| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

devastatorapp1

Page history last edited by Ragboy 14 years, 7 months ago

 

Trail of the Devastator: Mooks and Villians

 


 

 

Monsters and Extras

 

Redcap 

Redcaps are demonic little fey that plague drafty castles and dark alleys. In combat, they typically gang up on a single opponent either throwing their spears or using their wicked cleavers. The only way to distract a redcap from its bloody work is with games of chance. Typically a redcap only wagers on things that interest it (pints of fresh blood, slaves, etc). They often bet their own freedom on big wagers leading to many gamblers having a redcap servant for a period of a few weeks to many years. The redcaps adhere to a strict moral code regarding servitude and would never directly harm their 'masters,' though they have no compunction about letting their master come to harm through inaction.

 

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6

Skills: Fighting d6, Throwing d10, Taunt d8, Stealth d10, Lockpicking d8, Gambling d8

Pace: 8; Parry: 6; Toughness: 5

SPECIAL ABILITIES

  • Iron Boots: STR+2 (on a raise, the opponent is stunned)
  • Bloody Cap: The redcap must keep its cap soaked with blood. If for any reason this blood dries up or is washed away, the redcap disintegrates into iron-tinted sand. (This sand can be sold to spellcasters, artificers and the like for about 200 gp per pound -- a redcap produces about 1/2 a pound of sand). Once per day, a redcap can call upon the power within his cap to increase his Strength by 1 die for every round he spends concentrating, up to d12. This effect lasts 5 rounds.
  • Code of Honor: A redcap always backs its wagers and deals. If a redcap has agreed to a deal, he will adhere to the agreement to the letter, though they have no concept of the "spirit of the agreement." They never directly harm those that they have an agreement with (until after the agreement has terminated). If someone reneges on a deal with a redcap, they have gained a species of enemies for life. Redcaps plague the double-dealer until sufficient restitution is made.
  • Swarming Attack: Recaps attack en masse and typically target a single opponent (usually a strong brawler or a spellcaster). In addition to ganging up bonuses, the redcaps receive a +1 to their STR for every redcap in the swarm. This bonus does not add to Fighting damage, but is used to incapacitate opponents with complex group wrestling holds and the like.
  • Compulsive Gambler: If a redcap is shown any sort of gambling-type game or activity, the creature must make a Spirit roll at -2 or be forced to forget all else but participating in the game.
  • Uncanny Luck: The redcap receives a +2 bonus to Gambling checks when playing against creatures other than redcaps.

 

Typical Equipment:

  • ·         Iron spear (STR+1d6 – 5/10/20)
  • ·         Iron Cleaver (STR+1d4 - Can be thrown)

 

 

Bleakmen Warrior

Bleakmen serve the cambion (half-devil) Kas’Deya. Though many consider them unscrupulous mercenaries, Bleakmen undergo a complex loyalty ritual that promises their souls to the Infernals. Failure of this code damns them to the vilest reaches of Hell, though their rewards are not much better. Bleakmen are typically led by priests dedicated to some Infernal lord or godling. Bleakmen are tattooed with Infernal signs and wear the Fist motif of Kas’Deya on their armor and weapons. 

 

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d10, Vigor d8

Pace: 6; Parry: 6; Toughness:9 (6);

Skills: Fighting d10, Shooting d8, Guts d10, Riding d8, Intimidate d10, Tracking d8

Edges: Berserk, Arcane Resistance, Frenzy

Hindrances: Code of Honor (Infernal Pact), Bloodthirsty

Special Abilities:

  • Blood of the Infernals: Bleakmen can call upon their devotion to Kas’Deya to resist the blows of their enemies. The Bleakman must make a Guts check at -1 to receive a second Spirit check to resist being Shaken. 

Typical Equipment

  • Plate Corselet and Helmet (Armor +3)
  • Great Axe (STR+d10, AP 1, Parry -1, 2 hands)
  • Flail (Str+d6, Ignores Shield Parry and Cover bonuses)
  • Flintlock Rifle (15/30/60, 2d8, ROF 1, AP 2, 3 actions to reload)
  • Flintlock Pistol (5/10/20, 2d6+1, ROF 1, 2 actions to reload)
  • Warhorse

  

Infernal Zombie

Infernal zombies are raised by the Zombie power from priests of infernal or demonic gods. Though they are typical zombies, their bodies are turned inside-out causing revulsion in those that view them. Infernal zombies are also more resistant to repulsion effects from holy warriors and the like.

