BESTIARY - LORDS

MISCELLANEOUS CREATURES
Creature Basics AttacksAttributes Powers
Abyssian Red Dragon HD: 60
mv: 12
Armor: 9 (7)
To-hit: +5
bite (10), 2x claws (5) or breath (20) +8 saves, strong x6, immune to fire, wings, magic level 40 (80 MP) (only lower level spells, like lightning bolt, dimension door, haste etc.)
Immense and sleek red dragon
Heuceva HD: 2
mv: 10
Armor: 5 (3)
To-hit: +1
bite (1+disease) immune to mind, disease Shapeshift (3/day)
These strange irondogs travel in numerous bands. A bite causes a rotting disease, inflicting 1 point of disease damage each turn until cured. Multiple diseases have no effect.
Hydrodaemon HD: 16
mv: 14
Armor: 7 (5)
To-hit: +3
2 or 4x claws (1), bite (1 +energy drain 4) +3 saves, unholy, non-breathing, night vision, immune to mind, poison, aging, disease, resistant to acid, cold, fire, magic Detect Invisible (a/s), Invisiblity (a/s), Telepathy (a/s), Dimension Door (s), Darkness (a/s), Water Walking (s), Daemon Gate (4+)
These frog-alike 3 meter daemon creatures mainly live in river Styx. In combat, they may once per 5 turns make a great leap, raking with all 4 claws. Water walking allows hydrodaemon to float on water. A daemon gate is identical to demon gate, but brings another hydrodaemon.
Shadow Demon HD: 8
mv: 12
Armor: 8 (5)
To-hit: +3
3x slash (2) +1 saves, immune to fire, cold, lightning, resistant to magic, mind, polymorph Almost invisible, armor 10 against those not seeing invisible, regenerate 1 health/turn
A leaping shadow, not actual demon
Tarrasque HD: 80
mv: 8
Armor: 9 (8)
To-hit: +5
bite (8), 4x slash (4), tail (2 +stun, ignore armor) or trample (3d6) +10 saves, terror, strong x5, immune to fire, mind, poison, disease, resistant to aging, death. Reflect all bolts, Regenerate 1 health at 4+ per turn
A huge reptile horror. Bolts normally reflect back to caster on a d6 roll 4+. Can rush once a while with great speed. Tail stun save is at -4.

