Devil Hunters Manual II
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Transcript of Devil Hunters Manual II
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Holy LandsThe Dark ges
Devil Hunters Manual IIFor Light Edition
A Fan created Supplement for use with the Holy Lands RPG game
Holy Lands RPG is copyright Faith Quest Games
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Forward
reetings and Godsblessings Holy Lands RPG Fans.
What you hold in your hands is the culmination of many hours of work; well not
exactly work as the authors enjoyed creating it, but it is still a work of love. Love of agame that has caught so many of our interests, love of our Lord, love of gaming, and
brotherly love for one another. The number of fans of Holy Lands continues to grow, we thefans continue to play the game as well as create new materials for it, we also continue to support
the original reason Racmaster created and gave us this game. So here for your enjoyment are
new monsters, new demons and new evil abilities and spells all of which you may challenge your
players with. You will also find all of the old adversaries that were in the original DevilHunters manual as well as the 5 adventure packs and all of the fan created bad guys. For the
sake of space each creaturesindividual behavior and art has been omitted. These will be up to
each Rac to determine.
The authors wish to thank the many Holy Lands fans of the Facebook forum that helped in somany ways with the formation of this supplement. We would also like to thank our families who
put up with our seemingly unending typing and chatting online trying to get just the right amountof damage or determine which power should go with such and such creature. Thank you all for
supporting us while we did something we enjoyed.
As always with Holy Lands, if a Rac does not like or personally approve of any ability, power or
description then please feel free to change it to suite your own needs in your game. Racmaster
was very specific about that rule in the original books. This is your game, you shape it and you
play it the way you feel is right and there is no wrong way to do it either.
ContributorsFred MoyeTim WhiteMark Daniels
Jayson Lackey
Aaron PutneyJaimie McCready
A very big thank you goes out to the Lord for giving us.well for giving us everything.Thanks the many others who contributed ideas, thoughts and encouragement. You may not even
know that you had a hand in this, but we do.
And a very special thanks to the man who started it all, Racmaster. Thank you.
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Table of Contents
Section Page
Demonic Sorcery 5
Fighting Demons and Undead 13Weaknesses of Demons 15
Magic and Magic Items 16
Holy Lands Bestiary 20
Abomination (Floating Eye) 20
Arch Weapons 20
Ashnog 20
Ash Zombie 20
Assassin 21
Bankeibo (Flying Monkey) 21Banshee 22
Barghest 22
Barrow Wight 22
Belgorath 22
Black Knight 23
Bolo Monster 23
Calibus 24
Cambion (Half-Demon) 24
Cave Crawler 24
Cave Imp 24
Cave Troll 25
Centaur 25
Cerberus 25Chimera 25
Cliff Giant 26
Cockatrice 26
Cyclops 26
Dark Crow 26
Dark Horse 27
Death Knight 27
Death Lord 27
Death Worm 27
Demon Cat 28
Dragon 28
Dragon Walker 29
Draugr 29
Druid 30Dryad 30
Efreeti 31
Elf 31
Elf (Dark 33
Ettin (Two Headed Giant) 36
Fairy 36
Fiend 36
Fire Giant 36
Fire Fiend 37
Flesh Golem 37
Fog Troll 37
Fomorian Giant 37
Forest Giant 37
Frost Giant 38Gargoyle 38
Ghoul 38
Glass Golem 38
Goblin 39
Gorgon 41
Gremlin 41
Griffon 41
Grim Wolf 42
Hag 42
Half-Orc Warrior 43
Harpy 43
Headless Horseman 43
Hells Herald44Hell Hound 44
Hell Minion 44
Hell Spawn 44
Hill Giant 44
Ice Demon 45
Ice Worm 45
Imp 45
Kali (Naga Queen) 45
Kit Dragon 46
Kryn 46
Lammeth 47
Lich 47
Manticore 47
Marsh Dragon 48Medusa 48
Minotaur 48
Naga 48
Nargoth 49
Nefarious 49
Nephilim (Giant) 50
Nightmare 50
Nosferatu 50
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Oberon 51
Ogre 51
Orc 51
Phantom 53
Pit Fiend 53
Pit Lord 54
Priest of Darkness/Witch 54
Pseudo-Dragon 55
Rogue 56
Satyr 56
Saurian 56
Shadow Demon 59
Shadow Devil 59
Skeleton 59
Sorcerer 60
Spider Demon 61
Spiked, Demon 60
Stone Golem 61
Storm Giant 61
Succubus 62
Thief 62
Titan 63
Trechor Demon 62
Tree Bilk 63
Troll 63
Tsurahk 66
Vampire 66
Water Serpent 66
Werebear 67
Wereboar 68
Wererat 68
Werewolf 69
Wind Serpent 69
Winter Wolf 63
Witch King/Queen 69
Wolven 69
Wraith 71
Wraith Knight 71
Wyvern 72
Zombie 73
Devils 74Cults 75
For we do not wrestle against flesh and blood but against
principalities, against powers, against the rulers of the darkness
of this age, against spiritual hosts of wickedness in the heavenly
places.
Ephesians 6:12
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Demonic SorceryCall Lightning
This magic ability allows the demon/undead to control a damaging charge of electricity above the targetshead, which automatically hits the victim (the victim must be within 100 from the demon). The lightningcauses full damage unless the victim Saves vs. Spells, causing only half damage. See individual creature
listings to find amount of damage caused and number of times this ability can be used in a day.
ContagionThis magic ability causes the affected character to succumb to a debilitating disease (leprosy, rot, plagueetc.) that advances far faster than possible. Those affected suffer 1d6 LP per round as the disease takeseffect and they cannot do anything without suffering a -4 to all dice rolls. The target gets to attempt a
Save vs Spells, if successful then they resist the effect, but can be effected again. Contagion lasts for 1d6rounds for lesser, 2d6 for greater, and 4d6 for advanced. See individual creature listings to find the
number of times this ability can be used in a day.
Cowardice
This magic ability causes the target to become unsure and fearful as it erodes their confidence, fillingthem with doubts, worries and fears. The target must make a save vs Spells or suffer a -4 to all actionsthat are not solely used for securing safety or running away from the perceived danger. This ability lasts
for 1d6 Rounds for lesser, 2d6 Rounds for greater, and 3d6 Rounds for advanced enemies. See individualcreature listings to find the number of times this ability can be used in a day.
Create Major IllusionThis magic ability allows the demon/undead to create a believable major illusion. A major illusion is onein which there are many moving or tactile parts/elements. Example: a mountain pass full of demonic
servants blocking the path, howling and ready for a fight. A fully functional castle hidden to look like
crumbling moss covered ruins. Characters can attempt to disbelieve the illusion at any time by making aSave vs Magic at -3. If they succeed they can see through the illusion. They must make a Patience check
if they want to convince others that the illusion is not real. Duration for a major illusion is limited to 1d6days, with it fading slowly out at the end. This magical ability can only sustain two major illusions at any
one time, but each can be ended by the caster at any time.See individual creature listings to find the number of times this ability can be used in a day.
Create Minor IllusionThis magic ability allows the demon/undead to create a believable minor illusion. A minor illusion is onein which there are limited moving elements, or any elements that require senses, other than sight, to
perceive such as touch, smell, hearing etc. Example: a chest full of gold hiding a spike filled pit. Anunsafe bridge made to look passable (or vice a versa). Characters can attempt to disbelieve the illusion atany time by making a Save vs Magic at -1. If they succeed they can see through the illusion. They must
make a Patience check if they want to convince others that the illusion is not real. Duration for a minorillusion is limited to 1d6 hrs, with it fading out slowly at the end. This magical ability can only sustaintwo minor illusions at any one time, but each can be ended by the caster at any time. See individualcreature listings to find the number of times this ability can be used in a day.
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Change WeatherThis magic ability allows the demon/undead to change the current weather condition in an outsideenvironment. This change will take 1d6 Rounds and will last: 1d12 hours +1 for lesser, +3 for greater,and +6 for advanced enemies. See individual creature listings to find the number of times this ability can
be used in a day.
DarknessThis magic ability allows the demon/undead to create an area of unholy darkness which cannot be
penetrated by normal light sources. Characters with Nightvision are restricted from seeing as well. Onlya Saints Crucifix light and the Miracles Holy Light and Sphere of Light negates the darkness.All characters standing within 10 of the Saint gain the ability to see. Lesser demons/undead can create
an area of darkness 15 in radius that lasts 6 Rounds. A Greater demon/undead can create an area 30 inradius that lasts 12 Rounds. An Advanced demon/undead can create an area 45 in radius that lasts 18
Rounds. Once this magic is cast the demon/undead can move freely within the radius and has norestriction on its vision. See individual creature listings to find the number of times this ability can beused in a day.
Demonic DeceitThis ability allows the demon/devil to attempt to weaken the characters faith in God. They do this by
using the characters true past combined with a mixture of convincing lies. This is not a combat ability,rather one which tempts the character to become despaired and lose faith. For lesser demons this takes1d6 +8 Rounds, 1d6 +6 Rounds for greater ones, 1d6 +4 Rounds for advanced and 1d6 +2 Rounds forlegendary demons/devils. For this ability to be successful the character must fail a Faith Save. For every5 faith points a character has they get a +1 on this Save. Furthermore, Saint Characters receive a +2 Save
bonus and Knight Characters get a +1 bonus. Lesser demons get a base of 5, while greater ones have a 10base, advanced demons have a 15 base and legendary demons/devil have a 20 base. If the character fails
the Save they lose 1d4 faith points from lesser demon, 2d4 for greater ones, 3d4 for advanced and 4d4from legendary demons/devils. In addition, for every point of faith lost there is a 1% chance that thecharacter will gain an additional sin.
Demonic RageThis magic ability allows the demon/undead to become filled with a fierce rage. Each time the creature ishit there is a chance that it will become berserk. There is a 40% base chance when the creature is hit thefirst time plus a + 5% for each additional hit. When the creature becomes berserk it will receive thefollowing combat benefits; +2 AtR, +2 ADV, +2 ATT, +4 DAM, -2 DOD,-2 DEF. The creature also receives +10 LP for a lesser, +20 for a greater and +30 for a greater for the
duration of the rage. The demon/undead will remain in the berserk state for 1d6 +2 Rounds for a lesser,1d8 +4 Rounds for a greater and 1d10 +6 for an advanced or until killed. When the creature comes out ofthe rage state it will lose all of the berserk bonuses and will be exhausted to the point of half rolls for theremainder of the combat encounter.
Earthen ClimbThis magic ability allows the demon/undead to quickly climb up through the surface of the earth up to 6per Round. This ability does not allow the Demon/Undead to borough downward into the earth as fast;only upward until reaching the surface.
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Evil EyeThis magic ability allows the demon/undead with a single look to shock and stun a single victims nervesand muscles into a frozen state. The target cannot move of his own will and will fall to the ground for1d4 Rounds for a lesser demon/undead, 1d6 +2 Rounds for a greater and 1d12 +1 Rounds for a greaterand an advanced. A successful Save vs. Spell neglects the effects. The range is 30. See individual
creature listings to find the number of times this ability can be used in a day.
Eye BeamThis magic ability allows the demon/undead to shoot a damaging bolt of energy from its eyes. The eye
swells with energy before releasing. It automatically hits its target within 50 for full damage unless thevictim rolls 18 or higher to Dodge (vs. W.S. Missiles) or Defend (with W.S. Shield Play only) or Saves
vs. Spells, causing only half damage. See individual creature listings to find the number of times thisability can be used in a day.