 

Infernal Zombie(Sir Harford)

Sir Harford's life ended with a Bleakman bullet to his cheek at about the same time as his warhorse took a spear to the chest. One of his legs is rather broken, but he seems to make good time...

 

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6

Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6

Pace: 4; Parry: 5; Toughness: 10

 

Special Abilities

  • Flail: Str+1d6
  • Full Plate Armor: Armor +3 (includes helmet and arm/leg coverage)
  • Fearless: Infernal Zombies are immune to Fear and Intimidation.
  • Undead: +2 Toughness. +2 to recover from being Shaken. Called shots do no extra damage (except to the head).
  • Weakness (Head): Shots to a zombie’s head are +2 damage.
  • Fear: Those that view Infernal Zombies must make a Guts check or suffer the effects of Fear.
  • Resistant: Infernal Zombies receive a +2 to Spirit checks when faced with a Holy Warrior’s Repulse Evil ability.

  

Infernal Zombie (Warhorse)

Zephyr, late and presently Sir Harford's warhorse, took a spear to the chest. This didn't seem to slow him down much after the Bleakman priest raised him.

 

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8

Skills: Fighting d8, Intimidation d6

Pace: 6; Parry: 5; Toughness: 11

 

Special Abilities

  • Kick: Str+1d4
  • Size +3
  • Fearless: Infernal Zombies are immune to Fear and Intimidation.
  • Undead: +2 Toughness. +2 to recover from being Shaken. Called shots do no extra damage (except to the head).
  • Weakness (Head): Shots to a zombie’s head are +2 damage.
  • Fear: Those that view Infernal Zombies must make a Guts check or suffer the effects of Fear.
  • Resistant: Infernal Zombies receive a +2 to Spirit checks when faced with a Holy Warrior’s Repulse Evil ability.

  

Knights of the Coin

Knights of the Coin serve the Commonwealth of Heragal, extending its military and financial influence as directed by the Council of Five. The Knights lead the Council’s Standing Army in battle, and undertake dangerous missions and quests for the ruling council. They are loyal to the Commonwealth and the Council and seek glory through combat. A typical adventuring troop consists of a commander, two scouts, and eight lancers.

  

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d8

CHR: +2; Pace: 6; Parry: 9; Toughness:9 or 8 (3 or 2 Armor)

Skills: Fighting d10, Shooting d8, Riding d12, Intimidate d8, Guts d12, Notice d6, Persuasion d8

Edges: Fervor (Commanders), Level Headed, Block, Improved Sweep, Steady Hands (Scouts), Order of the Coin

Hindrances: Loyal (Commonwealth), Code of Honor (Order of the Coin Creed)

 

Special Abilities 

  • Heart of the Commonwealth: Knights of the Coin can make a Vigor (-1) check to continue fighting (-1 to all trait tests) after a blow would have incapacitated them.
  • Order of the Coin: Knights of the Coin receive a +2 to Fighting checks while mounted and +2 Charisma when in the livery of the Order.

 

Typical Equipment

  • Plate Armor (+3, includes helmet, breastplate, greaves and vambace)
  • Chain Armor (+2, includes pot helmet, chain hauberk – scouts only)
  • Medium Shield (+1 Parry, +2 Armor vs. Ranged)
  • Lance (STR+d8, AP2 when charging, Reach 2)
  • Longsword (STR+d8)
  • Flail (STR+d6, ignores shield parry and cover bonuses)
  • Heavy Crossbow (15/30/60, 2d6+1, AP 3, Min STR d8, 2 actions reload)
  • Warhorse

 

Trolls (Broken Hills)

Broken Hills Trolls are somewhat smarter than others of their kind and are better trained to warfare and single combat.

