchy are exceptional individuals. It is from these elite warriors that the generals are chosen, so all are very conscious of how they are perceived by their Marshal. Whatever treacheries they still pursue are dealt with more discretely, leaving them more time to fulfill the duties of their post.
Special:
Greater lieutenants of Grand Anthraxus can all cast a mass suggestion once per turn that only effects an opponent's forces.
Role Playing:
The greater lieutenants are more disciplined than their lesser counterparts. They tend to be unusually cunning for warriors and can surprise the unwary with their cleverness.
Thane (Lesser)
Rarity: Extremely Rare
# Appearing: 1
Wander Chance: 50%
Intelligence: Average of 17
Alignment: Chaotic Evil
HD: 12
THAC0: 9
Armor Class: -1
# Attacks: 3/2 (weapon)
Damage: 2-8
Special Att: See Below
Special Def: +2 or better weapon to hit
Movement: 12 land / 20 air
Magic Tolerance: 20%
Size: M
XP Award: 10,000
Appearance:
{Demon in a robe, bearing a rod in one hand, with a short sword at the waist.}
Combat:
In combat, lesser thanes wield short swords stolen from traitorous mortal lords. Most of these demons are loathe to enter melee combat personally, preferring to send minions to do their dirty work.
Notes:
The Thanes of anthraxus spend most of their time tending to the day-to-day task of governing a realm overrun with treachery. What little time remains is spent fomenting treacheries of their own.
Special:
Lesser thanes can assume mortal form at will, which is useful when they are compelled to incite rebellion on the plane prime. They can also charm person once per turn and cause confusion once per day.
Role Playing:
These thanes are relatively inexperienced and generally taken with their newfound power and status, making them pompous and quite rude. They are poor leaders and nearly useless to mortal wizards foolish enough to call upon them. What they have yet to realize is that they are only pawns and that their only hope of advancement is to accept the reality of their station.
Thane (Greater)
Rarity: Extremely Rare
# Appearing: 1
Wander Chance: 40%
Intelligence: Average of 18
Alignment: Chaotic Evil
HD: 13
THAC0: 7
Armor Class: -2
# Attacks: 3/2 (weapon)
Damage: 2-12
Special Att: Shapechange, spellcasting
Special Def: +2 or better weapon to hit
Movement: 14 Land / 24 Air
Magic Tolerance: 25%
Size: M
XP Award: 11,000
Appearance:
{again, robed demon wielding a scepter. Presumably they should have wings, since they apparently can fly}
Combat:
Greater Thanes wield +2 scepters that are effective melee weapons but can also be used to attack at a range of up to 5', inflicting 2-8 damage on a successful to-hit roll. The ranged attack looks like phantom blades appearing out of nowhere and striking the victim from behind.
Notes:
Greater Thanes are more capable leaders than their less experienced brethren. The intoxication of power has faded and they have started to learn the rules of the game. It is from these thanes that the governors are chosen, so they are constantly maneuvering for the favor of their duke.
Special:
These demons can change shape once per hour, assuming any demonic or humanoid form with ease. They often impersonate underlings to misdirect assassination attempts and can readily infiltrate the forces of the enemy. Most Greater Thanes have learned a little magic over the years and can cast spells as a Skill 5 Level Wizard.
Role Playing:
Greater Thanes are considerably more personable than lesser thanes, but they still expect the respect of their underlings and mortal wizards who seek their favor. These demons rule much of Vecheron more directly than any governor and have a great deal of personal power.
Seducers
First Canto Second Canto Third Canto
Rarity: Common Common Uncommon
# Appearing: 1-20 1-10 1-6
Wander Chance: 20%
Intelligence: 9 11 13
Alignment: Chaotic Evil
HD: 4 6 8
THAC0: 17 15 13
Armor Class: 6 5 2
# Attacks: 2 (claws)
Damage: 1-3 1-4 1-6
Special Att: None None None
Special Def: Hit only by +1 Weapons
Movement: 12 land / 30 Air
Magic Tolerance: 5% 10% 15%
Size: M
XP Award: 200 400 800
Fourth Canto Fifth Canto
Rarity: Very Uncommon Extremely Rare
# Appearing: 1-3 1
Wander Chance:
Intelligence: 16 19
Alignment: Chaotic Evil
HD: 10 12
THAC0: 11 9
Armor Class: 0 -2
# Attacks: 2 (Claws)
Damage: 1-8 2-16
Special Att: None
Special Def: +1 or Better Weapon to Hit
Movement: 12 land / 30 air
Magic Tolerance: 20% 25%
Size: M
XP Award: 1,600 3,200
Seducers are demons who have been assigned the task of travelling the plane prime in search of mortal prey. For more information, see Demons page 8.
