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Devil Hunters Manual II
Devil Hunters Manual II
A Fan created Supplement for use with the Holy Lands RPG game
Holy Lands RPG is copyright Faith Quest Games
Forward
reetings and Gods blessings 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 a
game 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 the
fans 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 Devil
Hunters manual as well as the 5 adventure packs and all of the fan created bad guys. For the
sake of space each creatures individual 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 so
many 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 amount
of 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.
Contributors
Fred Moye
Tim White
Mark Daniels
Jayson Lackey
Aaron Putney
Jaimie 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.
Table of Contents
Section
Page
Demonic Sorcery
Fighting Demons and Undead
Weaknesses of Demons
Magic and Magic Items
Holy Lands Bestiary
Abomination (Floating Eye)
Arch Weapons
Ashnog
Ash Zombie
Assassin
Bankeibo (Flying Monkey)
Banshee
Barghest
Barrow Wight
Belgorath
Black Knight
Bolo Monster
Calibus
Cambion (Half-Demon)
Cave Crawler
Cave Imp
Cave Troll
Centaur
Cerberus
Chimera
Cliff Giant
Cockatrice
Cyclops
Dark Crow
Dark Horse
Death Knight
Death Lord
Death Worm
Demon Cat
Dragon
Dragon Walker
Draugr
Druid
Dryad
Efreeti
Elf
Elf (Dark
Ettin (Two Headed Giant)
Fairy
Fiend
Fire Giant
20
20
20
20
21
21
22
22
22
22
23
23
24
24
24
24
25
25
25
25
26
26
26
26
27
27
27
27
28
28
29
29
30
30
31
31
33
36
36
36
36
5
13
15
16
20
Fire Fiend
Flesh Golem
Fog Troll
Fomorian Giant
Forest Giant
Frost Giant
Gargoyle
Ghoul
Glass Golem
Goblin
Gorgon
Gremlin
Griffon
Grim Wolf
Hag
Half-Orc Warrior
Harpy
Headless Horseman
Hells Herald
Hell Hound
Hell Minion
Hell Spawn
Hill Giant
Ice Demon
Ice Worm
Imp
Kali (Naga Queen)
Kit Dragon
Kryn
Lammeth
Lich
Manticore
Marsh Dragon
Medusa
Minotaur
Naga
Nargoth
Nefarious
Nephilim (Giant)
Nightmare
Nosferatu
37
37
37
37
37
38
38
38
38
39
41
41
41
42
42
43
43
43
44
44
44
44
44
45
45
45
45
46
46
47
47
47
48
48
48
48
49
49
50
50
50
Oberon
Ogre
Orc
Phantom
Pit Fiend
Pit Lord
Priest of Darkness/Witch
Pseudo-Dragon
Rogue
Satyr
Saurian
Shadow Demon
Shadow Devil
Skeleton
Sorcerer
Spider Demon
Spiked, Demon
Stone Golem
Storm Giant
Succubus
Thief
Devils
Cults
51
51
51
53
53
54
54
55
56
56
56
59
59
59
60
61
60
61
61
62
62
Titan
Trechor Demon
Tree Bilk
Troll
Tsurahk
Vampire
Water Serpent
Werebear
Wereboar
Wererat
Werewolf
Wind Serpent
Winter Wolf
Witch King/Queen
Wolven
Wraith
Wraith Knight
Wyvern
Zombie
63
62
63
63
66
66
66
67
68
68
69
69
63
69
69
71
71
72
73
74
75
Demonic Sorcery
Call Lightning
This magic ability allows the demon/undead to control a damaging charge of electricity above the targets
head, which automatically hits the victim (the victim must be within 100 from the demon). The lightning
causes 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.
Contagion
This magic ability causes the affected character to succumb to a debilitating disease (leprosy, rot, plague
etc.) that advances far faster than possible. Those affected suffer 1d6 LP per round as the disease takes
effect 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 1d6
rounds 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, filling
them with doubts, worries and fears. The target must make a save vs Spells or suffer a -4 to all actions
that 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 individual
creature listings to find the number of times this ability can be used in a day.
Change Weather
This magic ability allows the demon/undead to change the current weather condition in an outside
environment. 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.
Darkness
This 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. Only
a 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 in
radius 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 no
restriction on its vision. See individual creature listings to find the number of times this ability can be
used in a day.
Demonic Deceit
This 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 takes
1d6 +8 Rounds, 1d6 +6 Rounds for greater ones, 1d6 +4 Rounds for advanced and 1d6 +2 Rounds for
legendary demons/devils. For this ability to be successful the character must fail a Faith Save. For every
5 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 10
base, 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 4d4
from legendary demons/devils. In addition, for every point of faith lost there is a 1% chance that the
character will gain an additional sin.
Demonic Rage
This magic ability allows the demon/undead to become filled with a fierce rage. Each time the creature is
hit there is a chance that it will become berserk. There is a 40% base chance when the creature is hit the
first time plus a + 5% for each additional hit. When the creature becomes berserk it will receive the
following 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 of
the rage state it will lose all of the berserk bonuses and will be exhausted to the point of half rolls for the
remainder of the combat encounter.
Earthen Climb
This magic ability allows the demon/undead to quickly climb up through the surface of the earth up to 6
per Round. This ability does not allow the Demon/Undead to borough downward into the earth as fast;
only upward until reaching the surface.