 

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d10

Pace: 6; Parry: 6; Toughness: 7

Skills: Fighting d8, Shooting d6, Tracking d6, Guts d6, Notice d6, Intimidation d8, Stealth d8

Edges: Combat Reflexes

Hindrances: Bloodthirsty

 

Special Abilities

  • Armor +1: Thick Hide (doesn’t stack with armor)
  • Regeneration (fast): Trolls regenerate every round unless fire is applied to its wounds.

Typical Equipment

  • Chain Shirt (Armor +2)
  • Battle Axe (STR+d8)
  • Greatsword (STR+d10)
  • Flintlock Rifle(15/30/60, 2d8, AP 2, 3 actions to reload)

 

 

Larvae of the Devastator

Though the Devastator does not reproduce in a natural way, she has created mutants by combining her own essence with that of the common fire salamander. The larvae are somewhat smaller than a salamander, but have multiple serpentine heads and similar fiery habitat. The Devastator’s larvae appear to be flaming and heavily-scaled serpents with four heads sprouting from serpentine necks. They are about the length of a human and can rise up to about 4’ on their strong tails.

 

Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d10, Vigor d10

Pace: 6; Parry: 6; Toughness: 9

Skills: Fighting d8, Guts d6, Intimidation d8, Notice d6

 

Special Abilities

  • Scaly Body: Armor +2
  • Bite: STR+1d4
  • Multiple Heads: Larva have four heads that can attack independently each round without incurring a multi-action penalty.
  • Fiery Touch: On a successful Fighting roll, the larva causes additional fire damage (1d6) and the victim must check to see if they catch fire. Anyone touching the larva sustains 2d6 fire damage.
  • Flame Breath: Once per round, any head that does not attack with a Fighting check may breathe fire in a cone template. Those caught in the flame must make an Agility check or suffer 1d10 damage and check to see if they catch on fire.
  • Resist Heat: Larva take no damage from extreme heat, including magical fire.

 

 

Salamander

A salamander is a humanoid serpent creature that lives inside volcanoes, as well as the Elemental Plane of Fire. They fight with great iron tridents and offer no mercy to their opponents. They must remain near areas of intense heat, immersing themselves in lava and the like, on a daily basis. Otherwise, salamanders lose 1 Vigor per day after the first 48 hours.

 

Attributes: Agility d10, Smarts d6, Spirit d4, Strength d12, Vigor d8

Pace: 6; Parry: 8; Toughness: 8 (10 lower body);

Skills: Fighting d10, Throwing d8, Notice d6, Swimming d10, Climbing d10

 

Special Abilities

  • Scaly Lower Body: Armor +2 (lower body only)
  • Fiery Touch: On a successful Fighting roll, the salamander causes additional fire damage (1d6) and the victim must check to see if they catch fire. Anyone touching the creature sustains 2d6 fire damage.
  • Constriction: when a salamander gets a raise on a Fighting roll, it can choose to entangle its victim. For that round and every round thereafter, the salamander can constrict its prey (STR+d8 constriction damage in addition to Fiery Touch damage). The victim can take the following actions: Attempt to escape (raise on an opposed Strength roll), attack with a small weapon, such as a knife at -2 Fighting, or use a power that doesn’t require gestures or other complex bodily motions at -2 to the relevant skill check. Salamanders often use this tactic to entangle opponents and then dive into raging fires or lava pools.
  • Coiling Defense: Salamanders use their armored lower bodies like a shield by coiling and writhing in place. Unless the attacker succeeds at a call shot to the head or torso or receives a Fighting raise on a regular attack, the attack connects with the defending coils of the salamander (Armor 10).
  • Resist Heat: Salamanders take no damage from extreme heat, and in fact, typically live inside volcanoes where they swim through lava channels searching for food. Anyone that directs a fire-based attack at a salamander is silly at best.
  • Size +2: Salamanders have long serpentine lower bodies.

 

Typical Equipment

  • Iron Trident (STR+d8, Reach 1, Parry +1)

 

 

Mite

Mites are small, insect-like humanoids that infest the lairs of great beasts such as dragons, hydras, and the like. Natural scavengers, mites are able to squeeze into the smallest of crannies and can burrow through solid rock. Though they have vestigial wings, mites cannot fly.

