Online Viewer of Enchanted Realms Monsters
Over-Category: Fideophage |
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Kingdom: Fiend |
Celestials and Fiends are Fideophages, who endure and sustain their existence by harnessing worship and belief but sometimes emotion as well. Mere consideration that a creature could exist by only a dozen people may be enough to sustain one. Starvation because of a lack of belief varies in time based on the power and strength of the entity in question. Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, and dybbuks. Demons are evil agents of chaos. They are immune to poison and resistant to fire. Demons do not sleep; however, they do breathe. Demons also eat, but their need for sustenance is far different than mortal beings; demons absorb fear and hedonic emotion to feed. Devils are methodical and astute observers; however, their wickedness runs deep. Devils radiate fear that affects non-primeval animals. They are immune to poison and fire, as well as being resistant to cold. Devils can see through darkness, even magical darkness. And they do not sleep nor breathe. As Fideophages, devils do not eat food; however, the way a devil does feed is by absorbing mental energy that emits from doubt. Dybbuks are beings of pure evil. Such entities require magical weaponry to hit. Moreover, they are immune to acid and resistant to fire and ice. They beings do not sleep, eat food or breathe. Techically, these beings sustain their lives from the energy dispersion that erupts from a lifesone upon death. |
Zebub (Devil)
This childlike blasphemy conjoins the features of a plump human infant and a gigantic, gore-fattened fly. A zebub is immune to fire and poison, while also being resistant to acid and cold. A zebub has the unique ability to record all that it sees and pass its visions on to another creature. By remaining in physical contact with a willing creature, it can replay up to a day's worth of witnessed events, transfer that information at a rate of 1 hour of imagery per action (1 combat round). The target receives in a flash of information, without sound or other sensory information. After relaying its findings, the zebub cannot replay transfer those visions again to anyone. A zebub cannot transfer its visions to an unwilling creature or nor can the visions be used as an attack, no matter how horrific the events might have been. In combat, the devil will bite, which carries with it an infectious disease, known as Devil Chills. A victim bit must roll a Resilience preservation save at a DC:14. Failure indicates a d4 penalty on all Body saves; however, the symptoms do not begin until 2d12 hours later. Without a holy intervention, the infection lasts until the victim successfully makes three saves (one roll per day).
Notes: | Memory-Vision) |
Body: | 15 ( STR:4, AGIL:3, RESIL:3 ) |
Mind: | 9 ( LOGIC:2, PERC:2, JUDG:2 ) |
Spirit: | 9 ( WILL:2, FAITH:1, MUSE:3 ) |
Movement: | 50 feet |
Size Category: | Medium |
Protection Points: | 7 |
Guard Roll Dice: | d4 & d4 |
— ATTACK METHOD — | |
Attack: | Bite (melee) |
Number of d20s: | 2 |
To-Hit Modifier: | +4 |
Damage Type: | necrotic |
Damage: | 2 to 3 pts |
Attack Special: | onHit;resilienceDC14;{"command":"sickness"} |