BT-Daemons

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2 Imp
Int: Average Perc: 5 Senses (Darkvision) Lang: Youma, Daemonic
Hab: Various Disp: Hostile
Rep/Weak: 12 / 15 Init: 9 Move Spd: 10 / 10 (Flying) Fort: 3 (10) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tail 3 (10) 2d+3 4 (11) 2 16 28
Weak Point: Slash Damage +3 pts.
Unique Skills
[Divine Magic (Level 2) / Magic Power 4 (11)]
An Imp may cast Divine Magic as a second-level Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Paralyzing Poison / 3 (10) / Fort / Negated]
If the Imp hits with their Tail attack, the target must immediately make a Fortitude check. If they fail to resist, they receive a -2 penalty to Evasion checks for 30 seconds (3 rounds).
[Flight]
An Imp receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
Always Daemon Blood (100G)
2 - 8 None
9+ Poison Tail (150G)

Imps are small hairless daemons with brown skin, bat-like wings, and a tail pointed like a spear. Often used as messengers for the King of Daemons, Imps are typically sent to help others who may do the work of the Daemon King. As such, seeing an Imp nearby may mean stronger Daemons are not far off.

4 Aetherbeast
Int: Low Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths Disp: Hostile
Rep/Weak: 12 / 15 Init: 12 Move Spd: 14 Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 6 (13) 2d+5 5 (12) 3 32 15
Weak Point: Physical Damage +2 pts.
Unique Skills
None
Loot
Always Daemon Blood (100G)
2 - 9 None
10+ Daemon Fangs (300G)

Beasts from another world, Aetherbeasts are loyal to and follow around other daemons. Often taking the appearance of a much larger wold, they will savagely bite any who threaten them. While the stats given are for this particular form, GMs may use other stats to represent other Aetherbeast forms as well.

4 Spawn
Int: Servant Perc: 5 Senses (Darkvision) Lang: None
Hab: Labyrinths, Ruins Disp: Instructed
Rep/Weak: 14 / 15 Init: 10 Move Spd: 14 Fort: 7 (14) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Talon 5 (12) 2d+5 5 (12) 5 36 10
Weak Point: Bludgeoning Damage +3 pts.
Unique Skills
[Twin Strike & Double Attack]
A Spawn can make two Talon attacks each round, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.
[Mindless]
A Spawn is unaffected by any Psychic-type effects.
[Poison/Disease Immunity]
A Spawn is immune to all Poison-type and Disease-type effects.
Loot
Always Daemon Blood (100G)

A husk of a creature, created by daemons to assist in their diabolical works. Spawn are often created in the image of the daemon summoning them, and some daemons even use this similar appearance to trick unaware adventurers. While a Spawn may be able to look like and act like a greater daemon, it cannot use any elemental breath weapons, cast spells, etc.

5 Dusky Grace
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Ancient Dungeons Disp: Hostile
Rep/Weak: 12 / 17 Init: 14 Move Spd: 16 Fort: 6 (13) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 7 (14) 2d + 7 8 (15) 3 42 29
Weak Point: Physical Damage +2 pts.
Unique Skills
[Spiritualism Magic (Level 3) / Magic Power 6 (13)]
A Dusky Grace may cast Spiritualism Magic as a third-level Conjurer. For individual spell effects, refer to that spell's description.
[Entangling Tail]
A Dusky Grace my use its tail in an attempt to entangle the target. Each round, the entangled target is hit automatically by the Dusky Grace, and makes all Accuracy and Evasion Checks with a -2 penalty. This penalty is not cumulative.
Removing the entangling tail requires an (Adventurer Level + Strength modifier) Check made against a target number of 13. This check may be made by another person as well. If successful, the target is not entangled anymore.
Loot
Always Daemon Blood (100G)
2 - 8 None
9 - 10 Daemon Earrings (260G)
11 Daemon Bracelet (600G)

A Dusky Grace is, compared to other daemons, rather small. Standing slightly taller than a human, these daemons have light gray skin and an elongated, prehensile tail.

There is much unknown about the Dusky Grace, whether their motivation, their cause, or any of their actions. In fact, what little is known is that they have no relation to the Swords of Creation whatsoever. However, there is some special magic in the daemon's blood, and painters will pay good money to find some.