Evil Eye
This magic ability allows the demon/undead with a single look to shock and stun a single victims nerves
and muscles into a frozen state. The target cannot move of his own will and will fall to the ground for
1d4 Rounds for a lesser demon/undead, 1d6 +2 Rounds for a greater and 1d12 +1 Rounds for a greater
and 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 Beam
This 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 the
victim 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 this
ability can be used in a day.
Fire Breath
This magic allows the demon/undead to breathe flames that sweep across an area for 1 Round. Along
with 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. See
individual creature listing to find amount of damage caused and range of Fire breath.
Fire Burst
This magic ability allows the demon/undead to unleash a smoldering fire burst when struck by an
opponent, 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 double
damage 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 this
ability can be used in a day.
Fog Breath
This magic ability allows the demon/undead to emit an unearthly fog from their mouth. This fog grows
5 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 fog
appears to be living and will seem to follow evading characters. Vision will be reduced to half while
characters 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 for
advanced 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. During
these Nightmares, characters will not sleep very well and will only heal one third the normal amount.
Foul Stench
This magic ability allows the demon/undead to emit a foul odor from its body that causes living creatures
within 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 be
rolled for each Round that the living creature is within range of the stench.
Frost Breath
This magic ability allows the demon/undead to breathe forth a frozen mist that covers the area for 1
Round. Along with 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. See individual creature listing to find amount of damage caused and range of Frost breath.
Frozen Touch
This 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.
Giant Leap
This 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 Shards
This 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 shards
with higher Attack Rolls than the Dodge Roll ad cause damage. See individual creature listings to find
amount of damage caused.
Hideous Appearance
A creature with this ability has such a grotesque appearance that any living person seeing them must
make a Save vs. Phobias (Fear). For every 3 levels above the first the character will receive a +1 to their
Save. If a character fails their Save by 1-2 points they must flee in terror from the creature (1d6 x 10). If
a 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.
Levitate
This magic ability allows the demon to float up or down at will. It does not allow the demon to move
forward 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 Drain
This ability allows the demon/undead with a touch attack (or in the case of vampires their bite attack) to
take 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 can
maintain their touch or bite increases the depletion of Life by an additional 1d6 per each after the first
(2d6 for the 2nd Round, 3d6 for the 3rd Round, etc.). If the victim can managed to break free from the
touch or bite attack this process starts over. Most demon/undead creatures will use this ability with a
grapple 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 clergymen
performing the rare Holy Burial ritual before the body is place in its grave.
Life Return
This magic ability allows the demon/undead to regain Life equal to half (rounded down) the amount of
damage 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 living
thing. 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, increase
and shape the fire to their will. They can form structures, openings, color, and actually make the fire move
to another location regardless of fuel availability. Magical fires can only be controlled by this ability if the
user makes a save vs spells and succeeds. Any changes in the flame will not increase its intensity nor
cause 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 Barrier
This 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 protects
one facing per round. Advanced users gain protection on all faces (front, back, rear, topeverything) and
they can transfer the barrier to another being. The barrier will stop 1d4 separate missile attacks in any
given 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. The
next round (as long as the duration has not been surpassed, the limit resets. This ability protects for 1d4
rounds per level of the user.
Move Object
This magic ability allows the demon/undead (or sorcerer) to pick up items off the ground and move them
through the air with only a thought. Weight moved is limited to 1d10 lbs. +10 lbs. for lesser
demons/undead, 1d100 lbs. +50 lbs. for greater demons/undead, 1d100 lbs. + 100lbs for advanced and
1d100 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, but
carrying 30 lbs. of gold and silver coins on the shield now makes the weight 40 lbs. which may exceed
that 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 Touch
This 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 be
paralyze 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 to
the ground. The Rac must determine case by case if the character suffers any ill effect from this fall.
Regeneration
This 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 enough
time. Damage caused by Holy water (1d6 Dam), acid, or fire cannot be regenerated.
Scrying
This magic ability allows the user to see and hear things that happen in far distant places. While the user
concentrates, usually using a foci like a crystal ball, bowl of water, fire, mirror, or even a calm lake, they
can see and hear all that takes place in the area scried upon. Something in that place must be familiar to
the user for this ability to work. The name of the individual being watched, having visited the place and
studied 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 noisy
tavern, but merely give the user the information they would gain if they were actually in that spot. There
is not distance limit but the scrying will only last for 1 minute for lesser, 2 minutes for greater, and 3
minutes for advanced users before all contact is lost. Scrying can be attempted only once per day. The
target, 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.
Shadow Travel
This magic ability allows the demon/undead to travel along the ground as a smoky shadow unable to be
harmed 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.
10
Shape Change
This 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 the
number of times this ability can be used in a day.
Shattering Blow
This magic ability allows the demon/undead to destroy an opponents normal (non-Holy) weapon, armor
or shield by striking it with their weapon.
Sirens Song
This magic ability allows the voice of the demon to become enchanted causing any creature which hears
it to be drawn towards it mindlessly. The target (listener) needs to make a Save vs Spells or they will
move towards the singer with total disregard for their own safety. They will not walk off of a cliff, but
will find the fastest route past (not the safest), they will swim through shark infested waters or wade
through 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 without
needing to touch the ground. It also causes the floating creature to fly backward up to 5 whenever struck
by 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 can
be 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 the
direction 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 normally
is 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 lesser
user 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 the
ability 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 black
acrid smoke.
