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True20 offers a simplified and streamlined game system for all your roleplaying adventures. This core rulebook contains everything you need to get started, from character creation and combat to special abilities, supernatural powers and equipment. They just want the para- noia to calm down, so they can go about their business. Equipment: Spear optional. Threat: Minor grave robbers The priests of a local church ask the PCs to investigate the enemy within recent depredations in their graveyard.

Corpses the priest are burying are simply disappearing. A day or two after the A bouda war party comes to an already troubled region to funeral, the graves are discovered to be dug up and empty. There are already many refugees they discover it is a bouda family behind the grave robberies.

The PCs to infiltrate the towns and villages. These spies pass informa- must decide if they want to help the bouda find a less loath- tion back to the war party, which always seems to attack at the some source of food or punish them for their desecration.

The local militias cannot catch them. The The priest, if asked, comes down on the side of the argument raiders are never where they are expected to be. A god of war will have a discover the nature of the threat and root out the spies, so the church with one answer and a god of mercy another! Like many large hunters, burrowers are patient and remain motionless for hours or even days if they expect prey to pass Although burrowers spend most of their time alone, they by or come out of hiding.

Young burrowers are when they returned to soft earth when they were convinced also more cautious, so they tend to hunt prey before moving the burrower had moved on. As they age, burrowers burrowers also plague caverns and tunnels underground. Reports of burrower infestations in the deep tunnels under dwarven strongholds and in other underground civilizations are relatively common. The destruction burrowers leave is unmistakable. Bellow: A bellowing burrower can perform a special Bellow stunt for 3 SP.

They can use this tail to attack anyone near them with its long, sword-like tip that can also deliver a powerful dose of poison for 2 SP. In addition to the normal burrower traits, add the following. The poison slows and partially paralyzes the victim, who suffers an additional 2d6 of penetrating damage and a —3 penalty to Dexterity, Fighting, and Accuracy until the end of the encounter or until the victim receives magical healing. The thing attacked the caravan on the road by bursting up under the horses.

It can detect the movement of 9 Constitution Stamina a creature up to 20 yards away using its Perception Touching 0 Dexterity focus for any tests. It can detect larger animals, like horses, or 0 Fighting wagons at two or three times that distance, respectively.

The victim can make an opposed Dexterity Acrobatics vs. Strength Speed Health Defense Armor Rating Might test to roll or dive out of the way at the last moment; 10 12 burrow 10 8 otherwise the target is swallowed and takes 2d6 damage per round until they are freed or they die.

Large and in Charge: The size and bulk of a burrower is truly Tentacles: The tentacles that surround the mouth of a burrower impressive. It is immune to the combat stunts Skirmish and allow it to make four melee attacks with a single major action Knock Prone. Not only will the holes slow travel along the road—the chance of a burrower dungeon of death attack is high.

But who knows? The PCs are exploring a dungeon, catacombs, or some other underground location. The heroes need to make it past the burrowers on the way up, deal with the bandits, then get them home for trial on the same route!

Fewer people, however, know about the folk-trap, the pit plant, or the flesh-eating tree. These carnivorous plants have long been the bane of humans, animals, and cover its maw until a haphazard foot steps with some weight on it, at which point it snaps shut, trapping the victim within.

By contrast the pit plant has its roots and much of its body underground, and a large frond-like appendage rising above a cavernous and dark maw underneath. The frond other creatures larger than the prey of their smaller cousins. Left unchecked, they remain a danger to any animals and people to use, with the valve-like mouth of the explorers or scouts who might venture into the unknown.

Pit plants tend to germinate in soft earth in which tions to sunlight and water, carnivorous plants have a basic they can easily grow and expand. Sensing vibrations or heat, they are able to attack A flesh-eating trees seeks out prey with its tendril-like vines, animals and humanoids. While such plants are all capable of drawing them into its waiting maw to be digested. These capturing and digesting large animals, they employ different plants are capable of movement, though they prefer to remain methods of performing these tasks.