6 Zalbard
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Ancient Dungeons Disp: Hostile
Rep/Weak: 13 / 18 Init: 14 Move Spd: 14 / 20 (Flying) Fort: 10 (17) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Talon 8 (15) 2d + 12 8 (15) 4 54 34
Weak Point: Accuracy +1
Unique Skills
[Divine Magic (Level 4) / Magic Power 7 (14)]
A Zalbard may cast Divine Magic as a fourth-level Priest, and cannot learn any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Flame Gout / 10 (17) / Fort / Half]
A Zalbard spits a superhot fireball at a single target up to 10m away, dealing 2d + 8 Fire-type damage.
[Flight]
A Zalbard receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
Always Daemon Blood (100G)
2 - 6 None
7 - 8 Daemon Earrings (260G)
9+ Daemon Bracelet (600G)

With large, filmy wings and bright red skin, a Zalbard towers over most humanoids at a height of 3m. With their burning eyes and magic from the Malevolent Gods, they attack from the sky in a burning rage. Often, ruins from the Durandal period have gargoyles styled similarly to the Zalbard daemons. This similarity is enough for scholars to believe that Zalbard daemons were already in Raxia at that time, and have not left since.

6 Valbravers
Int: Low Perc: 5 Senses (Darkvision) Lang: Daemonic, Arcana
Hab: Cave, Ruins Disp: Hostile
Rep/Weak: 12 / 16 Init: 13 Move Spd: 14 Fort: 9 (16) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
None (Body) - - 6 (13) 5 43 35
Crushing Blow (Large Arm) 8 (15) 2d+10 6 (13) 6 33 8
Fist (Small Arms) 9 (16) 2d+5 8 (15) 4 27 6
Sections: 3 (Body / Large Arm / Small Arms) Main Section: Body Weak Point: Magic Damage +2 pts.
Unique Skills
  • Body

[Regeneration]
Once per turn, as a Major Action, the Valbravers can choose one of its Arm sectionss that is at 0 HP and revive it to half its maximum HP. Only one Arm section can be Regenerated per turn.
[Truespeech Magic (Level 5) / Magic Power 6 (13)]
A Valbravers may cast Truespeech Magic as a fifth-level Sorcerer. For individual spell effects, refer to that spell's description.

  • Large Arm

[Substitution]
When the Valbravers' Body would take damage from a melee or ranged attack, the Large Arm can move in the way and take the damage instead. This ability can only be used once per round, and does not protect against wide-area effects.
[Simultaneous Attack]
A Valbravers' Crushing Blow can attack up to 5 characters in the same battlefield, but a separate Accuracy Check is needed for each character. Each Accuracy Check is made with a -2 penalty.

  • Small Arms

[Continuous Attack]
If the Valbravers' Small Arms successfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.

Loot
Always Daemon Blood (100G)
2 - 4 None
5 - 8 Twitching Arm (200G)
9+ Fresh Arm (500G)

A strange, horrifying daemon that barely looks like a humanoid. A Valbravers stands about 4m tall, though its head is sunken into its oversized chest muscles and its right arm is abnormally enlarged. The left arm is much longer and slender, though 4 or 5 are growing from the same shoulder. While a Valbravers can use magic, its intelligence isn't the greatest, and so there's not a whole lot of power behind its spells.

Often, a Valbravers is called by a much more powerful daemon, or are used to guard labyrinths. Able to regenerate at an incredible rate, they make good guardians as they can deter most intruders. It's said that an arm that is removed from a Valbravers will continue to move on its own for a few days after.

6 Gildrekk
Int: Low Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths Disp: Hostile
Rep/Weak: 12 / 16 Init: 15 Move Spd: 18 Fort: 9 (16) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 8 (15) 2d+7 8 (15) 8 42 18
Weak Point: Accuracy +1
Unique Skills
[Continuous Attack]
If the Gildrekk successfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.
[Long Tail / 8 (15) / Evasion / Negated]
The Gildrekk attacks 1 target within 10m with an outstretched tail, dealing 2d+5 Physical damage on a successful hit. This is treated as a weapon of the Thrown category (though the tail stays attached).
Loot
Always Daemon Blood (100G)
2 - 8 None
9 - 10 Smooth Tail (300G)
11+ Flexible Tail (620G)

A Gildrekk is an unusual daemon, a 3m tall monstrosity with the head of a lizard and an unusually long tail. They walk while leaning forward, their head far in front of their body, and are able to quickly lash out with their tail. Often seen in the service of other daemons, Gildrekks are a soldier-type, and will swarm to protect their leader with their lives.