Telekinesis
This magic ability allows the user to manipulate objects using only their thoughts and desires, as such it
does 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 a
person 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 by
advanced users at ranges out to visual distances. Meaning if they can see it, they can manipulate it. If the
ability 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.
11
Teleport
This magic ability allows the demon/undead to immediately disappear from their current physical location
ad reappear 1 Round later at any other physical location within range. See individual creature listings to
find range and number of times in which the creature may perform this ability.
Unholy Bellow
This magic ability allows the demon/undead to utter a loud unearthly bellow that will cause fear in all
those 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 1,000yds
for 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 his
Combat Abilities and Skill rolls are reduced by half for 1d4 Rounds for a lesser demon/undead, 1d6
Rounds for a greater, 1d8 for an advanced ad 1d10 Rounds for a legendary. See individual creature
listings to find the number of times this ability can be used in a day.
Wall Crawl
This magic ability allows the demon/undead to crawl on all fours along walls and the ceiling without
losing at speed, as if it were crawling o the ground.
Weakening Touch
This 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 and
Skill rolls are reduced by half for 1d4 Rounds for a lesser demon/undead, 1d6 Rounds for a greater and
1d8 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
12
Creatures Name
This is the name in which Pilgrims know the creature by.
Number Appearing
This is the number of creatures that might be encountered by the characters. It should be stated that in
some cases there are two different listings. Usually either a single creature if met outside of the creatures
lair and another amount if the characters foolishly stumble upon their dark abode.
Life
Life is the amount of damage that an adversary can sustain before being finally destroyed. Listed next to
the 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.
Attributes
Listed are the attributes scores that are general for the species. The Rac has the option of increasing or
lowering any score that he or she wishes. In most cases Beauty and Charisma scores have not been
included.
Special Abilities
The 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 is
exceedingly good at searching out hidden thigs, for example.
Skills
The creature can have many of the skills that characters can have; and like characters some creatures are
more proficient with certain skills (typically in the areas of the senses) and less proficient than others. In
the areas of senses (HP Skills ad Nightvison), a creatures bonuses typically correspond to a 10-foot area
of distance per proficiency bonus in which the creature can use the skill. Therefore, a creature with a HP
Scent Skill of +8, would be able to detect and find a presence within about 80 feet, etc.
Combat Skills
A creatures combat skills are added to each combat action the creature performs. In the case of damage
this bonus is added to any of the creatures weapons (natural or otherwise).
Weapon Skills
A creatures weapon skills determine which weapon the creature are using to attack ad therefore which
weapons skills the characters must use to Dodge ad Defend against. The creatures themselves are not
limited to these skills when dodging and defending.
AtR
Like 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.
13
Weapons
These are the weapons and the amount of damage caused by them that the creature uses in combat. The
weapons 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 that
include + poison do receive the above Damage bonuses plus a poison damage
Special
This is any special ability and or power of a creature that is not listed in any other section.
Armor
This is the type of armor if any that the creature wears.
tDEF
This 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 the
creature may be wearing improved armor.
nDEF
This is the creatures natural defense without the benefit of any armor.
Magic
This section of the creatures profile lists the creatures demonic powers. Unlike magical spells these
demonic 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 of
the creature.
Spell Knowledge
Some creatures also possess some form of magic spell casting ability.
Equipment
This is what items the creature might have on their person in which might be helpful to them in a combat
situation.
Valuables
This is what treasure might be found on the creatures body after it is defeated by the characters.
Saving Throws
The Saving throw listing describes the particular creatures ability to resist Holy power; however, the
creature may be equally resistant to other Saving Throw affects (such as magic and death) if the Rac sees
fit. 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.
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Spoken Language
A creature having an available language to communicate does not mean that the creature will be in the
mood for talking, especially to humans, or that they have social skills. The denizens of the darks primary
way of communicating is to always deliver death, but if they must speak, they will speak via their Spoken
language. Gothic is the universal language of the Holy Lands world.
Weakness
Creatures may have a weakness that causes them Double Damage when injured with a particular weapon
or power, such as a Holy Weapon against an undead, or it can have one that depletes its Life by being
exposed to it (i.e. sunlight, silver, or cold iron).
Immunity
Demons and the Undead standard Immunity is against poisons of all types. Since a demons very blood is
a 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 that
make up the creature.
EXP Value
The EXP Value indicates how many points of Experience characters gain for ridding the earth of the
particular creature. Once the creature is killed, the characters responsible for its death receive the total
EXP divided accordingly among them. The Rac may distribute up to half the creatures EXP Value
among involved characters if the creature escapes alive but the characters have successfully thwarted the
creatures evil plans for now. For individual actions each creature has listed the experience points that a
character 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 experience
points.
Weaknesses of Demons
While demons powers & strengths vary for each type, all demons have several weaknesses in common
that 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 reason
demons 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 Thrown
Weapon, 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 handle
the item/person with only discomfort. Holy Water used this way is effective for 1d20 rnds.
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Summon Imp
Level: 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 of
three commands given by the caster; Steal, Attack, and Destroy. Other than these three commands the
imps 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. After
reaching the 1 mile range or after gathering the 100g limit they will appear back at the side of the caster
dumping their loot and disappearing. There is a 10% chance that the imps will steal the gold and return to
Hell 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 target
does 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 looking
for 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 by
those who mainly wish to cause disruption in the surrounding area or just because they are having a bad
day and need some chuckles.
