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TooB Monstersback to Hell
Some examples of the supernatural creatures found in Hell.
Gnarled Marauder
This demon resembles a walking sea anemone with dozens of 8-meter flailing tentacles, each of them with a barbed hook on the end. Its flesh is warty and, well, gnarled. Despite their appearance, these things are intelligent, and in fact have a taste for poetry and fine calligraphy. Unfortunately -- especially for poets and calligraphers -- their taste for the flesh of the living is even greater. For tasting, they have a broad mouth with large fangs.
The gnarled marauders are quite at home on land or underwater. They gain a temporary Hit Point whenever targetted by a magical attack or power. Damage to tentacles does not count against the G.M.'s total hit points; each tentacle can take 20 points of damage before being severed. For combat purposes, consider the G.M. to have six tentacles; when attacked by automatic weapons, tentacles will be struck first. In hand-to-hand combat, if the G.M. still has tentacles, it's very difficult to hit the body.
STR 24, DEX 15, CON 24, SIZ 24, INT 18, APP 0, POW 18, EDU 18. Hit points 24. Damage bonus +2d6. Move 8 squelching. Weapons: tentacles 50%, 1d10 +2 + db; bite 50%, 1d6 + 2 + db. Armor: none. Skills: Chinese poetry 40%, Calligraphy 75%, Chinese Occult Lore 50%, Sneak 40%, Detect Food by Scent 40%.
Hopping Vampires (jiangshi)
Appearing as somewhat decomposed humans; 'original' hopping vampires wear the clothes of ancient Chinese nobility. Their eyes glow red and their fingernails are frightfully long and sharp. Although they can move only by hopping, this doesn't slow them down any. Jiangshi aren't intelligent, but they are single-minded and implacable. They are blind, but can have excellent hearing, and can sense the breathing of living creatures.
The jiangshi are unable to hop over a solid line of uncooked sticky rice. Other occult precautions can be taken.
Any person who loses more than half of their Hit Points to a jiangshi's claws is infected with their supernatural essence. Their "corruption" power takes three days to turn a victim into another jiangshi. A diet of sticky rice, water, and salt during that period will prevent the corruption for still-living victims. Dead victims can't eat rice, but their are various methods know to practicioners of Chinese traditional medicine to prevent the corpse from "rising". After the effect takes hold, the victim dies (if not already dead), and rises from the grave the next midnight.
STR 24, DEX 15, CON 24, SIZ 10, INT 0, APP 0, POW 0, EDU n/a. Hit points 17. Damage bonus +1d6. Move 8 hopping. Weapons: claws 40%, 1d4 + 3 + db. Armor: none, but they are immune to sorcerous blasts (except fire-ey ones) and bullets; and they regenerate 2 Hit Points per round until destroyed. Skills: Hide 60% (unless it involves bending at the waist), Listen 75%.
Snake Men
These demons appear as muscular men or women, with slightly larger incisors. The fight unarmed, relying on fu powers and martial arts ability to defeat their opponents. Snake men are not very bright or motivated, and usually fight only when dominated by a powerful sorceror. Left to their own devices, they want to attack and eat helpless prey, and to avoid attacks from stronger beings.
Their fangs produce POT 16 poison, similar to that of a cobra (if the victim fails the CON test, then in CON x 3 minutes, the victim experiences convulsions and respiratory failure).
STR 18, DEX 18, CON 18, SIZ 18, INT 10, APP 18, POW 24, EDU 10. Hit Points 18. Damage bonus +1d6. Move 8. Weapons: Fist/Punch 50%, 1d3 + db; Kick 50%, 1d6 + db; Head Butt 30%, 1d4 + db; Grapple 30%, special; Bite 25%, 1d2 + poison. Armor: none, but regenerates 1 Hit Point per round until destroyed. Skills: Martial Arts 50%, Dodge 50%, Hide 40%, Listen 40%, Chinese Occult 25%, Spot Hidden 40%.
Mangler
Humanoid, though with three eyes, green warty skin, claws on fingers and toes, fang-filled mouth and two curving horns; these are the most numerous "human-like" demons available to the forces of Hell. Like all the spawn of the Underworld, they can exercise free will, and can even be altruistic or kind-hearted. Manglers are of human-level intelligence, but few have any education.
They can produce a blast of chi energy from their hands; can fly (very slowly), emit a jet of glowing goo from their mouth, and transform into human form. When transformed into human form, the APP stat can be up to 20; but the mangler cannot use the chi blast, goo stream, or flight powers. A few manglers transform into non-human forms, instead.
STR 18, DEX 18, CON 18, SIZ 18, INT 10, APP 0, POW 28, EDU 4. Hit Points 18. Damage bonus + 1d6 Weapons: Fist/Claw 60%, 1d6 + db; Kick 40%, 1d6 + db; Head Butt 30%, 1d6 + db; Grapple 30%, special; bite 25%; Chi Blast, 40%, 3d6+1 and special; Goo Stream, 40%, special (as Grapple with range 9 meters). Armor: none, but they take no damage at all from unarmed attacks. Skills: Martial Arts 60%, Dodge 40%, Hide 25%, Listen 40%, Chinese Occult 40%, Spot Hidden 40%. |
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