Flesh-eating The folk-trap lies in wait with its jaws across the ground, akin trees are believed by some to be demons in plant form. Over time, leaves and mulch will forest of death The three primary types of carnivorous plant are the pit plant, the folk-trap, and the flesh-eating tree. These come in a range of sizes, and the heroes may encounter one which may only be able to capture smaller crea- tures, or one capable of trapping ogres or even dragons.

It should be noted that the pit plant and folk-trap are, in game terms, traps. These rules elaborate on how they differ from those listed in the basic rules. For every round the victim remains in the pit plant, they take 1d6 penetrating damage as its diges- tive juices eat away at them and their gear.

Folk-Trap: The maw of this creature acts as a trap for anyone who steps on it, suddenly snapping shut and grabbing at anyone unfortunate enough to activate it. Folk-traps can be destroyed with attacks and possess 25 Health, Defense 6, and an Armor Rating of 2. They will not attempt to defend themselves against attacks, but in the rare case an attack misses the folk-trap, it will auto- matically hit any target trapped by it.

I heard her screams in the early hours, and if I concentrate, I can smell it digesting her. Fire-based damage 0 Fighting counts as penetrating against it. It can make three tendril attacks as a major action. Grabbed targets suffer a —2 penalty to all tests Special Qualities while grabbed and must spend a minor action and succeed at an opposed Strength Might test to break free.

It can sense any warm instead of its central body. Each tendril has 25 Health, bodies within 30 yards, though it may need to succeed in an Defense 13, and Armor Rating 2.

When destroyed a tendril opposed Perception Touch vs. Dexterity Stealth test to releases any grabbed target and the flesh-eating tree loses locate an individual clever enough to mask its body heat. The exact nature of a carnivorous plant may suggest custom- sisterhood of the izing it with various special qualities and increased abilities.

For example, a demon-possessed tree might have higher Intel- travelling plants ligence and various magical or supernatural special qualities. Folks in the region are dying, their mangled bodies being discovered in the morning, and the culprit has yet to be adventure hooks discovered. The killers are several young flesh-eating tree sold ten years ago to various locals by two con artists, the The following adventure hooks can help you introduce Qalba sisters.

Finally nearing maturity, the trees have gradu- carnivorous plants to a Fantasy AGE campaign. Noted alchemist and botanist Tidlin Drewbog was grand- Can the PCs discover the source of the mystery, find the killer mother to a large family. She died five years ago, and her plants, and deal with them before things get any worse? Ship- a vast, overgrown deathtrap of carnivorous plants.

Can they brave a deadly are no large animal tracks—any such creatures died out long greenhouse of hungry plants and whatever other threats may ago. Now, each step puts the adventurers in danger as they lurk in such deadly greenery? The classical chimera that appears in myths and heraldry has the head and forequarters of a lion, the head and hindquarters of has three heads, though chimeras with fewer or more heads are not unknown.

In such an instance, the able to survive underwater. Although not particularly intelligent, chimera are prideful and greedy.

These traits make the chimera susceptible to guile and bribes in the form of food or valuables. Roll a d6 and consult the first column and another d6 and consult the second column on the Chimera Combinations table to create a random combination.

You may also feel free to choose a combination you like rom the options presented there. The names of the various creatures on this table are broad examples. Chimera are creatures out of legend. They were created adventure hooks by one of the old, mad gods in his attempt to pervert the creations of the first gods by taking the worst aspects of The following adventure hooks can help you introduce and a few creatures, distilling them down, and combining use chimera in an adventure or campaign.

Always on the hunt, endlessly hungry, and unfailingly cruel, chimera are you shall not pass creatures to be feared wherever they appear. A dragon-headed chimera has claimed a bridge as its own —Ezekiah Ovin, from his book Atrocities of the Gods and has built a nest on a nearby cliff from which it can watch. Word of the threat travels ice, or some other element either in a wide arc 4 years long quickly and either the PCs decide to be heroes on their own and 6 yards wide or a narrow stream 8 yards long and or are hired by the kingdom to deal with the problem—hope- 2 yards wide as a major action.

