Why rewrite your stat blocks for every
type of angel and demon? Instead, let's just write up
two creatures and let the HD denote their powers instead.
Angels (HD X, can transform into creatures with HD = X-1 or less, protects number of noncombatants equal to X from harm, can reflect damage equal to X, appears as pure white animals and creatures)
Angels
are the protectors of good and the innocent, and never appear in the
mortal realm as their “true” form. Instead, angels take the form
of pure white animals and other creatures, with all their abilities.
They can also take human form, but only do so in times of great
strife. The maximum HD of a creature an Angel can turn into is equal
to their HD -1.
Simple
HD 1 angels can only transform into HD 0 things like a white mouse,
white dragonflies, or a cute snow bunny. HD 2 Angels could turn into
an HD 1 white cat or dog, or perhaps a human child. HD 3 Angels could
turn into a white wolf HD 2, or perhaps a great white stag, and so
on. White tigers and elephants could be used as combat forms, but
some angels prefer to stay as a dove or swan and use their powers
instead of fighting directly. Extremely powerful Archangels could
turn into a holy white dragon, with all of its fury and strength.
Angels
can protect nearby people from harm, usually children or innocent
bystanders. The protection can be subtle or obvious. For example, an
HD 6 Angel could guide a small group of people through an orc army-
the orcs would simply ignore them. This protection could also appear
as a glowing shield, such as to protect people from a dragon's fire. Angels can also cast Cleric or Sage spells at a character level equal to their HD.
Angels
prefer not to attack unless in a combat form. If in a harmless or
invisible “spirit” form, angels can instead reflect damage back
to black hearted people instead. This reflection also stops the
damage in the first place; so a 2 HD angel could turn back a glancing
2 damage arrow. If the amount of damage is over the amount of HD the
angel possesses, then they cannot reflect the damage.
Demons
are the evilest creatures in existence, unlike the peaceful dead or
guardians of the underworld, demons have no respect for the natural
order and simply wish the destruction of everything good, innocent,
and pure. Once brought into the world, demons will not willingly
leave it and have a single horrifying form that is usually something
twisted and toxic. Most demons appear as things like skinless dogs
that walk on two legs, or obese black-skinned men that walk on all
fours, and so on.
Demons are
extremely strong fighters, and their horrible fury and demonic aura
strikes fear into the hearts of mortals. Demons get +1 to hit and AC
per HD from their extreme physical toughness and infernal strength.
When first summoned Demons could also exchange some of their HD
combat bonuses for special abilities, with a minor ability costing 1
HD and a major ability costing 2 HD. For example, a 4 HD demon may
only have +2 to hit/AC but can fly, or 3 HD demon could have +2 to
hit/AC but take half damage from frost, etc. Additionally, half of
their HD is applied as a negative to all morale checks rolled by
hirelings and soldiers that fight it.
Demons grant dark
powers to its followers and cult. For this, they can give out boons
equal to HD Each point of a boon is roughly equal to +1 to a stat
modifier or mimics the effect of a first level buffing spell with an
unlimited duration. Every Demon also has a glowing sigil always on or
above them unless they are hiding their identity. This sigil is a bit
like their name, and cultists must brand themselves with a demon's
sigil or use items engraved or painted with the sigil in order to
gain a demon's pact and their boons.
Demons
also teach the evil rites of their kind to mortals; including blood
magic. Most of these rites are things like evil satanic chants and
new methods to torture and kill innocent virgin girls, usually to
summon more demons into the world. Rites also include new evil ritual
magic spells, such as how to permanently sicken a well or make all
the goats on your rival's farm lactate blood instead of milk and so
on. Each demon knows a number of these rites equal to their HD, and
learning a total of 13 new rites will boost a cultist's blood magic
skill by one, or caster level by one for dark spells depending on
your system of choice.
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