OTHERWORLDLY WARLOCKS
MONSTER LIST PART ONE
THE BESTIARY: MONSTER BASE FORM LISTS
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ABOMINATIONS
Pure Chaos Planar Entities.
They can be of any Size and Level.
They are basically great mounds of Flesh with
1D3 Chaos Mutations (See the Chaos Spell List),
1D3 Physical Mutations, and 1D3 Magical Mutations.
Powerful ones can use Chaos type spells.
OFFAL EATER SL = 7-9 LV = 5-8
Has Maw and 4 Tentacles plus 1 Mutation of each type.
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HORRORS
Pure Evil Planar Entities.
They can be of any Size and Level.
When creating a Horror roll for Base Form:
1D10 Horror Base Form:
1 Spirit
2 Undead
3 Human
4 Animal
5 Beast
6 Giant
7 Insect
8 Swarm
9 Slime
10 Spider
All Horrors can Cause Fear.
For Good Measure add 1D2 Chaos Mutations (See the Chaos Spell List),
1D2 Physical Mutations, and 1D2 Magical Mutations.
Powerful ones can use Spell involving: Death, Evil, Darkness, Necromancy
NIGHTMARE SL = 7 LV = 6-8
Evil Black Horse. Fast Flying. Fiery Breath and Hooves.
Used as a Mount be a variety of Evil beings.
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DEVILS
Lawful Evil Planar Entities.
Most use a Weapon: Pitchfork, Sword, Flail, Whip, Thrown Stones
Tails, Horns, Barbs, Spines, and Wings are Common. Red Coloration
MINOR SL = 4-6 LV = 0-5
Legions of the Damned.
QUISLING SL = 6 LV = 5-8
Get +4 to Persuasion Rolls
Transformation, Dimensional, Illusion, and Diabolic type spells
He's the one who gets the contracts signed.
HELL HOUND SL = 6-7 LV = 5
Get +4 to Tracking Rolls. Fast, Howl causes Fear
LESSER SL = 7-8 LV = 6-10
2 Magic Mutations.
MAJOR SL = 9-11 LV = 11-15
4 Magical Mutations.
GREATER SL = 12-14 LV = 16+
6 Magical Mutations and Diabolic type spells.
Either Fire or Ice type spells.
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DEMONS
Chaotic Evil Planar Entities.
Most have Claw and Bite Attacks. Other Common Features:
Whip Tails, Constricting Tails, Horns, Spines, Wings,
Pincers, Tentacles, Two Heads, Multiple Arms,
Animal Heads (Vulture, Toad, Ape, Boar, Ram, Bear, Dog)
Add 1D2 Chaos Mutations and 1D2 Physical Mutations
IMPS SL = 3 LV = 0
Nuisance Creatures. Spies. Wings. Slow Fliers. Taunt
DEVOURING WORM SL = 3 LV = 3
Will Posses Victim who will go Mad and Die in a few months or
Years, then jump to a Caretaker. Must be Exorcised. Possessed
Victim will attack others if not restrained.
MINOR SL = 4-6 LV = 0-5
DREAM DEMON SL = 6 LV = 6-8
Spells: Dream Magic, Drain
Feeds off Victims Shame, Suffering, Fear, and Mental Anguish.
SUCCUBUS SL = 6 LV = 5
Male Version is Incubus. Seduction +6 Wings, Charm Spell,
Invisibility Spell. Victims are corrupted or killed.
CAMBION SL = 6 LV = 3-5+
Wings and Tail. Spear and Fire Ray.
LESSER SL = 7-8 LV = 6-10
2 Magic Mutations.
PLAGUE DEMON SL = 8-9 LV = 8-12
All within Close Range save or become Sickened.
Touch causes Disease.
MAJOR SL = 9-11 LV = 11-15
4 Magical Mutations.
GREATER SL = 12-14 LV = 16+
6 Magical Mutations and Demon type spells.
Either Wings, 8 Arms, or Death type spells.