Those caught in the area fully without irreparable damage to the bridge. The first melee attack it makes fishing industry in the area. It can gers and breaking it open to find out what treasures are make as many attacks as it has heads using any of its attack hidden inside. All of these attacks the king is dead can generate stunt points. More powerful and intelligent than hits for 2 SP. Panic spreads healing magic is used on the target. Threat: Major.

Their skeletal forms are animated with great strength and encased in full plate armor. Their mere presence on the are those who are cursed to become charnel knights. They are often great heroes who betray what they once stood for, such as templars who break their vows and kin slayers. It is some- times possible for such charnel knights to redeem themselves but few attempt it. Most are seduced by the power and the battlefield causes soldiers to flee, and it is an act of courage to fear that they wield in their new forms.

Charnel knights are much more dangerous than the mindless Charnel knights can be created in three different ways. Some walking dead. They maintain their knowledge and memories are chosen by evil gods or demon princes, usually at their in full, making them canny opponents.

Since most charnel moment of death upon a battlefield. They have been loyal knights were soldiers of some sort in their mortal lives, they servants in life and now carry that on in death.

Other charnel have an understanding of tactics that can confound their knights transform themselves through rituals that require enemies. Over time each also gathers a retinue of walking dead them to undertake the darkest of deeds. The details of these from slain warriors of proven skill. These undead soldiers are rituals vary but all require the aspirant to kill hundreds of much tougher opponents than the average zombie and they innocents in their quest for immortality of a sort.

Lastly, there serve as bodyguards and shock troops. Retinues can range in size from a dozen to several hundred. Some charnel knights become so powerful that other charnel knights serve them as sub-commanders. Groups of charnel knights who form their own orders in mockery of chivalry are also known and feared. For example, you could give a charnel knight in service of a God of Fire a body that is perpetually engulfed in flame, which has the same effect as the Burning Shield spell.

Some charnel knights like to fight mounted. For this reason undead mounts are preferred. They are a little slower than their mortal counterparts but such creatures have no problem being ridden by charnel knights. To create such a mount, pick a suitable animal and reduce its speed by one third. Then add the following two special qualities. Deathly Fortitude: Undead mounts have a natural AR of 4 and do not need to breathe, sleep, rest, eat, or drink normally.

Mindless Aggression: Undead mounts never flee from battle unless commanded, though they can be tricked or manipulated. I did face him Abilities Focuses on the field but our blades did not clash. To be in his 2 Accuracy Brawling presence is to feel the weight of death crushing your spirit. I wanted to charge him, to take his head from 1 Communication Leadership his shoulders, but my feet remained rooted to the 4 Constitution Stamina spot.

The battle swept us apart and all I could feel was 2 Dexterity Riding relief. The shame came later. Always the letters are unsigned.

Eventually, the letter writer asks the meet the PCs. But decades of reflection have made her penitent, she claims, and she wants to redeem herself. If so, are they willing to help such a villain, no Special Qualities matter how penitent she is?

They might Style Journeyman start to find these stories annoying after a while, because there Aura of Fear: The presence of a charnel knight is deeply is always some old coot in a bar ready to teach them another unnerving. Ultimately, this can take a different action but cannot move closer to the charnel beloved hero became a charnel knight. He has spent the last knight on that turn. A character who has been challenged or century serving his dark patron elsewhere but now he is must face a charnel knight in single combat is even more likely coming back to his homeland.

The PCs will discover that the to falter. The difficulty of their Willpower Courage test to hero whose legacy they could never live up is still alive and a face the knight is increased to TN They may derive some pleasure from Champion of Undeath: A charnel knight can empower nearby defeating him. The question is, do they reveal the truth to the undead with its unholy vitality. Walking dead within 10 populace or let his legacy remain intact?

Typically, they have increased Dexterity, Fighting, and Strength, add the the four horsemen Strength Bludgeons and Dexterity Initiative focuses, add the Weapon and Shield Style Novice talent, and are armed Four charnel knights on undead mounts appear on the border with maces and medium shields. It should Charnel Fortitude: A charnel knight does not need to breathe, not be obvious at first but these charnel knights represent sleep, rest, eat, or drink normally. At a certain point your players will figure out Lances, Light Blades the connection to the Four Horsemen of the Apocalypse.

