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. |
Bōakai (Dybbuk)
The natural form of this dybbuk is that of a horse-sized canine with prehensile hand-like structures for paws; however, the boakai are frequent shapeshifters, making them difficult to detect. Rumors are the fiends use their guile to lure innocents for the reason of devouring them. While they can change into nearly any shape of roughly the same size, they seem to prefer to rule over goblinoid races. Perhaps because even if being found out, their power will retain as respect, worship and fear to remain in power over their small reign. When among goblin races, a boakai will tend to appear as a very large version of the tribe. This preference does not prevent them from taking on the form of a strong human Adonis type to lure females to be consumed. However, boakai are more cautious in such societies. These evil beings possess a keen intelligence easily equal to that of most humanish beings, and possess innate magical abilities that allow them to float and leap at will as an action, and charm prey or open a dimension door one time between dawn to dawn. When in a different form, they cannot be detected differently by divination magic costly fewer than 6 points. They can also make mental attacks to insinuate themselves into the minds of their prey and flood them with thoughts of utterly hopeless despair. When attacking physically, they perform a bite/claw multi-attack. As for the mental attack, it is an attack on a target in sight, forcing a Will save (DC:15). If failing, it will reduce the victim's Spirit score by 1d6. This method can be performed once every 3d6 minutes; thus, it is usually done clandestinely. If making the save, the victim will know it has been attacked; however, location and existence of the boakai is not automatically known. However, as this doubles as its method of “consuming” a victim the fiend may extend this practice for days or weeks before completely causing the death of one’s spirit, somewhat treating the meal to act like livestock. Thus, the time to eat an innocent would vary by hunger and circumstance.
Body: | 21 ( STR:5, AGIL:5, RESIL:4 ) |
Mind: | 12 ( LOGIC:3, PERC:3, JUDG:2 ) |
Spirit: | 12 ( WILL:4, FAITH:2, MUSE:2 ) |
Movement: | 50 feet |
Size Category: | Large (+1 to hit) |
Protection Points: | 8 |
Guard Roll Dice: | d4 & d4 |
— ATTACK METHOD — | |
Attack: | Claws (melee) |
Number of d20s: | 2 |
To-Hit Modifier: | +5 (not including size bonus) |
Damage Type: | edged |
Damage: | 2 to 3 pts |
— ATTACK METHOD — | |
Attack: | Bite (melee) |
Number of d20s: | 1 |
To-Hit Modifier: | +5 (not including size bonus) |
Damage Type: | piercing |
Damage: | 2 pts |