7 Grunel
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic, Arcana
Hab: Ruins Disp: Hostile
Rep/Weak: 14 / 19 Init: 15 Move Spd: 15 Fort: 10 (17) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon (Body) 9 (16) 2d+10 9 (16) 7 53 60
Tail (Tail) 10 (17) 2d+8 8 (15) 4 25 22
Sections: 2 (Body / Tail) Main Section: Body Weak Point: Magic Damage +2 pts.
Unique Skills
  • Body

[Truespeech Magic, Divine Magic (Level 7) / Magic Power 10 (17)]
A Grunel may cast both Truespeech and Divine Magic as a seventh-level Sorcerer and Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Grunel can use the Combat Feats 《Metamagic/Targets》 and 《Guided Magic》.
[Mana Strike]
A Grunel may deal an additional +10 damage to their next melee attack. If they do, they receive a -1 penalty to Evasion, Fortitude, and Willpower checks until their next turn.

  • Tail

[Entangling Tail]
A Grunel my use its tail in an attempt to entangle the target. Each round, the entangled target is hit automatically by the Grunel, and makes all Accuracy and Evasion Checks with a -2 penalty. This penalty is not cumulative. Removing the entangling tail requires an (Adventurer Level + Strength modifier) Check opposed by the Grunel Tail's Accuracy check. This check may be made by another person as well. If successful, the target is not entangled anymore.

Loot
Always Daemon Blood (100G)
2 - 7 None
8 - 10 Daemon Earrings (260G)
11+ Daemon Bracelet (1,200G)

A humanoid daemon with bronze skin and a height of about 3m, Grunels have long tails that they treat like whips. Some individuals may have magic weapons as well (increasing both Accuracy and damage by +1), and with their aptitude with magic, it is assumed that the Grunel handmade this weapon. If the Grunel does use a magical weapon, assume it is included in the loot as well.

Oddly enough, Grunels have been seen in the company of Grassrunners. It is not quite sure what the relationship between the two races is, and neither side is willing to talk about it. However, this has led to the rumor that Grassrunners come from another world.

8 Dark Bully
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 15 / 18 Init: 15 Move Spd: 20 Fort: 11 (18) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 10 (17) 2d+7 10 (17) 7 46 30
Weak Point: Fire Damage +3 pts.
Unique Skills
[Continuous Attack II]
If a Dark Bully successfully hits a target in melee, they may make a second and third attack on that same target without rolling Accuracy.
[Poison Claw / 9 (16) / Fort / Negated]
If the Dark Bully hits with their Claw attack, the target must immediately make a Fortitude check. If they fail to resist, they receive a -1 cumulative penalty to Evasion checks for 1 hour.
[Shadow Cross]
The Dark Bully moves by disappearing into shadows and reappearing anywhere within 20m. At night, the Dark Bully may reappear anywhere instead. Additionally, the Dark Bully can use the Combat Feat 《Shadow Sneak》 when performing a Normal Move. This ability cannot be used on consecutive turns.
Loot
Always Daemon Blood (100G)
2 - 8 None
9+ Crystallized Daemon Blood (800G)

Standing at 2m tall, the Dark Bully appears to be a figure completely enshrouded in shadow. A long claw grows from each hand, instead of fingers, giving the appearance of the scythes of the god of death. Moving from shadow to shadow, a Dark Bully can unleash such an onslaught of attacks from out of nowhere, slaying even veteran adventurers near instantly.

9 Ragnakang
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 16 / 19 Init: 16 Move Spd: 15 / 20 (Flying) Fort: 12 (19) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Head) 11 (18) 2d+13 11 (18) 10 48 44
Tail (Body) 11 (18) 2d+12 9 (16) 8 56 28
Wing (Wings) x2 12 (19) 2d+9 9 (16) 5 29 14
Sections: 4 (Head / Body / Wing x2) Main Section: Head Weak Point: Slash Damage +3 pts.
Unique Skills
  • Head

[Divine Magic (Level 5) / Magic Power 7 (14)]
A Ragnakang may cast Divine Magic as a fifth-level Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Ragnakang can use the Combat Feats 《Metamagic/Targets》, 《Guided Magic》 and 《Wordbreak》.
[Poison / 11 (18) / Fort / Negated]
If the Ragnakang hits with their Bite attack, the target must immediately make a Fortitude check. If they fail to resist, they receive an extra 2d+8 Poison-type damage.
[Techniques]
A Ragnakang may use the "Cat's Eyes", "Beetleskin", 'Bear Muscle" and "Strong Blood" Techniques.

