Charonite (Type I demon): Init +1; Atk staff or claw +4
melee (1d4 plus soul rend); AC 13; HD 2d12; MV 30’; Act 1d20; SP infravision 60’,
darkness (+4 check), half damage from
non-magical weapons and fire, safe passage, soul rend; SV Fort +2, Ref +1, Will
+4; AL C.
Charonites are Type I demons in the service of Charon, the infernal ferryman
of the river Styx. They appear much as their master – tall skeletal figures
wrapped in dark robes, possessing a simple pole, and always mounted upon a
boat. A Charonite can be summoned with demon
summoning, burning a soul in the censor
of Charon, or by adding three drops of water from the River Styx to any
mortal body of water, fresh or salt. A Charonite can only be summoned where
there is a body of water in which its boat can appear. A mist arises, and from
that mist the Charonite and its boat appear.
A Charonite can accommodate up to 16 passengers on its boat, and the
boat is always sized to the expected number of passengers. Each passenger must
pay 2 coins (of any denomination) for the trip, and the Charonite can take its passengers
safely to any point where a body of water meets the land, in any plane of
existence.
If attacked, a Charonite’s attacks can rend the soul from its
victim. Each successful attack requires a DC 10 Will save or the character takes
1d3 Personality damage. If Personality drops below 3, the victim collapses, and
takes 1 point of permanent Personality damage each round until the Charonite is
either defeated or driven away (spells like holy
sanctuary, protection from evil,
and restore vitality can interrupt this
process). If the victim’s Personality reached 0, the Charonite rends the soul
from the victim’s body, and immediately withdraws from this plane, delivering
the soul to Charon himself on the River Styx. If the victim is to be restored,
the demonic ferryman himself must be bargained with, and Charon does not give
up the dead easily.
Empousa (Type I demon): Init +3; Atk bite +1 melee (1d4) or claw +2 melee (1d3); AC 12; HD 1d12;
MV 40’; Act 1d20; SP darkness (+4 to check), charm, half damage from
non-magical weapons or fire; SV Fort +2, Ref +4, Will +4; AL C.
Empousai are demonic female vampires, whose fiery-haired seductive
beauty is marred with a bronze leg and a donkey’s foot. They are able to charm
men, who must make a Will save (DC 12) or be entranced, allowing the empousai
to approach and attack unopposed (no Agility or shield modifier to AC). Each round
where an empousa successfully attacks, or each round where a companion attempts
to bring the victim to his senses, grants a new save; if successful, the
character can act beginning the next round with a -1d penalty on the dice chain
to all rolls for the remainder of the encounter.
These demons of Hecate exist to devour men. They do not attack
women.
Erinyes (Type III demon): Init +4; Atk fiery whip +12 melee (1d6+4) or claws +8 melee (1d5+4);
AC 16; HD 9d12; MV 30’ or fly 50’; Act 2d20; SP infravision 60’, darkness (+12
check), immune to weapons of less than +2 enchantment or creatures of 5 HD or
less, half damage from fire/acid/cold/electricity, teleport at will to Hades or
any point on the material plane, crit range 18-20, constriction, fire, powers
against oath-breakers; SV Fort +8, Ref +8, Will +10; AL C.
Also known as Furies, the Erinyes are demons of Hecate which serve
to bring vengeance against those who break their word, especially vows made
with the gods as witness. They appear as vulture-winged women of hideous
aspect, armed with iron talons and fiery whips. A victim struck by a whip
attack must make a DC 20 Reflex save or be entwined. Such a victim takes damage
automatically each round from constriction and flames, and anything flammable
on the victim bursts into fire. An Agility or Strength check (DC 18) can be
made each round to get free, but the flames continue to do 1d6 damage each
round until extinguished with a DC 10 Reflex save. A constricted victim has a
50% chance of being unable to use each arm; both must be checked separately.
Oath-breakers are the Erinyes’ lawful prey. An Erinyes attacking anyone
who has broken an oath taken in the name of one or more gods gains a +2 on all
saves.
Very cool.
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