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Cackling Doom
Level: 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 only
distinguishing 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 hellscape
with twisted and strange growths, cackling spirits, and the screams of the damned. Anyone within the
rune 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. Again
all those who are within the rune circle need to make a Save vs Rune Traps (-2) or they become
convinced that the others around them are demons and out to kill them and the only way to protect
themselves 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 Save
vs Curses is made at -4 if they fail they are permanently driven insane and attempt to kill any living
creature 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 the
character 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 weapon
doing 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 Enemy
spell 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.
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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.
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 of
bone. When the Bone Quill is used to cut the name of any person into your skin, a magical protection
against 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 are
healed (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 when
healed (this must be the name only not titles or such i.e. Grognar, Terror of the North, Vanquisher of
evil, 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 be
ineffective.)
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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, Combat
Skills: ADV: +2, ATT: +2, DAM: +2, DOD: +2, DEF: +0, Weapon Skills: Wail, AtR: 0 (see Arch
Wpn), Weapons [DAM]: Silver weapon [varies] Special: The wail of the Banshee causes all within
range (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 physical
manifestation of the Banshee is their Silver weapon (sword, dagger, etc.). They will only fight with this
item (which acts in all respects like an Arch Weapon), Armor: None, tDEF: 0 [nDEF: 0], Magic: See
the Unseen (constant), Wail (4x a day), Equipment: Silver weapon (100%), Valuables: 1d4g (10%), 1d3
gems worth 1d8g (10%) Silver weapon (equal to a normal item +10g), Saving Throws: Miracles/Holy
Items +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: HP
Hearing/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: The
Barghest 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. Barghests
avoid direct combat and prefer to attack from ambush. Armor: None, tDEF: 5 [nDEF: 5], Magic: See
the 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: None understands
Mauthren, Weakness: Sunlight, Blessed Silver (does double damage), Immunity: Poison, EXP: 650 + 3
pts 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: Heavy Robes (01-60%), Chainmail (61-00%), tDEF: 6 or 9 [nDEF: 4], Magic:
Earthen Climb, Weakening Touch, See the Unseen (all constant), Equipment: (chance), Magic Weapon
(76%), Valuables: 5d6g (95%), 1d6 gems 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), Demonic
Rage, 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 half
damage), EXP: 1,200 + 4 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, HP
Sight & 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]: Great
Sword [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/Holy
items +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, Combat
Skills: 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 600
lbs. 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. Spoken
Language: Quarth, Weakness: None, Immunity: Standard, EXP: 85 + 1 pt per Life point
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Efreeti (Unique)
Life: 225 [Legendary Demon], Attributes: INT: 9, WIS: 10, AGI: 10, STR: 24, SPD: 10 (20 for flight),
END: 20, PAT: 10, Special Abilities: PER: 1, CLI: 3, JUM: 6, Skills: Nightvision +10, Herb Science
+10, HP Sight & Hearing +8, Grapple +6, Combat Skills: ADV: +5, ATT: +5, DAM: +12, DOD: +5,
DEF: +5, Weapon Skills: Combat Arms (Great Sword), Hand to Hand (Claws), AtR: 3, Weapons
[DAM]: Great Sword [3d12], Fist [4d6], Special: Flight, Armor: None, tDEF: 9 [nDEF: 9], Magic: Fire
Burst, Unholy Bellow, Darkness, Manipulate Fire, Fire Breath, See the Unseen, Equipment: (chance),
Magic Weapon (100%), Valuables: 5d6g (100%), Saving Throws: vs. Miracles/Holy items +6, Ht:
10.5 tall, Wt: 950 lbs. Spoken Language: Mauthren, Gothic, Weakness: None, Immunity: Fire, EXP:
975 + 4 pts per Life point
Elf Footman, Lesser (2d6 +6 appearing)
Life: 11 [Lesser Demi-Race], Attributes: INT: 11, WIS: 8, AGI: 12, STR: 8, SPD: 9, END: 6, PAT: 7,
Special Abilities: PER: 1, CLI: 5, HID: 3, Skills: Nightvision +3, Sneak +3, Track +2, Critical Shot +2,
Shadow +1, Others skills as appropriate +1, Combat Skills: ADV: +0, ATT: +3, DAM: +0, DOD: +2,
DEF: +0, Weapon Skills: Combat Arms, Missiles, Thrown, AtR: 2, Weapons [DAM]: Elven Long