  • Body

[Paralyzing Poison / 10 (17) / Fort / Negated]
If the Ragnakang's Body hits with their Tail attack, the target must immediately make a Fortitude check. If they fail to resist, they receive a -1 cumulative penalty to all checks for 1 minute (6 rounds).
[Large Body]
As long as the Ragnakang Body's HP is 1 or more, the Head receives a +4 bonus to melee Evasion checks. When the Body falls to 0 HP or lower, this effect disappears.

  • Wings

[Flight]
A Ragnakang receives a +1 bonus to Accuracy and Evasion only for melee attacks. If one of the Wings falls to 0 HP or lower, this ability cannot be used.

Loot
Always Daemon Blood (100G)
2 - 6 None
7 - 12 Daemon Horn (600G)
13+ Large Daemon Horn (1,400G)

A daemon that appears as an upright dragon, with huge membranous wings. When a Ragnakang fully extends its neck, it stands around 5m long, and will use that long neck and tail in combat. Thoroughly infused with poison, a Ragnakang is dangerous to touch, let alone engage in combat. Some still stand guard at the entrances to old ruins, and such places have seen no intrusions because of the Ragnakang's diligence.

9 Godbell
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths, RuinsDisp: Hostile
Rep/Weak: 16 / 19 Init: 16 Move Spd: 15 Fort: 12 (19) Will: 12 (19)
Fighting Style Accuracy Damage Evasion Defense HP MP
Talon 12 (19) 2d+11 11 (18) 10 64 32
Weak Point: Physical Damage +2 pts.
Unique Skills
[Invisible]
The Godbell is invisible, causing attacks against it to receive a -4 penalty to Accuracy. Additionally, characters receive a -4 penalty to Evasion when attempting to dodge the Godbell's attacks. Spells with "Target: One Character" do not affect the Godbell unless it is also "Range: Touch".
[Double Attack]
A Godbell can make two Talon attacks each round, though each attack requires its own Accuracy check.
[Blink]
The Godbell can blink through space, travelling through solid objects, walls, barriers, etc. and reappearing up to 2m away.
[Surprise Assassination]
When moving into the area where the Godbell is, the lead character needs to make a Danger Sense check against a value of 16. If unsuccessful, the Godbell may Ambush the party (when Ambushed, the party automatically loses Initiative for that round, and all Actions are made at a -2 penalty for the turn).
[Mindless]
A Godbell is unaffected by any Psychic-type effects.
[Poison/Disease Immunity]
A Godbell is immune to all Poison-type and Disease-type effects.
Loot
Always Crystallized Daemon's Blood (800G)
2 - 10 None
11+ Transparent Leather (1,400G)

Godbells are subservient daemons, also known as "formless daemons". They are completely invisible, even after death, so their true appearance is unknown. Their unique skills, however, allow Godbells to be extraordinary assassins.

9 Tikira
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Ruins, Labyrinths Disp: Hostile
Rep/Weak: 15 / 20 Init: 13 Move Spd: 40 (Flying) Fort: 12 (19) Will: 13 (20)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 12 (19) 2d+9 12 (19) 9 56 78
Weak Point: Physical Damage +2 pts.
Unique Skills
[Divine Magic (Level 9) / Magic Power 13 (20)]
A Tikira may cast Divine Magic as a ninth-level Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Tikira can use the Combat Feats 《Metamagic/Distance》, 《Metamagic/Targets》, 《Multi-Action》 and 《Wordbreak》.
[Underworld Logic]
The Tikira can cause spells that would recover HP to deal Magic damage instead by spending twice as much MP to cast those spells.
[Flight]
A Tikira receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Schadenfreude]
The Tikira find failure hilarious, and will begin uncontrollably laughing when anyone, friend or foe, Automatically Fails on a roll. While laughing, the Tikira cannot use magic until the end of their next turn.
[Unluck]
The first time a character would roll double 6's (other than the Tikira), that roll gets changed to double 1's instead (which would trigger the Tikira's "Schadenfreude" ability). It is possible to change the roll back to double 6's using "Sword's Salvation/Change Fate", however this ability would then affect the next roll of double 6's. If there are multiple Tikiras on the battlefield, each one of them can use this ability.
Loot
Always Crystallized Daemon Blood (800G)
2 - 6 None
7 - 12 Daemon Feathers (350G)
13+ Rainbow Daemon Feathers (1,500G)

20cm high, the Tikira is a small daemon that looks similar to a human, but has the compound eyes of a dragonfly and feathered wings. They love to fly around and cause mischief, taking pleasure in someone else's poor troubles.