Fire BreathThis magic allows the demon/undead to breathe flames that sweep across an area for 1 Round. Alongwith the target character taking damage, all nearby opponents (10 for lesser, 15 for greater, 20for
advanced & 30 for legendary) next 1d3 Rounds (+1 for greater, +2 for advanced & +3 for legendary) are
disrupted and they must protect themselves from the attack with a Dodge or Defend vs. Thrown. Seeindividual creature listing to find amount of damage caused and range of Fire breath.
Fire BurstThis magic ability allows the demon/undead to unleash a smoldering fire burst when struck by anopponent, causing damage to anyone within 10. The creature is totally unharmed by this burst. However,
the demon/undead can decide to self-destruct if it feels it cannot win in combat or escape causing doubledamage to anyone within 20 radius of it. A successful Save vs. Spells causes the targets to take only half
damage. See individual creature listings to find amount of damage caused and number of times thisability can be used in a day.
Fog BreathThis magic ability allows the demon/undead to emit an unearthly fog from their mouth. This fog grows5 in radius per Round from the creature. A lesser demon/undead can create fog up to 30 radius, a
greater can create it up to 60 and an advanced or legendary can cause fog in a 120 radius. The fogappears to be living and will seem to follow evading characters. Vision will be reduced to half whilecharacters are in the fog. All living things within the fog must make 2 Saves. First they must Save vs.
Spells or be paralyzed with fear for 1d4 Rounds for lesser, 1d6 +2 Rounds for greater, 2d4 +4 Rounds foradvanced or legendary. Next they must make a Save vs. Poison or be infected with nightmarish visions.
These visions will continue until a clergyman performs a Remove Curse Miracle on the character. Duringthese Nightmares, characters will not sleep very well and will only heal one third the normal amount.
Foul StenchThis magic ability allows the demon/undead to emit a foul odor from its body that causes living creatureswithin 10 for lesser, 20 for greater and 30 for advanced to lose 1 LP unless they Save vs. Fumes/Acid.
Greater demon/undead cause a -1 to the Save while an advance creature cause a -2. A Save must berolled for each Round that the living creature is within range of the stench.
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Frost BreathThis magic ability allows the demon/undead to breathe forth a frozen mist that covers the area for 1Round. Along with the target character taking damage, all nearby opponents (10 for lesser, 15 forgreater, 20for advanced & 30 for legendary) next 1d3 Rounds (+1 for greater, +2 for advanced & +3 forlegendary) are disrupted and they must protect themselves from the attack with a Dodge or Defend vs.
Thrown. See individual creature listing to find amount of damage caused and range of Frost breath.
Frozen TouchThis magic ability causes the touched area to begin freezing solid. If this is used on living tissue then it
causes 1d4 damage the first round, 1d6 the second and 1d12 the third round. A living limb can take 25%
of the characters total Life Points in damage before it is frozen solid and useless. Upon reaching this
stage the frozen limb has only 1 additional round to be warmed up/healed or permanent loss will result.
Warming the limb means holding it very close to a hot fire or heat source, so close that it deals the
character an additional 1d10 damage while thawing. Use of a healing spell or draft/cure does not incur
the additional damage roll. This is a touch attack.
Gate in Lesser DemonThis magic ability allows the demon to bring to the world 1d4 lesser demonic servants. These servantswill appear within 50 and will immediately recognize, obey, even unto death, whatever commands theyare given for 1d12 hours. At the end of this time the summoner may renew the summons or allow it tolapse in which all the summoned demons will vanish. Only one summoning can be used at any single
time.
Gate in Greater DemonThis magic ability allows the demon to bring to the world 1 greater demonic servant. This servant willappear within 50 and will immediately recognize its summoner. Unlike the lesser demons, this greater
demon will not immediately obey its summoner. The summoner and summoned must roll a d20, thehigher of the two wins the test of wills. If it is the summoner then the summoned demon will obey, even
unto death for 1d4 hrs. If it is the summoned that wins then, depending on its mood and abilities, it canchoose to obey the summoner or it can choose to return to Hell. If the summoners roll is a natural 1, thesummoned demon will try to kill the summoner. If the demon is able to kill the summoner it shall be
released to roam freely on earth. Only one summoning can be used at any single time.
Giant LeapThis magic ability allows the demon/undead to jump and land on its feet (up to 3 times its height and up
to 5 times its height long).
Glass ShardsThis ability allows the demon/undead to throw two glass shards from its hands as a Thrown weapon.Both shards count as an Attack ad therefore use 2 simultaneous Attack Rolls. The opponent can only
make one Dodge Roll however, which must best both Attacks to avoid being hit. Otherwise, the shardswith higher Attack Rolls than the Dodge Roll ad cause damage. See individual creature listings to find
amount of damage caused.
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Hideous AppearanceA creature with this ability has such a grotesque appearance that any living person seeing them mustmake a Save vs. Phobias (Fear). For every 3 levels above the first the character will receive a +1 to theirSave. If a character fails their Save by 1-2 points they must flee in terror from the creature (1d6 x 10). Ifa character fails their Save by 3-5 points they will freeze with fear for 1d6 Rounds. If the character fails
their Save by greater than 6 points they will immediately attack the creature with a -1 to all combat rolls
for lesser demon/undead, -2 for greater, -3 for advanced and a -4 for legendary.
LevitateThis magic ability allows the demon to float up or down at will. It does not allow the demon to moveforward or back but they can push off which will allow them movement equal to their normal
movement rate for 1d4 rounds before they must push off of something again.
Life DrainThis ability allows the demon/undead with a touch attack (or in the case of vampires their bite attack) totake away a persons Life Points. This drainage of Life starts rather slow causing only 1d6 damage the
first Round (with any damage that the bite causes also). However, for each Round that the creature canmaintain their touch or bite increases the depletion of Life by an additional 1d6 per each after the first(2d6 for the 2ndRound, 3d6 for the 3rdRound, etc.). If the victim can managed to break free from thetouch or bite attack this process starts over. Most demon/undead creatures will use this ability with agrapple skill to lethal effect. With the exception of vampires and demons anyone who is killed by Life
Drain will become whatever creature drained its Life in 3 days. This can be stopped by clergymenperforming the rare Holy Burial ritual before the body is place in its grave.
Life ReturnThis magic ability allows the demon/undead to regain Life equal to half (rounded down) the amount ofdamage it caused its opponent with its successful Attack.
Manipulate Flame
This magical ability allows the user to control fire, shape it to their will and direct it as if it were a livingthing. Up to 5 cubic feet of fire (normal camp fire size) can be controlled by a lesser user, 10 cf for greater
(bonfire size) and 30 cf for advanced (typical peasant hut size). The user can shrink, extinguish, increaseand shape the fire to their will. They can form structures, openings, color, and actually make the fire moveto another location regardless of fuel availability. Magical fires can only be controlled by this ability if theuser makes a save vs spells and succeeds. Any changes in the flame will not increase its intensity norcause it to do more damage. A fire moved from its origin, can start burning new fuels if available.
Duration is as long as the user concentrates. Distance for this abilities control is 100' regardless of level.
Missile BarrierThis magic ability allows the user to create an invisible barrier that blocks all incoming missile weapons.
This barrier is moveable by the user, but barriers created by lesser users cannot be moved and only covers
one facing at a time (i.e. front, side, or back). Greater users can move the barrier, but it still only protectsone facing per round. Advanced users gain protection on all faces (front, back, rear, topeverything) andthey can transfer the barrier to another being. The barrier will stop 1d4 separate missile attacks in anygiven round per level of the user (i.e. 1d4 lesser, 2d4 greater, and 3d4 for advanced). Any attack that is
beyond this limit will be treated as a normal missile attack bypassing the barrier as if it did not exist. Thenext round (as long as the duration has not been surpassed, the limit resets. This ability protects for 1d4rounds per level of the user.
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Move ObjectThis magic ability allows the demon/undead (or sorcerer) to pick up items off the ground and move themthrough the air with only a thought. Weight moved is limited to 1d10 lbs. +10 lbs. for lesserdemons/undead, 1d100 lbs. +50 lbs. for greater demons/undead, 1d100 lbs. + 100lbs for advanced and1d100 lbs. + 200 lbs. for legendary demons/undead. The caster may continue to move the object for as
long as they have uninterrupted concentration. Once concentration is lost the object drops to the ground
normally. Example: a shield weighing 10 lbs. can be lifted and moved along with the sorcerer, butcarrying 30 lbs. of gold and silver coins on the shield now makes the weight 40 lbs. which may exceedthat casters limit. A lesser demon/undead can move the object up to 1 mile, a greater up to 5 miles,advanced up to 10 miles and legendary up to 20 miles. See individual creature listings to find the number
of times this ability can be used in a day.
Paralyzing TouchThis ability allows the demon/undead while using either its claws or bite attack to paralyze their
opponent. The attack must cause at least 1 point of damage. The victim must Save vs. Poison or beparalyze for 1d4 Rounds for lesser demon/undead, 1d4 +3 for greater and 1d4 +6 for advanced and
legendary creatures. When a victim becomes paralyzed they lose all control of their body and will fall tothe ground. The Rac must determine case by case if the character suffers any ill effect from this fall.
RegenerationThis magic ability allows the demon/undead to regenerate lost LP. The creature heals 4 LP per Round for
a lesser, 6 LP per Round for a greater, 8 LP per Round for an advanced and 10 LP for a legendary.Regeneration allows for severed limbs to be regrown or reattached, even severed heads given enoughtime. Damage caused by Holy water (1d6 Dam), acid, or fire cannot be regenerated.
ScryingThis magic ability allows the user to see and hear things that happen in far distant places. While the userconcentrates, usually using a foci like a crystal ball, bowl of water, fire, mirror, or even a calm lake, theycan see and hear all that takes place in the area scried upon. Something in that place must be familiar tothe user for this ability to work. The name of the individual being watched, having visited the place andstudied it or some similar familiarity would suffice. This ability does not give the user any special ability
to see or hear if local conditions are not favorable such as it being pitch black room, or in a crowded noisytavern, but merely give the user the information they would gain if they were actually in that spot. Thereis not distance limit but the scrying will only last for 1 minute for lesser, 2 minutes for greater, and 3minutes for advanced users before all contact is lost. Scrying can be attempted only once per day. Thetarget, if an individual, can make a save vs Spells, if they succeed then they have a feeling that they are
being watched, but nothing more.
See the UnseenThis magic allows the demon/undead to see any person or object that is invisible or supernaturally
cloaked.
Shadow TravelThis magic ability allows the demon/undead to travel along the ground as a smoky shadow unable to beharmed or harm another by physical means. However, Miracles can harm the demon while in this state.See individual creature listings to find the number of times this ability can be used in a day.
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Shape ChangeThis magic allows the demon/undead to take on the shape and physical attributes of various living things.See individual creature listings to find the types of living things that the creature can change into and thenumber of times this ability can be used in a day.
Shattering BlowThis magic ability allows the demon/undead to destroy an opponents normal (non-Holy) weapon, armoror shield by striking it with their weapon.
Sirens SongThis magic ability allows the voice of the demon to become enchanted causing any creature which hearsit to be drawn towards it mindlessly. The target (listener) needs to make a Save vs Spells or they willmove towards the singer with total disregard for their own safety. They will not walk off of a cliff, butwill find the fastest route past (not the safest), they will swim through shark infested waters or wadethrough acid if need be to reach the singer. Once the singing stops the spell is broken.
Spirit Drift
This magic ability allows the demon/undead to float just above the ground or to any height withoutneeding to touch the ground. It also causes the floating creature to fly backward up to 5 whenever struckby an opponent. This ends the current Combat Round for any character using had weapons (not missile
weapons) against the creature. See individual creature listings to find the number of times this ability canbe used in a day.