Dagger [2d4 +1 ], Elven Short Bow [2d6 + 1], Armor: Elven Leather, tDEF: 6 [nDEF: 1], Special:
None, Spell Knowledge: Blend: Elf turns Semi-Invisible for 2 Rounds (+2 DOD, +3 Sneak, 3 times a
day) + 1 Lesser Druidic Spell, Equipment: (chance) 1d4 +1 Potions of healing (76%), Magic Weapon
(29%), Valuables: 2d6g (89%), jewel worth 2d6g (38%), Saving Throws: vs. Poison & Fear +3, Spells
+2, Ht: 5.5, Wt: up to 150 lbs. Spoken Language: Elvish, Sylvan, Gothic, EXP: 95 + 1 pt per Life
point
Elf Footman, Greater (1d6 +6 appearing)
Life: 13 [Greater Demi-Race], Attributes: INT: 13, WIS: 8, AGI: 14, STR: 8, SPD: 9, END: 6, PAT: 7,
Special Abilities: PER: 1, CLI: 5, HID: 3, Skills: Nightvision +3, Sneak +3, Track +3, Critical Shot +3,
Shadow +2, Others skills as appropriate +1, Combat Skills: ADV: +1, ATT: +3, DAM: +0, DOD: +3,
DEF: +1, Weapon Skills: Combat Arms, Missiles, Thrown, Hand to Hand, AtR: 2, Weapons [DAM]:
Elven Battle Axe [2d6 +2], Elven Long Dagger [2d4 +1 ], Fist [1d4 +1], Elven Short Bow [3d4 + 2, w/2
arrows per round], Armor: Elven Leather, tDEF: 4 [nDEF: 1], Special: None, Spell Knowledge: Blend:
Elf turns Semi-Invisible for 4 Rounds (+2 DOD, +3 Sneak), See the Invisible (both 3 times a day) +1
Lesser Druidic Spell, Equipment: (chance) 1d4 +1 Potions of healing (87%), Magic Weapon (52%),
Valuables: 3d6g (89%), jewel worth 2d6g (38%), Saving Throws: vs. Poison & Fear +4, Spells +3, Ht:
5.5, Wt: up to 150 lbs. Spoken Language: Elvish, Sylvan, Gothic, EXP: 150 + 2 pts per Life point
Elf Footman, Advanced (1d3 +1 appearing)
Life: 23 [Advanced Demi-Race], Attributes: INT: 16, WIS: 9, AGI: 17, STR: 9, SPD: 11, END: 7, PAT:
8, Special Abilities: PER: 1, CLI: 3, HID: 1, Skills: Nightvision +5, Sneak +5, Critical Shot +5, Track
+4, Shadow +3, Others skills as appropriate +2, Combat Skills: ADV: +2, ATT: +4, DAM: +1, DOD:
+3, DEF: +1, Weapon Skills: Combat Arms, Missiles, Thrown, Hand to Hand, AtR: 3, Weapons
[DAM]: Elven Long Sword [2d12 +4], Elven Long Dagger [2d4 +1 ], Fist [1d4 +1], Elven Long Bow
[3d4 + 4, w/2 arrows per round], Armor: Elven Leather, tDEF: 5 [nDEF: 1], Special: None, Spell
Knowledge: Blend: Elf turns Semi-Invisible for 6 Rounds (+2 DOD, +3 Sneak), See the Invisible (both 3
times a day) + 2 Lesser Druidic Spells, Equipment: (chance) 1d4 +1 Potions of healing (93%), Magic
Weapon (74%), Valuables: 3d6g (89%), jewel worth 2d6g (38%), Saving Throws: vs. Poison & Fear
+5, Spells +4, Ht: 5.5, Wt: up to 150 lbs. Spoken Language: Elvish, Sylvan, Gothic, EXP: 260 + 3 pts
per Life point
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Lammeth (Unique)
Life: 250 [Legendary Demon], Attributes: INT: 12, WIS: 9, AGI: 16, STR: 9, SPD: 14 (24 for flight),
END: 10, PAT: 12, Special Abilities: None, Skills: Poison Science +12, Track +10, HP Sight, Scent &
Hearing +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: Flight,
Armor: None, tDEF: 6 [nDEF: 6], Magic: Wall Crawl, See the Unseen (constant), Darkness (30
radius), Demonic Rage, Equipment: (chance), N/A, Valuables: none, Saving Throws: vs. Holy items
+4, Ht: 8 tall (16 long), Wt: 250 lbs. Spoken Language: Mauthren, Weakness: None, Immunity: Fire
(Holy fire only does half damage), EXP: 445 + 2 pts per Life point
Lich (1 appearing)
Life: 150 + 2d18 [Advanced Undead], Attributes: INT: 16, WIS: 14, AGI: 10, STR: 6, SPD: 10, END:6,
PAT: 12, Special Abilities: PER: 1, BAL: 9, Skills: Nightvision +8, Sorcery Studies +12, Poison Science
+10, Profile Character +8, Herbal Science +8, Combat Skills: ADV: +6, ATT: +4, DAM: +4, DOD: +6,
DEF: +6, Weapon Skills: Combat Arms (staff), Hand to Hand (claw), AtR: 3 (with staff) or 2 (with
claws), Weapons [DAM]: Staff [1d12], Claw [1d8 + poison], Poison causes 3d6 damage with 1 pt per
round unless Saved vs. Poison then half damage Special: None, Armor: Heavy Vested Robes, tDEF: 7
[nDEF: 4], Magic: Darkness, Life Return, See the Unseen, Regeneration, Spell Knowledge: All Sorcery
& Witchcraft Spells (100%), Equipment: (chance), Magic Staff (100%), Robes of Armor (75%),
Valuables: 6d6g (100%), 1d10 gems worth 1d12g (95%), Saving Throws: Miracles +9, Ht: 6. tall, Wt:
up to 105. Spoken Language: Mauthren, Quarth, Gothic, Weakness: Sunlight, Holy Items cause double
damage, Immunity: Standard, EXP: 925 + 3 pt per Life point
Manticore, Greater (1 or 1d2 appearing)
Life: 107 + 2d6 [Greater Demon], Attributes: INT: 2, WIS: 2, AGI: 8, STR: 15, SPD: 14, END: 5, PAT:
6, Special Abilities: PER: 9, JUM: 10, Skills: Nightvision +6, HP Sight, Scent & Hearing +8, Combat
Skills: ADV: +6, ATT: +6, DAM: +6, DOD: +6, DEF: +6, Weapon Skills: Hand to Hand (claw/bite),
Kick Attack (Tail Whip), AtR: 2 (claws or tail whip) or 1 (bite),, Weapons [DAM]: Bite [3d8], Claw
[3d6], Tail Whip [2d8 + poison], Poison [3d8 +3 at 1 pt of damage per round or half if Saved vs Poison],
Special: None, Armor: None, tDEF: 6 [nDEF: 6], Magic: See the Unseen (constant), Equipment:
(chance), N/A, Valuables: , Saving Throws: Miracles +6, Ht: 4 tall (12 long), Wt: up to 300 lbs.