{These seem much more like a template or even a prestige class than an individual monster.}
Warriors
Rarity: Common through extremely rare
# Appearing: 1-10
Wander Chance: 20%
Intelligence: Average of 8-18
Alignment: Chaotic Evil
HD: 3+3 ranging to 11+11
THAC0: Ranges from 9 - 17
Armor Class: Ranges from 2-12
# Attacks: 2 (by weapon)
Damage: Ranges from 1-6 to 3-18
Special Att: None
Special Def: +2 or better weapon to hit
Movement: 15 land / 24 air
Magic Tolerance: None
Size: M
XP Award: Ranges from 250-4000
Warriors are the individual demons that make up the infernal armies. They are organized into five categories, known as circles, and their capabilities vary wildly. Generally, the more powerful warriors are found in the higher numbered circles. See Demons page 8.
{Again, this seems much more like just slapping a fighter class onto the generics from the first box set}
Bloodwyrm
Rarity: Very Uncommon
# Appearing: 1-8
Wander Chance: N/A
Intelligence: 13
Alignment: Neutral Evil
HD: 5+3
THAC0: 15
Armor Class: 6
# Attacks: 1
Damage: 1-8
Special Att: Possession
Special Def: +2 or better weapon to hit
Movement: 18 sea
Magic Tolerance: 30%
Size: M
XP Award: 2,000
Appearance:
{Drawing shows a series of coagulated rope like appendages bursting forth from the waters.}
Combat:
Bloodwyrms attack magically, causing wounds to appear on their victims that appear to have been made by claws or talons. In all other respects this is a normal melee attack.
Notes:
These creatures are living pools of blood that take on snakelike form in the water. They were inadvertently created when powerful creatures capable of regeneration were killed in the lifegiving seas of Vecheron. The combination of forces gave rise to a new form of demonic life. Bloodwyrms can exist on land, where they have the appearance of a slime or ooze, but only for an hour at a time.
Special:
Bloodwyrms can possess unconscious mortals. This is the only way they can take shape and leave the sea. For details, see the introduction.
{Thematically, the possessed being could have a wound that never quite heals, they're constantly daubing at it, that could give them away}
Role Playing:
These strange creatures cannot speak in their liquid form but are actually fairly intelligent. A few have managed to rejoin demonic society in stole bodies and have been granted new life by one of the lords, starting over as Type 1 Demons. Many have risen through the ranks but so far, none have achieved higher office than a warrior or seducer.
Demon Wyrm
Rarity: Uncommon
# Appearing: 1-3
Wander Chance: 20%
Intelligence: 7
Alignment: Neutral Evil
HD: 7+7
THAC0: 13
Armor Class: 2
# Attacks: 1
Damage: 3-18
Special Att: Vorpal Bite
Special Def: +1 or better weapon to hit
Movement: 18 water
Magic Tolerance: None
Size: L
XP Award: 3,000
Appearance:
{Long, skinny, fearsome draconic being, with no limbs and fin along the spine. About what you'd expect}
Combat:
Demon serpents have steel teeth that can tear through any substance with ease save glass. they can rip a hole in a boat or ship in a matter of rounds and readily do so to get at prey within. Their bit is considered a +2 weapon and does devastating damage, acting as a vorpal blade.
Notes:
The seas of Vecheron teem with aquatic demons. One of the most common and dangerous forms of sea demon is the demon serpent. There are countless varieties of demon serpents, but all have similar attributes.
Special:
The demonic origins of these creatures make them immune to non-magic weapons.
Role Playing:
Demon serpents are infernal beasts who are concerned with little save hunting and survival. They are easily bound to service and make excellent moat guardians.