  

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d8, Stealth d8, Climbing 10, Guts d6, Taunt d8, Notice d8, Throwing d6

Pace: 6; Parry: 6; Toughness: 6

SPECIAL ABILITIES

  • Bite: STR+d4
  • Carapace: Armor +1
  • Stealthy: Mites are masters of hiding in their environment, gaining a +2 to Stealth checks.
  • Small (-1): Mites are about 2½ feet tall
  • NOTE: Mite Enforcers are about the size of dwarves…thus not Small (Toughness 7). They also carry long pikes (STR+d6, Reach 1, 2 hands)

 

 

Bore Beetle

Bore beetles are heavy black beetles about the size of a big dog. Mites use them to help excavate their warrens, and the beetles can understand the mite language enough to take simple commands.

  

Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d8, Vigor d10

Skills: Fighting d8, Throwing d8

Pace: 8; Parry: 6; Toughness: 9

SPECIAL ABILITIES

  • Bite: STR+d6
  • Armored Shell: Armor +2
  • Acidic Spit: Bore beetles can shoot a wad of acidic goo. This attack uses the Shooting skill and deals 3d6 damage the first round, 2d6 the second, and 1d6 the third.

 

 

Bore Beetle Swarm

Upon leaving the pupae state, bore beetles are about the size of a hand and tend to swarm together for protection (mostly from older bore beetles). A bore beetle swarm covers a Medium burst template, attacking everyone in that area with their acidic bites.

 

Attributes as per the Swarm in the Core Rules.

SPECIAL ABILITIES

  • Acidic Bite: The bore beetle swarm inflicts a painful acidic bite to everyone within a Medium Burst template, dealing 2d6 damage per round.
  • Swarm: As per the Core Rules

 

 

Ariguun

The dark elves of Tysaan are called ariguun, which means "dark children." When the great betrayal of the Queen of Thorns occurred and the elven races divided, the ariguun sunk into hiding, living their lives in the lightless depths of the earth.

 

Ariguun Masks

Most male ariguun aspire to take up the mantle of Mask, who serve as the protectors of the female priesthood to the Spider Queen. Masks undergo intensive combat training and are kept on a short leash by their mistresses.

 

 

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d8

Pace: 6; Parry: 8; Toughness: 8 (2);

Skills: Fighting d10, Shooting d8, Guts d10, Throwing d8, Tracking d6

Edges: Combat Reflexes, Improved Block, Frenzy, Sweep

Hindrances: Outsider, Bad Eyes (daylight-level only), Code of Honor (Cabal) 

Special Abilities 

  • Darkvision: Ariguun can see perfectly in complete darkness, but are hindered as per the Bad Eyes edge if exposed to bright illumination (sunlight, magical light, etc).

 

Typical Equipment

  • Shadeweave Armor (Magical Leather Armor -- Armor +2, +2 Stealth)
  • Maskblade (Magical Falchion -- +1 Fighting, Arcane Resistance, STR+d10, Reach 1, -1 Parry, 2-hands)
  • Shortbow (12/24/48, 2d6)

 

Ariguun Spiders

Ariguun Spiders serve their Queen as spies and assassins. All are male and are trained from a very early age, growing up in Spider clans.

Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8

Pace: 6; Parry: 8; Toughness: 8 (2);

Skills: Climb d6, Stealth d10, Shooting d10, Streetwise d8, Guts d8, Notice d8, Lockpicking d10, Fighting d8

Edges: Spy (+2 Streetwise and Stealth), Dodge, Improved Block, Quick

Hindrances: Outsider, Bad Eyes (daylight only), Code of Honor (Spider Queen)

Special Abilities 

  • Darkvision: Ariguun can see perfectly in complete darkness, but are hindered as per the Bad Eyes edge if exposed to bright illumination (sunlight, magical light, etc). 

