That is the third system that I've seen where rakshasas have top level durability, I wonder if they are that tough in original Hindu myth or it is just game designers following each other's lead.Jabroniville wrote: ↑Fri Jul 22, 2022 3:39 am RAKSHASA
Role: Greater Demon, Shapeshifter
PL 13 (227), PL 16 Defensively
STRENGTH 11 STAMINA 15 AGILITY 4
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2
Skills:
Deception 8 (+10)
Expertise (Demon & Monster Lore) 8 (+10)
Expertise (Faerie Lore) 4 (+6)
Expertise (Survival) 4 (+6)
Expertise (Streetwise) 6 (+8)
Expertise (Magic) 4 (+6)
Expertise (Performance) 4 (+6)
Intimidation 6 (+7)
Stealth 4 (+8)
Technology 8 (+10)
Advantages:
All-Out Attack, Ranged Attack 11, Startle
Powers:
"M.D.C. Being" Protection 4 [4]
Regeneration 6 [6]
Immunity 20 (Fire Effects, Cold Effects) (Flaws: Limited to Half-Effect) [10]
"Mist Form" Insubstantial 3 [15]
Morph (Any) (Quirks: Not Less Than 1 Foot or Greater Than 10) [20]
Senses 9 (Darkvision, Vision Counters Concealment, Acute & Extended Scent- Tracking) [9]
Concealment (Vision) 2 [4]
Comprehend (Languages) 3 [6]
Movement 2 (Dimensional Travel) [4]
"Kick" Strength-Damage +1 [1]
"Magic" (All Metamorphosis, Protection & Illusory Spells, Create Magic Scroll, Animate/Control Dead, Turn Dead, Exorcism, Remove Curse, Healing Touch, Six Spells Level 1-4)
"Psionics" (All Psionic Powers)
Offense:
Unarmed +13 (+11 Damage, DC 26)
Kick +13 (+12 Damage, DC 27)
Initiative +4
Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +19, Fortitude +12, Will +8
Complications:
Motivation (Power)
Total: Abilities: 102 / Skills: 56--28 / Advantages: 13 / Powers: 69 + Magic & Psionics / Defenses: 15 (227 + Magic & Psionics)
-Again spelled "Raksasha", these are power-hungry, magical demons with the heads of big cats. Though basic mentally, their M.D.C. is GOD-TIER (4,000 on average!), and they know ALL PSIONIC POWERS.
Jab's Rifts Builds (Rifts- A Final Summation!)
Re: Rakshasa
Re: Jab's Rifts Builds (Demon Locust! Magot! Rakshasa!)
They are nightmares in Savage Rifts and Savage Worlds (2 different stat blocks) as well.
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- Posts: 24690
- Joined: Fri Nov 04, 2016 8:05 pm
The Four Demon Beetles
THE FOUR DEMON BEETLES
Role: Greater Demon, Shapeshifter
PL 9 (162)
STRENGTH 2 STAMINA 10 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 3 PRESENCE 0
Skills:
Expertise (Survival) 6 (+9)
Expertise (Faerie Lore) 8 (+8)
Expertise (Demon & Monster Lore) 8 (+8)
Expertise (Anthropology) 6 (+6)
Perception 4 (+7)
Advantages:
Close Attack 4, Evasion, Ranged Attack 8, Uncanny Dodge
Powers:
Senses 6 (Darkvision, Vision Counters Concealment) [6]
Concealment (Vision) 2 [4]
Speed 1 (2 mph) [1]
Flight 4 (30 mph) (Flaws: Winged) [4]
Immortality 14 (Trapped in Limbo if Ashes are Sealed in a Jar of Holy Water) [28]
"Bite" Strength-Damage +5 [5]
Regeneration 6 [6]
Comprehend (Languages) 3 [6]
Movement 2 (Dimensional Travel) [4]
"Tiny Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) -- (1 foot) [17]
(-2 Strength, +4 Defenses, +8 Stealth, -4 Intimidation, -1 Speed)
"Magic" (Fear, Animate & Control Dead, Turn Dead, Exorcism, Heal Wounds, Teleport Self)
Offense:
Unarmed +8 (+2 Damage, DC 17)
Bite +8 (+7 Damage, DC 22)
Initiative +2
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +10, Fortitude +10, Will +7
Complications:
Motivation (Causing Pain & Anguish)
Total: Abilities: 46 / Skills: 32--16 / Advantages: 13 / Powers: 81 + Magic / Defenses: 6 (162 + Magic)
-The Four Demon Beetles are truly strange- four small beetles (a foot long each) who travel about alone or in pairs to investigate new life forms and torment them. Their only real thing is to combine their bite with a different attack each. They're powerful Afflictions, but the Beetles themselves are pretty weaksauce- little damage and low Toughness.