Garam
Rarity: Extremely Rare
# Appearing: 1
Wander Chance: N/A
Intelligence: 5 or more
Alignment: Neutral Evil
HD: 20
THAC0: 10
Armor Class: 5
# Attacks: 1-8
Damage: 1-8
Special Att: Swarm attack; soul drain
Special Def: +2 or better weapon to hit
Movement: 4 water
Magic Tolerance: 50%
Size: L
XP Award: 8,500
Appearance:
{I suppose you could say a living island, appearing like a pile of rocks, from which tentacles burst forth}
Combat:
In combat, the Garam can send out a swarm of deadly developed life forms developed on the spot from its own body mass. These creatures only exist for a single round - as soon as the creatures make their attack they turn into a thick black paste that drifts slowly back to the island where they are re-absorbed. Attacking the creatures is pointless and the Garam is only affected by magic weapons.
Notes:
Garam are living islands with a collective demonic intelligence composed of the infernal essence of the land mass that serves as its body.
Special:
The Garam can consume the life force of damned souls, sending out tendrils of slime to pull them in. This power does not work on demons or on living mortals.
Role Playing:
Basically mindless, the Garam are directed by demonic hunger that is only sated by devouring the souls of the damned. A few of these creatures have existed so long that they have developed more sophisticated sentience and desire more than mere sustenance.
Lurking Devourer
Rarity: Extremely Rare
# Appearing: 1
Wander Chance: 100%
Intelligence: 3
Alignment: Neutral Evil
HD: 13
THAC0: 7
Armor Class: 3
# Attacks: 6 or 1
Damage: 1-6 or 3-24
Special Att: Entanglement, devouring
Special Def: Invisibility, limited regeneration
Movement: 9 sea
Magic Tolerance: None
Size: L
XP Award: 4,500
Appearance:
{Think the Sarlacc beast that lairs in the pit of Karkoon, except in the water instead of in the sand. Tentacles surrounding a maw full of teeth, all the way to infinity}
Combat:
In combat, the devourer can attack 6 times per round with its 30 foot tendrils. Any time the creature hits with one of these tendrils, the victim must make a strength attribute check or he is entangled. The devourer can choose to attempt to devour an entangled victim instead of attacking with its tendrils on any given round. If it hits and does more damage than the victims Stamina, the victim must save vs. death or be devoured, causing paralysis and 1-8 points of damage per round until the creature is slain.
Notes:
Lurking devourers were inflicted on Vecheron as a curse by Grand Phenix as a punishment for an attempt by Grand Anthraxus to unseat him. They hunt demons as willingly as they hunt mortal souls, but the lords have yet to make a concerted effort to drive them from the sea.
Special:
Lurking devourers drift just below the surface of the water, where they are invisible. Their first round of attacks is normally conducted by surprise. Devourers are very tough adn can regenerate 1d4 hp per round unless magic weapons were used to inflict the damage.
Role Playing:
There are huge hords of these creatures in Vecheron, but they hardly ever move so they are rarely encountered.
Mist Dancer
Rarity: Uncommon
# Appearing: 3-12
Wander Chance: N/A
Intelligence: 9
Alignment: Chaotic Evil
HD: 3+3
THAC0: 15
Armor Class: 4
# Attacks: 1
Damage: 1-4
Special Att: Blinding, drowning
Special Def: +1 or better weapon to hit
Movement: 24 water
Magic Tolerance: 20%
Size: M
XP Award: 1,400
Appearance:
{One of my favs from this set: a roiling mass of fog extruded into the rough shape of a human, with long, pointed limbs that trail off into nothingness. From the creature's back grow icy spikes which it drags forth to harass the heroes}
Combat:
Mist dancers fight with icy knives that they conjure forth from the water that always surrounds them.
Notes:
These creatures are specialized demons that walk the seas of Vecheron, watching the island coasts for stray souls they can herd back to shore. They always hunt in groups, and from a distance, their erratic movement looks like some kind of surreal dance, lending them a strange beauty.
Special:
These demonic dancers can spray a single opponent with mist instead of making a melee attack. If the target fails a save vs. breath weapon, he is blinded for 1-6 rounds. Once per turn, the dancers may command the water to swallow an opponent, causing it to rise up to attack {summon water weird?}. If the victim fails a save vs. breath weapon, he takes 3-30 drowning damage. Mist dancers are only affected by magic weapons and are resistant to magic spells. Cold-related spells such as cone of cold act as a slow spell against them, but cause no damage. Fire-related spells inflict double damage.
Role Playing:
Mist dancers are mercurial creatures who lust for mortal blood and anxiously pursue it on the rare occasions when mortals wander into their hunting ground, fighting among themselves for the bodies of the fallen.