Summon Vermin
This magic ability allows the user to summon to their location a swarm of vermin that will move in thedirection the user indicates. While moving, if they encounter any living creature (human or animal) they
will swarm and attack. Vermin summoned can be anything the Rac allows for that location, but normallyis limited to rats, spiders, locust, scorpions, beetles etc. The summoned vermin are normal in all respects
(small and generally non poisonous), but make up in numbers what they lack in strength. A swarm
covers a 10x10 area and will move 10 per round for a max of 100. A swarm summoned by a lesseruser will do 1d4 damage per round for 1d4 rounds, greater will do 2d4 per round for 2d4 rounds, and
advanced/legendary will do 3d6 Damage per round for 3d6 rounds. The vermin can be killed but theability continuously brings in more to fill in the losses for the duration. At the end of the duration or upon
reaching their distance limit (if they do not encounter anything) the vermin disappear in a puff of blackacrid smoke.
TelekinesisThis magic ability allows the user to manipulate objects using only their thoughts and desires, as such itdoes not require any movement on the part of the user, they simply will it and it happens. Doors can be
opened or closed (or slammed), a sword can be made to fly off the wall and strike a target, or even aperson to be thrown across a room. The weight limit for this ability is 50lbs for lesser, 100lbs for greater,
and 300lbs for advanced beings. Range is normally less than 30, but could technically be used byadvanced users at ranges out to visual distances. Meaning if they can see it, they can manipulate it. If theability is used to affect something being held by a character then that character can make a save vs Magic
to avoid being affected. Inanimate objects do not get a save.
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TeleportThis magic ability allows the demon/undead to immediately disappear from their current physical locationad reappear 1 Round later at any other physical location within range. See individual creature listings tofind range and number of times in which the creature may perform this ability.
Unholy BellowThis magic ability allows the demon/undead to utter a loud unearthly bellow that will cause fear in allthose who do not Save vs. Phobia (Fright) and are within the range of the bellow. The range of the
bellow is 100yds for a lesser demon/undead, 200yds for a greater, 400yds for an advanced and 1,000ydsfor a legendary. A lesser demon/undead bellow gets a -2 modifier to the saving throw. A greater gets a -
4, an advanced gets a -6 and a legendary gets a -8. If the Save is unsuccessful the character has all of hisCombat Abilities and Skill rolls are reduced by half for 1d4 Rounds for a lesser demon/undead, 1d6Rounds for a greater, 1d8 for an advanced ad 1d10 Rounds for a legendary. See individual creaturelistings to find the number of times this ability can be used in a day.
Wall CrawlThis magic ability allows the demon/undead to crawl on all fours along walls and the ceiling withoutlosing at speed, as if it were crawling o the ground.
Weakening TouchThis magic ability allows the demon/undead to weaken any living creature by making a touch attack.Upon successfully touching the target it becomes so weak that all his Attributes, all Combat Abilities andSkill rolls are reduced by half for 1d4 Rounds for a lesser demon/undead, 1d6 Rounds for a greater and1d8 for an advanced. A successful Saves vs. Death neglects the effects.
Now the Spirit expressly says that in later times some will
depart from the faith by devoting themselves to deceitful spirits
and teachings of demons. 1 Timothy 4:1
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Fighting Demons the Undead
Use these guidelines to understand the stat blocks of the included enemies of God and mankind
Creatures NameThis is the name in which Pilgrims know the creature by.
Number AppearingThis is the number of creatures that might be encountered by the characters. It should be stated that insome cases there are two different listings. Usually either a single creature if met outside of the creatureslair and another amount if the characters foolishly stumble upon their dark abode.
LifeLife is the amount of damage that an adversary can sustain before being finally destroyed. Listed next tothe Life is the creatures difficulty rank; Lesser, Greater, Advanced or Legendary, which helps I
determining their difficulty to kill. Undead creatures have a weakness to Holy Weapons, which cause
double damage to these opponents.
AttributesListed are the attributes scores that are general for the species. The Rac has the option of increasing orlowering any score that he or she wishes. In most cases Beauty and Charisma scores have not been
included.
Special AbilitiesThe creatures special abilities indicate key abilities that the average creature of that species possesses.
Nevertheless, the Rac may modify o-special abilities to allow a more perceptive creature or one that isexceedingly good at searching out hidden thigs, for example.
SkillsThe creature can have many of the skills that characters can have; and like characters some creatures aremore proficient with certain skills (typically in the areas of the senses) and less proficient than others. Inthe areas of senses (HP Skills ad Nightvison), a creatures bonuses typically correspond to a 10-foot areaof distance per proficiency bonus in which the creature can use the skill. Therefore, a creature with a HPScent Skill of +8, would be able to detect and find a presence within about 80 feet, etc.
Combat SkillsA creatures combat skills are added to each combat action the creature performs. In the case of damagethis bonus is added to any of the creatures weapons (natural or otherwise).
Weapon SkillsA creatures weapon skills determine which weapon the creature are using to attack ad therefore whichweapons skills the characters must use to Dodge ad Defend against. The creatures themselves are notlimited to these skills when dodging and defending.
AtRLike the characters, AtR determines how many times a creature can Attack in a Round, and therefore how
many times it can Dodge ad Defend in a Round.
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WeaponsThese are the weapons and the amount of damage caused by them that the creature uses in combat. Theweapons in this listing that are already modified with a plus number to Damage (typically magic attacks)do not receive the Damage bonus from the above Combat Skills section. However, those weapons thatinclude + poison do receive the above Damage bonuses plus a poison damage
SpecialThis is any special ability and or power of a creature that is not listed in any other section.
ArmorThis is the type of armor if any that the creature wears.
tDEFThis is the creatures total defense number. This indicates the number the characters must roll above in
order to hit the monster. The Rac may increase this number accordingly if he or she determines that thecreature may be wearing improved armor.
nDEFThis is the creatures natural defense without the benefit of any armor.
MagicThis section of the creatures profile lists the creatures demonic powers. Unlike magical spells thesedemonic powers are inherent to the creature and do not require the creature to speak in order to use them.
However, there may be some limitations in the power of these abilities depending o the difficulty level ofthe creature.
Spell KnowledgeSome creatures also possess some form of magic spell casting ability.
EquipmentThis is what items the creature might have on their person in which might be helpful to them in a combatsituation.
ValuablesThis is what treasure might be found on the creatures body after it is defeated by the characters.
Saving ThrowsThe Saving throw listing describes the particular creatures ability to resist Holy power; however, thecreature may be equally resistant to other Saving Throw affects (such as magic and death) if the Rac seesfit. Most demons and undead by nature are immune to poisons of all types, since their very blood is a
foul poison, this gives all demons ad undead the Standard level of Saving Throws.
Height and WeightThe height and weight simply indicates how tall and heavy the average creature is for that species.
However, the Rac may diversify the size of individual monsters.
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Spoken LanguageA creature having an available language to communicate does not mean that the creature will be in themood for talking, especially to humans, or that they have social skills. The denizens of the darks primaryway of communicating is to always deliver death, but if they must speak, they will speak via their Spokenlanguage. Gothic is the universal language of the Holy Lands world.
WeaknessCreatures may have a weakness that causes them Double Damage when injured with a particular weaponor power, such as a Holy Weapon against an undead, or it can have one that depletes its Life by beingexposed to it (i.e. sunlight, silver, or cold iron).
ImmunityDemons and the Undead standard Immunity is against poisons of all types. Since a demons very blood isa foul poison and undead creatures are not alive, poisons cause no Damage to them. Further, some
creatures have more immunity to other elements, such as fire, the cold, etc. depending o the elements thatmake up the creature.
EXP ValueThe EXP Value indicates how many points of Experience characters gain for ridding the earth of theparticular creature. Once the creature is killed, the characters responsible for its death receive the totalEXP divided accordingly among them. The Rac may distribute up to half the creatures EXP Valueamong involved characters if the creature escapes alive but the characters have successfully thwarted thecreatures evil plans for now. For individual actions each creature has listed the experience points that acharacter is given for each Damage point that they inflict on the creature. During combat it is highly
recommended that each player records all damage dealt to opponents so they can receive these experiencepoints.
Weaknesses of Demons
While demons powers & strengths vary for each type, all demons have several weaknesses in commonthat the faithful may use in their attempt to defeat them.
Holy Ground: Demons find it difficult to walk upon Holy ground and need to make a Save vs.
Miracle to step on it. Lesser demons have a -4 to the Save, Greater ones have a -2, Advanced
ones have a +0 and Legendary demons have a +2 bonus to their Save. If the demon fails its
Save, it must wait 24 hours to attempt to enter the same Holy ground again.For this reasondemons generally find it much easier to just send in their human minions if they must enter Holy
Ground.
Holy Water: Holy water causes varied damage to demons when splashed on them. Used as a ThrownWeapon, Holy water inflicts 1d6 worth of damage to all demons for 1 round. Holy Water
splashed upon an object or person (blessed) will cause demons of lesser status to avoid touching
(Hand to Hand) unless absolutely necessary, but those of greater or advanced status can handlethe item/person with only discomfort. Holy Water used this way is effective for 1d20 rnds.
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Magic and Magic Items
Due to having to save space, Racs and players will find all of the original magic spells and magic
items that were created for this game in Adventure Pack #4 which is included in the files section
of the Holy Lands RPG Face Book page.
New Magical Spells
Hells BellsLevel: Any, Type: Sorcery, Saving Throw: vs Spells, Range: 30 per level of caster, Duration: L-
1d4, G-2d4, A-3d4 rounds,This spell sets up a horrendous ringing that can be heard only by the target. The ringing is so loud that
the target takes actual damage. If the target saves then the spell does not affect them. If they fail thenthey take 1d4 Dam per Round with Dam being doubled if they possess HP Hearing. While under theaffects of this spell the target cannot concentrate (pray, or perform any but the most basic tasks) unless
they make a Patience roll with a DF of 19 (23 if HP Hearing). Making the Patience roll does not negatethe Dam but allows the target to take normal action that rnd. This spell only affects one target at a time.
Summon ImpLevel: Any, Type: All, Saving Throw: None, Range: 1 mile, Duration: Varies,
This spell summons 1d4 Imps (L-1d4+1, G-2d4+2, A-4d4+4). The imps called will obey only one ofthree commands given by the caster; Steal, Attack, and Destroy. Other than these three commands theimps are not under any special caster control. Upon reaching 1 miles distance the imps disappear in a
puff of smoke.Steal: The imps will attempt to steal 100g worth of items from anywhere within a 1 mile range. They
will not fight for items and will flee any direct confrontation more formidable than a child. Afterreaching the 1 mile range or after gathering the 100g limit they will appear back at the side of the casterdumping their loot and disappearing. There is a 10% chance that the imps will steal the gold and return toHell for Lesser casters, 5% for Greater, and 1% for Advanced casters.Attack: The imps will go psychotically violent attacking anything within 1 mile. The imps will not
fight to the death, being more interested in terrorizing than killing and will generally move on if the targetdoes more than 1 or 2 Dam.Destroy: The imps attempt to set fire to all wooden structures and flammable objects within 1 mile.
They must be provided with something to start the fires or they will revert to Steal command lookingfor something to start the fires with until they reach the 1 mile limit.
Note: All Magic users can use other means to summon more obedient servants. This spell is used bythose who mainly wish to cause disruption in the surrounding area or just because they are having a badday and need some chuckles.