10 Melbiz
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 16 / 20 Init: 16 Move Spd: 13 / 20 (Swimming) Fort: 13 (20) Will: 12 (19)
Fighting Style Accuracy Damage Evasion Defense HP MP
Talon (Upper Body) 13 (20) 2d+13 12 (19) 12 75 43
Tail (Lower Body) 12 (19) 2d+10 11 (18) 11 62 35
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body Weak Point: Fire Damage +3 pts.
Unique Skills
  • Melbiz

[Mindless]
A Melbiz is unaffected by any Psychic-type effects.
[Poison/Disease Immunity]
A Melbiz is immune to all Poison-type and Disease-type effects.
[Underwater Adaptation]
A Melbiz can breathe and vocalize while underwater, and does not suffer any penalties for moving while underwater.

  • Upper Body

[Acid Breath / 12 (19) / Evasion / Negated]
The Melbiz spits a gob of acid at a single target up to 20m away, dealing 2d + 7 Poison-type damage. A target hit will have one of their worn pieces of armor (of the player's choice) lose 1 point of Defense permanently. Armor with 0 Defense is destroyed permanently, and damaged armor can be repaired at 1/10th the cost.

If Acid Breath is used underwater, it instead becomes a 5m cloud of poison around the Melbiz, dealing 2d Poison-type damage to up to 15 targets. This form of the attack cannot be Evaded, but also does not damage armor.

This ability cannot be used in consecutive turns.
[Twin Strike & Double Attack]
A Melbiz can make two Talon attacks each round, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.

Loot
2 - 8 None
9 - 12 Daemon Scales (600G)
13+ Jade Scales (1,600G)

Melbiz are low-rank daemons adapted to water, sporting shiny green scales and a dorsal fin. Standing just slightly taller than an average human at 2.5m tall, they are well adapted to the water and will sneak into civilized lands through rivers and canals. High-ranking daemons will often use a contingent of Melbiz to spearhead an attack, coming from the water to attack unsuspecting cities.

11 Cerberus
Int: Animal Perc: 5 Senses (Darkvision) Lang: None
Hab: Ruins, Labyrinths Disp: Hostile
Rep/Weak: 15 / 20 Init: 18 Move Spd: 20 Fort: 14 (21) Will: 13 (20)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Head) x3 13 (20) 2d+16 12 (19) 10 44 35
None (Body) - - 12 (19) 12 80 20
Sections: 4 (Head x3 / Body) Main Section: Head (all) Weak Point: Bludgeoning Damage +3 pts.
Unique Skills
  • Cerberus

[Fire Immunity]
A Cerberus takes no damage from Fire-type effects.

  • Heads

[Breath]
Each head of the Cerberus can use the following breath attacks. Each breath has a 6m radius centered on the Cerberus, and will affect up to 20 creatures in the area. If two heads breathe the same attack, then the Roll Modifier gains a +2 bonus, and the breath deals an extra +4 damage. If all three heads breathe the same attack, then the Roll Modifier gains a +4 bonus, and damage is increased by +8.

  1. [Flame Breath / 11 (18) / Fort / Half] This breath attack deals 2d+12 Fire-type damage to those affected.
  2. [Blizzard Breath / 10 (17) / Fort / Half] This breath attack deals 2d+8 Water/Ice-type damage to those affected. If a target fails to save, its Defense is decreased by -5 for 30 seconds (3 rounds).
  3. [Miasma Breath / 9 (16) / Fort / Half] This breath attack deals 2d+6 Poison-type damage to those affected. If a target fails to save, its Evasion is decreased by -3 for 30 seconds (3 rounds).

[Techniques]
Each Cerberus Head may use the "Beetleskin" and "Bear Muscle" Techniques.