Sea Demon
Rarity: Uncommon
# Appearing: 2-20
Wander Chance: 30%
Intelligence: 9
Alignment: Chaotic Evil
HD: 3+6
THAC0: 18
Armor Class: 6
# Attacks: 2
Damage: 1-4
Special Att: None
Special Def: None
Movement: 12 land / 18 sea
Magic Tolerance: None
Size: M
XP Award: 175
Appearance:
{Like a Piranha demon, claws and webbing on all four limbs - about what you'd expect}
Combat:
Most sea demons fight unarmed, using their claws. Some use two-handed spears of sharpened bone that inflict 1-10 damage, but they may only attack once per round. A few possess magic weapons given to them by demons they have served.
Notes:
The sea demons are an amphibious race native to Vecheron. They are not true demons - they just happen to live in the Infernus. These creatures have evolved an entire culture based around the worship of demons and are often found in their service.
Special:
A few demons have learned the mystic arts, granting them the powers of wizards of the 1st, 3rd or 5th skill level. At any given time, there is one Skill 7 Wizard among them who holds a black skull with the powers of a staff of wizardry as a symbol of his office.
Role Playing:
Sea Demons are man-like, but more bestial. their inhuman lusts drive them to acts of violence that few mortals could countenance. Their leaders are particularly vicious and capable of organizing war bands to further the cause of their demonic patrons.
Winged Shadow
Rarity: Extremely Rare
# Appearing: 1
Wander Chance: N/A
Intelligence: 15
Alignment: Lawful Evil
HD: 9
THAC0: 8
Armor Class: 0
# Attacks: 2
Damage: 2-12
Special Att: Spellcasting
Special Def: +2 or better weapon to hit
Movement: 15 land / 30 air
Magic Tolerance: 25%
Size: M
XP Award: 5,000
Appearance:
{The shadows around you darken to reveal the shifting demonic silhouette. A shining blade appears from the depths of darkness}
Combat:
Winged Shadows wield phantom broadswods that act as +3 weapons with which they can attack twice per round. These weapons inflict double damage against evil characters.
Notes:
The winged shadows are an enigma. The lords of the Infernus think they are the shadows of fallen demons, providng that their essence is immortal. So far, there is no evidence to support this theory, but if such evidence can be found it will provide invaluable insight into the nature of the diabolical.
Special:
Winged Shadows can cast spells as Skill level 5 Wizards, but are restricted to the following spells: chill touch, darkness, sleep, spook, unseen servant, wall of fog, blindness, blur, continual darkness, darkness 15' radius, fog cloud, invisibility, scare, spectral hand, whispering wind, clairvoyance, and vampiric touch.
Role Playing:
Winged Shadows are dispassionate but utterly evil, taking great delight in their fiendish machinations. Some are ancient and have acquired even greater mastery of the arcane arts. A few of the most powerful shadows serve lesser demon lords as advisors or assassins.
Alright, here goes with the Generics in Denizens of Vecher! The artwork for these creatures was particularly strong - my particular favorite has long been the mist dancers.
Lieutenants (Lesser)
Rarity: Extremely Rare
# Appearing: 1
Wander Chance: 20%
Intelligence: Average of 16
Alignment: Chaotic Evil
HD: 13+3
THAC0: 7
Armor Class: -2
# Attacks: 1 (bite)
Damage: 2-8
Special Att: Poison; Inspire Disloyalty
Special Def: +2 or better weapon to hit
Movement: 15 land / 25 air
Magic Tolerance: 15%
Size: M
XP Award: 11,000
Appearance:
{drawing shows a demon with large fangs, wearing a toga, with large clawed feet and bat-like wings bearing a standard. I see no reason why they couldn't use weapons... anyway}
Combat:
The Lesser Lieutenants of Grand Anthraxus usually fight unarmed, biting their opponents with razor sharp fangs that deliver a potent venom that causes an additional 2-16 damage unless the victim makes a successful szve vs. poison.
Notes:
The lieutenants of the lord of treachery do not have the benefit of experience available to other demons, as the traitorous in-fighting among the lesser offices is so intense that it is difficult to retain the post for long.
Special:
Each of these demons carries a banner that inspires disloyalty among mortal troops who view it. The exact effects of these banners depends on the mass combat rules you are using. The banners are only effective in military engagements.