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Cackling DoomLevel: Advanced, Type: Sorcery, Witchcraft, Saving Throw: see description, Range: N/A, Duration:Permanent until activated,In the center of the rune circle is a skull of any type of creature, human, demonic or natural. The onlydistinguishing feature is the golden fangs that adorn the skull. If the circle is detected and can be seen it
glows a fiery red and will have an overall diameter of 20 feet. When the rune circle is crossed several
things happen; first the entire area inside the rune circle is engulfed in flames and turned into a hellscapewith twisted and strange growths, cackling spirits, and the screams of the damned. Anyone within therune circle needs to make a Save vs Rune Traps of become affected by severe fear (-2 to all skill checks).This effect will last for 1d6 rounds. The second effect is that the skull will rise from the floor and a
visible and glowing pulse will shoot forth and through the bodies of anyone within the rune circle. Againall those who are within the rune circle need to make a Save vs Rune Traps (-2) or they becomeconvinced that the others around them are demons and out to kill them and the only way to protectthemselves is to try to kill them all.
Finally, if they succeed in killing any human then the madness of the situation sets in, another final Savevs Curses is made at -4 if they fail they are permanently driven insane and attempt to kill any livingcreature that comes within 20 feet of them, until the curse is broken.
Characters who fail any save will start to cackle with insane glee. Any character taken (either by force or
circumstances) beyond the original rune circle will be free from the affects after 1d6 rounds. But if thecharacter has reached the final madness curse stage then no distance will remove it.The only way to destroy the Cackling Doom rune circle is to shatter the skull with a cold iron weapondoing at least 5 Dam. This action only destroys the rune circle threat, not the effects on those affected.
This advanced rune trap can only be inscribed upon a solid natural stone surface. Only Advanced Enemyspell casters can use this rune configuration and it generally takes many costly components and a week to
produce.Note: While the runes can be hidden from normal sight, the skull cannot as it is the actual lure.
Be sober, be vigilant; because your adversary the devil, walks
about like a roaring lion, seeking whom he may devour.
1 Peter 5:8
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New Magic Items
Shadow Dagger
Saving Throw: None, Duration: N/A,This plain and unadorned dagger is made from a dull black metal that is of unknown origin, but anyonenot of evil heart knows instantly that it is not of this earth upon touching it.
The Shadow Dagger has a magical bonus in combat of +1 to ATK/DAM, but when it is used to attack avictim from behind it gains a bonus of +3 ATK/DAM. Where the Shadow Dagger really shines (so tospeak) is when it is used to actually attack the shadow of the target as if it were attacking the actual targetitself. The aDEF of the target is reduced to 1 and with a successful hit the target is pinned to the spot andcannot move more than the length of their shadow. While pinned, the target also takes 1d4 DAM per
round unless they remain completely still. The target can pull the dagger from its shadow and can fightnormally (while taking the above damage though).
Potion of Adaption
Saving Throw: None, Duration: 1 hour (L-+1d4, G-2d4, A-3d4 hrs)This potion allows the drinker to take on the racial abilities specific to a certain race. Exact ability
improvements depends on the alchemists wishes when it was created.The potion does not change the characters appearance although it might allow the use of disguise or
illusion to adequately fool someone for the duration.The creation of the Potion of Adaption needs the blood (at least 4 pints) of the race it is to replicate. It
takes 1d6 days to mix and prepare the concoction, producing one potion. Drinking only a portion of a
potion has no effect.
Elf: H.P Hearing +3, H.P. Sight +3, Intuition +4, and Nightvision +3
Dwarfolk: H.P Sight +2, H.P. Touch +2, Nightvision +3, Blacksmith +4
Weefolk: Food works +3, H.P. Scent +2, Herbal Science +3, and Sneak +4
Giantfolk: +2 STR, Profile Area +4, Trap Works +2
Note: the represented ability bonuses do not reflect actual racial ability bonuses that the respective races
have, but are a magically distilled skill base taken from the races makeup.
Finger Bone Necklace
Saving Throw: N/A , Duration: constantThis is a necklace made up of finger-bones of Christian's, specifically the fingers of Character Class
types. Normally only worn by the Witch who makes them, they serve two purposes. The first is toidentify the power of the wearer. If the Witch can personally take down or at least control and order
powerful enough minions to do it, then she is a force to be reckoned with. Second is the magical power of
the "fingers". Whenever a successful attack is made against the wearer (either physical or supernatural)that would cause LP Dam, the "fingers" take the Dam first breaking and falling to dust.
So if you have a necklace of 21 fingers and the Witch gets hit by the Devil Hunters sword for 8 Dam then8 finger-bones would crack and fall off. The necklace taking the Dam before the wearer.
If the wearer is hit by a Holy Weapon or by a Miracle that causes damage then double the number ofbones will break.The Finger-bone necklace is made by the Witch using the finger bones of any character class character.
They do not have to be dead per se but most would probably complain about donating fingers for the itemif they were not. A full hand of bones takes about 1 week to prepare before they can be added or about
one day per finger.
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Bone Quill
Saving Throw: N/A , Duration: constant
This magical device looks to be a normal feathered quill but it is tipped with a sharpened black shard ofbone. When the Bone Quill is used to cut the name of any person into your skin, a magical protectionagainst that person is granted. This protection takes the form of a +6 to DEF/DOD vs any attacks the
named person may perform directed at the bearer of the name. This protection lasts until the cuts arehealed (generally 1d3 days, but magical or supernatural healing can speed it up).
The actual cutting or inscribing takes 1d3 rounds, and causes the user 1 LP of damage per letter inscribed.And yes the whole name must be known and inscribed, it cannot be a nick name or shortened version
such as Tim for a person named Timothy. The cutting leaves a faint, but readable scar of the name whenhealed (this must be the name only not titles or such i.e. Grognar, Terror of the North, Vanquisher ofevil, Slayer of Dragons etc..Grognar is enough. Now if his real and true name is Grognarpo but he
never uses that last part and the user of the Bone Quill does not know that then the Bone Quill will beineffective.)
Original Ar t by: Chachi and Gabe Hernandez
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Holy Lands BestiaryAbomination (Floating Eye) (1 appearing)Life: 93 +2d10 [Advanced Demon], Attributes: INT: 12, WIS: 10, AGI: 9, STR: 7, SPD: 9 (flight only),
END: 10, PAT: 4, SpecialAbilities: PER: 1, Skills:Nightvision +10, HP Sight +8, Combat Skills:ADV: +3, ATT: +4, DAM: +5, DOD: +2, DEF: +0, Weapon Skills: Hand to Hand (bite), AtR: 1 +magic attack, Weapons [DAM]: Bite [2d8 +2], Eye Beam [3d6], Call Lightning [4d6], Fire Breath [3d8],Special: Flight, Armor:None, tDEF: 3 [nDEF: 3], Magic: Eye Beam, Call Lightning, Fire Breath, Evil
Eye, See the Unseen (all constant), Move Object, Telekinesis, Equipment: (chance)N/A, Valuables:
5d10g,1d12 gems worth 1d10g (45%), Holy Item (60%), Saving Throws: vs. Miracles/Holy items +6,Ht: 5 sphere, Wt:unknown. Spoken Language: Mauthren, Quarth, Weakness:None, Immunity:Standard, EXP: 960 + 3 pts per Life point
Arch Weapons (1d4 appearing)Life: 43 +2d8 [Greater Demon], Attributes: INT: 1, WIS: 2, AGI: 9, STR: 7, SPD: 12, END: 6, PAT: 2,Abilities: PER: 3, Skills:Nightvision +10, Combat Skills: ADV: +4, ATT: +4, DAM: +5, DOD: +4,DEF: +4, Weapon Skills: Combat Arms, AtR: 3, Weapons [DAM]: Various Bladed Weapons [2d12],Special:None, Armor:None, tDEF: 11 [nDEF: 11], Magic: Spirit Drift, Shattering Blow, See the
Unseen (all constant), Equipment: (chance)Magic weapon (25%), Rune Weapon (5%), Valuables:
none, Saving Throws: vs. Miracles +4, Ht: varies, Wt:varies. Spoken Language: Mauthren,Weakness:None, Immunity: Fire, Poisons, All non-Holy weapons, EXP: 435 + 2 pts per Life point
Ashnog (Unique)Life: 285 [Legendary Demon], Attributes: INT: 14, WIS: 10, AGI: 12, STR: 14, SPD: 10 (16 for flight),END: 10, PAT: 12, Special Abilities: PER: 1, SER: 1, Skills:Nightvision +12, HP Scent, Sight &
Hearing +10, Combat Skills: ADV: +9, ATT: +9, DAM: +9, DOD: +9, DEF: +9, Weapon Skills:
Combat Arms (Great Sword),Hand to Hand (claws), AtR: 3, Weapons [DAM]: Great Sword [3d12],Claw [2d12], Special: Flight, Armor: Plate Breastplate w/Shoulders, Metal Greaves & Gauntlets, tDEF:16 [nDEF: 6], Magic: Demonic Deceit,Gate in Lesser Demon, Gate in GreaterCrawl,See the Unseen(constant), Darkness (60 radius, lasts 24 Rounds), Spell Knowledge: AllWitchcraft Spells (100%, 15
spells per day)Equipment:(chance), Rune Weapon (100%), Valuables:none, Saving Throws: vs. Holyitems +10, Ht: 9 tall, Wt:350 lbs. Spoken Language: Mauthren, Gothic, Weakness: Holy water does2d6 damage, Immunity: Fire (Holy fire only does half damage), EXP: 1,400 + 4 pts per Life point
Ash Zombie (1d4 +2 appearing)Life: 20 +2d6 [Lesser Undead], Attributes: INT: 2, WIS: 2, AGI: 7, STR: 7, SPD: 9, END: 6, PAT: 4,Special Abilities: PER: 5, Skills:Nightvision +3, Combat Skills: ADV: +5, ATT: +4, DAM: +7, DOD:+5, DEF: +4, Weapon Skills: Hand to Hand (claws), AtR: 2 + Fire Burst, Weapons [DAM]: Claws[2d10], Fire Burst [3d8], Special:None, Armor:None, tDEF: 4 [nDEF: 4], Magic: Earthen Climb:, FireBurst, See the Unseen (all constant), Equipment:(chance) N/A,Valuables:none, Saving Throws: vs.
