Amorph
Natural Habitat: Other Planes
Frequency: Very Rare Number: 1
Description: Amorphs manifest as oozing blobs of grey-mauve protoplasm full of eyes and chattering mouths.
Talents, Skills and Magic: Amorphs have the ability to drive a character insane. For each Pulse spent within 50 feet of an Amorph a roll of ([4 x WP of victim] – [10% x number of Pulses spent in Amorphs presence] or less. If the roll is failed the character becomes permanently insane. Roll on the Insanity Table.
Movement Rates: Crawling: 200; Swimming: 300
PS: None MD: None AG: 9–13 MA: 1–3
EN: 12–14 FT: 21–26 WP: 17–20 PC: 11‑16
PB: 3–5 TMR: 4/6 NA: None
PY: 9-12 LC: 1-3
Weapons: Amorphs have the ability to form pseudopods and whip [BC: 50%, D10+6 Damage] in Close or Melee Combat.
Comments: If an amorph is reduced to 0 endurance as a result of the attacks of normal (non‑magical) weapons, the amorph merely splits into two amorphs, each with half the size, endurance, and fatigue of the original. Magical weapons and magical attacks affect the amorph normally. Fire causes amorphs 50% extra damage. If an amorph crosses a line of oil they suffer D10+2 Damage. Amorphs will only agree to serve a summoner who provides them with a giant amoeba to consume.
Demonic locust
Natural Habitat: Other Planes
Frequency: Very Rare Number: 1-3
Description: Demonic locusts resemble large, winged insects with horrible, human-like visages. Their bodies are covered by a hard, chitinous shell, which ranges in colour from dull yellow to green. Each of their six legs is covered with rows of sharp spines and barbs.
Talents, Skills and Magic: Demonic locusts have no magical properties, and no special abilities other than the ability to make a horrid buzzing sound which is audible up to 1000 feet distant. Any creature hearing this buzzing [unless the creature is angelic, demonic or undead] must roll 3 x WP or less or roll on the Fright Table. Making such noise requires a pass action.
Movement Rates: Flying: 400; Crawling: 50
PS: 10–15 MD: 8–10 AG: 18–22 MA: 1–6
EN: 17–20 FT: 20–22 WP: 10–16 PC: 18‑25
PB: 3–5 TMR: 8/1 NA: shell absorbs 6 DP
PY: 6-11 LC: 1-6
Weapons: Demonic locusts may make six attacks with the spines on their legs in Melee or Close Combat (Base Chance: 25%, D10+2 damage).
Comments: The services of demonic locusts are often provided to chosen humans to be used as air support in a demonic army. Demonic locusts demand carrion before they will serve.
Fiend
Natural Habitat: Other Planes
Frequency: Very Rare Number: 1
Description: Standing 6 feet and weighing anywhere between 120-160 pounds fiends are fur-covered hunch-backed humanoids with large crooked horns and small bat-like wings.
Talents, Skills and Magic: Fiends will never be members of any College of Magic . Fiends can only be harmed by silvered weapons or magic. Cold iron does not affect them. They are also 3 times as stealthy as humans, and can blend in with surrounding trees (90% chance they will be undetected if they remain still). Fiends also have the unusual ability to spot magical “gates” and inter-planar rifts.
Movement Rates: Run: 350; Fly: 50
PS: 20–30 MD: 15–17 AG: 15–17 MA: 3–6
EN: 25–30 FT: 30–40 WP: 10–16 PC: 14‑18
PB: 3–5 TMR: 7/1 NA: Skin absorbs 4 DP
PY: 7-11 LC: 3-6
Weapons: Fiends may Bite (BC: 20%, D10+4 Damage) in Close Combat or make two claw attacks (BC: 35%, D10+2 Damage) in Melee or Close.
Comments. Fiends are devils of hideous aspect and retched temperament. Fiends can only use their wings to glide for distances of up to only 100-200 feet, after which they must alight before again becoming airborne. They are not capable of carrying more than 10-40 lbs while gliding.
Gatherer
Natural Habitat: Other Planes
Frequency: Very Rare Number: 1
Description: Gatherers are reptilian in appearance with a long scaly tail and short horns, which curve close to their head. They are a sickly grey in colour. They wear dark-coloured loin sashes and carry no weapons.