The question is, what does this mean in your campaign world? Equipment: Bastard sword, heavy plate, mace Are they a known part of the mythology? If not, where did these charnel knights come from and who do they serve? Once on the planet, they crawl forth from the impact craters to find living creatures onto which they can spray their eggs in an effort to create more of their kind.

If the creatures tactics in combat revolve around keeping prey penned in using Skirmish or feinting in order to make the attacks of other craterlings more effective using Set Up , and stabbing with their claws or biting. A small swarm of attempt to kill them so the eggs can use their carcasses as food. Standing only three feet tall with a lower body of about the same length, craterlings have features similar to a number of giant craterlings different insects combined with other, alien traits.

Their outer shell is leathery and rigid, and they are armed with a number A handful of slightly larger craterlings have been encoun- of small, spiky limbs, and a lipless mouth lined with oversized tered. These craterlings have 35 Health and a 6 Armor teeth.

They lack identifiable eyes, but are able to perceive their Rating. In addition, they lack the Egg Spray special quality surroundings regardless and are capable of tracking by scent. While fighting, craterlings initially attempt to cover their foes in egg spray. Then, if the targets fight back, the craterlings Wave of Madness: As a major action, the craterling psioni- move in for the kill so the eggs can feed on the body. Their cally emits incomprehensible, maddening images that cause all creatures within 10 yards to experience momen- tary insanity.

All targets who fail cannot take actions their next turn or can choose to take only a single action major or minor on their next turn, but suffer a —4 penalty to all tests, attacks, and Defense until the end of their turn. Craterlings are immune to the Wave of Madness. Such creatures, should they exist in a campaign world, would be Big and Armored see Modi- fying Monsters on page and be Elite or greater versions of the standard craterling see Beefing Up Adversaries on page 3.

It is even possible that giant craterlings are early or lesser versions of these larger creatures. Craterlings who spawned on a world that is all water may develop the Aquatic special quality, while versions of the creature from a volcanic planet may have Elemental Resistance Fire but Vulnerability Cold. GMs seeking to customize their craterlings should check out the Modifying Monsters section on pages for ideas and inspiration. Unbelievable things.

So craterling when I saw that shooting star the other night, I Abilities Focuses recalled the story of some crippled beggars I shared a 2 Accuracy Bite bottle with one drunken night in the capital. They told me some stars had fallen from the sky near their village —3 Communication and these goblin-things crawled out of the craters and 3 Constitution Stamina overran their town, biting and slashing and spitting 3 Dexterity goo all over the townsfolk.

They told me whatever 2 Fighting Claws that goo was, it ate their flesh, but they managed to run off anyway. Their mother and their kids died —1 Intelligence along with the rest of the village, but they lived. Quite 0 Perception Smelling, Tracking a story. If the Favored Stunts: Pierce Armor, Set Up, Skirmish heroes investigate along with some of the other members of Exoskeleton: The exoskeleton of a craterling provides a natural the town, they see the craterlings emerge from the steaming Armor Rating of 4.

It can make two claw attacks when it uses a major more food. Blending: The craterling blends into environments with abun- we can learn from them dant plant life, such as swamps, plains, or forests.

The alchemists believe they may be able Egg Spray: Once per day, a craterling can spray a sticky, egg- to learn something from the creatures that could make their filled fluid in a wide arc 5 yards long and 5 yards wide as healing draughts much more potent.

They believe the crea- a major action. Those in the area must make a successful TN tures are merely a nuisance and should be no threat to the city 12 Dexterity Acrobatics test or be covered in the slime. As for the liquid, what could target that fails takes 1d6 penetrating damage as the eggs hatch they possibly have to fear from that?

The victim must make a successful TN 14 Constitution Stamina test at the start of each of his or her turns or take stampede another 1d6 penetrating damage. The victim or an ally can use a major action to scrape the egg slime off, ending the need for Whether hired to investigate or chancing upon the scene a test every turn.