Miracles +3, Ht: 5 tall, Wt:150 lbs. Spoken Language: Quarth, Weakness: Holy weapons causedouble damage, Immunity: Fire, Poisons, EXP: 285 + 1 pt per Life point
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Assassin, Lesser (1 or 1d6 +3 appearing)Life: 28 +2d6 [Lesser Enemy Class], Attributes: INT: 6, WIS: 6, AGI: 8, STR: 7, SPD: 6, END: 6, PAT:
7, Special Abilities: CLI: 7, BAL: 5, Skills: Pick Locks +3, Grapple +3,JUM: Kick +2,Others skills asappropriate +1, Combat Skills: ADV: +3, ATT: +3, DAM: +2, DOD: +3, DEF: +, Weapon Skills:
Combat Arms, Hand to Hand, Thrown, Kick Attack,AtR: 2, Weapons [DAM]: Paired Short Swords[2d10], Throwing Daggers [2d6], Fist [1d8 +1], Kick [2d6 +3], Armor: Leather, tDEF: 6 [nDEF: 1],
Spell Knowledge: (chance) Charm (21%), Equipment:(chance) Lock Picks (89%), 50 Ropew/Grappling Hook (79%), 1d4 various poisons (49%), Potion of Invisibility (45%), Boots of Silence(32%), Magic Weapon (24%), Valuables: 2d6g (89%), jewel worth 2d6g (38%), Saving Throws: vs.Miracles +1, Ht: typically average, Wt:typically average, EXP: 105 + 1 pt per Life point
Assassin, Greater (1 or 1d3 +3 appearing)Life: 54 +2d8 [Greater Enemy Class], Attributes: INT: 7, WIS: 7, AGI: 10, STR: 7, SPD: 7, END: 6,PAT: 9, Special Abilities: CLI: 4, BAL: 1, Skills: Pick Locks +6, Grapple +6,JUM: Kick +4,Others
skills as appropriate +2, Combat Skills: ADV: +6, ATT: +6, DAM: +4, DOD: +6, DEF: +6, WeaponSkills: Combat Arms, Hand to Hand, Thrown, Kick Attack,AtR: 2, Weapons [DAM]: Paired Short
Swords [2d10], Throwing Daggers [2d6], Fist [1d8 +1], Kick [2d6 +3], Armor: Leather, tDEF: 6 [nDEF:1], Spell Knowledge: (chance) Charm (34%), Equipment:(chance) Lock Picks (89%), 50 Rope
w/Grappling Hook (79%), 1d4 various poisons (71%), Potion of Invisibility (65%), Boots of Silence(57%), Rune Weapon (36%), Valuables: 4d6g (89%), jewel worth 3d6g (38%),Saving Throws: vs.Miracles +2, Ht: typically average, Wt:typically average, EXP: 210 + 2 pts per Life point
Assassin, Advanced (1 or 1d3 appearing)Life: 84 +2d10 [Advanced Enemy Class], Attributes: INT: 8, WIS: 8, AGI: 13, STR: 8, SPD: 8, END: 6,
PAT: 11, Special Abilities: CLI: 1, BAL: 1, Skills: Pick Locks +3, Grapple +2,JUM: Kick +2,Othersskills as appropriate +4, Combat Skills: ADV: +10, ATT: +10, DAM: +8, DOD: +10, DEF: +10,
Weapon Skills: Combat Arms, Hand to Hand, Thrown, Kick Attack,AtR: 2, Weapons [DAM]: PairedShort Swords [2d10], Throwing Daggers [2d6], Fist [1d8 +1], Kick [2d6 +3], Armor: Leather, tDEF: 6[nDEF:1], Spell Knowledge: (chance) Charm (47%), Equipment:(chance) Lock Picks (89%), 50 Rope
w/Grappling Hook (79%), 1d4 various poisons (71%), Potion of Invisibility (65%), Boots of Silence
(57%), Rune Weapon (69%), Valuables: 5d6g (89%), jewel worth 4d6g (38%),Saving Throws: vs.Miracles +2, Ht: typically average, Wt:typically average, EXP: 420 + 3 pts per Life point
Bankeibo (Flying Monkey) (1 or 1d6+6 appearing)Life: 8 + [Lesser Demon], Attributes: INT: 10, WIS: 9, AGI: 12, STR: 10, SPD: 8, (16 for flight), END:10, PAT: 6, Special Abilities: PER: 5, Skills: Acrobatics +3, Backflip +3, Combat Skills: ADV: +2,ATT: +2, DAM: +2, DOD: +2, DEF: +2, Weapon Skills: Combat Arms (dagger),Hand to Hand(paws/feet), AtR: 2 (with paws or feet) or 1 (with dagger), Weapons [DAM]: Paws/Feet [1d6 +1],Dagger [1d6], Special: Flight, Armor:None, tDEF: 5 [nDEF: 5], Magic:None, Equipment:(chance)
Magic Dagger (10%), Valuables: 1d3 gems worth 1d8, Saving Throws: vs. Fright +2, Ht: 4 tall, Wt:up to 150 lbs. Spoken Language: Bankeibo (understands common human summoners commands),Weakness: must follow summoners orders Immunity: magical/supernatural charm or coercion,
EXP: 50 + 1 pt per Life point
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Banshee(1 appearing)Life: 75 + 1d6 [Greater Demon], Attributes: INT: 2, WIS: 2, AGI: -, STR: -, SPD: - , END: -, PAT: -,Special Abilities: PER: 8, HID: 8, JUM: 1, BAL: 1, Skills: HP Hearing +6, Night Vision +6, CombatSkills: ADV: +2, ATT: +2, DAM: +2, DOD: +2, DEF: +0, Weapon Skills: Wail,AtR: 0 (see ArchWpn), Weapons [DAM]: Silver weapon [varies] Special: The wail of the Banshee causes all withinrange (1/2 mile) to make a save vs spells or feel overwhelming loss, to the point of them having a -3 upon
all rolls for 30 min (-5 minutes per character level, minimum of 1 round). The only actual physicalmanifestation of the Banshee is their Silver weapon (sword, dagger, etc.). They will only fight with thisitem (which acts in all respects like an Arch Weapon), Armor:None, tDEF: 0 [nDEF: 0], Magic: Seethe Unseen (constant), Wail (4x a day), Equipment:Silver weapon (100%), Valuables: 1d4g (10%), 1d3gems worth 1d8g (10%) Silver weapon (equal to a normal item +10g),Saving Throws: Miracles/HolyItems +4, Ht: 5-6 tall, Wt:normal, Spoken Language: Mauthren, Gothic, Weakness: Sunlight, Holy
Weapons (does double damage) Immunity: Standard, EXP: 180 + 2 pts per Life point
Barghest (1 appearing)Life: (Young) 80 + 1d10 (Older) 130 +1d20 [Advanced Demon], Attributes: INT: 8, WIS: 3, AGI: 8,
STR: 7, SPD: 7 , END: 6, PAT: 10, Special Abilities: PER: 8, HID: 7, JUM: 5, BAL: 5, Skills: HPHearing/Scent/Sight +8, Combat Skills: ADV: +5, ATT: +2, DAM: +5, DOD: +5, DEF: +0, Weapon
Skills: Hand to Hand (Bite/Claw),AtR: 2, Weapons [DAM]: Bite [1d10], Claw [1d6] Special: TheBarghest lives to consume, both flesh and faith. When a Barghest kills it will immediately begin to feed,if uninterrupted it can consume an entire body in 1d6 minutes. A person fully consumed by a Barghest
cannot be resurrected. For every Faith Point consumed, the Barghest gains 1 LP permanently. Barghestsavoid direct combat and prefer to attack from ambush. Armor:None, tDEF: 5 [nDEF: 5], Magic: Seethe Unseen (constant), Shadow Travel (3x per day) Equipment:None (0%), Valuables: In Lair only-
2d20g (5%), 3d20s (25%), 1d3 gems worth 1d3g (5%), victims equipment (50%) Saving Throws:Miracles/Holy Items +5, Ht: 6-10 long,Wt:250-400 lbs., Spoken Language:Noneunderstands
Mauthren, Weakness: Sunlight, Blessed Silver (does double damage), Immunity: Poison, EXP: 650 + 3pts per Life point
Barrow Wight(1 or 1d3 appearing)
Life: 65 + 2d10 [Greater Undead], Attributes: INT: 6, WIS: 6, AGI: 11, STR: 12, SPD: 10, END: 9,PAT: 7, Special Abilities: PER: 6,BAL: 3,Skills:Nightvision +12, Sneak +10, Combat Skills: ADV:+8, ATT: +8, DAM: +6, DOD: +8, DEF: +8, Weapon Skills: Combat Arms,Hand to Hand (fist),AtR: 2(with claws) or 1 (long sword), Weapons [DAM]: Long Sword [2d10 +2], Fist [1d8 + weakening touch],Special:None, Armor: HeavyRobes (01-60%), Chainmail (61-00%), tDEF: 6 or9 [nDEF: 4], Magic:
Earthen Climb, Weakening Touch,See the Unseen (all constant),Equipment:(chance), Magic Weapon(76%), Valuables: 5d6g (95%),1d6gems worth 1d12g (76%),Holy Item (52%),Saving Throws:Miracles/Holy Item +6, Ht: 6.5 tall , Wt:up to 145 lbs. Spoken Language: Mauthren, Gothic,Weakness: Sunlight,Holy Items cause double damage, Immunity: Standard, EXP: 725 + 2 pts per Life
point
Belgorath (Unique)
Life: 295 [Legendary Demon], Attributes: INT: 9, WIS: 9, AGI: 12, STR: 22, SPD: 12, END: 10, PAT:8, Special Abilities:None, Skills: Nightvision +10, HP Scent +10, Touch +10, Combat Skills: ADV:+6, ATT: +9, DAM: +12, DOD: +9, DEF: +10, Weapon Skills: Hand to Hand (claws/bite), AtR: 3,Weapons [DAM]: Claw [2d12], Bite [3d12], Special:None, Armor:None, tDEF: 10 [nDEF: 10],Magic: Unholy Bellow,See the Unseen (constant), Darkness (60 radius, lasts 24 Rounds), DemonicRage, Equipment:(chance), N/A, Valuables:none, Saving Throws: vs. Holy items +4, Ht: 10 tall,Wt:550 lbs. Spoken Language: Mauthren, Weakness:None, Immunity: Fire (Holy fire only does halfdamage), EXP: 1,200 + 4 pts per Life point
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Black Knight, Lesser (1d4 +1 appearing)Life: 31 +2d6 [Lesser Enemy Class], Attributes: INT: 6, WIS: 6, AGI: 6, STR: 9, SPD: 6, END: 8, PAT:
6, Special Abilities: PER: 8 , Skills: Horsemanship +3, Falconry +2, Political Science +2, Poison Use +2,Presence +2, Others skills as appropriate +1, Combat Skills: ADV: +3, ATT: +3, DAM: +4, DOD: +3,DEF: +3 (+6 with Shield), Weapon Skills: Combat Arms, Shield Play, AtR: 2 (+ Shield Bash),Weapons [DAM]: Great Axe [2d12], Broad Sword [2d10), Dagger [2d6], Shield Bash [1d8 +2], ( Armor:
Chain (01-75%), Plate (76-00%), tDEF: 8 or 14, [nDEF: 1], Spell Knowledge:None, Equipment:(chance) War Horse (75%), Magic Weapon (35%), Shield of Power (35%), Valuables: 3d6g (85%),
jewel worth 3d6g (40%),Saving Throws: vs. Miracles +2, Ht: typically average, Wt:typically average,EXP: 180 + 1 pt per Life point
Black Knight, Greater (1 appearing)Life: 62 +2d8 [Lesser Enemy Class], Attributes: INT: 7, WIS: 7, AGI: 7, STR: 10, SPD: 7, END: 10,PAT: 7, Special Abilities: PER: 6, Skills: Horsemanship +6, Falconry +4, Political Science +4, Poison
Use +4, Presence +4, Others skills as appropriate +2, Combat Skills: ADV: +6, ATT: +6, DAM: +8,DOD: +6, DEF: +6 (+9 with Shield), Weapon Skills: Combat Arms, Shield Play, AtR: 3 (+ Shield
Bash), Weapons [DAM]: Great Axe [2d12], Broad Sword [2d10), Dagger [2d6], Shield Bash [1d8 +2],(Armor: Chain (01-30%), Plate (31-00%), tDEF: 8 or 14, [nDEF: 1], Spell Knowledge:None,
Equipment:(chance) War Horse (100%), Magic Weapon (75%), Rune Weapon (25%), Shield of Power(70%), Armor of Justice (25%), Valuables: 4d6g (85%), jewel worth 4d6g (40%),Saving Throws: vs.Miracles +4, Ht: typically average, Wt:typically average, EXP: 360 + 2 pts per Life point
Black Knight, Advanced (1 appearing)Life: 93 +2d10 [Advanced Enemy Class], Attributes: INT: 8, WIS: 8, AGI: 8, STR: 12, SPD: 7, END:
12, PAT: 8, Special Abilities: PER: 4, Skills: Horsemanship +9, Falconry +6, Political Science +6,Poison Use +6, Presence +6, Others skills as appropriate +4 Combat Skills: ADV: +9, ATT: +9, DAM:
+10, DOD: +9, DEF: +9 (+12 with Shield), Weapon Skills: Combat Arms, Shield Play, AtR: 4 (+ ShieldBash), Weapons [DAM]: Great Axe [2d12], Broad Sword [2d10), Dagger [2d6], Shield Bash [1d8 +2],(Armor: Plate, tDEF: 14, [nDEF: 1], Spell Knowledge:None, Equipment:(chance) War Horse
(100%), Magic Weapon (100%), Rune Weapon (75%), Potion of Healing (75%), Shield of Power (95%),
Armor of Justice (50%), Valuables: 4d6g (85%), jewel worth 4d6g (40%),pendant or ring worth5d6(45%),Saving Throws: vs. Miracles +4, Ht: typically average, Wt:typically average,EXP: 720 + 3 pts per Life point
Bolo Monster (1 or 1d2 appearing)Life: 169 +2d10 [Advanced Demon], Attributes: INT: 2, WIS: 2, AGI: 6, STR: 35, SPD: 7, END: 10,PAT: 3, Special Abilities: PER: 5, CLI: 3, Skills:Nightvision +8, HP Sight, Scent & Hearing +6,Grapple +5, Combat Skills: ADV: +4, ATT: +4, DAM: +10, DOD: +4, DEF: +4, Weapon Skills:Combat Arms,AtR: 2 , Weapons [DAM]: Great Spear [6d6], Fist [3d6], Special:None, Armor:None,tDEF: 5 [nDEF: 5], Magic: See the Unseen (constant), Equipment:(chance), Magic Weapon (15%),Valuables: 4d6g (85%), 1d6 gems worth 1d8g (65%), Holy Items (55%), Saving Throws: vs.