Role Playing:
Lesser Lieutenants pretend obedience but are all dangerously ambitious and willing to do almost anything to reach a position that offers some degree of safety from the constant struggles that dominate their existence. Ruthless brutality comes easily to them, making them difficult to deal with on a civilized level. They are the shock troops of the Infernus and well suited to the role.
{this particular being does beggar the question how lesser lieutenants in the courts outside Vecheron differ from Anthraxus' minions}
Lieutenant (Greater)
Rarity: Extremely Rare
# Appearing: 1
Wander Chance: 30%
Intelligence: Average of 17
Alignment: Chaotic Evil
HD: 14+5
THAC0: 7
Armor Class: -3
# Attacks: 2 (talons)
Damage: 3-12
Special Att: Suggestion
Special Def: +2 or better weapon to hit
Movement: 18 land / 36 air
Magic Tolerance: 20%
Size: M
XP Award: 12,000
Appearance:
{Drawing looks pretty similar to the lesser lieutenant. Only ONE hand holds the standard this time.}
Combat:
these demons can attack with their talons twice per round or use weapons instead, attacking three times every two rounds {specialization?}. The magic weapons preferred by warriors of this rank tend to have special abilities such as "sharpness" or "life drain."
Notes:
Those demons who survive long enough to gain seniority in the Infernal Hierarchy are exceptional individuals. It is from these elite warriors that the generals are chosen, so all are very conscious of how they are perceived by their Marshal. Whatever treacheries they still pursue are dealt with more discretely, leaving them more time to fulfill the duties of their post.
Special:
Greater lieutenants of Grand Anthraxus can all cast a mass suggestion once per turn that only effects an opponent's forces.
Role Playing:
The greater lieutenants are more disciplined than their lesser counterparts. They tend to be unusually cunning for warriors and can surprise the unwary with their cleverness.
Thane (Lesser)
Rarity: Extremely Rare
# Appearing: 1
Wander Chance: 50%
Intelligence: Average of 17
Alignment: Chaotic Evil
HD: 12
THAC0: 9
Armor Class: -1
# Attacks: 3/2 (weapon)
Damage: 2-8
Special Att: See Below
Special Def: +2 or better weapon to hit
Movement: 12 land / 20 air
Magic Tolerance: 20%
Size: M
XP Award: 10,000
Appearance:
{Demon in a robe, bearing a rod in one hand, with a short sword at the waist.}
Combat:
In combat, lesser thanes wield short swords stolen from traitorous mortal lords. Most of these demons are loathe to enter melee combat personally, preferring to send minions to do their dirty work.
Notes:
The Thanes of anthraxus spend most of their time tending to the day-to-day task of governing a realm overrun with treachery. What little time remains is spent fomenting treacheries of their own.
Special:
Lesser thanes can assume mortal form at will, which is useful when they are compelled to incite rebellion on the plane prime. They can also charm person once per turn and cause confusion once per day.
Role Playing:
These thanes are relatively inexperienced and generally taken with their newfound power and status, making them pompous and quite rude. They are poor leaders and nearly useless to mortal wizards foolish enough to call upon them. What they have yet to realize is that they are only pawns and that their only hope of advancement is to accept the reality of their station.
Thane (Greater)
Rarity: Extremely Rare
# Appearing: 1
Wander Chance: 40%
Intelligence: Average of 18
Alignment: Chaotic Evil
HD: 13
THAC0: 7
Armor Class: -2
# Attacks: 3/2 (weapon)
Damage: 2-12
Special Att: Shapechange, spellcasting
Special Def: +2 or better weapon to hit
Movement: 14 Land / 24 Air
Magic Tolerance: 25%
Size: M
XP Award: 11,000
Appearance:
{again, robed demon wielding a scepter. Presumably they should have wings, since they apparently can fly}
Combat:
Greater Thanes wield +2 scepters that are effective melee weapons but can also be used to attack at a range of up to 5', inflicting 2-8 damage on a successful to-hit roll. The ranged attack looks like phantom blades appearing out of nowhere and striking the victim from behind.
Notes:
Greater Thanes are more capable leaders than their less experienced brethren. The intoxication of power has faded and they have started to learn the rules of the game. It is from these thanes that the governors are chosen, so they are constantly maneuvering for the favor of their duke.
