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. |
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Bohu (Devil)
Bohus, sometimes called Deep Devils, are tyrants and overlords, occupying the top of Hell's hierarchy. Having been disinfected of all goodness within the Deep Pit of Execration, bohus achieved levels of wickedness beyond that of ordinary devils, becoming beings of pure, unimaginable evil.
One of this kind stands are both majestic and horrifying, with a hulking 12-foot-tall bipedal form that weighed over 800 pounds. Its body is armored with scales which quickly inflame in response to rage or excitement. A pair of massive, bat-like wings gives a bohu a gargoylish appearance, often wrapping its wings around its fearsome, red figures. One's huge fangs drip with hissing, green venom and the prehensile tails can be cracked like whips as a weapon.
A dangerous aspect of this fiend is its fear aura. Any creature not immune to fear who starts a turn or moves within 10 feet of the bohu with hostile intent must save against Will (Comp:18) or be frightened until the start of its next turn. Further, every part of a bohu is used as a weapon: its fearsome claws, its powerful wings, constricting tail, and still wield a mace. The bite of a deep devil both venomous and infectious, inflicting a wicked disease known as devil crisp and filling the victim with vile poisons. The combined effect leaves one in a poisoned state but also unable to heal naturally or magically until successfully making a Resilience save (Comp:17), which is granted at the end of the target's turn for each continued round until recovered. Further, the wing buffet delivers 2d20 points of edged damage and on a natural 20 will grant an extra crit die of bleeding damage, which acts in addition to the normal crit from the raw die roll. However, the frightening aspect of the bohu is it is capable of performing all these attacks, the bite/claw, wing buffet, tail-whip and striking with its mace, simultaneously in the same action and against as many targets as the dice can be split among. Against only one target, it can deliver well over ten points of various damage and leave the victim poisoned and bleeding.
As easily as a bohu could envelop itself in an aura of sheer terror, one can also ignite its own bodies to burn anyone too close; this defense is known as a fire-scale response, which is automatic against any melee target who successfully hits the bohu within five feet (1 hex). The scale armor and regenerative abilities (3 Body points per round) make this fiend incredibly durable; however, silvered weapons (not magical ones) are able to slow and even stop this natural regeneration. Each successful hit from a silvered weapon, despite delivering no damage, does reduce the bohu's regenerative powers by one point for ten minutes.
A bohu also has innate magical abilities, able to detect magic, blink, use a 2d20 fire-dart or perform veil, as an action and can do so an unlimited number of times. For a small cost of 1 Mind point, a bohu can hurl a fireball or reverberation. At the cost of 2 Mind points, a bohu can teleport.
Notes: | Fly; Regeneration +3 per round; Teleportation) |
Body: | 60 ( STR:15, AGIL:9, RESIL:16 ) |
Mind: | 57 ( LOGIC:10, PERC:12, JUDG:16 ) |
Spirit: | 69 ( WILL:20, FAITH:18, MUSE:8 ) |
Movement: | 60 feet |
Size Category: | Huge (+2 to hit) |
Protection Points: | 16 |
Guard Roll Dice: | d8 & d4 |
Need magic to hit | |
— ATTACK METHOD — | |
Attack: | Claws/Bite (melee) |
Number of d20s: | 3 |
To-Hit Modifier: | +13 (not including size bonus) |
Damage Type: | piercing |
Damage: | 6 to 8 pts |
Attack Special: | onHit;{"type":"save","quality":"resilience","DC":"17"};{"command":"poison"} |
— ATTACK METHOD — | |
Attack: | Devil Mace (melee) |
Number of d20s: | 4 |
To-Hit Modifier: | +13 (not including size bonus) |
Damage Type: | blunt |
Damage: | 8 to 11 pts |
— ATTACK METHOD — | |
Attack: | Tail-Whip (melee) |
Number of d20s: | 1 |
To-Hit Modifier: | 0 (not including size bonus) |
Damage Type: | smite |
Damage: | 1 pts |
Special Abilities |
Axiom: Blink |
Axiom: Detect Magic |
Axiom: Fire Dart (2d20) |
Axiom: Teleport |
Axiom: Veil |
Axiom: Fireball |
Axiom: Reverberation |