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ANGELS
Pure Good Planar Entities.
Most use a Weapon: Sword or Mace.
Guardian Types have Shields, Armor.
All have Wings and Can Fly. All can become Ethereal or Astral.
Available Spell types include: Blessing, Light, Holy, Healing,
Spirit, Solar, Dreams, Detection, Lightning, Divination, Sound,
Patronage, Dimension, Mysticism, Teleport, Time, Mind, Force,
Light, Wards, Power Word
MINOR SL = 6 LV = 1-5
5 Spells
LESSER SL = 7-8 LV = 6-10
10 Spells
MAJOR SL = 9-11 LV = 11-15
15 Spells
GREATER SL = 12-14 LV = 16+
20 Spells
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CHERUBS
Chaotic Good Planar Entities.
Appear naturally as a Cloudy Mass of Wings, Eyes, Arms, and
electrical discharges.
Frequently assume Human Form.
All have Wings and Can Fly. All can become Ethereal or Astral.
Available Spell types include: Blessing, Light, Holy, Healing,
Spirit, Solar, Dreams, Detection, Lightning, Transformation,
Patronage, Dimensions, Mysticism, Teleport, Time, Mind, Force,
Wards, Light
MINOR SL = 4-6 LV = 1-5
5 Spells
LESSER SL = 7-8 LV = 6-10
10 Spells
MAJOR SL = 9-11 LV = 11-15
15 Spells
GREATER SL = 12-14 LV = 16+
20 Spells
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DEVAS
Lawful Good Planar Entities.
All have Wings and Can Fly. All can become Astral.
Available Spell types include: Blessing, Light, Holy, Healing,
Spirit, Solar, Detection, Lightning, Law, Order, Power Word,
Patronage, Dimensions, Teleport, Time, Mind, Force, Paladin
MINOR SL = 6 LV = 1-5
5 Spells
LESSER SL = 7-8 LV = 6-10
10 Spells
MAJOR SL = 9-11 LV = 11-15
15 Spells
GREATER SL = 12-14 LV = 16+
20 Spells
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SINGULARITIES
Beings of Pure Law. Planar Entities
FLATLANDERS SL = 4 LV = 0-3
Two Dimensions Beings. Levitating. Sharp Edges
The more Sides the smarter they are.
HARMONICS SL = 5 LV = 4-6
Ethereal. Know Sound Spells
POLYHEDRENOIDS SL = 6 LV = Number of Sides
Dice Shaped Minions with arms and Legs
FRACTONS SL = 8 LV = 7-15+
Highly Intelligent Beings of Pure Geometric perfection. Levitating
Project Sharp edges in HTH for +3 Impaling Damage.
Know 2 Spell types: Force, Telekinesis, Dimensions, Space, Time,
Matter, Energy, Light, Darkness, Teleport
SOLARIANS SL = 6 LV = 16+
Ascended Humanoids. Perfect Beings of pure Light and Thought.
Know any 20 non-Chaotic Spells. Appear as bright Lights or beautiful,
transparent, glowing Humanoids of a Single Hue.
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ARCHONS
True Neutral Planar Entities.
Mostly Appear as Beautiful Serene Humanoids with Glowing Auras.
Some appear as Winged Horses or Lions.
Humanoid types use a Weapons, Shields, Armor.
All can Fly. All can become Ethereal or Astral.
Available Spell types include: Light, Healing, Telekinesis, Matter,
Spirit, Solar, Moon, Dreams, Detection, Elemental, Transformation,
Patronage, Dimensions, Mysticism, Teleport, Time, Mind, Force, Lore
MINOR SL = 5-6 LV = 1-5
5 Spells
LESSER SL = 7-8 LV = 6-10
10 Spells
MAJOR SL = 9-11 LV = 11-15
15 Spells
GREATER SL = 12-14 LV = 16+
20 Spells
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