Special:
These demons can change shape once per hour, assuming any demonic or humanoid form with ease. They often impersonate underlings to misdirect assassination attempts and can readily infiltrate the forces of the enemy. Most Greater Thanes have learned a little magic over the years and can cast spells as a Skill 5 Level Wizard.
Role Playing:
Greater Thanes are considerably more personable than lesser thanes, but they still expect the respect of their underlings and mortal wizards who seek their favor. These demons rule much of Vecheron more directly than any governor and have a great deal of personal power.
Seducers
First Canto Second Canto Third Canto
Rarity: Common Common Uncommon
# Appearing: 1-20 1-10 1-6
Wander Chance: 20%
Intelligence: 9 11 13
Alignment: Chaotic Evil
HD: 4 6 8
THAC0: 17 15 13
Armor Class: 6 5 2
# Attacks: 2 (claws)
Damage: 1-3 1-4 1-6
Special Att: None None None
Special Def: Hit only by +1 Weapons
Movement: 12 land / 30 Air
Magic Tolerance: 5% 10% 15%
Size: M
XP Award: 200 400 800
Fourth Canto Fifth Canto
Rarity: Very Uncommon Extremely Rare
# Appearing: 1-3 1
Wander Chance:
Intelligence: 16 19
Alignment: Chaotic Evil
HD: 10 12
THAC0: 11 9
Armor Class: 0 -2
# Attacks: 2 (Claws)
Damage: 1-8 2-16
Special Att: None
Special Def: +1 or Better Weapon to Hit
Movement: 12 land / 30 air
Magic Tolerance: 20% 25%
Size: M
XP Award: 1,600 3,200
Seducers are demons who have been assigned the task of travelling the plane prime in search of mortal prey. For more information, see Demons page 8.
{These seem much more like a template or even a prestige class than an individual monster.}
Warriors
Rarity: Common through extremely rare
# Appearing: 1-10
Wander Chance: 20%
Intelligence: Average of 8-18
Alignment: Chaotic Evil
HD: 3+3 ranging to 11+11
THAC0: Ranges from 9 - 17
Armor Class: Ranges from 2-12
# Attacks: 2 (by weapon)
Damage: Ranges from 1-6 to 3-18
Special Att: None
Special Def: +2 or better weapon to hit
Movement: 15 land / 24 air
Magic Tolerance: None
Size: M
XP Award: Ranges from 250-4000
Warriors are the individual demons that make up the infernal armies. They are organized into five categories, known as circles, and their capabilities vary wildly. Generally, the more powerful warriors are found in the higher numbered circles. See Demons page 8.
{Again, this seems much more like just slapping a fighter class onto the generics from the first box set}
Bloodwyrm
Rarity: Very Uncommon
# Appearing: 1-8
Wander Chance: N/A
Intelligence: 13
Alignment: Neutral Evil
HD: 5+3
THAC0: 15
Armor Class: 6
# Attacks: 1
Damage: 1-8
Special Att: Possession
Special Def: +2 or better weapon to hit
Movement: 18 sea
Magic Tolerance: 30%
Size: M
XP Award: 2,000
Appearance:
{Drawing shows a series of coagulated rope like appendages bursting forth from the waters.}
Combat:
Bloodwyrms attack magically, causing wounds to appear on their victims that appear to have been made by claws or talons. In all other respects this is a normal melee attack.
Notes:
These creatures are living pools of blood that take on snakelike form in the water. They were inadvertently created when powerful creatures capable of regeneration were killed in the lifegiving seas of Vecheron. The combination of forces gave rise to a new form of demonic life. Bloodwyrms can exist on land, where they have the appearance of a slime or ooze, but only for an hour at a time.
Special:
Bloodwyrms can possess unconscious mortals. This is the only way they can take shape and leave the sea. For details, see the introduction.
{Thematically, the possessed being could have a wound that never quite heals, they're constantly daubing at it, that could give them away}
Role Playing:
These strange creatures cannot speak in their liquid form but are actually fairly intelligent. A few have managed to rejoin demonic society in stole bodies and have been granted new life by one of the lords, starting over as Type 1 Demons. Many have risen through the ranks but so far, none have achieved higher office than a warrior or seducer.
