Bureau
13: Creatures that Stalk the Night
What follows here are creatures that I have fleshed out over the years but are not well defined in the STNF list of creatures, or they're something I needed to challenge my players.
Supernatural Creatures
| TMP: 50 | STR: 6 | DEX: 15 | AGL: 15 |
| C/G | ARE: * | SPC: 19 | HPT: 60 |
SPELL USE: 75% White and Grey magics. MRE: 90% WKP: 250
PHYSICAL WEAPONS: Per weapon type.
Description: Guido stands about 2' tall. He always appears impeccably dressed in a 30s style pinstripe suite complete with hat. He literally looks like a gangster from one of those old black and white grade B gangster movies.
* Guido (real name unknown) has a hidden retreat somewhere in NYC's Central Park. He also has a fascination with the prohibition gangster mystique. However, aside from the tough guy act, complete with Brooklyn accent, he's actually really quite gregarious and has a good, if warped, sense of humor as long as your not after his gold. If he can be found he has been known to provide advice and/or intelligence to Bureau agents. One word of caution, if he ever pulls a miniature tommy gun out of his jacket, look out. It fires Very Real 45 cal. bullets and never seems to run out of ammo. Did I mention that Guido is a lousy shot?
| TMP: 50 | STR: 30 | DEX: 20 | AGL: 20 |
| N/CF | ARE: CA | SPC: 19 | HPT: 200 |
MRE: 75% SPELL USE: Can summon lightning or storms at will, not to mention it uses magical assistance to fly. (The only thing less aerodynamic than a pegasi is a rock, or maybe the space shuttle.) These are innate abilities and do not require WKP in the normal sense.
BANE: If bound to earth by iron (steel counts), it can not summon lightning or storms, and its flight is limited to the length of its bindings, its STR is reduced to 15.
PHYSICAL WEAPONS: BI04, HF05 x2
Description: Pegasi appear as immense, opalescent
white, well muscled, winged stallions. (There may be a second? type of
obsidian black though these reports remain unconfirmed.) Females
of the species have never been observed. They prefer very remote
locations far from civilization. Pegasi are possessed of a very high
animal intelligence and have proven to be very cunning. If a pegasi
does have to fight for some reason he will summon up a storm and bring
lightning crashing down on the cause of his anger. (While summoning
lightning or storms their eyes glow with a malevolent flickering fire like
light.) It will then dive into its target repeatedly with both front
hooves doing 5x normal damage. Pegasi take damage from magic
or magic enhanced weapons.
Demonic Creatures
| TMP: 25 | STR: 40 | DEX: 25 | AGL: 25 |
| E/CFSTV | ARE: A | SPC: 20 | HPT: 600 |
SPELL USE: 98% (ALL Black Magic) MRE:
98% (except vs banishment magic)
WKP: 3,000
BANE: Anything made of silver backed by cold wrought iron, (that's right, both or no damage) or magic (good luck).
PHYSICAL WEAPONS: CL06 x2, plus every 5 minutes after being wounded the victim will take another 1d6 of damage until a) you die, b) holy water is applied to each wound at which time the victim will take 1d6 damage per application, c) a bless spell is cast on each wound by a spell user with at least an 18 Piety. (GM Note: a character that dies from these wounds will show no sign of injury after death has occurred. There will be a slight malevolent aura for a short period of time at the wound site.)
Description: The demon is totally black in appearance. In fact to look at it is more to see the hole it's leaving in the background rather than the creature itself. It's body is that of an incredibly large, over 7' tall, impressively muscled man. It is apparently faceless. It's hands are equipped with great claws. This demon also has large leathery bat like wings. (That's right this sucker can fly!) It possesses an extremely high order of intelligence.
GM Notes: Be careful if you use this creature. It's definitely
not your average critter. The only way to banish it is to reduce
it's HPTs to 0 or to get it to stand still long enough to banish it.
In the adventure I used this demon, the players found it in an extremely
weakened state (50 pts WKP and 100 HPTs) after escaping a long (150
year) imprisonment. They had a specially forged weapon to do damage
to it to boot. Even so not everyone made it home that day.
This demon at full strength is quite capable of shredding the average team
without breaking a sweat.
| TEMP: 20 | STR: 20 | DEX: 15 | AGL: 15 |
| E/BTV | ARE: A | SPC: 20 | HPT: 200 |
SPELL USE: 50% SPELLS: Create Gate, Close Gate, Shadow Gate, Communicate, Call Lightning. MRE: 50% WKP: 500
BANE: Anything made of silver, cold wrought iron or magic will do full damage . Holy water will act as a protective ward.
PHYSICAL WEAPONS: CL05, BI04, plus a sword that has the same special damage properties as the Dark Demon's claws.
Description: They are man sized, about 6'
tall. They have a thick scaly hide and large bat-like wings. Their
coloration is a dark green turning to a tan underbelly. They possess
human equivalent intelligence.
| TEMP: 20 | STR: 20 | DEX: 15 | AGL: 15 |
| E/BTV | ARE: A | SPC: 20 | HPT: 100 |
MRE: 30% No spell use.
BANE: Any weapon made of silver or cold wrought iron will do normal damage. Holy Water will do 3d6 with a direct hit or 1d6 from a splash hit.
PHYSICAL WEAPONS: CL04, BI04, each carries a dagger that possesses the special damage properties of the Dark Demon's claws.
Description: The Hellspawn are a dark grey uniform
color. Their hide is rough and scaly. They could be mistaken
for wingless gargoyles. They are possessed of a low human equivalent
intelligence.
| TMP: 20 | STR: 10 | DEX: 12 | AGL: 15 |
| E/BDSTV | ARE: A | SPC: 7,10 | HPT: 75 |
MRE: 30% No spell use.
BANE: Holy Water will act to keep it at bay, more like a human's reluctance to tangle with poison ivy, but if the need is great enough it won't really stop them. These creatures take full damage from normal weapons.
PHYSICAL WEAPONS: CL03, BI03, plus daggers with the special damage of the Dark Demon's claws.
Description: These are grotesque parodies of the
Hellspawn. They stand about 3' tall and are as ugly as sin.
This sort of creature is generally summoned to accomplish some specific
task. Their smart enough to follow directions but are dumb enough
to be only a minor threat on their own.