The damage also ends if the victim is magi- while traveling, the characters spot creatures of all sorts cally healed. Craterlings are immune to the egg spray. A crea- stampeding out of a swamp—everything from swamp deer ture covered in egg spray only needs to make the Constitution and birds to snakes and alligators. In addition to having to Stamina test once per round and only takes damage once per deal with panicking beasts that might attack out of reflex, the round; multiple instances of egg spray are not cumulative.

Thank- Wall-Crawling: Craterlings can cling to walls, ceilings, and fully the craterlings are spreading out in small groups, so other surfaces and move along these surfaces at half their taking on isolated bands is still possible.

But if even a few normal Speed. Threat: Minor. There are numerous shapes, sizes, types, and variations of demonkind. The following examples, in addition to the Commonly summoned by demonic cults or wizards with more enemies than scruples, assassin demons revel in stalking and murdering their target. Some seem to delight in the carnage and bloodshed they engage in when they find their victim, while others focus on the act of stalking their prey.

Sometimes Demon Warrior already provided in the Fantasy AGE Basic called murder demons or demons of the hunt, once an assassin Rulebook, are some of the more noteworthy types of demon demon has been set upon a target, it cannot be compelled to that adventurers may encounter.

It will hunt its target until either the target or the demon is dead. Beyond the walls of normal reality are strange dimensions, Assassin demons are wiry, a little shorter than the average hellish realms filled with creatures that are strange or horrific to adult human. Their skin tone varies, ranging from chalk the races of the world. No one knows all of the different types white to near-black, and they often have animalistic features, of demonic creatures that exist.

These are well-known, for they are summoned all too frequently by features are twisted, however, and the demon simply feels those who desire the swift death of their enemies. Like most demons, assassin demons cannot move into the world from their hellish home dimensions on their own.

They can be sent by more powerful demons or beings, or they can be summoned by an earthly master. In either case, they are brought to normal reality for the purpose of a specific death, and they usually return when their mission is complete. There are stories of assassin demons somehow remaining after their target is dead. These demons are particularly dangerous, for they can indulge their hunger for murder as they choose, without a specific mission to direct them.

In combat, assassin demons will almost always attempt to ambush, generally going for their target first.

If they do not have a specific target, they will usually attempt to kill one opponent as quickly as possible, and then fade away, giving them an opportunity to stalk and ambush the same group again. They enjoy the terror of their prey as they hunt, and will sometimes stalk their prey for hours before they strike. More powerful assassin demons can be summoned to deal with more dangerous targets, and some assassin demons seem to have developed or been deliberately created to deal with specific targets.

Assassin demons with Magic Resistance may be sent after wizards, and assassin demons with the Shadow special quality can be particularly dangerous.

Some assassin demons have learned to use abili- ties similar to spells of the Shadow Arcana to aid them in their hunts. Due to the mystic nature of 0 Communication the demon, this protects against all damage, even that not normally stopped by armor.

With an Activate action, the 3 Perception Seeing, Tracking assassin demon can mark a visible target within 10 yards as 3 Strength its prey. This lasts until the end of the encounter, until the Speed Health Defense Armor Rating target is dead, or until the demon chooses to use another 15 7 Climb 35 15 4 Activate to mark a different target. The demon cannot focus on more than one prey at a time. Many assassin demons like to ambush foes Blow from unusual angles, jumping down from above doors or attacking from windows that should be impossible to reach.

These murderer. And so we summoned the beast. The cult believes that orders. The lips of its snout curled back from sharp they have found a child who will one day grow-up to become fangs, and I could feel its eagerness to hunt. Can the heroes track down the child and then broke the circle.

The demon leapt past us, and disappeared. They find the townsfolk terrified, my research proposal! The pompous fool will pay for as someone or something has been hunting and killing the his lack of curiosity about the ancient magicks! Can the adven- —Candoril, Mage of the Crimson Tower turers track the unbound assassin demon to its lair and stop it, before more townsfolk are killed?