Miracles/Holy items +7, Ht: 10 tall, Wt:700+ lbs. Spoken Language: Quarth, Weakness:None,
Immunity: Standard, EXP: 700 + 3 pts per Life point
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Calibus (Unique)Life: 255 [Legendary Demon], Attributes: INT: 12, WIS: 12, AGI: 10, STR: 19, SPD: 10, END: 14,
PAT: 10, Special Abilities: PER: 1, CLI: 3, JUM: 6, Skills:Nightvision +10, Sorcery Studies +9, HPSight & Hearing +8, Grapple +6, Combat Skills: ADV: +6, ATT: +6, DAM: +8, DOD: +6, DEF: +6,Weapon Skills: Combat Arms (Great Sword), Hand to Hand (Claw), AtR: 2, Weapons [DAM]: GreatSword [2d12], Fist [3d6], Special: flight, Armor: Studded Leather Jerkin, Metal Bracers & Greaves,
tDEF: 13 [nDEF: 5], Magic: Hideous Appearance,Demonic Deceit,See the Unseen, Paralyzing Touch,Equipment:(chance), Magic Weapon (100%), Valuables:None, Saving Throws: vs. Miracles/Holyitems +9, Ht: 10.5 tall, Wt:750 lbs. Spoken Language: Mauthren, Gothic, Weakness:None,Immunity: Standard, EXP: 995 + 4 pts per Life point
Cambion (Half-Demon) (1 appearing)Life: 99 +1d10 [Advanced Demon], Attributes: INT: 8, WIS: 8, AGI: 10, STR: 15, SPD: 12, CHA 15,END: 12, PAT: 10, Special Abilities:Hide +7, Skills: C.S.S. Profile Tactics +7, Disguise +7, Poison
Science +6, Political Science +6, Profile Character +7, Combat Skills: ADV: +7, ATT: +7, DAM: +7,DOD: +7, DEF: +7, Weapon Skills: Hand to Hand, W.S. Combat Arms, AtR: 3 , Weapons [DAM]: as
per weapon, Special:None, Armor: Any, tDEF: 4+ [nDEF: 4], Magic: See the Unseen (constant),Demonic Deceit (constant), Create Major/Minor Illusion (each once a day), Scrying, Equipment:
(chance), Exceptional item (100%), Magical Item (65%), Valuables:3d20g (98%), 2d8 gems worth 1d20(55%), Saving Throws: vs. Miracles +7, Ht: any, Wt:any. Spoken Language: Mauthren, Gothic,Weakness: Sunlight (at dawn STR/SPD/CHA/END are reduced by -1 per hour until noon then at dusk
increased by +2 every hour (back to normal), Extreme cold reduces all Cambion rolls to rolls,Immunity: Immune to all poisons and fire, EXP: 850 + 3 pt per Life point
Cave Crawler (1 appearing)Life: 148 +2d10 [Advanced Demon], Attributes: INT: 2, WIS: 2, AGI: 8, STR: 30, SPD: 7, END: 10,
PAT: 4, Special Abilities: PER: 3, Nightvision +10, Skills: HP Sight, Scent & Hearing +9, CombatSkills: ADV: +4, ATT: +4, DAM: +10, DOD: +4, DEF: +4, Weapon Skills: Hand to Hand, AtR: 3 ,Weapons [DAM]: Slicing arms [3d8], Bite [4d8], Special:None, Armor:None, tDEF: 12 [nDEF: 12],Magic: See the Unseen (constant), Equipment:(chance), N/A, Valuables:6d6g (95%), 1d8 gems worth
1d10 (75%), Holy Item (96%), Saving Throws: vs. Miracles +7, Ht: 16 tall (10 long), Wt:up to 600lbs. Spoken Language:None, Weakness:None, Immunity: Standard, EXP: 750 + 3 pts per Life point
Cave Imp(1d6 +2 appearing)Life: 21 [Lesser Demon], Attributes: INT: 4, WIS: 2, AGI: 10, STR: 4, SPD: 8 (18 for flight), END: 4,PAT: 4, Special Abilities: PER: 5, Skills: HP Sight & Hearing +5, Nightvision +5, Combat Skills:
ADV: +2, ATT: +2, DAM: +1, DOD: +2, DEF: +2, Weapon Skills: Hand to Hand (bite/claw),Thrown(rock),AtR: 1, Weapons [DAM]: Bite [1d8], Claw [1d6], Throwing Stone [1d6], Special: Flight,Armor:None, tDEF: 2 [nDEF: 2], Magic:None, Equipment:(chance), N/A, Valuables: 1d6g (25%), 1
gem worth 1d6g (10%), Saving Throws: Miracles/Holy Items +2, Ht: 3 tall, Wt:up to 50 lbs. SpokenLanguage: Quarth, Weakness:None, Immunity: Standard, EXP: 85 + 1 pt per Life point
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Cave Troll (1 or 1d3 appearing)Life: 80 +2d10 [Greater Demon], Attributes: INT: 3, WIS: 3, AGI: 6, STR: 13, SPD: 6, END: 9, PAT: 4,Special Abilities: PER: 7, Skills:Nightvision +8,HP Scent +5, Combat Skills: ADV: +2, ATT: +3,DAM: +3, DOD: +3, DEF: +3, Weapon Skills: Combat Arms (great war club),Hand to Hand(claws/bite), AtR: 2, Weapons [DAM]: Claw [1d8], Bite [2d10], War Club [3d8], Special:None,Armor:None, tDEF: 8 [nDEF: 8], Magic: Shattering Blow, Regeneration, Equipment:(chance) Magic
War Club (5%), Valuables:4d6g (45%), 1d8 gems worth 1d8g (30%), Holy Item (15%), SavingThrows: vs. Miracles/Holy items +3, Ht: 10 tall, Wt:500 lbs. Spoken Language: Quarth, Gothic,Weakness: Sunlight causes turns cave troll to stone unless Save vs death is made per round in sunlight,Immunity: Damage (heals 1 LP per round from any damage not caused by fire), EXP: 510 + 2 pts perLife point
Centaur(1d8)Life: 40 +2d6 [Greater Demon], Attributes: INT: 5, WIS: 7, AGI: 9, STR: 22, SPD: 25, END: 20, PAT:
13, Special Abilities: PER: 5, Skills:Nightvision +10, HP Sight, Scent & Hearing +13, Combat Skills:ADV: +5, ATT: +7, DAM: +4, DOD: +5, DEF: +3, Weapon Skills: Combat Arms,Missile Weapons,
Hand to Hand (Hooves),AtR: 2, Weapons [DAM]: Hooves [2d12], Centaur Longbow [2d12], CentaurPole Arm [2d12+3 (+6 if charging)), Special: Centaurs may carry up to 500lbs on its back, Armor: Any,
tDEF: 5 [nDEF: 5], Magic: Missile Barrier (4 times a day), See the Unseen (constant), Equipment:(chance), Centaur Longbow (50%), Centaur Pole Arm (50%), Valuables:None, Saving Throws:Miracles/Holy item +5 Ht: 8 tall (10 long), Wt:up to 800 lbs. Spoken Language: Mauthren, Gothic,
Weakness:None, Immunity: Standard, EXP: 850 + 2 pt per Life point
Cerberus(Unique)Life: 350 [Legendary Demon Hound], Attributes: INT: 3, WIS: 4, AGI: 12, STR: 22, SPD: 16, END:12, PAT: 9, Special Abilities: PER: 1, JUM: 1, Skills:Nightvision +12, HP Sight, Scent & Hearing +12,
Sneak +10, Track +12, Combat Skills: ADV: +9, ATT: +10, DAM: +10, DOD: +8, DEF: +9, WeaponSkills: Hand to Hand (bite),AtR: 3 (bite), Weapons [DAM]: Bite [2d8 + poison], Poison [3d8 at 3 pts ofdamage per round or half if Saved vs Poison], Special: Cerberus may attack 3 different targets with each
of its 3 heads, Armor:None, tDEF: 9 [nDEF: 9], Magic: Demonic Rage, Unholy Bellow,Giant Leap,
See the Unseen (constant), Regeneration, Equipment:(chance), N/A, Valuables:None, Saving Throws:Miracles/Holy item +8, Ht: 6 tall (14 long), Wt:up to 200 lbs. Spoken Language:None, Weakness:
None, Immunity: Standard, EXP: 1,250 + 4 pt per Life point
Chimera(1 appearing)Life: 40 + 2d8 [Greater Demon], Attributes: INT: 3, WIS: 3, AGI: 8, STR: 7, SPD: 7 (18 in flight),END: 5, PAT: 10, Special Abilities: PER: 7, HID: 5, JUM: 5, BAL: 8, Skills: HP Smell +4 CombatSkills: ADV: +5, ATT: +5, DAM: +5, DOD: +2, DEF: +0, Weapon Skills: Hand to Hand (claw, bite,
butt), Fire breath,AtR: 3, Weapons [DAM]: Claw [1d6], Bite [1d8], Butt [1d6], Breath [2d10] Special:
Can use all 3 attacks at once. Fire Breath range equals remaining LP in feet. Fire Breath can be used 3times a day. Armor:None, tDEF: 8 [nDEF: 8], Magic: See the Unseen (constant), Equipment: N/A,Valuables: 2d10g (55%), 1d4 gems worth 2d6g (10%),Saving Throws: Miracles/Holy Items +4, Ht: 4
tall, 10 wingspan Wt:up to 275 lbs. Spoken Language: Quarthand some speak Gothic, Weakness:None, Immunity: Standard, EXP: 245 + 1 pt per Life point
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Cliff Giant (1 or 1d3+2 appearing)Life: 83 +2d8 [Advanced Demon], Attributes: INT: 3, WIS: 2, AGI: 11, STR: 35, SPD: 9, END: 10,
PAT: 3, Special Abilities: PER: 4, CLI: 3, JUM: 6, Skills:Nightvision +10, HP Sight & Hearing +8,Grapple +6, Combat Skills: ADV: +5, ATT: +5, DAM: +12, DOD: +5, DEF: +5, Weapon Skills:
Combat Arms (Great War Club), Hand to Hand (Fist), Thrown (Boulder/Rock), AtR: 1, Weapons[DAM]: War Club [3d8], Fist [3d6], Boulder [4d12], Rock [2d12], Special:None, Armor:None, tDEF:
5 [nDEF: 5], Magic: See the Unseen (constant), Equipment:(chance), Valuables:4d6g (82%), 1d4gems worth 1d10 (26%), Holy Item (10%), Saving Throws: vs. Miracles/Holy items +6, Ht: 10 tall,Wt:700 lbs. Spoken Language: Mauthren, Weakness:None, Immunity: Standard,EXP: 675 + 3 pts per Life point
Cockatrice(1 appearing, 1d3 nesting area)Life: 12 + 1d8 [Lesser Demon], Attributes: INT: 2, WIS: 2, AGI: 7, STR: 6, SPD: 7 , END: 4, PAT: 10,Special Abilities: PER: 6, HID: 5, JUM: 2, BAL: 4, Skills: HP Hearing +6 Combat Skills: ADV: +2,