  • Body

[Large Body]
As long as the Cerberus Body's HP is 1 or more, each Head receives a +4 bonus to melee Evasion checks. When the Body falls to 0 HP or lower, this effect disappears,

Loot
Always Crystallized Daemon Blood (800G)
2 - 7 None
8 - 12 Binding Chain (500G)
13+ Jet-Black Chain (3,000G)

A three-headed daemon dog, a Cerberus is really more the size of a horse. Able to conjure up breath weapons of fire, ice and poison, it can be a dangerous foe in combat. Also known as the Watchdog of Hell, Cerberuses are typically seen guarding something, whether the entrance to a labyrinth, a vault inside, or something else. While its intelligence is that of a normal dog's, a Cerberus will remain loyal to its orders, and will fight to the death in order to carry them out.

13 Tiki Tiki
Int: High Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Ruins, Labyrinths Disp: Hostile
Rep/Weak: 17 / 22 Init: 20 Move Spd: 50 (Flying) Fort: 16 (23) Will: 18 (25)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 19 (26) 2d+13 17 (24) 14 87 113
Weak Point: Physical Damage +2 pts.
Unique Skills
[Divine Magic (Level 12) / Magic Power 18 (25)]
A Tiki Tiki may cast Divine Magic as a twelfth-level Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Tiki Tiki can use the Combat Feats 《Metamagic/Distance》, 《Metamagic/Targets》, 《Multi-Action》 and 《Wordbreak》.
[Underworld Logic]
The Tiki Tiki can cause spells that would recover HP to deal Magic damage instead by spending twice as much MP to cast those spells.
[Flight]
A Tiki Tiki receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Schadenfreude]
The Tiki Tiki find failure hilarious, and will begin uncontrollably laughing when anyone, friend or foe, Automatically Fails on a roll. While laughing, the Tiki Tiki cannot use magic until the end of their next turn.
[Unluck]
The first time a character would roll double 6's (other than the Tiki Tiki), that roll gets changed to double 1's instead (which would trigger the Tiki Tiki's "Schadenfreude" ability). It is possible to change the roll back to double 6's using "Sword's Salvation/Change Fate", however this ability would then affect the next roll of double 6's. If there are multiple Tiki Tikis on the battlefield, each one of them can use this ability.
[Split/Reform]
As a Minor Action, the Tiki Tiki can split itself into a swarm of smaller daemons, or reform into one large daemon. When split, the Tiki Tiki cannot make melee attacks or cast spells, but gains the "Swarm" unique skill. The Tiki Tiki cannot Split and Reform during the same turn.
[Swarm]
When targeting the Tiki Tiki or another character in the same battlefield, the Combat Feats 《Precise Shot》, 《Guided Magic》 and 《Magic Control》 cannot be used.
Loot
Always Crystallized Daemon Blood (800G)
Always Daemon Feathers (2d x 350g)
2 - 9 None
10+ Rainbow Daemon Feathers (1d x 1,500G)

The Tiki Tiki daemon is actually a multitude of smaller Tikiras that have come together to form a much larger and more intimidating presence. Moving in concert as a single creature, the Tiki Tiki has the appearance of a human-sized Tikira. While taking this larger form, the Tikiras share thoughts and perceptions, making it move and act like it is actually one creature instead of a swarm.

13 Foregone
Int: High Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Ruins, Labyrinths Disp: Hostile
Rep/Weak: 18 / 22 Init: 19 Move Spd: 16 Fort: 19 (26) Will: 18 (25)
Fighting Style Accuracy Damage Evasion Defense HP MP
Horn (Head) 15 (22) 2d+15 16 (23) 15 78 98
Talon (Body) 16 (23) 2d+12 15 (22) 14 93 33
Kick (Foot) 15 (22) 2d+13 14 (21) 15 71 26
Sections: 3 (Head / Body / Foot) Main Section: Head Weak Point: Magic Damage +2 pts.
Unique Skills
  • Foregone

[Mindless]
A Foregone is unaffected by any Psychic-type effects.
[Poison/Disease Immunity]
A Foregone is immune to all Poison-type and Disease-type effects.

  • Head

[Divine Magic (Level 12) / Magic Power 16 (23)]
A Foregone may cast Divine Magic as a twelfth-level Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Foregone can use the Combat Feats 《Metamagic/Targets》, 《Multi-Action》 and 《Wordbreak》.

