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Automata
Generally considered un-natural, not all life needs to be organic. Automata contains anything that one could say is designed by hand - be it of an otherworldly hand - and not nature. Dolls, golems, machinery, androids, puppets all included. If it doesn't have a heart and doesn't grow, it's probably an automaton.
Golems
Golems are constructs, typically infused with magic. They often have semi human attributes like arms and legs or a head, but rarely resemble humans in any traditional form, a bit like oversized dolls. Golems often serve their creator, though there's the possibility of developing minds of their own.
Reliquary Golem
HP: 40
Armor: 4
Strength: Construct immunities, Divine Protection
Weaness: Corruption and Profaned Items
Appearance: A towering colossus, formed out of hard stone or metal, fashioned into the shape of whatever god or demon it's worshippers served.
Weapons: None
Moves:
- Crush: (9/Med/Near) 2 damage ignores armor. The Golem grabs, squeezes, or stomps on an intruder.
- Holy Wrath: (10/Med/Near) Ignores armor, hits targets within Melee range of each other. - The Golem breaths destruction, destroying all in it's path.
- Divine Power: The Reliquary Golem's powers vary wildly depending on what creature it was shaped off of, but it's powers are immense, able to bring about terrible force. They might be able to summon angels, see into the future, or cast powerful spells.
- Relic: Powering every Requilary Golem is have a powerful, carefully guarded holy relic locked inside their torso. The golem may draw on it's powers when threatened with destruction.
The mightiest of holy constructs, Reliquary Golems are created to guard the most important treasures of a divinity. Imbued with a bonfire of holy energy, they must be maintained by monks daily with prayers, and often stand in the most holy of temples. Ancient Reliquary Golems with powerful relics imbued with the strength of dead gods can be found in ancient high temples, preserved by magic spells using the last of the god's power.
Demons
Demons, devils, succubi. While actually a hodgepodge of very diverse species, most of these are lumped into the same category. While it's assumed they're all of supernatural origin, the reality of their origins are as varied as their form.
Devils
Devils are basically large, forceful, sentient creatures with an aptitude for violence. They tend to intentionally breed into specialities.
Low Devil
HP: 3
Armor: 0
Strength: Little
Weakness: Speech
Appearance: Varied, but often possesses soft, pale flesh, multiple eyes, multiple limbs, and no mouth.
Weapons:
- Blade (1d3/Fast) - Blade, club, spear; simple weapons for a simple creature.
Moves: None.
Low born devils, created to serve and nothing else. Often employed as bartenders, cleaners, and butlers, They cannot speak, and have very peculiar thoughts. They are dangerous in numbers, and have the capability of turning into another demon; it's only a matter of them becoming mature enough to transform.
Night Devil
HP: 8
Armor: 1
Strength: Varies/Unknown
Weakness: Strong Alcohol
Appearance: 2-5 feet tall, blue/black faces, feminine, bodies have carapaces and fur and look almost insectoid, horned, wirey.
Weapons:
- Demonic Claws (1d4/Fast) Ignores armor. - Long, sharp claws, which can gouge stone with ease.
- Poisoned Dagger (1d6/Fast) Ignores armor. - A cruelly curved dagger, dripping with myriad venom.
Moves:
- Evade - The subject uses superhuman speed, mystical abilities, or some other tactic to use and becomes almost impossible to hurt. It ignores all damage that isn't area of effect, until something manages to sstop it from moving.
- Poison* - The potent poisons employed by Night Devils are very effective. The target, once dosed, rolls -1 ongoing until cured.
Night Devils are bred for assassination, skirmishing, and servitude. Though small and stealthy, their boisterous and garrulous personalities often give away their location when they're not focused. Dexterous, eloquent, and articulate, Night Devils are often summoned for assassinations, record-keeping, translation, and company. They can secrete a potent poison which they coat their knives in at will.
Skull-Faced Devil
HP: 11
Armor: 3
Strength: Varies/Unknown
Weakness: Varies/Unknown
Appearance: 6-11 feet tall, 200-500 pounds. Thick carapaces have green or black skin, cracked, pitted and appears almost reptilian. Their flesh is drawn tight around their bones and muscles, leading to their monikers. Their scales and hard skin render them difficult to hurt.
Weapons:
- Claws (1d6+1/Fast), 1 damage ignores armor.
- Demonic Curse (2d6/Medium), ignores armor.
Moves:
- Summon Reinforcements - Summon one or more lackeys.
- Wasting Curse - The Skull-Faced Devil points at a target and chants a horrible curse. The devil chooses an attribute, which takes -2 forward. The curse usually lifts after an hour, or when the devil dies, or by other means.
- Manipulate fools
- Weave dark magic
- Revive after being killed
Skull-Faced Devils were bred to be magicians, viceroys, advisors, and senators, although the ruthless streak of ambition that they are naturally born with makes it a dangerous prospect to summon one to fulfil it's stated roles. Skull-Faced Devils tend to amass a small army of lackeys and sycophants to stoke their egos, even when employed as underlings. Whenever one is pressed, there is often a group of warriors within earshot.
War Devil
HP: 25
Armor: 1
Strength: Varies/Unknown
Weakness: Varies/Unknown
Apperance: 8-10 feet tall, 800-1200 pounds. Red and covered in thick fur.
Weapons:
- Iron Club (1d10+5/Slow) Ignores armor and has knock-back.
Moves:
- Go Berserk - Throw away any semblance of thought and attack violently and relentlessly at friend or foe. Instantly regain 10 HP and increase damage to 1d10+10. Anything hit is generally damaged or destroyed.
- Smash something beyond recognition
- Drink someone under the table
- Survive something that should have definitely killed it
Devil Warriors were bred for war, and excel at it. They often fight with massive iron clubs. Most commonly used as elite enforcers in criminal guilds or bandit camps, although some warlords may have hundreds at their disposal.
Professions
With the right training, the bulkiest orc or clumsiest kobold can become a ballet dancer. While not technically monsters in their own right, it's useful to know the tools of the trades.
Fighters
Swordsman Of The Perfect Cut
HP: 12
Armor: 3
Strength: Varies/Unknown
Weakness: Varies/Unknown
Appearance: Varies.
Weapons:
- Various Swords (2d6/Medium), ignores armor.
Moves:
- Perfect Cut Style - Any attack on the swordsman that involves crossing blades with them will result in the attacker's weapon becoming badly damaged, to the point of needing a blacksmith to repair it.
A master swordsman of the Perfect Cut School, this warrior has trained themselves in a style that allows them to cut through anything. The Perfect Cut School is famously mercenary, with students of the art selling their services to the highest bidder.
Credits
Tectonic - War Devil, Skull Faced Devil, Swordsman of the Perfect Cut, Requilary Golem, Night Devil, Low Devil