darksiders bestiary - fireden.net · 2017. 6. 7. · hellbound heart: all demons are bound to at...

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Darksiders Bestiary Angels Angel Traits, All Angels have the following traits: Unmade: A wrathful angel is an engine of supernal destruction. All damage dice it inflicts with its normal attacks are read straight. Unfettered: An angel has an invincible defense against all effects that read or affect its mind or emotions. It can give false readings to any effects that would pry into its thoughts or true nature. Unborn: Angels were created, not born, and they were created to maintain an aspect of natural law. They may create miracles related to that aspect as if they were a Godbound bound to that Word (Hellguard typically are bound to Bow, Endurance, or Sword. Archons and Archangels can be bound to any word), at the usual cost in Effort. Powerful angels often develop gifts similar to those of the Godbound. Angel Soldier AC: 3 Move: 60’ flight Hit Dice: 10 Save: 10+ Attack: +10 x 3 attacks Damage: 1d8 Angelic Lance straight Morale: 11 Effort: 3 Angel Soldiers are airborne soldiers of light, armed with a halberd-alike melee weapon that doubles as a ranged weapon - Angelic Lance. Like all other Hellguard forces they wear a light dark-golden armor that appears to be made with advanced technology. As Angels, they fight for Heaven against the Demonic legions and stand in the front line against Destroyer's army. These Angel Soldiers appear to be quite noble, as they are referred to as great and honorable warriors, and as The Charred Council states "might they be Lords of Heaven...", indicating that they consider them to be high- ranking figures. They now fight under the command of Uriel, since Abaddon died. They harbor a deep hatred of War, as they see him as the responsible for the early Apocalypse and Abaddon's death. The remaining Hellguard forces are incapable of returning to Heaven until the Balance, that was lost due to the Apocalypse, is restored. Since Mankind has been obliterated by Demonic forces, the Light Angels along with all of the Hellguard are apparently trapped forever on Earth, never to return to the White City. They may take two actions every round. d6 Solder Actions 1 Fly away from the nearest melee attacker. 2 Target a ranged foe with their energy bolt attacks. 3 Invoke a miracle to negate the next gift or miracle targeted at them, then attack. 4 Invoke a miracle to gain an invincible defense against melee attacks until the start of its next turn, then attack. 5 Use all actions to kill the foe with the finest equipment. 6 Invoke a miracle to launch an unerring bolt at each foe within sight, inflicting 1d10 normally-rolled damage, doubled against foes in melee range. Angel Champion AC: 1 Move: 60’ flight Hit Dice: 15 Save: 8+ Attack: +10 x 3 attacks Damage: 1d10 Angel Sword straight Morale: 10 Effort: 5 Angelic Champions are Large Angelic warriors wielding a huge shield along with a sword made of energy, these holy hulking juggernauts are far stronger than their normal soldier counterparts. Their wings are gold rather than blue in order to

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Page 1: Darksiders Bestiary - fireden.net · 2017. 6. 7. · Hellbound Heart: All demons are bound to at least one Word. Ashworm AC: 6 Move: 20’ burrow Hit Dice: 15 Save: 8+ Attack: +10

Darksiders Bestiary

Angels Angel Traits, All Angels have the following traits:

Unmade: A wrathful angel is an engine of supernal

destruction. All damage dice it inflicts with its normal attacks

are read straight.

Unfettered: An angel has an invincible defense against all

effects that read or affect its mind or emotions. It can give

false readings to any effects that would pry into its thoughts or

true nature.

Unborn: Angels were created, not born, and they were created

to maintain an aspect of natural law. They may create miracles

related to that aspect as if they were a Godbound bound to that

Word (Hellguard typically are bound to Bow, Endurance, or

Sword. Archons and Archangels can be bound to any word), at

the usual cost in Effort. Powerful angels often develop gifts

similar to those of the Godbound.