ATT: +2, DAM: +2, DOD: +2, DEF: +0, Weapon Skills: Hand to Hand (bite),AtR: 2, Weapons[DAM]: Bite [1d3] Special: Any creature hit with an attack must save vs spells or be turned to stone. If
save is made then only that hit location is turned to stone (i.e. arm, leg, foot, hand etc). Stone shape ispermanent unless restorative Holy Cure (Turn Stone to Flesh) is consumed. Armor:None, tDEF: 2
[nDEF: 2], Magic: See the Unseen (constant), Equipment:NA/,Valuables: 2d12 gems worth 2d8g(30%),Saving Throws: Miracles/Holy Items +2, Ht: 1 tall, Wt:up to 10 lbs. Spoken Language:N/A,Weakness:None, Immunity: Standard, EXP: 190 + 1 pt per Life point
New Holy ItemHoly Cure:Turn Stone to Flesh
Type: CureAffect: This cure allows the drinker to reverse the effects of Stone to Flesh spells/effects. This cure
receives a +1 save bonus if made from the feather of a cockatrice, the hair of a medusa, or scale of aBasilisk, (+3 if it is the one which actually cursed the target.)Cost: 5g/7 Faith Points
Cyclops (1 or 1d4+2 appearing)Life: 83 +2d8 [Greater Demon], Attributes: INT: 3, WIS: 2, AGI: 9, STR: 12, SPD: 10, END: 10, PAT:4, Special Abilities: PER: 3, JUM: 3, Skills:Nightvision +10, HP Scent +8, Grapple +9, Combat Skills:ADV: +6, ATT: +6, DAM: +8, DOD: +6, DEF: +6, Weapon Skills: Combat Arms, Shield Play, AtR: 3,Weapons [DAM]: Large sword [2d12], Eye Beam [3d6], Shield [2d6, ]Special:None, Armor: Leather,tDEF: 8 [nDEF: 3], Magic: Eye Beam, Shattering Blow, See the unseen (all constant), Equipment:(chance), Magic Weapon (12%), Valuables: 4d6g (45%),1d3 gems worth 1d8g (25%), Holy Item (5%),Saving Throws: vs. Miracles/Holy items +5, Ht: 7 tall, Wt:up to 250 lbs. Spoken Language:Mauthren, Gothic, Weakness:None, Immunity: Standard, EXP: 560 + 2 pts per Life point
Dark Crow(1 appearing)Life: 8 + 2d4 [Lesser Demonic Familiar], Attributes: INT: , WIS: 7, AGI: 10, STR: 3, SPD: 8, END: 4,
PAT: 6, Special Abilities: PER: 5, HID: 4, JUM: 3, BAL: 3, Skills: HP Sight & Hearing +5, Nightvision+6, Combat Skills: ADV: +3, ATT: +2, DAM: +1, DOD: +3, DEF: +0, Weapon Skills: Hand to Hand(talon),AtR: 2, Weapons [DAM]: Talon [1d3+ poison], Poison causes 1d6 +2 damage with 1 pt perround unless Saved vs. Poison then half damage, Special: Flight,Grants its master with double the
number of spells they can cast in a day, if familiar is killed spellcaster must Save vs. Death or die,Armor:None, tDEF: 2 [nDEF: 2], Magic: Life Return,Darkness (30 radius),MoveObject,See theUnseen (all constant), Equipment:(chance), NA, Valuables:Necklace worth 1d6 x 10g (75%), SavingThrows: Miracles/Holy Items +4, Ht: 1 tall, Wt:up to 8 lbs. Spoken Language: Quarth, Mauthrenandlanguage of its master, Weakness:None, Immunity: Standard, EXP: 85 + 1 pt per Life point
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Dark Horse (1 or 1d3 appearing)Life: 110 +2d10 [Greater Demon], Attributes: INT: 3, WIS: 2, AGI: 8, STR: 16, SPD: 16 (22 for flight),
END: 10, PAT: 5, Special Abilities: PER: 3, Skills:Nightvision +12, HP Sight, Scent & Hearing +13,Combat Skills: ADV: +7, ATT: +7, DAM: +6, DOD: +2, DEF: +7, Weapon Skills: Kick Attack (front& rear hooves), Hand to Hand (bite & head butt), AtR: 2 (front hooves) or 1 (rear kick, bite or head butt),Weapons [DAM]: Front Hooves [2d6], Rear Kick [3d8], Head Butt [3d8], Bite [2d8 + poison], Poison
[3d8 +3 at 1 pt of damage per round or half if saved vs poison], Special: Flight, Armor:None, tDEF: 4[nDEF: 4], Magic: See the unseen (constant), Equipment:(chance), N/A, Valuables: none, SavingThrows: vs. Miracles/Holy items +6, Ht: 6 tall at shoulders, Wt:600 lbs. Spoken Language:None,Weakness:None, Immunity: Standard, EXP: 660 + 3 pts per Life point
Death Knight (1 appearing)Life: 189 +2d10 [Advance Undead], Attributes: INT: 3, WIS: 2, AGI: 9, STR: 20, SPD: 8, END: 10,PAT: 5, Special Abilities: PER: 6 (sight only), Skills:Nightvision +10, Combat Skills: ADV: +7, ATT:
+7, DAM: +11, DOD: +7, DEF: +7, Weapon Skills: Combat Arms (Great sword), Shield Play, AtR: 2 +Shield Bash, Weapons [DAM]: Great Sword [3d10], Fist [3d6], Shield Bash [2d8], Special:None,
Armor: Unholy Platemail, tDEF: 16 [nDEF: 16], Magic: See the unseen (constant), Shattering Blow,Equipment:(chance) Magic Weapon (76%), Shield of Power (55%), Rune Weapon (25%), Armor of
Justice (15%), Valuables:5d6g (82%), Holy Item (10%), Saving Throws: vs. Miracles/Holy items +8,Ht: 8 tall, Wt:up to 400 lbs. Spoken Language: Mauthren, Gothic, Weakness: Holy Weapons causedouble damage, Immunity: Standard, EXP: 800 + 3 pts per Life point
Death Lord (Unique)Life: 295 [Legendary Undead], Attributes: INT: 9, WIS: 9, AGI: 12, STR: 24, SPD: 11, END: 10, PAT:
9, Special Abilities: PER: 6 (sight only), Skills:Nightvision +10, Shield Play +10, Combat Skills:ADV: +10, ATT: +10, DAM: +12, DOD: +10, DEF: +10 (+14 with shield), Weapon Skills: Combat
Arms (Great sword), Shield Play, AtR: 2 + Shield Bash, Weapons [DAM]: Great Sword [3d10], Fist[3d6], Shield Bash [3d8], Special:None, Armor: Unholy Platemail, tDEF: 18 [nDEF: 18], Magic: Seethe unseen (constant), Darkness (60 radius 6 times a day), Equipment:(chance) Shield of Power
(100%), Rune Weapon (100%), Armor of Justice (100%), Valuables:5d6g (100%), Holy Item (76%),
Saving Throws: vs. Miracles/Holy items +10, Ht: 9.5 tall, Wt:up to 475 lbs. Spoken Language:Mauthren, Gothic, Weakness: Holy Weapons cause double damage, Immunity: Standard, EXP: 1,000 +4 pts per Life point
Death Worm (1 appearing)Life: 150 +2d12 [Greater Demon], Attributes: INT: 6, WIS: 6, AGI: 12, STR: 9, SPD: 10, END: 10,PAT: 6, Special Abilities:None, Skills: Track +10, HP Scent +10, Touch +10, Combat Skills: ADV:+5, ATT: +5, DAM: +5, DOD: +5, DEF: +5, Weapon Skills: Hand to Hand (claws), AtR: 4, Weapons[DAM]: Claw [1d12], Bite [2d12], Special: Berserk Rage when target is seen +2 ATT vs. target, Armor:
None, tDEF: 6 [nDEF: 6], Magic: Shadow Travel,Wall Crawl,See the Unseen (constant), Darkness (30radius), Equipment:(chance), N/A, Valuables:none, Saving Throws: vs. Holy items +4, Ht: 8 tall
(16 long), Wt:250 lbs. Spoken Language: Mauthren, Weakness: Holy weapons cause double damage,
Holy water does 2d6 damage, Immunity: Fire, Holy fire only does half damage), EXP: 445 + 2 pts perLife point
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Demon Cat(1 appearing)Life: 12 + 2d4 [Lesser Demonic Familiar], Attributes: INT: 7, WIS: 7, AGI: 10, STR: 3, SPD: 8, END:
4, PAT: 6, Special Abilities: PER: 5, HID: 4, JUM: 3, BAL: 3, Skills: HP Sight & Hearing +5,Nightvision +6, Combat Skills: ADV: +3, ATT: +2, DAM: +1, DOD: +3, DEF: +0, Weapon Skills:
Hand to Hand (bite/claw),AtR: 2, Weapons [DAM]: Claw [1d3] Bite [1d2 + poison], Poison causes 1d6+2 damage with 1 pt per round unless Saved vs. Poison then half damage, Special: Grants its master with
double the number of spells they can cast in a day, if familiar is killed spellcaster must Save vs. Death ordie, Armor:None, tDEF: 2 [nDEF: 2], Magic: Wall climb,Life Return,Darkness (30 radius),Move
Object,See the Unseen (all constant), Equipment:(chance), NA, Valuables:Necklace worth 1d6 x 10g(75%), Saving Throws: Miracles/Holy Items +3, Ht: 1 tall, Wt:up to 8 lbs. Spoken Language:Quarth, Mauthrenand language of its master, Weakness:None, Immunity: Standard, EXP: 95 + 1 pt
per Life point
Dragon, Hatchling (1 appearing)Life: 73 +2d4 [Lesser Demon], Attributes: INT: 6, WIS: 6, AGI: 10, STR: 15, SPD: 12, END: 8, PAT:5, Special Abilities: PER: 7, SER: 7, CLI: 7, Skills:Nightvision +8, Grapple +8, Combat Skills: ADV:
+6 ATT: +6, DAM: +8, DOD: +6, DEF: +6, Weapon Skills: Hand to Had (Claws & Bite), Thrown (Firebreath), AtR: 3 (claws), 2 (bite), or 1 (fire breath), Weapons [DAM]: Claw [2d6], Bite [2d8], Fire breath
[1d12 +6 or half damage if Saved vs Fumes/Acid], Special:None, Armor: Hardened Skin, tDEF: 12[nDEF: 12], Magic: See the unseen (constant), Wall Crawl, Fire Breath, Equipment:(chance), N/A,Valuables:1d100g (86%), 1d6 gems worth 1d10g (67%), Holy Item (32%), Saving Throws: vs.