  • Body

[Twin Strike & Double Attack]
A Foregone can make two Talon attacks each round, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.
[Large Body]
As long as the Foregone Body's HP is 1 or more, the Head cannot be attacked in melee, and receives a +4 bonus to Evasion against ranged attacks. When the Body falls to 0 HP or lower, this effect disappears.

Loot
Always Crystallized Daemon Blood (800G)
2 - 8 None
9 - 12 Daemon Horn (600G)
13+ Great Daemon Horn (1,400G)

A lesser daemon, Foregones are 6m tall giants with red-black skin, with one horn protruding from its forehead and the lower body of a goat. Often used as shock troopers by high-rank daemons, they are quite dangerous with both spell and claw.

15 Doppelganger
Int: High Perc: 5 Senses (Darkvision) Lang: Arcana, Daemonic
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 19 / 23 Init: 21 Move Spd: 18 Fort: 21 (28) Will: 21 (28)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw (Upper Body) 20 (27) 2d+18 18 (25) 16 95 108
Trample (Lower Body) 19 (26) 2d+21 17 (24) 16 113 32
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body Weak Point: Slash Damage +3 pts.
Unique Skills
  • Doppelganger

[Truespeech Magic (Level 15) / Magic Power 21 (28)]
A Doppelganger may cast Truespeech Magic as a fifteenth-level Sorcerer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Doppelganger can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》, 《Metamagic/Targets》, 《Multi-Action》 and 《Wordbreak》.
[Shapeshift]
As a Major Action, the Doppelganger can change its shape into another's, with the quality of the transformation based on the time the Doppelganger has observed the target. A quick glance at a target allows the Doppelganger to copy the target's physical appearance, including any belongings. One minute's observation (6 rounds) allows for the copying of the target's tone and mannerisms, while one hour's observation gives a complete copy of the target's abilities and memory. This last transformation will also allow the Doppelganger access to any Classes and magic the target may have learned. This ability lasts until the Doppelganger reverts to its base form, taking a Major Action to do so.

  • Lower Body

[Tall]
As long as the Doppelganger Lower Body's HP is 1 or more, the Upper Body receives a +4 bonus to melee Evasion checks. When the Lower Body falls to 0 HP or lower, this effect disappears.

Loot
Always Crystallized Great Daemon Blood (1,600G)
2 - 7 None
8 - 12 Black Hide (4,600G)
13+ Shadowy Hide (12,000G)

One of the high-rank daemons, a Doppelganger's base form is that of a black-skinned giant 3m tall. A single red line splits the face where its mouth would be, but its face is otherwise featureless. When it transforms, it can take on the appearance and memory of a given target, based on how long the Doppelganger was able to watch the target, and can use all of the targets equipment, Classes and abilities. The Doppelganger can still use its original spells, abilities and Combat Feats while transformed, giving them an advantage if they get discovered while in a different form.

16 Lada Adroda
Int: High Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 19 / 24 Init: 22 Move Spd: 15 / 20 (Flying) Fort: 22 (29) Will: 21 (28)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Head) x2 20 (27) 2d+20 20 (27) 15 100 114
Talon (Body) 21 (28) 2d+18 18 (25) 15 116 52
Wing (Wing) x2 18 (25) 2d+16 19 (26) 13 82 39
Tail (Tail) 20 (27) 2d+17 18 (25) 14 103 48
Sections: 6 (Head x2 / Body / Wing x2 / Tail) Main Section: Head (Both) Weak Point: Slash Damage +3 pts.
Unique Skills
  • Lada Adroda

[Mindless]
A Lada Adroda is unaffected by any Psychic-type effects.
[Poison/Disease Immunity]
A Lada Adroda is immune to all Poison-type and Disease-type effects.
[Techniques]
A Lada Adroda can use the "Gazelle Feet", "Cat's Eyes", "Scale Leggings", "Strong Blood", "Beetleskin", "Bear Muscle", "Centaur Legs", "Giant Arms", "Daemonfinger" and "Recovery (10 HP)" Techniques.

  • Heads

[Divine Magic (Level 15) / Magic Power 21 (28)]
A Lada Adroda may cast Divine Magic as a fifteenth-level Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Lada Adroda can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》, 《Metamagic/Targets》, 《Hawk Eye》, 《Multi-Action》 and 《Wordbreak》.
[Poison / 22 (29) / Fort / Negated]
If the Lada Adroda hits with their Bite attack, the target must immediately make a Fortitude check. If they fail to resist, they receive an extra 2d + 12 Poison-type damage.