Angel Soldier AC: 3 Move: 60’ flight

Hit Dice: 10 Save: 10+

Attack: +10 x 3 attacks Damage: 1d8 Angelic Lance

straight

Morale: 11 Effort: 3

Angel Soldiers are airborne soldiers of light, armed with a

halberd-alike melee weapon that doubles as a ranged weapon -

Angelic Lance. Like all other Hellguard forces they wear a

light dark-golden armor that appears to be made with

advanced technology. As Angels, they fight for Heaven

against the Demonic legions and stand in the front line against

Destroyer's army. These Angel Soldiers appear to be quite

noble, as they are referred to as great and honorable warriors,

and as The Charred Council states "might they be Lords of

Heaven...", indicating that they consider them to be high-

ranking figures. They now fight under the command of Uriel,

since Abaddon died. They harbor a deep hatred of War, as

they see him as the responsible for the early Apocalypse and

Abaddon's death. The remaining Hellguard forces are

incapable of returning to Heaven until the Balance, that was

lost due to the Apocalypse, is restored. Since Mankind has

been obliterated by Demonic forces, the Light Angels along

with all of the Hellguard are apparently trapped forever on

Earth, never to return to the White City. They may take two

actions every round.

d6 Solder Actions

1 Fly away from the nearest melee attacker.

2 Target a ranged foe with their energy bolt attacks.

3 Invoke a miracle to negate the next gift or miracle

targeted at them, then attack.

4 Invoke a miracle to gain an invincible defense against

melee attacks until the start of its next turn, then attack.

5 Use all actions to kill the foe with the finest equipment.

6 Invoke a miracle to launch an unerring bolt at each foe

within sight, inflicting 1d10 normally-rolled damage,

doubled against foes in melee range.

Angel Champion AC: 1 Move: 60’ flight

Hit Dice: 15 Save: 8+

Attack: +10 x 3 attacks Damage: 1d10 Angel Sword

straight

Morale: 10 Effort: 5

Angelic Champions are Large Angelic warriors wielding a

huge shield along with a sword made of energy, these holy

hulking juggernauts are far stronger than their normal soldier

counterparts. Their wings are gold rather than blue in order to

Page 2: Darksiders Bestiary - fireden.net · 2017. 6. 7. · Hellbound Heart: All demons are bound to at least one Word. Ashworm AC: 6 Move: 20’ burrow Hit Dice: 15 Save: 8+ Attack: +10

show their rank in the celestial hierarchy. Angel Champions

are the some of the strongest type of angel, bested only by

Storm Wardens, Archons, and Archangels including Abbadon

and Azrael. They may act twice every round.

d6 Champion Actions

1 Fly 60’ to a better position on the battlefield.

2 Attack the most obnoxious target within 200 feet.

3 Invoke a miracle for invincible defense against weapons

until the start of its next turn as an action, then attack.

4 Invoke a miracle to Automatically hit on all attacks made

this round, then attack with its other action.

5 Use all actions to kill the last foe to harm it.

6 Invoke a miracle to inflict 1d10 damage to all foes in

sight. This damage is rolled normally, not straight.

Strom Warden AC: 5 Move: 90’ flight

Hit Dice: 20 Save: 5+

Attack: +10 x 2 attacks Damage: 1d12 Redemption

Cannon straight

Morale: 10 Effort: 6

Storm Wardens are Heavenly Soldiers which were hand-

selected by Archangels themselves, as they are the elite of the

elites in the army of light. These angels carry with them a

Redemption Cannon that fires balls of flames against the

unfortunate ones that place themselves in the weapon's range.

Their armor is different from the rest of the Hellguard, as it is

silver with little ornaments in gold, while other angel soldiers'

armor is usually gold. They are rather difficult to defeat as

they are not only very resilient, but highly mobile. It takes

three actions every round. Some are bound to the Command

Word.

d6 Storm Warden Actions

1 Fly up to 90’ away from danger.

2 Attack what seems to be the strongest foe.

3 Invoke a miracle to lash its minions into a frenzy,

granting them all an immediate free round worth of

actions.

4 Invoke a miracle to force attackers to suffer the same

damage they inflict on it until its next turn.

5 Use all actions to kill the last foe to harm it.

6 Invoke a miracle to utter a command; any who disobey it

before the next round starts suffer a 1d6 damage die of

normally-rolled damage.