Spoken Language: Quarth, Weakness: None, Immunity: Standard, EXP: 610 + 2 pts per Life point
Manticore, Advanced (1 appearing)
Life: 130 + 2d12 [Advanced Demon], Attributes: INT: 3, WIS: 4, AGI: 9, STR: 17, SPD: 15 (28 for
flight), END: 6, PAT: 7, Special Abilities: PER: 9, JUM: 10, Skills: Nightvision +8, HP Sight, Scent &
Hearing +9, Combat Skills: ADV: +7, ATT: +7, DAM: +7, DOD: +7, DEF: +7, Weapon Skills: Hand to
Hand (claw/bite), Kick Attack (Tail Whip), AtR: 2 (claws or tail whip) or 1 (bite),, Weapons [DAM]:
Bite [3d8], Claw [3d6], Tail Whip [2d8 + poison], Poison [3d8 +3 at 1 pt of damage per round or half if
Saved vs Poison], Special: Flight, Armor: None, tDEF: 8 [nDEF: 8], Magic: See the Unseen (constant),
Equipment: (chance), NA, Valuables: , Saving Throws: Miracles +6, Ht: 6 tall (14 long), Wt: up to
500 lbs. Spoken Language: Quarth, Weakness: None, Immunity: Standard,
EXP: 870 + 3 pts per Life point
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Oberon (Unique)
Life: 250 [Legendary Demon], Attributes: INT: 9, WIS: 9, AGI: 12, STR: 14, SPD: 10 (18 for flight),
END: 10, PAT: 6, Special Abilities: None, Skills: Track +10, HP Scent +10, Touch +10, Combat
Skills: ADV: +8, ATT: +8, DAM: +9, DOD: +5, DEF: +5, Weapon Skills: Hand to Hand (claws), AtR:
4, Weapons [DAM]: Claw [1d12], Bite [2d12], Special: Flight, Armor: None, tDEF: 6 [nDEF: 6],
Magic: Wall Crawl, See the Unseen (constant), Darkness (30 radius), Demonic Rage, Equipment:
(chance), N/A, Valuables: none, Saving Throws: vs. Holy items +4, Ht: 8 tall (16 long), Wt: 250 lbs.
Spoken Language: Mauthren, Weakness: Standard , Immunity: Fire (Holy fire only does half damage),
EXP: 995 + 4 pts per Life point
Ogre (1 or 1d3 +1 appearing)
Life: 124 + 2d10 [Greater Demon], Attributes: INT: 8, WIS: 6, AGI: 7, STR: 20, SPD: 7, END: 4, PAT:
4, Special Abilities: JUM: 6, Skills: Nightvision +6, HP Scent & Hearing +9, Combat Skills: ADV: +4,
ATT: +4, DAM: +8, DOD: +4, DEF: +4, Weapon Skills: Hand to Hand (Fist), Combat Arms (Spiked
Club), AtR: 1, Weapons [DAM]: Spiked Club [3d8], Fist [2d8], Special: None, Armor: Leather (+4),
tDEF: 7 [nDEF: 3], Magic: See the Unseen (constant), Equipment: (chance), Saving Throws: Miracles
+5, Ht: 9 tall , Wt: up to 400 lbs. Spoken Language: Quarth, Weakness: None, Immunity: Standard,
EXP: 585 + 2 pt per Life point
Orc Footman, Lesser (3d8 +8 appearing)
Life: 12 [Lesser Demi-Race], Attributes: INT: 5, WIS: 8, AGI: 11, STR: 6, SPD: 12, END: 8, PAT: 5,
Special Abilities: CLI: 9, JUM: 4, HID: 6, Skills: Nightvision +1, Sneak +1, HP Scent +2, HP Hearing
+1, Track +1, Others skills as appropriate +0, Combat Skills: ADV: +1, ATT: +1, DAM: +0, DOD: +2
DEF: +0, Weapon Skills: Combat Arms, Paired Weapons, Hand to Hand, AtR: 1, Weapons [DAM]:
Claw/Bite [2d4], Orcish Short Sword [1d8], Orcish Long Dagger [1d6], Armor: Cloth Breeches (+0),
tDEF: 2 [nDEF: 2], Special: None, Spell Knowledge: None, Equipment: (chance) Vial of Poison
(76%), Magic Weapon (05%), Valuables: 1d6g (89%), Saving Throws: vs. Rune Traps +1, Ht: 5.5,
Wt: up to 125 lbs. Spoken Language: Orcish, Goblin. Gothic, EXP: 80 + 1 pt per Life point
Orc Footman, Greater (3d6 +6 appearing)
Life: 17 [Greater Demi-Race], Attributes: INT: 5, WIS: 9, AGI: 12, STR: 6, SPD: 15, END: 9, PAT: 6,
Special Abilities: CLI: 8, JUM: 3, HID: 6, Skills: Nightvision +3, Sneak +4, HP Scent +4, HP Hearing
+3, Track +4, Others skills as appropriate +2, Combat Skills: ADV: +2, ATT: +3, DAM: +1, DOD: +1,
DEF: +2, Weapon Skills: Combat Arms, Paired Weapons, Hand to Hand, AtR: 2, Weapons [DAM]:
Claw/Bite [1d12], Orcish Short Sword [2d4], Orcish Long Dagger [1d10], Armor: Leather Breeches
(+1), tDEF: 3 [nDEF: 2], Special: None, Spell Knowledge: None, Equipment: (chance) Vial of Poison
(76%), Magic Weapon (10%), Valuables: 2d6g (89%), Saving Throws: vs. Fumes/Acid +1, Death +5,
Ht: 5.5, Wt: up to 125 lbs. Spoken Language: Orcish, Goblin. Gothic, EXP: 195 + 2 pts per Life point
Orc Footman, Advanced (3d6 +6 appearing)
Life: 27 [Advanced Demi-Race], Attributes: INT: 6, WIS: 10, AGI: 15, STR: 7, SPD: 18, END: 11,
PAT: 7, Special Abilities: CLI: 4, JUM: 4, HID: 6, Skills: Nightvision +4, Sneak +5, HP Scent +5, HP