The town of Stonewall has a long history of heroes and adven- turers calling it home. Now, however, assassin demons have been killing the adventurers and defenders of the town. Even worse, there are stories of seducer demons taking the form of an imp, allowing some Imps are among the weakest of demons in terms of raw foolhardy mage to summon them, using this appearance of power.

Despite these risks, the knowledge and assistance that an imp However, the rituals and spells used to summon imps are can offer, particularly as a familiar to an inexperienced mage, relatively easy to obtain and perform, and they are the most makes them worth the risk to many sorcerers and cultists. They Imps are generally quite small ranging from the size of a rat are often used by their summoners as saboteurs, spies, famil- up to about the size of a young child , with bat-like wings, iars, and sources of information on other demonic beings.

Other than that, they vary a great deal Imps sometimes serve a dark god or demon lord in appearance. Their skin may be a number of colors, from in their hell-like home planes.

Even when pure black to pale pink to green. They may have an animal- summoned and pressed into service by like head often rat, dog, or bat , a strangely human face, or a mortal, this loyalty can color their that of a twisted mixture of different creatures. Some even actions. While following the letter have stingers like a scorpion or wasp. In some cases, this grotesque appearance becomes almost comical, which makes it easier to underestimate the diminutive demons.

In combat, imps generally harass their enemies, constantly moving and striking at their opponent from unusual angles, and distracting foes so that their allies can more easily strike. Imps can also attack their foes with a small bolt of hellfire or eldritch energy, allowing them to strike at their enemies from afar. They will often use the Circle action while doing this, allowing them to take advantage of their flight to keep their distance. Older and more powerful imps will be Elite, Heroic, and Epic versions, and will have greater knowledge of history, magic, and other lore.

Though least of all demons, the imps can be of great use to a clever and careful wizard. Imps possess knowledge of the arcane arts, and their abilities can enhance those of any mage with whom they ally. However, they should never be trusted. Bind the demon to you with strong magics, and, if possible knowledge of their true name. For even a lowly imp has its own agenda, and will attempt to turn its service of you to its own benefit.

And beware always that you do not summon a being more powerful than you suspect! For other demons have been known to hide themselves, aping the small, winged form of an imp in order to lure the unwary into a dangerous bargain. While we do 3 Accuracy Bite, Magic Bolt not herein present separate stats for these different types 1 Communication Deception of demons, it is fairly easy to modify the stats we do 0 Constitution have to make for more individualized demons.

Any demon can have 2 Willpower immunity to damage caused by specific sources acid Speed Health Defense Armor Rating from spells or alchemical grenades, for example or the vulnerability special quality extra damage from 8 14 Fly 20 15 3 lightning, for example, or silver , to represent specific Weapon Attack Roll Damage versions of demons.

Some imps may even be able to use magic in their own right, often of the Fire, Power, or Shadow arcana. For every 2 stunt points the imp spends, it can give its ally 1 stunt point to use on their next action for a spell stunt. Depending on the imp, this may appear as a small burst of hell- The following adventure hooks can help you introduce and fire, an arc of arcane electricity, or a glob of corrosive acid.

No use imps in an adventure or campaign. The imp is offering this infor- small size would be an extra advantage, such as Dexterity mation freely, as eliminating this enemy would be to their Stealth tests involving hiding in small spaces.

However, can the adventurers trust the infor- mation? Acting on their new knowledge could lead the heroes Threat: Minor into a trap. And even if the information is legitimate, what about the imp and its unknown master? The enemy of my can the heroes track down the means to summon the imp and enemy is not always my friend… claim the vault for themselves?

Or, at the least, prevent their enemies from gaining access to the magic within? Recently, a fragment of one of her writ- The heroes discover that the same imp is serving as a familiar ings has been discovered, hinting at a lost vault containing to two different mages! Are the two mages secretly conspiring— some of her greatest works. The fragment also contains hints or is the imp manipulating them both? What agenda does the as to the name of her demonic familiar, an imp that would have imp have?