Miracles/Holy items +6, Ht: 6 tall (20 long), Wt:up to 700 lbs. Spoken Language: All Languages,Weakness:None, Immunity: Fire, EXP: 245 + 1pt per Life point
Dragon, Lesser (1 appearing)Life: 150 +2d6 [Lesser Demon], Attributes: INT: 8, WIS: 8, AGI: 12, STR: 20, SPD: 14 (34 for flight),
END: 9, PAT: 6, Special Abilities: PER: 6, SER: 6, CLI: 6, Skills:Nightvision +8, Grapple +8, CombatSkills: ADV: +8, ATT: +8, DAM: +10, DOD: +8, DEF: +8, Weapon Skills: Hand to Had (Claws &Bite), Thrown (Fire breath), AtR: 3 (claws), 2 (bite), or 1 (fire breath), Weapons [DAM]: Claw [3d6],
Bite [3d8], Call Lightning [2d6 +6], Fire breath [2d12 +6 or ] half damage if Saved vs Fumes/Acid,
Special: Flight, Armor: Hardened Skin, tDEF: 14 [nDEF: 14], Magic: See the unseen (constant), WallCrawl, Fire Breath, Call Lightning (4 charges a day), Equipment:(chance), N/A, Valuables:1d100 x 5g(96%), 1d8 gems worth 2d10g (87%), 2 Holy Items (64%), Saving Throws: vs. Miracles/Holy items +8,Ht: 10 tall (30 long), Wt:up to 900 lbs. Spoken Language: All Languages, Weakness:None,Immunity: Fire, EXP: 500 + 1pt per Life point
Dragon, Greater (1 appearing)Life: 219 +2d8 [Greater Demon], Attributes: INT: 10, WIS: 10, AGI: 14, STR: 25, SPD: 16 (38 forflight), END: 10, PAT: 7, Special Abilities: PER: 4, SER: 4, CLI: 4, Skills:Nightvision +10, Grapple +9,Combat Skills: ADV: +10, ATT: +10, DAM: +12, DOD: +10, DEF: +10, Weapon Skills: Hand to Had(Claws & Bite), Thrown (Fire breath), AtR: 3 (claws), 2 (bite), or 1 (fire breath), Weapons [DAM]: Claw
[3d8], Bite [3d10], Call Lightning [3d6 +10], Fire breath [3d12 +8], Special: Flight, Armor: Hardened
Skin, tDEF: 16 [nDEF: 18], Magic: See the unseen (constant), Wall Crawl, Fire Breath, Call Lightning(7 charges a day), Equipment:(chance), N/A, Valuables:1d100 x10g (100%), 1d10 gems worth 2d10g(97%), 3 Holy Items (86%), Saving Throws: vs. Miracles/Holy items +10, Ht: 14 tall (50 long), Wt:up to 1200 lbs. Spoken Language: All Languages, Weakness:None, Immunity: Fire, EXP: 735 + 2 pts
per Life point
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Dragon, Advanced (1 appearing)Life: 293 +2d10 [Advance Demon], Attributes: INT: 12, WIS: 12, AGI: 16, STR: 30, SPD: 18 (42 for
flight), END: 12, PAT: 9, Special Abilities: PER: 2, SER: 2, CLI: 2, Skills:Nightvision +12, Grapple+10, Combat Skills: ADV: +12, ATT: +12, DAM: +14, DOD: +12, DEF: +12, Weapon Skills: Hand toHad (Claws & Bite), Thrown (Fire breath), AtR: 3 (claws), 2 (bite), or 1 (fire breath), Weapons [DAM]:Claw [3d10], Bite [3d12], Call Lightning [4d6 +12], Fire breath [4d12 +10 or half damage if Saved vs
Fumes/Acid ], Special: Flight, Armor: Hardened Skin, tDEF: 18 [nDEF: 18], Magic: See the unseen(constant), Wall Crawl, Fire Breath, Call Lightning (10 charges a day), Equipment:(chance), NA,Valuables:1d100 x 20g (100%), 2d10 gems worth 3d10g (100%), 4 Holy Items (100%), Saving
Throws: vs. Miracles/Holy items +12, Ht: 16 tall (60 long), Wt:up to 1500 lbs. Spoken Language:All Languages, Weakness:None, Immunity: Fire, EXP: 975 + 3 pts per Life point
Dragon, Legendary (unique)Life: 395 [Legendary Demon], Attributes: INT: 15, WIS: 15, AGI: 18, STR: 40, SPD: 20 (48 for flight),
END: 16, PAT: 12, Special Abilities: PER: 1, SER: 1, CLI: 1, Skills:Nightvision +20, Grapple +20,Combat Skills: ADV: +15, ATT: +15, DAM: +16, DOD: +15, DEF: +15, Weapon Skills: Hand to Had
(Claws & Bite), Thrown (Fire breath), AtR: 3 (claws), 2 (bite), or 1 (fire breath), Weapons [DAM]: Claw[4d10], Bite [4d12], Call Lightning [6d6 +15], Fire breath [6d12 +15 or half damage if Saved vs
Fumes/Acid ], Special: Flight, Can control all other dragons, Armor: Hardened Skin, tDEF: 19 [nDEF:19], Magic: See the Unseen (constant), Wall Crawl, Fire Breath, Call Lightning (14 charges a day), Equipment:(chance), NA, Valuables:1d100 x 50g (100%), 2d10 gems worth 50g (100%), 6 Holy
Items (100%), Saving Throws: vs. Miracles/Holy items +12, Ht: 20 tall (80 long), Wt:2,000 lbs.Spoken Language: All Languages, Weakness:None, Immunity: Fire, EXP: 1,500 + 4 pts per Life
point
Dragon Walker (1 appearing)
Life: 222 +2d10 [Advanced Demon], Attributes: INT: 6, WIS: 6, AGI: 9, STR: 10, SPD: 12, END: 8,PAT: 4, Special Abilities: PER: 3, HID: 3, BAL: 2, JUM: 2,Skills: HP Sight, Scent & Hearing +12,
Nightvision +11, Bounding +8, Combat Skills: ADV: +5, ATT: +5, DAM: +8, DOD: +5, DEF: +5,Weapon Skills: Hand to Had (Bite), Kick Attack (Tail Whip), Thrown (Fire breath), AtR: 2 (with tail
whip), or 1 (bite or fire breath), Weapons [DAM]: Bite [2d8], Fire breath [1d12 +6 or half damage ifSaved vs Fumes/Acid], Special:None, Armor: Hardened Skin, tDEF: 12 [nDEF: 12], Magic: See theunseen (constant), Giant Leap, Fire Breath (30), Equipment:(chance), N/A, Valuables:5d6g (86%),1d6 gems worth 1d10g (75%), Holy Item (55%), Saving Throws: vs. Miracles/Holy items +9, Ht: 5 tall
(25 long), Wt:up to 900 lbs. Spoken Language: Quarth, Weakness:None, Immunity: Standard,EXP: 850 + 3pts per Life point
Draugr(1 or 1d2 appearing)Life: 85 + 2d10 [Greater Undead], Attributes: INT: 6, WIS: 6, AGI: 10, STR: 14, SPD: 10, END: 4,
PAT: 7, Special Abilities: PER: 4,SER: 4,Skills:Nightvision +10, Track +10, Sneak +6, HP Scent +8,Combat Skills: ADV: +5, ATT: +5, DAM: +7, DOD: +5, DEF: +5 (+8 with shield), Weapon Skills:
Hand to Hand (Claw),Combat Arms (Large Sword), Shield Play,AtR: 2 + Shield Bash, Weapons
[DAM]: Large Sword [3d8 +2], Claw [2d8 +2], Shield Bash [3d6], Special: ifanyone takes anythingfrom the Draugrs lair and the Draugr lives it will track down and attempt to kill that person to retrieveany items stolen, Armor: Chainmail, tDEF: 8 [nDEF: 3], Magic: Earthen Climb, Shattering Blow, FoulStench, Equipment:(chance), Magic Weapon (45%), Shield of Power (15%), Rune Weapon (5%),Valuables:5d6g (85%), 1d6 gems worth 2d6g (75%), Holy Item (25%), Saving Throws: Miracles/Holyitems +5, Ht: 7.5 tall , Wt:unknown. Spoken Language: Mauthren, Gothic, Weakness: Holy Itemscause double damage unless Saved vs. Holy Items, Immunity: All poisons, EXP: 685 + 2 pts per Life
point
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Druid, Lesser (1d6 +3 appearing)Life: 21 +2d6 [Lesser Enemy Class], Attributes: INT: 5, WIS: 8, AGI: 5, STR: 5, SPD: 5, END: 5, PAT:
7, Special Abilities: PER: 7, Skills: Animal Science +3, Herbal Science +3, Medical +2, Others skills asappropriate +1, Combat Skills: ADV: +1, ATT: +1, DAM: +1, DOD: +1, DEF: +1, Weapon Skills:
Combat Arms, Missiles, AtR: 1, Weapons [DAM]: Staff [1d12], Dagger [2d6], Short Bow [2d8],Armor: Robes, tDEF: 4 [nDEF: 1], Spell Knowledge: (chance) Affect Animal (89%), Call Lightning
(65%), Fireball (72%), Flash Freeze (62%), Heat Metal (87%), Rot Wood (69%), Equipment:(chance)1d4 +1 Potions of healing (76%), Magic Staff (29%), Valuables: 2d6g (89%), jewel worth 2d6g (38%),Saving Throws: vs. Miracles/Holy Items +2, Ht: typically average, Wt:typically average,EXP: 75 + 1 pt per Life point
Druid, Greater (1d3 +3 appearing)Life: 40 +2d8 [Greater Enemy Class], Attributes: INT: 6, WIS: 8, AGI: 6, STR: 6, SPD: 6, END: 6,PAT: 9, Special Abilities: PER: 4, Skills: Animal Science +3, Herbal Science +3, Medical +2, Others
skills as appropriate +1, Combat Skills: ADV: +3, ATT: +3, DAM: +2 DOD: +3, DEF: +3, WeaponSkills: Combat Arms, Missiles, AtR: 1, Weapons [DAM]: Staff [1d12], Dagger [2d6], Short Bow [2d8],
Armor: Robes, tDEF: 4 [nDEF: 1], Spell Knowledge: (chance) All Lesser Druid Spells (100%) plusShapeshift (74%), Rust Metal (66%), Equipment:(chance) 1d4 +1 Potions of healing (89%), Rune Staff
(74%), Valuables: 3d6g (89%), jewel worth 2d6g (38%),Saving Throws: vs. Miracles/Holy Items +4,Ht: typically average, Wt:typically average, EXP: 150 + 2 pts per Life point
Druid, Advanced (1 or 1d3 appearing)Life: 59 +2d10 [Advanced Enemy Class], Attributes: INT: 7, WIS: 9, AGI: 7, STR: 7, SPD: 7, END: 7,PAT: 11, Special Abilities: PER: 1, Skills: Animal Science +3, Herbal Science +3, Medical +2, Others
skills as appropriate +1, Combat Skills: ADV: +5, ATT: +5, DAM: +4, DOD: +5, DEF: +5, WeaponSkills: Combat Arms, Missiles, AtR: 1, Weapons [DAM]: Staff [1d12], Dagger [2d6], Short Bow [2d8],
Armor: Robes, tDEF: 4 [nDEF: 1], Spell Knowledge: (chance) All Druid Spells (100%), Equipment:(chance) 1d4 +1 Potions of healing (89%), Rune Staff (74%), Ring of Reflect Miracle (65%), Robe ofArmor (53%), Valuables: 5d6g (89%), jewel worth 4d6g (38%),Saving Throws: vs. Miracles/Holy
Items +4, Ht: typically average, Wt