Talents, Skills and Magic: Gatherers possess Rank 10 in Martial Artist [wrestling]. They possess no other skills and are not tool or magic users.
Movement Rates: Running: 225
PS: 50–60 MD: 19–24 AG: 17–20 MA: 1–6
EN: 22–28 FT: 35–42 WP: 18–23 PC: 13‑16
PB: 3–5 TMR: 4 NA: Scales absorb 6 DP
PY: 10-15 LC: 1-6
Weapons: Bare hands as per the Martial Arts rules.
Comments. Gatherers are devils, which are sent to gather the damned souls of those scheduled to die. To escape a Gatherer the character would have to out fight him.
Hezrau (clerk)
Natural Habitat: Other Planes
Frequency: Very Rare Number: 1
Description: Hezraus appear on first glance as attractive men dressed as high-ranking eastern bureaucrats. As the character looks closer he will notice that Hezraus eyes are fiery, their skin scaled and their feet are cloven hooves.
Talents, Skills and Magic: Hezrau possess the Scribe and Steward skills at Rank 12. They also possess Rank 10 with all the magic of the College of the Mind.
Movement Rates: Running: 225
PS: 24–27 MD: 20–23 AG: 21–24 MA: 22–26
EN: 19–22 FT: 21–25 WP: 21–26 PC: 18‑25
PB: 3–5 TMR: 4 NA: Skin absorbs 5 DP
PY: 21-26 LC: 22-26
Weapons: Hezrau may strike with their hands (Base Chance: 55%; D10+2 Damage) in Close or Melee Combat.
Comments: Hezrau are the bureaucrats of hell. They keep all the records of comings and goings, transactions, punishments, impending deaths, and all other information necessary to run the infernus.
Kalkydri (warder of the damned)
Natural Habitat: Other Planes
Frequency: Very Rare Number: 1-3
Description: Kalkydri are grossly obese humanoids. Their skin, spiked shell and curved horns are red like a cooked lobster.
Talents, Skills and Magic: Kalkydri have no skills or abilities [apart from skill with a trident] and are not magic users. They do possess objects, usually keys, which can open the “gates” they guard. Kalkydri possess the ability to regenerate themselves at the rate of 1 Damage Point healed each Pulse. They are totally immune to fire and heat based attacks. Kalkydri suffer D10+7 Damage from holy water or holy symbols. They possess Rank 8 in all talents, and general knowledge spells of the College of Fire Magic . They may also teleport a distance of 10 feet at will.
Movement Rates: Running: 250
PS: 28–30 MD: 22–25 AG: 30–34 MA: 19–22
EN: 6–10 FT: 10–15 WP: 10–16 PC: 18‑25
PB: 3–5 TMR: 5 NA: Shell absorbs 8 DP
PY: 15-19 LC: 19-22
Weapons: Kalkydri are usually armed with a trident (Base Chance: 45%, D10+2 Damage, Rank 5). Kalkydri may make a horn attack in Close Combat (Base Chance: 25%, D10+4 Damage).
Comments: Kalkydri are devils summoned by demons to protect important portals. Once in place, they will never leave the portals they were assigned to protect, and they will use all their abilities to prevent most creatures from entering those portals. Due to a strange flaw in their character however Kalkydri will allow any being that can answer a special riddle, access to the portal they guard.
Mane
Natural Habitat: Other Planes
Frequency: Very Rare Number: 1-3
Description: Manes are sinister in appearance, having deep-set, glowing eyes, pointed ears, and beetle brows. Their bodies are covered with coarse, grayish fur, and their hands are clawed and their feet are cloven hooves. Most have a crest of darker hair running from the forehead back down the base of the skull and along the manes back. Manes stand 3 feet high and weigh about 30 pounds and can appear as small sized dogs.
Talents, Skills and Magic: Manes may be members of any Colleges of Magic except the Entities as determined by the GM. Manes can only be harmed by silvered weapons or magic. Cold iron does not affect them. Manes can reach up to Rank 5 in General knowledge and Rank 2 in special knowledge in their College. Manes have an extremely sensitive sense of smell and can follow a trail many days old. They are also 3 times as stealthy as humans, and can blend in with any shadows (90% chance they will be undetected if they remain still).