Demon Wyrm
Rarity: Uncommon
# Appearing: 1-3
Wander Chance: 20%
Intelligence: 7
Alignment: Neutral Evil
HD: 7+7
THAC0: 13
Armor Class: 2
# Attacks: 1
Damage: 3-18
Special Att: Vorpal Bite
Special Def: +1 or better weapon to hit
Movement: 18 water
Magic Tolerance: None
Size: L
XP Award: 3,000
Appearance:
{Long, skinny, fearsome draconic being, with no limbs and fin along the spine. About what you'd expect}
Combat:
Demon serpents have steel teeth that can tear through any substance with ease save glass. they can rip a hole in a boat or ship in a matter of rounds and readily do so to get at prey within. Their bit is considered a +2 weapon and does devastating damage, acting as a vorpal blade.
Notes:
The seas of Vecheron teem with aquatic demons. One of the most common and dangerous forms of sea demon is the demon serpent. There are countless varieties of demon serpents, but all have similar attributes.
Special:
The demonic origins of these creatures make them immune to non-magic weapons.
Role Playing:
Demon serpents are infernal beasts who are concerned with little save hunting and survival. They are easily bound to service and make excellent moat guardians.
Garam
Rarity: Extremely Rare
# Appearing: 1
Wander Chance: N/A
Intelligence: 5 or more
Alignment: Neutral Evil
HD: 20
THAC0: 10
Armor Class: 5
# Attacks: 1-8
Damage: 1-8
Special Att: Swarm attack; soul drain
Special Def: +2 or better weapon to hit
Movement: 4 water
Magic Tolerance: 50%
Size: L
XP Award: 8,500
Appearance:
{I suppose you could say a living island, appearing like a pile of rocks, from which tentacles burst forth}
Combat:
In combat, the Garam can send out a swarm of deadly developed life forms developed on the spot from its own body mass. These creatures only exist for a single round - as soon as the creatures make their attack they turn into a thick black paste that drifts slowly back to the island where they are re-absorbed. Attacking the creatures is pointless and the Garam is only affected by magic weapons.
Notes:
Garam are living islands with a collective demonic intelligence composed of the infernal essence of the land mass that serves as its body.
Special:
The Garam can consume the life force of damned souls, sending out tendrils of slime to pull them in. This power does not work on demons or on living mortals.
Role Playing:
Basically mindless, the Garam are directed by demonic hunger that is only sated by devouring the souls of the damned. A few of these creatures have existed so long that they have developed more sophisticated sentience and desire more than mere sustenance.
Lurking Devourer
Rarity: Extremely Rare
# Appearing: 1
Wander Chance: 100%
Intelligence: 3
Alignment: Neutral Evil
HD: 13
THAC0: 7
Armor Class: 3
# Attacks: 6 or 1
Damage: 1-6 or 3-24
Special Att: Entanglement, devouring
Special Def: Invisibility, limited regeneration
Movement: 9 sea
Magic Tolerance: None
Size: L
XP Award: 4,500
Appearance:
{Think the Sarlacc beast that lairs in the pit of Karkoon, except in the water instead of in the sand. Tentacles surrounding a maw full of teeth, all the way to infinity}
Combat:
In combat, the devourer can attack 6 times per round with its 30 foot tendrils. Any time the creature hits with one of these tendrils, the victim must make a strength attribute check or he is entangled. The devourer can choose to attempt to devour an entangled victim instead of attacking with its tendrils on any given round. If it hits and does more damage than the victims Stamina, the victim must save vs. death or be devoured, causing paralysis and 1-8 points of damage per round until the creature is slain.
Notes:
Lurking devourers were inflicted on Vecheron as a curse by Grand Phenix as a punishment for an attempt by Grand Anthraxus to unseat him. They hunt demons as willingly as they hunt mortal souls, but the lords have yet to make a concerted effort to drive them from the sea.
Special:
Lurking devourers drift just below the surface of the water, where they are invisible. Their first round of attacks is normally conducted by surprise. Devourers are very tough adn can regenerate 1d4 hp per round unless magic weapons were used to inflict the damage.
Role Playing:
There are huge hords of these creatures in Vecheron, but they hardly ever move so they are rarely encountered.