UNDEAD, MAJOR
More powerful undead creatures.
General attributes: night vision, unholy, non-living.
Skeletal undead are immune to cold, lightning and piercing, and resistant to polymorph.
Incorporeal undead are immune to cold, mind, impaling and polymorph, resistant to physical. They see invisible and feed on death.
Creature Basics AttacksAttributes Powers
Death Knight HD: 14
mv: 10
Armor: 8 (5)
To-hit: +3
2x weapon (2) +2 saves, scaring, strong, immune to turning, mind, resistant to cold, lightning, piercing, magic. Detect Magic (a/s), Wall of Ice (a/s), Dispel Magic (a/s, 2/day), Power Word, any (a/s, 1/day), Fireball (power 14, 1/day), Demon Gate (3+, 2/day), Reflect Spells
Horrific undead creature. Any a/s power is 'at will, silent'. Any spell directly cast at it is reflected back to caster at d6 roll 5+ before any other tests. The demon gate works as the same demonic attribute, and if successful, brings one type I-VI demon.
Demilich HD: 10
mv: -
Armor: 8 (8)
To-hit: +2
see below (ghost manifestation touch, aging 2 + 1 per 10 energy levels, ignore armor) +4 saves, immune to almost everything (see below) Manifestation, Howl, Soul Drain, Curse
Remains of the master lich long gone. When the remains are first encountered, the dust will rise up as a ghost. However, this ghost is completely immune to any damage or effects, building up energy levels for each potential damage inflicted on it or spell cast, with energy equal to power of the spell. These energy levels increase the damage caused by the touch of the ghost manifestation, and are lost at the rate of one level per day if left undisrubted.
If the skull of the demilich is touched, it will rise into air. During its next action, it will howl, forcing all creatures within 10 meters to save vs. death at -1 or become permanenly slain and forever gone. In next round, the demilich will suck the soul of the most powerful creature within 10 meter to one of its teeth gem. This can be avoided only with some kind of magical resistance. It will then descend, satiated. It can suck up to 5-8 souls, and after they are full or no creatures can anymore be affected, it will start to curse. There is no save against this curse, and its effects surpass any normal curse, with typical curses being: Never succeed in saving throw, opponents always hit in combat, always loses all treasures gained. This curse can only be removed with Bless, no typical Remove Curse affects it.
The skull of the demilich can only be affected or destroyed with following ways: Holy blade or similar weapon does 1 point of damage to it. Any other physical attack does one point of damage of a d6 roll of 6, regardless of actaul damage done. Forget spell will cause it to sink without howling, sucking a soul or cursing. Banish (or Banish Evil) will deal 1 point of damage to it, as will Holy water thrown at it. Disintegration and Negate Magic each does 2 points of damage.
If the skull is destroyed, all trapped souls must save at -1. Those failing are forever gone, but other souls can be savlaged by crushing the gem with suitable body within a few meters. Unless the reminas of the skull are sprinkled with holy water, the creature will reform over 1-10 days.
Ghost HD: 12
mv: 8
Armor: 5 (5)
To-hit: +2
touch (aging 8, ignore armor) +3 saves, scaring, incorporeal, ethereal, immune to lightning, fire Possess (1/hour, target must be within 5 meters and fail save vs. magic at -2)
An apparition of an evil dead person. When first seen, causes 4 points of aging damage unless save vs. fear at -4 succeeds. Possessed creature is controlled b ythe ghost unless banished with Banish. Any creature killed by a ghost is forever gone.
Lich HD: 15
mv: 10
Armor: 7 (5)
To-hit: +2
2x weapon (1) or touch (see below, ignore armor) +3 saves, mental, skeletal, resistant to turning, see invisible, magic level 20 (30 MP) Dimension door (silent), Detect Magic, Death Touch
Terrific undead magician. The touch is either cold (d6 1-4) causing 3 damage and paralyzation unless save vs. cold at -2 succeeds, or (5-6) disintegration 2 points.
Lich, Master HD: 30
mv: 10
Armor: 9 (5)
To-hit: +4
4x weapon (2) or touch (see below, ignore amor) +6 saves, mental x2, strong, skeletal, resistant to turning, see invisible, magic level 30 (70 MP) Dimension door (silent), Detect Magic, Death Touch
Terrific great undead magician. Touch as with lich, but causes either 6 cold damage with -4 to save, or 4 disintegration.
Mummy HD: 8
mv: 6
Armor: 5 (5)
To-hit: +1
fist (1+disease) +1 saves, scaring, mindless, immune to cold, paralyzation, piercing, resistant to physical, see invisible -
A horrific wrapped creature. Any hit causes rotting disease which is fatal in 1-6 months and prevents all magical or non-magical healing.
Skeletal Warrior HD: 8
mv: 12
Armor: 7 (4)
To-hit: +4
3x big weapon (2) +2 saves, strong, mindless, skeletal, immune to petrification, turning and magic, see invisible -
Very rare fast undead creature.
Son of Kyuss HD: 5
mv: 8
Armor: 4 (4)
To-hit: +1
claws (1+worms) +1 saves, strong, mindless, immune to piercing, resistant to cold, lightning, see invisible regenerate 1 health level per turn
A rotting zombie, with multiple worms crawling in eye sockets and other places. Any target hit is infected with worms on a d6 roll 4-6, which burrow deep into body and toward brains, and cause d6 physical damage each turn. Worms are killed with any disease curing spell or by 2 fire damage to subject. For each infection after the first, add +1 for damage.
Wraith, Giant Horror HD: 20
mv: 8
Armor: 5 (5)
To-hit: +3
3x swallow (or touch energy drain 2, ignore armor) +3 saves, incorporeal, resistant to fire, fly Aura of Fear, regenerate 1 health/turn
A huge dark misty cloud of glowing red eyes. Any target hit is swallowed, and is damaged for 2 cold and 4 energy drain each turn until dead. The creature is attacked as from outside, normal rules to act apply.

DEMON PRINCES
Rulers of the Abyss planes, these mighty demons are classified as lesser deities on their own plane
General attributes: night vision, unholy, resistant to aging, cold, death, disease, fire, lightning, magic, mind and poison, immune to fear, see invisible.

Prince powers: Cause Fear (s), Charm Monster (s), Darkness (a/s), Demon Gate (varies), Detect Magic (a/s), Dimension Door (s), Dispel Magic (a/s), Enlarge (s), Fly (s), Invisiblity (s), Mirror Image (a/s), Portal, Reality Illusion (s), Restore, Shapeshift (s), Suggest (s), Telekinesis (varies), Teleport (s). All are used at power 20 unless noted otherwise.
Up to 4 times per day (no limit on home plane): Anti-magic Aura (a/s), Disenchant (a/s), Enhanced Mystical Aura, Polymorph.
Up to 2 times per day (4 times in home plane): Death Spell, Grant a Wish, Negate Magic, Planar Gate, Regenerate (s), Resurrection.