Movement Rates: Running: 400
PS: 12–22 MD: 14–18 AG: 14–22 MA: 5–23
EN: 12–20 FT: 20–30 WP: 10–16 PC: 14‑18
PB: 3–5 TMR: 8 NA: Skin absorbs 4 DP
PY: 8-20 LC: 5-23
Weapons: Manes may Bite in Close Combat (Base Chance: 75%, D10-7 Damage) or use their Claws in Melee or Close (Base Chance: 70%, D10+1 Damage)
Comments: Manes possess the ability to communicate with the dead, making them much prized as familiars. All but the most evil creatures will have difficulty controlling a manes familiar as these creatures are not happy unless engaged in some vile pursuit. Manes are also able to use their keen sense of smell to detect magical emanations by scent, at ranges of up to 10 feet.
Mephit
Natural Habitat: Other Planes
Frequency: Very Rare Number: 1
Description: Mephits are nightmarish in appearance. Standing five feet tall their skin is the colour of deeply bruised and ulcerous flesh while their hands and feet possess wickedly sharp claws. They all have tattered but functional bat-like wings.
Talents, Skills and Magic: Mephits possess the ability to regenerate 1 DP/Pulse.
Movement Rates: Running: 225; Flying: 350
PS: 8–11 MD: 15–18 AG: 16–21 MA: 13–18
EN: 8–10 FT: 14–18 WP: 20–24 PC: 13‑20
PB: 3–5 TMR: 4/7 NA: Skin absorbs 1 DP
PY: 13-21 LC: 13-18
Weapons: Mephits may make two claw attacks in Melee or Close Combat (Base Chance: 40%, D10 Damage). They may also spit a stream of hot water [Base Chance: 35%, D10-1 Damage, Range 4 hexes].
Comments: Mephits are used as messengers and for petty-errands by the demon to whom they belong. Mephits possess the same cruel sense of humour as Imps. Mephits may be summoned by mages but the mage will be unable to stop the mephitis pranks loving ways. Mephits often adopt a strutting gait and have shrill voices.
Mirror Devil
Natural Habitat: Other Planes
Frequency: Very Rare Number: 1
Description: Mirror devils resemble horrific humanoid beings with four arms and four faces that scream wildly.
Talents, Skills and Magic: Mirror devils have the ability to use any large mirror as a passageway to hell. The devil may try to grab hold of its victim and pull him into the mirror. Once on the other side of the mirror the victim will not be able to pass through the mirror without the mirror devil’s help.
Movement Rates: Running: 375
PS: 20–26 MD: 19–24 AG: 23–28 MA: 27-32
EN: 18-23 FT: 29-34 WP: 25–29 PC: 23‑27
PB: 1–2 TMR: 7 NA: Skin absorbs 3 DP
PY: 26-30 LC: 27-32
Weapons: Mirror devils may make 4 clawing attacks [BC: 30%, D10-1 Damage, and may be Ranked 8-10) in Close Combat or close and grapple [BC: 70%]. If an opponent is grappled no damage is done but the devil will attempt to drag its victim into the mirror on the next Pulse.
Comments: If the mirror devil’s mirror is broken the devil will immediately be destroyed. However it is killed, cracks will begin to race across its face and body, and it will collapse with an ear-splitting shriek into a small pile of shattered glass.
Nephilim (ice devil)
Natural Habitat: Other Planes
Frequency: Very Rare Number: 1
Description: The nephilim stands at least 18 feet tall, and is fat and strong. Its grim head supports two huge curving horns. Behind it are a large pair of bat wings. It is completely white, and appears to be made from the ice itself.
Talents, Skills and Magic: Nephilim, are members of the College of Air Magics . They have no Skills, but possess Rank 12 with all magic of their College. Nephilim may breathe a chilling blast of frigid air. They may not be bound or subjected to a Ritual of True Speaking.