Archon AC: 2 Move: 120’ flight or

teleport

Hit Dice: 50 Save: 3+

Attack: Two automatic hits Damage: 1d12 weapon

straight

Morale: 9 Effort: 15

Leaders and battle-priests of the White Army, Archons are

pinnacles of martial skill and divine power, they are second

only to Archangels and command whole detachments and

outposts. Most wield powerful divine relics. Like Archangels,

they may be bound to any word and have 3 points of gifts

from that word. Archons may act three times every round.

d6 Archon Actions

1 Fly 60’ to a better position on the battlefield.

2 Attack the most obnoxious target within 200 feet.

3 Invoke a miracle for invincible defense against weapons

until the start of its next turn as an action, then attack.

4 Invoke a miracle to Automatically hit on all attacks made

this round, then attack with its other action.

5 Use all actions to kill the last foe to harm it.

6 Invoke a miracle to inflict 1d10 damage to all foes in

sight. This damage is rolled normally, not straight.

Page 3: Darksiders Bestiary - fireden.net · 2017. 6. 7. · Hellbound Heart: All demons are bound to at least one Word. Ashworm AC: 6 Move: 20’ burrow Hit Dice: 15 Save: 8+ Attack: +10

Ortho (Angelic Beast) AC: 3 Move: 120’ flight

Hit Dice: 30 Save: 5+

Attack: +10 x 3 attacks Damage: 1d12

claws/bolts straight

Morale: 11 Effort: 5

The Ortho, also known merely as the Angelic Beast, is a large

Griffin type creature used as heavy support by the Angel

remnants. It fires energy bolts against its targets to bring them

down in addition to capably performing as an air vehicle. They

may act twice every round.

d6 Ortho Actions

1 Fly up to 120’ to a better position on the battlefield.

2 Target a ranged foe with their energy bolt attacks.

3 Invoke a miracle for invincible defense against weapons

until the start of its next turn as an action, then attack.

4 Invoke a miracle to automatically hit on all attacks made

this round, then attack with its other action.

5 Use all actions to kill the most obnoxious target within

200 feet.

6 Invoke a miracle to launch an unerring bolt at each foe

within sight, inflicting 1d12 normally-rolled damage,

doubled against foes in melee range.

Demons Demon Traits, all Demons have the following traits:

Hellforged resilience: Regardless of hit die all demons have

an invincible defense against non-magical attacks.

Hellbound Heart: All demons are bound to at least one Word.

Ashworm AC: 6 Move: 20’ burrow

Hit Dice: 15 Save: 8+

Attack: +10 x 2 attacks Damage: 3d10+4 bite/slam straight

Morale: 10 Effort: 5

Ashworms are very large worms that inhabit the Ashlands,

burrowing and tunneling underneath the sands. The Ashlands

are infested with these creatures, making traversing the ground

incredibly dangerous and almost impossible on foot. Typically

bound to the Earth word.

Abyssal Rider AC: 3 Move: 40’ run

Hit Dice: 6 Save: 12+

Attack: +6 x 2 attacks Damage: 2d6+1 sword

Morale: 11 Effort: 2

The Abyssal Riders, also known as the Dark Riders, are the

Destroyer's Cavalry. Beneath their armor, these pitiless

horsemen are cracked and pale, their flesh barely able to

contain the hellfire that roils within. They can release this

energy in sorcerous attacks, or channel it into phantom steeds

which shriek with the agony of their riders' tortured souls.

Their Horses are disgusting corpses which spout blue flames

where they ride.

Phantom Horse AC: -4 Move: 90’ flight

Hit Dice: 6 Save: 12+

Page 4: Darksiders Bestiary - fireden.net · 2017. 6. 7. · Hellbound Heart: All demons are bound to at least one Word. Ashworm AC: 6 Move: 20’ burrow Hit Dice: 15 Save: 8+ Attack: +10

Attack: +6 x 2 attacks Damage: 1d8+3 bite, 2d8+3

hooves

Morale: 11 Effort: 2

Phantom Horses are, as the name implies, horses with a

tainted or shadowy appearance. Phantom Horses are

commonly seen ridden by Abyssal Riders, and noticeably The

Four Horsemen.

Broodling AC: 6 Move: 30’ climb

Hit Dice: 3 Save:

Attack: +3 Damage: 1d6 bite

Morale: 6 Effort: 1

The Broodling, also called Chain Spiders, are the demonic

offspring of Silitha. They appear to be huge spiders, similar to

their mother, with huge legs and sharped mouths.