Are the plots of these two wizards actually being knowledge of the vault and its defenses. As word spreads, directed by the imp—the actual mastermind behind it all? Different faiths and philosophies have their own explanation Demon princes. Lords of the pit. Demon lords for the existence of demons. In some they are a manifesta- have many names.

Brutal dictators and overlords of other tion of the evil within all intelligent races. In others, they are demons, they rule dimensions beyond normal reality. From the source of that evil. What all the sages and stories agree on is that demons, and demon lords in particular, are devoted to tyranny, conquest, and destruction.

Demon lords are individuals, however, and the specifics of their plans and goals differs wildly. One demon lord may be a rigid tyrant, ruling over vast legions of soldier demons with an iron fist.

Another is a ravening monster, a walking engine of destruction as likely to attack other demons as mortals. One demon lord will delight in burning kingdoms and killing heroes in single combat; another will corrupt mortal agents and engineer cults that worship it as a god.

Demon lords are among the most personally powerful and dangerous beings in existence. Their very presence on the battlefield terrifies warriors, and they are the equal of many a mortal hero in combat. When personally involved in a conflict, most demon lords use their Eldritch Burst and Aura of Terror abili- ties to weed out weaker foes. The demon lord next focuses on the single most dangerous target, making the best possible use of their combat talents to quickly eliminate the threat.

Demon lords are generally skilled and intelligent combatants, who use their great strength as well as stunts like Pierce Armor , to destroy their enemies. Elite, Heroic, or Epic demon lords are not only possible, but will generally be accorded higher rank and control of larger armies or other resources and will likely possess even greater. As the war came to the city of Ir Akhir, the king began to despair, for defeat seemed inevitable.

He poured over the maps, the reports of battle, but no insight came. He spoke to advisers and courtiers and soldiers, but none could offer him victory. Finally, the king called for his cousin, banished for study of dark magicks and consorting with demons. No one can report the name of the demon they attempted to summon that night, to bind to the service of the kingdom of Irenth. When the dawn came, the armies of the enemy were nowhere to be seen.

Nor were the armies of Irenth, nor the king, his cousin, nor his court. Within Ir Akhir, Ir Vadras, and all the cities of the peninsula, no living thing walked or crawled. The wind howls down empty streets and through silent stones there still. If the target fails, they cannot attack on their next turn, and. Equipment: Two-Handed Greatsword or Greataxe. Threat: Dire qualities, talents, and abilities beyond the normal advance- within the hell cage ments of adversaries of their type.

Demon lords are also very much individuals. It is quite common The cults of the demon Abydor have grown stronger, and for demon lords to have different special qualities. Locked in a magical and Regenerate special qualities are fairly common, as is prison in the abandoned city of Ir Vadras, the rival demon Vulnerability see page The stats listed represent a demon lord Haobath has information the heroes need to oppose it.

It is entirely possible city and enter the wards of the magical prison. But can they that another demon lord might use a sword and shield, or a manage to reach Haobath and get the information they need polearm, instead. Some might sport deadly claws and forgo without weakening its cage enough to allow its release? Some demon lords will focus on sorcery instead, learning various Arcana.

These last can be particularly dangerous. From demonic soldiers and deadly adventure hooks assassins up to the most powerful demon lords, they are monstrous creatures.

Used by evil cult leaders or simply These adventure hooks can help you introduce Demon Lords driven by their own intricate plans, they cause immense harm to a campaign, or use them in an adventure. The demon is able to and deal makers. Unlike most other demons, they are not summon the character, using them as a personal assassin or summoned so that they can be turned on an enemy.

Instead, thief. It was that simple. The storms had taken my last two shipments, and Baron Holmen was about to call my loan due. Everything was riding on that last ship, coming from the southern kingdoms.

I was ruined. Then I had the dream. Othello St. This collection of monsters, beasts, demons, and spirits are here for use in your Fantasy AGE campaigns. From small crea- tures and animals to harass low-level characters to giant and terrible monsters who can threaten even the most powerful adversary focuses For the most part, adversaries use the same ability focuses listed in Chapter 2: Character Options of the Fantasy AGE Basic Rulebook.

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