Hearing +4, Track +5, Others skills as appropriate +3, Combat Skills: ADV: +3, ATT: +6, DAM: +1,
DOD: +2, DEF: +2, Weapon Skills: Combat Arms, Paired Weapons, Hand to Hand, AtR: 2, Weapons
[DAM]: Claw/Bite [3d4], Orcish Short Sword [2d8], Orcish Long Dagger [2d8], Armor: Cloth Breeches
(+1), tDEF: 3 [nDEF: 2], Special: None, Spell Knowledge: None, Equipment: (chance) Vial of Poison
(86%), Magic Weapon (15%), Valuables: 3d6g (89%), Saving Throws: vs. Fear +3, Spells +4, Ht: 5.5,
Wt: up to 125 lbs. Spoken Language: Orcish, Goblin. Gothic, EXP: 315 + 3 pts per Life point
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Pseudo-Dragon (1 appearing)
Life: 15 + 2d6 [Lesser Demonic Familiar], Attributes: INT: 5, WIS: 6, AGI: 9, STR: 3, SPD: 7 (16 for
flight), END: 4, PAT: 6, Special Abilities: PER: 5, HID: 6, 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/tail stinger), AtR: 2, Weapons [DAM]: Bite [1d3], Tail Stinger [1d2 + poison], Poison causes 2d6
damage with 1 pt per round unless Saved vs. Poison then half damage, Special: Flight, Grants its master
with double the number of spell 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, See the Unseen (both constant),
Equipment: (chance), Valuables: Saving Throws: Miracles/Holy Items +3, Ht: 1.5 tall, Wt: up to 10
lbs. Spoken Language: Quarth, Mauthren and language of its master, Weakness: None, Immunity:
Standard, EXP: 105 + 1 pt per Life point
Rogue, Lesser (2d6 +6 appearing)
Life: 31 +2d6 [Lesser Enemy Class], Attributes: INT: 5, WIS: 5, AGI: 6, STR: 8, SPD: 5, END: 7, PAT:
4, Special Abilities: CLI: 8, Skills: Roll with Blows +3, Light Sleep +2, Camp +2, Others skills as
appropriate +1, Combat Skills: ADV: +2, ATT: +2, DAM: +3, DOD: +2, DEF: +2 (+5 with Shield),
Weapon Skills: Combat Arms, Hand to Hand, Thrown, Shield Play, AtR: 1, Weapons [DAM]: Great
Axe [2d12], Broad Sword [2d10), Throwing Axes [2d8], Fist [1d8 +2], Armor: Cloth (01-60%) or Chain
(61-00%), tDEF: 4 or 8 [nDEF: 1], Spell Knowledge: None, Equipment: (chance) Magic Weapon
(39%), Potion of Invisibility (33%), Potion of Healing (27%), Shield of Power (21%), Valuables: 2d6g
(89%), jewel worth 2d6g (38%), Saving Throws: vs. Miracles +1, Ht: typically average, Wt: typically
average, EXP: 85 + 1 pt per Life point
Rogue, Greater (1d6 +3 appearing)
Life: 63 +2d8 [Greater Enemy Class], Attributes: INT: 5, WIS: 5, AGI: 6, STR: 10, SPD: 5, END: 9,
PAT: 5, Special Abilities: CLI: 8, Skills: Roll with Blows +6, Light Sleep +4, Camp +3, Others skills as
appropriate +2, Combat Skills: ADV: +5, ATT: +5, DAM: +7, DOD: +5, DEF: +5 (+8 with Shield),
Weapon Skills: Combat Arms, Hand to Hand, Thrown, Shield Play, AtR: 2 for most weapons 3 with
fists, Weapons [DAM]: Great Axe [2d12], Broad Sword [2d10), Throwing Axes [2d8], Fist [1d8 +2],
Armor: Chain (01-60%) or Plate (61-00%), tDEF: 8 or 16 [nDEF: 1], Spell Knowledge: None,
Equipment: (chance) Magic Weapon (84%), Rune Weapon (72%), Potion of Invisibility (54%), Shield
of Power (21%), Armor of Justice (31%), Valuables: 3d6g (89%), jewel worth 2d6g (38%), Saving
Throws: vs. Miracles +2, Ht: typically average, Wt: typically average, EXP: 170 + 2 pts per Life point
Rogue, Advanced (1d3 appearing)
Life: 95 +2d10 [Greater Enemy Class], Attributes: INT: 5, WIS: 5, AGI: 6, STR: 12, SPD: 5, END: 10,
PAT: 5, Special Abilities: CLI: 12, Skills: Roll with Blows +3, Light Sleep +2, Camp +6, Others skills
as appropriate +4, Combat Skills: ADV: +8, ATT: +8, DAM: +10, DOD: +8, DEF: +8 (+11 with
Shield), Weapon Skills: Combat Arms, Hand to Hand, Thrown, Shield Play, AtR: 3 for most weapons 4
with fists, Weapons [DAM]: Great Axe [2d12], Broad Sword [2d10), Throwing Axes [2d8], Fist [1d8
+2], Armor: Chain (01-40%) or Plate (41-00), tDEF: 8 or 16 [nDEF: 1], Spell Knowledge: None,
Equipment: (chance) Magic Weapon (84%), Rune Weapon (72%), Potion of Invisibility (65%), Shield
of Power (58%), Armor of Justice (47%), Valuables: 4d6g (89%), jewel worth 4d6g (38%), Saving
Throws: vs. Miracles +4, Ht: typically average, Wt: typically average, EXP: 340 + 3 pts per Life point
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Devils