Typical Equipment

  • Shadeweave Armor (Magical Leather armor -- Armor +2, +2 Stealth)
  • Spidersting (Magical Shinobigatana -- +1 Fighting, STR+d6, Arcane Resistance edge)
  • Hank-yu (handbow) (3/6/12)
  • Tongue-pipe (small blowgun) (1/3/6, Stealth +2 to hide in mouth)
  • Poison-tipped darts (1d6, Vigor (-1) or incapacitated for 2d6 minutes; used in both Hank-yu and tongue-pipe)

  

Ariguun Cabal Witch

The Cabal are the true rulers of ariguun society. Exclusively female and powerful witches, the cabal lead the clans in the knife-fight that is ariguun politics. Those found beyond ariguun’s Dark Lands perform special missions for the Queen, enlisting powerful allies or turning enemies against each other.

 

Attributes: Agility d8, Smarts d12, Spirit d8, Strength d6, Vigor d10

Pace: 6; Parry: 8; Toughness: 8 (2);

Skills: Spellcasting d12, Knowledge (Arcana) d8, Shooting d8, Intimidate d8, Guts d8, Notice d8

Edges: Arcane Background, Improved Arcane Resistance

Hindrances: Outsider, Bad Eyes (daylight only), Code of Honor (Spider Queen) 

Special Abilities

  • Darkvision: Ariguun can see perfectly in complete darkness, but are hindered as per the Bad Eyes edge if exposed to bright illumination (sunlight, magical light, etc). 
  • Voidarmor: Ariguun witches have an innate Armor Power that can be used at will. This ability has 10 power points and uses the witch’s Spellcasting ability. (Armor +2) 
  • Powers (20): Hand of Darkness (Obscure), Detect Arcana, Ice Shard (Blast with the cold/ice trapping), Queen’s Vision (Invisibility)  

Typical Equipment

  • Witchstaff (Magical Staff PP:10)
    • Queen’s Embrace (Entangle with the web trapping)
    • Blackbolt (Bolt with the Poison trapping – Vigor or Incapacitated for 2d6 minutes. Death in 30 minutes)
    • Soulcatch (Puppet)
  • Hank-yu (handbow) (3/6/12)
  • Poison-tipped darts (1d6, Vigor (-1) or incapacitated for 2d6 minutes; used in both Hank-yu and tongue-pipe

 

 

Wild Cards

 

Kaviel Pratch

Kaviel is a devotee of the Devil Pez’Sprit, King of the Underworld and a minor deity. He leads a Bleakman raiding party and is a rather nasty, bloated fellow with stringy blonde hair. Kaviel wears a golden patch with the symbol of Pez’Sprit over his left eye worth 100 gp.

 

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d8

CHR: +2; Pace:6; Parry: 6; Toughness: 9 (11 vs. Ranged);

Skills: Faith d10, Guts d8, Shooting d8, Fighting d6, Healing d8, Persuasion d8, Intimidation d8, Riding d8, Streetwise d6, Stealth d8, Notice d8

Edges: Unholy Warrior, Arcane Background (Miracles), Steady Hands, Hold the Line, Charismatic, New Power, Power Points

Hindrances: One Eye, Vengeful

Powers (15): Curse (Unholy Darkness), Blast (Searing Cloud), Zombie (Corpses turned inside out)

 

Special Abilities

  • Repulse Good: When Kaviel calls upon Pez’Sprit (spends a Power Point), a corrupt wave of energy washes out from his position at a radius of his Spirit. Good creatures (including those with Arcane Background (Miracles) must make a Spirit check or be Shaken. A 1 on the Spirit die destroys Extras and Wounds Wild Cards.

 

Typical Equipment

  • Magical Full Plate (Armor +3, Arcane Resistance, Powers (5 PP): Fear (Shadowy Demonic Form)
  • Medium Shield (Parry +1, +2 Armor vs. Ranged)
  • Flintlock Pistols (2) (5/10/20, 2d6+1, ROF 1, 2 actions to reload)
  • Drinker (Magical heavy mace – STR+1d6, +2 Damage, Powers(10 PP): Armor (Ferrous bones), Dispel (Wave of Despair), Entangle (Bloody Entrails reaching up through the ground)
  • Warhorse

 

Irinz, the Troll Warleader

Irinz is a troll battle commander of some skill. Originally a scout in his clan’s army, Irinz trained in the magical arts with a troll priest of great power. He is wily, intelligent and tough as stone.