Mist Dancer
Rarity: Uncommon
# Appearing: 3-12
Wander Chance: N/A
Intelligence: 9
Alignment: Chaotic Evil
HD: 3+3
THAC0: 15
Armor Class: 4
# Attacks: 1
Damage: 1-4
Special Att: Blinding, drowning
Special Def: +1 or better weapon to hit
Movement: 24 water
Magic Tolerance: 20%
Size: M
XP Award: 1,400
Appearance:
{One of my favs from this set: a roiling mass of fog extruded into the rough shape of a human, with long, pointed limbs that trail off into nothingness. From the creature's back grow icy spikes which it drags forth to harass the heroes}
Combat:
Mist dancers fight with icy knives that they conjure forth from the water that always surrounds them.
Notes:
These creatures are specialized demons that walk the seas of Vecheron, watching the island coasts for stray souls they can herd back to shore. They always hunt in groups, and from a distance, their erratic movement looks like some kind of surreal dance, lending them a strange beauty.
Special:
These demonic dancers can spray a single opponent with mist instead of making a melee attack. If the target fails a save vs. breath weapon, he is blinded for 1-6 rounds. Once per turn, the dancers may command the water to swallow an opponent, causing it to rise up to attack {summon water weird?}. If the victim fails a save vs. breath weapon, he takes 3-30 drowning damage. Mist dancers are only affected by magic weapons and are resistant to magic spells. Cold-related spells such as cone of cold act as a slow spell against them, but cause no damage. Fire-related spells inflict double damage.
Role Playing:
Mist dancers are mercurial creatures who lust for mortal blood and anxiously pursue it on the rare occasions when mortals wander into their hunting ground, fighting among themselves for the bodies of the fallen.
Sea Demon
Rarity: Uncommon
# Appearing: 2-20
Wander Chance: 30%
Intelligence: 9
Alignment: Chaotic Evil
HD: 3+6
THAC0: 18
Armor Class: 6
# Attacks: 2
Damage: 1-4
Special Att: None
Special Def: None
Movement: 12 land / 18 sea
Magic Tolerance: None
Size: M
XP Award: 175
Appearance:
{Like a Piranha demon, claws and webbing on all four limbs - about what you'd expect}
Combat:
Most sea demons fight unarmed, using their claws. Some use two-handed spears of sharpened bone that inflict 1-10 damage, but they may only attack once per round. A few possess magic weapons given to them by demons they have served.
Notes:
The sea demons are an amphibious race native to Vecheron. They are not true demons - they just happen to live in the Infernus. These creatures have evolved an entire culture based around the worship of demons and are often found in their service.
Special:
A few demons have learned the mystic arts, granting them the powers of wizards of the 1st, 3rd or 5th skill level. At any given time, there is one Skill 7 Wizard among them who holds a black skull with the powers of a staff of wizardry as a symbol of his office.
Role Playing:
Sea Demons are man-like, but more bestial. their inhuman lusts drive them to acts of violence that few mortals could countenance. Their leaders are particularly vicious and capable of organizing war bands to further the cause of their demonic patrons.
Winged Shadow
Rarity: Extremely Rare
# Appearing: 1
Wander Chance: N/A
Intelligence: 15
Alignment: Lawful Evil
HD: 9
THAC0: 8
Armor Class: 0
# Attacks: 2
Damage: 2-12
Special Att: Spellcasting
Special Def: +2 or better weapon to hit
Movement: 15 land / 30 air
Magic Tolerance: 25%
Size: M
XP Award: 5,000
Appearance:
{The shadows around you darken to reveal the shifting demonic silhouette. A shining blade appears from the depths of darkness}
Combat:
Winged Shadows wield phantom broadswods that act as +3 weapons with which they can attack twice per round. These weapons inflict double damage against evil characters.
Notes:
The winged shadows are an enigma. The lords of the Infernus think they are the shadows of fallen demons, providng that their essence is immortal. So far, there is no evidence to support this theory, but if such evidence can be found it will provide invaluable insight into the nature of the diabolical.
Special:
Winged Shadows can cast spells as Skill level 5 Wizards, but are restricted to the following spells: chill touch, darkness, sleep, spook, unseen servant, wall of fog, blindness, blur, continual darkness, darkness 15' radius, fog cloud, invisibility, scare, spectral hand, whispering wind, clairvoyance, and vampiric touch.
Role Playing:
Winged Shadows are dispassionate but utterly evil, taking great delight in their fiendish machinations. Some are ancient and have acquired even greater mastery of the arcane arts. A few of the most powerful shadows serve lesser demon lords as advisors or assassins.