(The following section is taken from the Holy Lands Light Edition, and copied here for Rac/Player convenience)
Devils, like demons and creatures come in all different shapes, sizes, and colors; but they all have a few
things in common. First, they are ageless demons who have grown to great strength and power. Second,
they are all maliciously and wickedly evil, bent on killing Christians and destroying the medieval church.
Third, their power has earned them a god-like status in the eyes of their following, which is typically
made up of humans and other demos who do the bidding of their evil master.
Most members of the human race will go their entire Life without seeing a devil, at least in its physical
form. Devils take advantage of their ability to become otherworldly in spiritual presence. By doing so,
they are able to take on a purely spiritual form, which is untouchable, unseen, and undetected by humans,
and cannot harm or otherwise touch earthly beings. Rarely do they surface to be seen by humankind,
even avoiding their own high priests. Devils are selfish, wickedly deceitful, and like their master Satan,
they are unable to tell the truth about anything thing. They only speak to their most devoted high priest
and then only to spread their deceit and corruption to their followers; ultimately in expectation of
spreading it among other people.
For the Rac: The characters should never encounter Satan himself; they should know him by name
only. If the characters could see Satan, there is a chance they could destroy him, which would be
unbiblical. Therefore, it is better just to never encounter him. Use the following template for all devils
the characters do encounter, as the devils have similar characteristics.
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Cults
(The following section is taken from the Holy Lands Light Edition, and copied here for Rac/Player convenience)
Cults are groups of people who gather to worship a devil. Though cult members are typically
evil, including assassins, thieves, sorcerers, and witches, some cult members are deceived into
believing that the devil they worship is a righteous god; deceived by the devil himself or by the
high council of the cult. Most cults teach a hatred for the Christian faith ad its God, but some
feel that their cultic religion can live harmoniously with Christianity despite their opposing
doctrines. Deceptive high councils of evil people who do not want to lose members by seeming
hostile or intolerant typically lead such cults. On the other hand, some cults are strictly in it
to lead people away from the truth and the One True God. If done properly, organizing a cult
can be big business; for they require their numbers to contribute treasure and riches by any
means necessary.
Cults are as diverse and prevalent as the cities of the known world, numbering in hundreds of
gods. They are in nearly every shire and city to some capacity, from small gatherings to
prominent religions to dark underworlds. Most cults have their own distinct combination of
colors, which is typically dark, they use as their ritual garb, along with a distinct identifying
symbol.
No one knows the total number of members of cults, and rarely anyone except the high leaders of
the cult ever see an actual devil. Furthermore, no one knows the heart of a cult member except
God himself. For these reasons and more, taking up the fight against an evil cult can be a long
and sustained campaign with few fruits of notable reward. Saving people out of a cult is worth
fighting for. It exposes the leaders, etc. A true Pilgrims reward isnt money or fame.
The following is a list of common cults found throughout the known world.
For the Rac: roll a 1d20 to determine a random devil.
1d20
1
2
3
4
5
6
7
8
9
10
Devil
Alluvia
Amun
Anu
Ashur
Baal
Beelzebub
Beldron
Crakkus
Dagon
Gothmog
Country of Origin
Norway
Egypt
Assyria
Assyria
Canaan
Canaan
Germania
Greece
Canaan
Assyria
1d20
11
12
13
14
15
16
17
18
19
20
Devil
Hades
Hera
Juno
Kadash
Nergal
Marduk
Mithra
Poseidon
Ra
Set
Country of Origin
Greece
Greece
Rome
India
Russia
Babylon
Greece
Greece
Egypt
Egypt
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