 

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12, Vigor d12

CHR: -2; Pace: 6; Parry: 7; Toughness: 12 (3)

Skills: Fighting d8, Shooting d8, Guts d10, Taunt d8, Notice d8, Tracking d10, Survival d8, Stealth d6, Faith d8

Edges: Woodsman, Arcane Background (Miracles), Command

Hindrances: Bloodthirsty, Mean

Special Abilities

  • Powers:(PP 10) Beast Friend, Boost/Lower Trait, Animate* 
  • Armor +1: Thick Hide (doesn’t stack with armor) 
  • Regeneration (fast): Trolls regenerate every round unless fire is applied to its wounds. 
  • Size +1

 

Typical Equipment

  • Plate Corselet (+3 torso)
  • Iron Helmet (+2 head)
  • Medium Shield (+1 Parry, +2 Armor vs. ranged)
  • Horn Recurve Bow (15/30/60, 2d6+2, d10 STR, AP 1)
  • Glaive (Reach 1, STR+d8, 2 hands)
  • Gimme (Magical hand-axe, STR+d6, Fighting +1, Throwing +1, returns to thrower)

 

 

Wicker Giant

The Wicker Giant is an animated construct created by the troll battle commander, Irinz. The creature is a 20’ tall humanoid giant constructed of bamboo and wooden slats.

 

Attributes: Agility d8, Smarts d4(A), Spirit d8, Strength d12+2, Vigor d12

Pace: 8; Parry: 7; Toughness: 13

Skills: Fighting d10, Notice d10, Intimidation d10

 

Special Abilities 

  • Wicker Claws: STR+d6
  • Fiery Heart: Inside its slatted chest, the Wicker Giant holds a container of Greek fire-like substance. Anytime it receives a wound, the Wicker Giant must make an Agility check. If unsuccessful, the container shatters and the giant bursts into flames dealing 2d10 fire damage in a small burst template. The fire consumes the Wicker Giant in 5 rounds, though it continues to fight, dealing an additional 2d6 fire damage on a successful Fighting roll.
  • Construct: +2 to recover from being Shaken; No additional damage for Called Shots; Piercing attacks do half-damage; Immune to poison and disease.
  • Fearless: The Wicker Giant is immune to Fear and Intimidation.
  • Size +5: The Wicker Giant is 20’ tall.

 

 

Bug King

It is unclear whether the bug king is an evolved mite, or some other species altogether. It is a fat humanoid insect that resembles a cross between a spider and an ant. It walks on four of its six legs, using the front two to manipulate tools, weapons and the like. The bug king is quite intelligent and can speak with other vermin.

 

 

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d8, Vigor d12

Pace: 6; Parry: 6; Toughness: 11

Skills: Fighting d8, Notice d8, Persuasion d8, Intimidation d10, Stealth d8, Guts d6, Throwing d6, Climbing d12

 

 

Special Abilities

  • Armored Shell: Armor +2
  • Bite: STR+d6
  • Mild Neurotoxin (0): On a successful bit, victim must make a Vigor roll; failure results in paralyzation for 1d6+1 rounds. A 1 on the trait die, regardless of the Wild Die, results in death in 1d4+1 rounds.
  • Sheet Webs: Throwing roll (range 3/6/12) in a small burst template. Effects as per the Entangle power.
  • Size +1

 

 

Backbiter

Backbiter is an immensely fat flying demon covered in foot-long chitin spines.

 

 

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d12

Pace: 6”; Parry: 7; Toughness: 10

Skills: Fighting d10, Guts d6, Notice d10, Intimidate d12

Special Abilities

  • Demon: Immune to poison and disease, +2 bonus to recover from Shaken, half-damage from non-magical attacks, normal damage from pure iron weapons.
  • Claws: STR+d8
  • Arcane Resistance: As per the Edge
  • Holysight: Those that worship the gods of good, such as priests, holy warriors, crusaders and the like, appear to glow with an irritatingly golden light.
  • Allsight: Backbiter sight cannot be obscured by darkness, smoke or steam, growing up as he did in the pits of Hell.
  • Flying: Backbiter flies at Pace 10, Acc 5.
  • Size (+2): Though not tall, Backbiter is wide and dense…
  • Spine Burst: Backbiter is covered in foot-long chitin spines. These spines can be ejected when Backbiter is in contact with the earth. The attack deals 3d10 damage to all in a Medium Burst template. Those that succeed on an Agility roll receive half damage, while an Agility raise avoids the damage altogether.