  • Body

[Twin Strike & Double Attack]
A Lada Adroda can make two Talon attacks each round, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.
[Large]
As long as the Lada Adroda Body's HP is 1 or more, both Heads receive a +4 bonus to melee Evasion checks. When the Body falls to 0 HP or lower, this effect disappears.

  • Wings

[Flight]
A Lada Adroda receives a +1 bonus to Accuracy and Evasion only for melee attacks. If one of the Wings falls to 0 HP or lower, this ability cannot be used.

  • Tail

[Tail Swing]
A Lada Adroda can use their tail to attack up to 5 targets. Accuracy and Damage is the same as a normal attack, and this attack cannot be used in consecutive rounds.

Loot
Always Crystallized Great Daemon Blood (1,600G)
2 - 7 None
8 - 12 Great Daemon Horn (4,800G)
13+ Large Great Daemon Horn (12,900G)

Lada Adroda are high-ranking daemons in the same family as the Ragnakang. However, the Lada Adroda is much larger, and has two heads instead of one. These daemons are commonly seen as commanders of daemon attacks and incursions, and hundreds of lesser daemons wait on its every beck and call.

19 Geldam
Int: High Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 22 / 27 Init: 26 Move Spd: 20 Fort: 25 (32) Will: 24 (31)
Fighting Style Accuracy Damage Evasion Defense HP MP
Horn (Head) 24 (31) 2d+21 22 (29) 20 128 117
Weapon )Upper Body) 25 (32) 2d+23 20 (27) 21 151 56
Trample (Lower Body) 23 (30) 2d+21 19 (26) 19 139 44
Sections: 3 (Head / Upper Body / Lower Body) Main Section: Head Weak Point: Bludgeoning Damage +3 pts.
Unique Skills
  • Geldam

[Mindless]
A Geldam is unaffected by any Psychic-type effects.
[Poison/Disease Immunity]
A Geldam is immune to all Poison-type and Disease-type effects.
[Miasma Shroud / 25 (32) / Fort / Half]
A character attacking the Geldam must make a Fortitude check, taking 2d + 10 Poison-type damage if they fail to resist. This check is made regardless if the original attack hits or not. Additionally, the miasma protects the Geldam from ranged attacks, as the Fairy Magic spell "Missile Protection".

  • Head

[Divine Magic (Level 15) / Magic Power 21 (28)]
A Geldam may cast Divine Magic as a fifteenth-level Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Geldam can use the Combat Feats 《Magic Control》, 《Metamagic/Targets》, 《Multi-Action》 and 《Wordbreak》.
[Poison Smoke / 21 (28) / Fort / Negated]
The Geldam belches forth a cloud of poisonous smoke, dealing 2d + 20 Poison-type damage to all targets in the same battlefield.

  • Upper Body

[Magic Weapon]
The Geldam's next Weapon attack has a fixed Accuracy result of 35. This ability cannot be used on consecutive turns.
[Power Attack II]
A Geldam can deal an additional +12 damage on their next attack. However, any Evasion Check made by the Geldam this turn receives a -2 penalty.
[Sweeping Attack]
A Geldam's Weapon attacks all other characters in the same battlefield. This ability cannot be used in consecutive turns.

  • Lower Body

[Large]
As long as the Geldam Lower Body's HP is 1 or more, both the Head and Upper Body receive a +4 bonus to melee Evasion checks. When the Lower Body falls to 0 HP or lower, this effect disappears.

Loot
Always Crystallized Great Daemon Blood (1,600G)
Always Great Daemon Glaive (3,200G)
2 - 9 Great Daemon Earrings (6,900G)
10+ Great Daemon Ring (14,000G)

This goat-like daemon is one of the highest-ranking daemons, subservient to only the Daemon King. Geldams are large, muscular goatmen, 5m tall, and carry a massive glaive. These glaives are larger an an adult human, and magically bonded to the Geldam that carries them, so it is impossible to claim one as the spoils of battle.

Consummate commanders of other daemons, Geldams have hundreds of lesser daemons at their command. Because of their service to the Daemon King, however, they will rarely appear in Raxia themselves, preferring to send any number of lesser daemons in their stead.