At home plane, they have following special powers/attributes:
  • Prince and all its items are immune to magic, unless prince wants them to be affected.
  • In own domain, the prince may cause up to 20 spells of up to 80 spell levels to work in different fashion.
  • At home layer, the prince has double health levels
Creature Basics AttacksAttributes Powers
Baphomet, Demon Lord of Minotaurs HD: 30
mv: 20
Armor: 10 (6)
To-hit: +5
bite (2), 3x weapon (5) +5 saves, strong x3, mental, perceptive, magic level 15 (30 MP) Bellow (a), Breathe Unholy Water, Maze (a/s, 3/day), Passwall (s), Telekinesis (2000, silent), Wall of Stone (3/day), Demon Gate (2+, 1/day)
About 4 meter long lord of the minotaurs. Bellow forces all creatures within 20 meters to save vs. fear at -3, Unholy Water is a cloud with 5m diameter, causing 8 damage to all blessed creatures and creatures from Heaven or similar places. Maze is a ranged power, forcing target to save vs. magical teleportation at -6 or is forced to dimensional maze. Creature must test mental at -2 each turn to escape the maze. Wall of Stone is identical to Wall of Force but is opaque, and Demon Gate conjures one glabrezu.
Demogorgon, Prince of Demons HD: 45
mv: 12
Armor: 10 (7)
To-hit: +5
2x tentacles (3 +disease +stun), tail (2 +energy drain 8) +8 saves, strong x4, mental x2, scaring, immune to poison, disease, magic level 20 (40 MP) Charm Monster (s/gaze, at -2), Steal Mind (s/gaze, at -1), Wall of Ice (a), Telekinesis (500, a/s instead of gaze), Power Word, Stun (1/day, a), Demon Gate (2+)
5 meter tall reptile with two monkey heads, long tentacle arms and a forked tail. One head can charm and one brings insanity, and either (or both) may use telekinesis instead of normal gaze power. A hit from tentacles stuns the target unless saves vs. disease stun at -2 and causes a rotting disease, inflicting one negative health restoration each turn until the disease is removed. This disease is not cumulative. Demon Gate conjures a type I-VI demon, with half chance for marilith or balrog.
Orcus, Prince of the Undead HD: 35
mv: 8
Armor: 9 (7)
To-hit: +4
4x weapon (4) or 2x fists (2), tail sting (1 +poison) +7 saves, strong x3, mental x2, wings, magic level 30 (80 MP) Lightning Bolt (dmg 15, s), Wall of Fire (a/s), Telekinesis (800, s), Animate Dead (a/s), Raise Dead Army, Time Stop (1/day), Demon Gate (2+/4+), Undead Gate
A fat humanoid with batwings and cloves. A hit from tail forces a save vs. poison at -3 or brings immediate death. All powers are used at level 20 unless noted otherwise, Time Stop freezes all creatures within 50 meters unless resist magical effect, and they lose 4 turns. Creatures frozen are invulnerable to any effect while in stasis. The demon gate brings any type I-VI demon, but has only 4+ chance to open if Marilith or Balrog is called for. Undead Gate brings d6 random undead creatures at home layer.
Wand of Orcus is the mighty ruling staff of Orcus. Anyone touching it is immediately slain unless somehow resist magical death. In combat, it is a very big weapon, dealing 5 damage and causing death as previously. Instead, it can be used to zap Finger of Death.
Yeenoghu, Demon Lord of Gnolls HD: 32
mv: 15
Armor: 10 (6)
To-hit: +5
4x flail (4 +special) +5 saves, strong x2, mental, magic level 16 (30 MP) Magic Missile (6 missiles, a/s, 3/day), Hold Monster (a/s), Suggest (a/s), Telekinesis (500, a/s), Rock to Mud (s), Demon Gate (2+, 1/day)
4 meter gnoll, wielding a large flail. Any hit from calls for another d6 roll: 1-3: no other effect, 4: paralyzation, target must save vs. magical paralyzation at -2, 5: death, target must save vs. death magic at -1, 6: stun, target must save vs. stun at -4. A demon gate brings 2-5 vrocks.

edd RPG system (c) Kalle Marjola 1997. All rights reserved.