Fiend Factory 5E. White Dwarf 48: Servitor Demons
Issue 48: Servitor Demons
Starting
from issue 44, there is a lengthy series on demons and demonists, predominantly
for RuneQuest. I assume that this is for the non-Gloranthan “Questworld”
setting that GW were trying to push, but it’s got some great stuff in it. Part
One gives the basic mechanics of demon summoning for RuneQuest, Part Two gives
statistics for the lesser demons, and Part Three describes the demon lords. The
demonic creatures are deliciously warped and different, perhaps most akin to
something from Michael Moorcock. I particularly like the demon lord Bakshuro
the Screamer, who lives in a dimension of pain that only he can endure.
Last issue (47), our old pal Phil Masters came up with a Demonist class for D&D, and in this issue there are D&D stats for the lesser demons, put together by Liz Fletcher. In some cases her statistics are quite sparse, and I’ve had to go back to the RQ stats by Dave Morris to flesh them out.
Also in this issue is a scenario, The Lone and Level Sands, that uses both RQ and D&D mechanics. I remember playing through it – at heart it’s a fairly clichéd trap-filled desert tomb, but it’s great fun to play.
Of the Lesser Demons, there is quite a selection:
Demon Wolves are yet one
more of the “monster dog” creatures, although this has the interesting twist
that anyone hitting it suffers a curse where they lose the ability in a random
appendage. The Incubus/Succubus,
well, there’s already one of those in the 5E MM, and finally there’s the Nightmare, for which once more there
are already 5E statistics.
So,
an interesting selection, and I’ve picked the most innovative four (yes folks,
you get four for the price of one this week), which I have designated as a
“servitor” subclass of fiend. They may or not be “demons” in the strict D&D
cosmological sense, i.e. they do not necessarily stem from the Abyss, and in
fact most are neutral evil rather than chaotic evil.
The
Sraim is a maggoty creature that is
usually summoned to help the summoner find objects; although they can also spit
“acidic venom” (for RuneQuest this is a weak poison but I’ve made it acidic),
they are quite weak in combat. They require a vial of acid as payment.
The
Rult are similarly disturbing in
appearance, like giant hunched shadowy flies. Rult can teleport, carrying one
creature with them, and they can also breathe a poisonous vapour. Rults must be
summoned at the site of execution of a person that has killed more than once –
a very specific set of criteria – and they bargain for treasure as payment.
The
B’krath are assassins, summoned usually
to kill somebody where subtlety is less important. B’krath always first appear
in threes, resembling lean humanoids with animalistic features and short black
fur. B’krath prefer payment in gold dust, and lots of it.
Finally
the Storm Demon is the most
physically powerful of the four, a giant made of lightning, essentially. They require payment in sapphire dust. There’s no description of any specialism if
storm demons. I guess you’d summon them whenever a giant made of lightning
would be a useful asset.
No
particular notes on the statistics for these creatures as they are generally
self-explanatory. I used the RuneQuest stats, especially for the ability
scores, using RQ Power as a guide for D&D Wisdom and/or Charisma (the two
games share the rest of the ability scores).
Sraim |
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Medium fiend (servitor), chaotic evil |
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Armour Class 11
(natural armour) Hit Points 16
(3d8 +3) Speed 40 ft. |
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Proficiency Bonus +2 Skills Investigation +4, Perception +5 Senses passive Perception 15 |
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Languages
Abyssal, Infernal, Common |
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Challenge 1/4
(50 XP) |
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Locate
Object. The sraim can locate objects
as per the spell, except that there is no maximum range, and the ability is
not blocked by lead. The sraim can locate specific objects that either itself
or its summoner have seen before, even just the once. ACTIONS |
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Bite. Melee
Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 3 (1d6 ) piercing damage plus 5 (1d10) acid damage. Spit Acid. Ranged
Weapon Attack: +2 to hit, range 15/30 ft., one creature. Hit: 5 (1d10) acid damage. |
Rult |
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Medium fiend (servitor), neutral evil |
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Armour Class 16
(natural armour) Hit Points 27
(6d8) Speed 30 ft. |
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Proficiency Bonus +2 Skills Perception +4 Senses passive Perception 14 |
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Languages
Abyssal, Infernal, Common |
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Challenge 1/2
(100 XP) |
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Teleport.
The rult can teleport without error to any spot within 5 miles, as long as a
creature (living or dead) that the rult has once touched is at the
destination. It can carry one Medium-sized creature plus equipment with it. ACTIONS |
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Multiattack. The rult makes two claw attacks. Claw. Melee
Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 +3) slashing damage. Poison Breath (Recharge 4-6).
The rult breathes a 30-foot cone of poisonous gas. All creatures within the
area must make a DC 12 Constitution saving throw, or take 4 (1d8) poison
damage. This damage cannot be healed with magic. |
B’krath |
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Medium fiend (servitor), neutral evil |
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Armour Class 19
(natural armour) Hit Points 67
(9d8 +27) Speed 40 ft. |
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Proficiency Bonus +2 Skills Perception +5, Stealth +9 Senses darkvision 120 ft., passive
Perception 15 |
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Languages
Abyssal, Infernal, Common |
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Challenge 3
(700 XP) |
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Assassinate.
The b’krath has advantage on attack rolls against any creature that hasn’t
taken a turn in combat yet. In addition, any hit it scores against a
surprised opponent is automatically a critical hit. Light
Sensitivity. When in bright illumination, a
b’krath has disadvantage on attack rolls and Wisdom (Perception) checks that
rely on sight. Sneak Attack.
The b’krath does an extra 17 (5d6) damage to any opponent against which it
has advantage, or if another enemy is within 5 feet of it, or if it is
incapacitated, and the b’krath doesn’t have disadvantage. Triplets. The b’krath will always appear in groups of
three. Each member of a b’krath triplet can exchange hit points with another,
as long as they are within 60 feet of each other, and conscious. ACTIONS |
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Multiattack. The b’krath makes two claw attacks. Claw. Melee
Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d4 +5) slashing damage. |
Storm Demon |
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Large fiend (servitor), neutral |
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Armour Class 13 Hit Points 126
(12d10 + 60) Speed 40 ft., fly 40 ft |
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Proficiency Bonus +2 Saving Throws Dex
+5 Skills Perception +5 Damage Immunities lightning Senses passive Perception 15 |
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Languages
Abyssal, Infernal, Common |
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Challenge 4
(1,100 XP) |
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Lightning Aura.
Any creature attacking the storm demon with metal weapons takes 4 (1d8)
lightning damage. ACTIONS |
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Touch. Melee
Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage. Lightning Bolt Ranged Weapon Attack:
+5 to hit, range 60/90 ft., one creature. Hit:
14 (4d6) lightning damage. |
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