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Darksiders Bestiary
Angels Angel Traits, All Angels have the following traits:
Ageis of the White City: All angels regardless of hit die have
an invincible defense against non-magical attacks.
Words of the Creator: All angels are bound to at least one
Word and can spend effort on miracles or gifts related to that
word.
Angel Soldier AC: -5 Move: 100’ flight
Hit Dice: 12 Save: 9+
Attack: +10 x 3 attacks Damage: 1d8+4 Angelic Lance
Morale: 12 Effort: 4
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. Typically bound to the Bow Word.
Angel Champion AC: -7 Move: 90’ flight
Hit Dice: 14 Save: 8+
Attack: +10 x 3 attacks Damage: 2d6+4 Angel Sword
Morale: 12 Effort: 4
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
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. Typically bound
to the Sword Word.
Strom Warden AC: -10 Move: 150’ flight
Hit Dice: 22 Save: 4+
Attack: +10 x 4 attacks Damage: 3d6+4 Redemption
Cannon
Morale: 12 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. Typically bound to the Endurance
Word.
Ortho (Angelic Beast) AC: 3 Move: 120’ flight
Hit Dice: 30 Save: 5+
Attack: +10 x 3 attacks Damage: 2d6+3
claws/bolts
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. Typically bound to the Sky Word
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
and can spend effort on miracles or gifts related to that 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. Typically bound to the Sword Word.
Phantom Horse AC: -4 Move: 90’ flight
Hit Dice: 6 Save: 12+
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. Typically bound to the Alacrity Word.
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. Typically
bound to the Alacrity Word.
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.
Typically bound to the Endurance Word.
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.
Typically bound to the Word.
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.
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.