OTHERWORLDLY WARLOCKS


MONSTER LIST PART ONE



THE BESTIARY: MONSTER BASE FORM LISTS ---------------------------------------------------------------------- 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. ---------------------------------------------------------------------------- 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. ------------------------------------------------------------------------------- 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. ----------------------------------------------------------------------- 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. ----------------------------------------------------------------------- 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 -----------------------------------------------------------------------
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 -------------------------------------------------------------------------
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 ------------------------------------------------------------------------ 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. -------------------------------------------------------------------------------- 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 --------------------------------------------------------------------







Return to Otherworldly Warlocks Mainpage