 

Devastator

The Devastator is an Infernal hydra that was once the wizard Rael-Vin. Though little of the wizard’s personality remains, the Devastator retains some of Rael-Vin’s considerable magical power and serves at the leisure of the devil king, Pez’sprit. The Devastator wields considerable power, both magical and “natural.” As part of the transformation, the creature suffered damage to its eyes, though this does little to slow the thing down. 

 

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+1, Vigor d12

Pace: 6; Parry: 7; Toughness: 19 (Heavy Armor);

Skills: Fighting d10, Guts d10, Intimidation d12, Notice d8, Spellcasting d8

Edges: Arcane Background (Magic), Improved First Strike, Power Surge, Combat Reflexes, New Power

Hindrances: Loyal, Bad Eyes

Powers (20 PP): Call of Pez’sprit (Puppet - Infernal chanting), Fire Step (Teleport - Disc of flame that is stepped through), Hellish Whirlwind (Whirlwind of Super Heated air – use rules for heat/fatigue, PP: 4 Duration: 3 (2/round)), Wings of Flame (Fly)

  

Special Abilities

  • Armor +2: Scaly hide etched with Infernal runes. 
  • Bite: STR+d8, Reach 1 
  • Hellfire: The Devastator can deliver fiery blasts from each active head every round. Such an attack uses the cone template and deals 3d10 damage to those that fail an Agility -2 check. The victim also has the normal chance to catch on fire. Heads that use this attack may not bite in the same round. Wounds dealt by hellfire must first be blessed by a priest of a good deity before they can be healed either naturally or magically.
  • Fear: Viewing the Devastator requires a Guts check.
  • Hellfire Touch: The Devastator was born in the fires of hell. As such, anyone within a small burst template receives 2d10 in heat damage. Touching the Devastator deals 2d10 damage and the victim has a chance to catch on fire. Attacking the creature requires an additional 1d6 roll. On a 5 or 6, a wooden weapons bursts into flames, and metal weapons melt slightly causing 1 less point of damage until repaired by a blacksmith. Magical weapons suffer the same effects on a roll of 6 and require repair by an Artificer of some skill.
  • Multiple Heads: The Devastator has ten heads that can attack independently every round without penalty, though no more than four heads can attack one target. Every head has 1 wound and is severed if it is Incapacitated. Such damage does not affect the hydra, though it is killed if all heads are severed.
  • Regeneration: If a head is severed, the Devastator makes a Vigor roll each round. On a success, all severed heads are replaced. On a raise, the heads are replaced by two new heads. The only way to prevent this is to strike off a head with a weapon forged or prepared as described in Weakness, (below) or by the application of magical cold/ice to the wound.
  • Size +9: The Devastator is massive, weighing over 30,000 pounds.
  • Gargantuan: Did we mention that this hell-hydra is big? The Devastator’s attacks are considered Heavy Weapons and its Toughness is considered Heavy Armor. Attackers receive a +4 to attack rolls, and the Devastator does STR+10 damage to anyone she steps on.
  • Weakness (Cold, Cold Iron, Bless): Magical cold-based attacks cause +4 damage and are considered Heavy Weapons when attacking the Devastator. Such weapons do not suffer the effects of Hellfire Touch, as described above. Additionally, weapons forged of cold iron or blessed by a good deity act as Heavy Weapons. Non-magical cold has no effect on the creature. A vial of holy water deals 2d6 damage to the creature.

 

Navigator

 

Trail of the Devastator

Act I: Footprint of the Devastator
Act II: On the Trail
Act III: Heart of Fire
Appendix I: Mooks and Villians
Appendix II: Spells and Powers
Appendix III: Magic and Treasure

 

Comments (0)

You don't have permission to comment on this page.