Loom Warden AC: 3 Move: 20’ climb

Hit Dice: 5 Save:

Attack: +5 x 3 attacks Damage: 2d6+3 claws, 1d8+3 bite

Morale: 11 Effort: 1

They are the guardians of Silitha that must be destroyed along

with Broodmother to gain entrance to Silitha's Loom.

Shadowcaster AC: 0 Move: 30’ flight

Hit Dice: 9 Save:

Attack: +9 x3 attacks Damage: 1d12+5 hellfire blast

Morale: 11 Effort: 3

The Shadowcaster (or merely the Caster in some cases) is a

resilient spellcasting demon encountered in the Iron Canopy,

and occasionally in the challenges of the Shadow Lurkers. It is

known that a journey through the Destroyer's kingdom is one

few survive. His servants watch every street, with ears cocked

for the slightest sound and eyes open for the slightest

movement. And some, like the serpentine Shadowcasters, are

impossible to evade. These demons do not rely on sight- they

can taste vibrations on their snaking tongues. An errant soft

footfall on the powdered ash will drive them to a murderous

frenzy. Once their prey is targeted, the Caster's clawed hands

knead energy into crackling balls of fire, which explode in all

directions. This hell-bred beast will attack until it tastes the

sweetest vibration of all- the last shallow beat of a dying heart.

Page 5: Darksiders Bestiary - fireden.net · 2017. 6. 7. · Hellbound Heart: All demons are bound to at least one Word. Ashworm AC: 6 Move: 20’ burrow Hit Dice: 15 Save: 8+ Attack: +10

Duskwing AC: 3 Move: 40’ flight

Hit Dice: 4 Save: 13+

Attack: +4 Damage: 1d8+2 bite

Morale: 11 Effort: 1

Duskwings, sometimes called Duskbats, are fairly weak

enemies which have the appearance of a bat and are most

commonly found in the Twilight Cathedral as well as the

Choking Grounds. There is also a fiery variant, found in Echo

Gorge and the Twilight Cathedral which can shoot fireballs.

Fallen AC: -2 Move: 50’ flight

Hit Dice: 15 Save: 8+

Attack: +10 x 2 attacks Damage: 2d6+4 claws/tail

Morale: 11 Effort: 3

These rare fallen angels saw themselves lured to a path of

darkness by appealing promises made by Hell. They are

opportunistic hunters, prowling the skies over destroyed cities,

perhaps looking for people to punish or angels to kill. They

look somewhat similar to a Grappleclaw, but much larger in

body and wings. Fallen look like giant twisted creatures with

hardly, if any, resemblance to their former selves. They are

usually driven by and insatiable bloodlust, and are stronger

even than the Trauma beast. Their incredible endurance,

strong attacks and maneuverability make them a difficult

opponent to defeat. Rare creatures, they can be encountered

during the Apocalypse. The Fallen that can be fought is on the

Angelic Beast while War makes his way through the Echo

Gorge towards Twilight Cathedral.

Gholen AC: 0 Move: 30’

Hit Dice: 10 Save: 10+

Attack: +10 x2 attacks Damage: 1d12+1

Morale: 11 Effort: 3

Gholens are massive and durable Demons whose hands erupt

with fire. They are extremely resilient to attacks that would

normally kill other demons and are very dangerous when dealt

with. There is nothing subtle about the massive Gholens. The

very ground trembles under their monstrous weight. Each

hand is impossibly hard and smolders with fire that cannot be

quenched. Gholens shake off blows that would fell trees, and

crush skulls as if they were clay.

Page 6: Darksiders Bestiary - fireden.net · 2017. 6. 7. · Hellbound Heart: All demons are bound to at least one Word. Ashworm AC: 6 Move: 20’ burrow Hit Dice: 15 Save: 8+ Attack: +10

Minion AC: 6 Move: 40’ run

Hit Dice: 7 Save: 12+

Attack: +7 Damage: 2d6+2 claws

Morale: 11 Effort: 2

The minions are the destroyer's hounds, pack hunters that

scour the wastelands for prey. Their misshapen masses of

heads, torsos and limbs are fused into a hideous array.