Movement Rates: Running: 500; Flying: 600
PS: 27–46 MD: 10–13 AG: 8–10 MA: 25–30
EN: 30–44 FT: 30–36 WP: 26–30 PC: 19‑25
PB: 3–6 TMR: 10/12 NA: 4 DP per Strike
PY: 25-30 LC: 25-30
Weapons: Nephilim may make a horn attack in Close Combat (Base Chance: 30%, D10+4 Damage). They may attack with their fists in Melee or Close combat (Base Chance: 55%, D10+6 Damage). The nephilim are able to breathe a a frigid blast of air in a cone 20 feet long by 10 feet wide at the base (D10+8 Damage). It takes a Pulse for a nephilim to breathe in such a manner.
Comments: For most of the time, a nephilim simply squats, watching and listening to those around it. Some nephilim have even attracted worshipers. Nephilim are often sent by demons to aid those worshipers or mages who may be opposed by the Powers of Light.
Nightmare
Natural Habitat: Other Planes
Frequency: Very Rare Number: 1
Description: Nightmares are insubstantial steeds, capable of taking on solid form. They resemble coal-black horses, gaunt and almost skeletal, with fanged jaws and eyes like glowing embers.
Talents, Skills and Magic: Nightmares are able to fly for one hour every night. They are superb trackers, and can smell out a living being up to a distance of a mile.
Movement Rates: Running: 1200; Flying: 1100
PS: 10–12 MD: 18–20 AG: 23–25 MA: None
EN: None FT: None WP: 12–16 PC: 17‑19
PB: 4–6 TMR: 24/22 NA: None
PY: None LC: None
Weapons: Kick (BC 45%, D10+7 Damage) or Bite (BC 20%, D10+4 Damage).
Comments: Nightmares are rarely found alone, most being found in the service of a wraith, spectre, vampire or adept who serves the Powers of Darkness. Nightmares are extremely sensitive to light. When under moonlight halve all the nightmare’s stats. When the nightmare encounters sunlight it turns to mist and disappears.
Pazuzu
Natural Habitat: Other Planes
Frequency: Very Rare Number: 1
Description: Pazuzus manifest as thin, gaunt humanoids. Their taut, glistening skin is ruddy-bronze in colour, their leonine manes are dusty grey and their eagle-like wings are pitch black.
Talents, Skills and Magic: Pazuzus, will have some ability in the powers of the College of Illusions [Rank 8-9]. They are able to breath fire in a cone 30 feet long by 10 feet wide at the base, doing D10+8 damage to all within Range. This ability requires a Fire Action.
Movement Rates: Running: 300; Flying: 450
PS: 20–23 MD: 16–21 AG: 18–21 MA: 20–27
EN: 17–21 FT: 27–31 WP: 20–24 PC: 23‑28
PB: 3–5 TMR: 6/9 NA: Skin absorbs 1 DP
PY: 20-25 LC: 20-27
Weapons: Pazuzus have no natural weapons but will use any weaponry provided by the summoner.
Comments: Pazuzus require 750 SP worth of ivory before they will serve the summoner.
Raver
Natural Habitat: Other Planes
Frequency: Very Rare Number: 1
Description: Ravers are normally invisible.
Talents, Skills, and Magic: Ravers have the ability to possess any humanoid body they wish (BC: [4 x WP of Raver] – [4 x WP of victim]). Such possessions are subject to the following modification: Giant, Monk or Monastic –50%, Adept –20%, Cleric or Priest –30%, Elf or Khuzdul –5%, Character serving the Powers of Darkness +5%, Character possessing an Illearth Stone +25%. All modifiers are cumulative. While in possession of a body ravers also have special skill in the Windstorm spell from the College of Air Magics [Rank 12], and the Ritual of Summoning and Binding the Lesser Undead which they can use as a spell [Rank 12]. They also possess the mimicry [humanoid speech] and Artist [acting] skills [both at Rank 10 ].
Movement Rates: Flying: 300
PS: None MD: None AG: See below MA: 30-35
EN: None FT: None WP: 30-35 PC: 24-28
PB: None TMR: 6 NA: None
PY: 30-35 LC: 30-35
Weapons: Ravers can strike with their bare hands [BC: 55%, D10+4 Damage].
Comments: Ravers possess the same stats as the being they possess. They may be driven out of the being only by an exorcism. Any attempt to destroy the body they inhabit will merely result in them going into the next available body and possessing that.
Rult
Natural Habitat: Other Planes
Frequency: Very Rare &nbs
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