PHOE THE FIRE BEETLE- PL 9 (172): Bite Linked to Affliction 10 (Dazed/Stunned/Transformed to Fire Demon) [10]
-Phoe the Fire Beetle turns beings into Fire Demons (+9 Toughness, Blast 11, INT -3)
KMM THE STONE BEETLE- PL 9 (212): Affliction 10 (Dazed & Impaired/Stunned & Disabled/Transformed to Stone & Unaware) (Extras: Ranged, Continuous +3) [50]
-Kmm the Stone Beetle turns beings into stone permanently
TI THE FEAR BEETLE- PL 9 (172): Affliction 10 (Entranced/Compelled/Controlled) (Extras: Ranged) (Flaws: Limited to Fear) [10]
-Ti the Fear Beetle makes everyone who looks upon a flash of light it emits afraid.
DRA OF THE GREEN MOLD- PL 9 (222): Bite Linked to Weaken All Abilities 10 (Extras: Broad, Simultaneous, Progressive +2, Incurable) [60]
-Dra of the Green Mold covers victims in a permanent green mold that will slowly eat away at them, making them slower as time goes on.
Role: Greater Demon, Shapeshifter
PL 9 (162)
STRENGTH 2 STAMINA 10 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 3 PRESENCE 0
Skills:
Expertise (Survival) 6 (+9)
Expertise (Faerie Lore) 8 (+8)
Expertise (Demon & Monster Lore) 8 (+8)
Expertise (Anthropology) 6 (+6)
Perception 4 (+7)
Advantages:
Close Attack 4, Evasion, Ranged Attack 8, Uncanny Dodge
Powers:
Senses 6 (Darkvision, Vision Counters Concealment) [6]
Concealment (Vision) 2 [4]
Speed 1 (2 mph) [1]
Flight 4 (30 mph) (Flaws: Winged) [4]
Immortality 14 (Trapped in Limbo if Ashes are Sealed in a Jar of Holy Water) [28]
"Bite" Strength-Damage +5 [5]
Regeneration 6 [6]
Comprehend (Languages) 3 [6]
Movement 2 (Dimensional Travel) [4]
"Tiny Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) -- (1 foot) [17]
(-2 Strength, +4 Defenses, +8 Stealth, -4 Intimidation, -1 Speed)
"Magic" (Fear, Animate & Control Dead, Turn Dead, Exorcism, Heal Wounds, Teleport Self)
Offense:
Unarmed +8 (+2 Damage, DC 17)
Bite +8 (+7 Damage, DC 22)
Initiative +2
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +10, Fortitude +10, Will +7
Complications:
Motivation (Causing Pain & Anguish)
Total: Abilities: 46 / Skills: 32--16 / Advantages: 13 / Powers: 81 + Magic / Defenses: 6 (162 + Magic)
-The Four Demon Beetles are truly strange- four small beetles (a foot long each) who travel about alone or in pairs to investigate new life forms and torment them. Their only real thing is to combine their bite with a different attack each. They're powerful Afflictions, but the Beetles themselves are pretty weaksauce- little damage and low Toughness.
PHOE THE FIRE BEETLE- PL 9 (172): Bite Linked to Affliction 10 (Dazed/Stunned/Transformed to Fire Demon) [10]
-Phoe the Fire Beetle turns beings into Fire Demons (+9 Toughness, Blast 11, INT -3)
KMM THE STONE BEETLE- PL 9 (212): Affliction 10 (Dazed & Impaired/Stunned & Disabled/Transformed to Stone & Unaware) (Extras: Ranged, Continuous +3) [50]
-Kmm the Stone Beetle turns beings into stone permanently
TI THE FEAR BEETLE- PL 9 (172): Affliction 10 (Entranced/Compelled/Controlled) (Extras: Ranged) (Flaws: Limited to Fear) [10]
-Ti the Fear Beetle makes everyone who looks upon a flash of light it emits afraid.
DRA OF THE GREEN MOLD- PL 9 (222): Bite Linked to Weaken All Abilities 10 (Extras: Broad, Simultaneous, Progressive +2, Incurable) [60]
-Dra of the Green Mold covers victims in a permanent green mold that will slowly eat away at them, making them slower as time goes on.
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- Posts: 24690
- Joined: Fri Nov 04, 2016 8:05 pm
Succor-Bemoth
SUCCOR-BEMOTH
Role: Greater Demon, Lord of Hades
PL 12 (267), PL 16 Defensively
STRENGTH 11 STAMINA 14 AGILITY 4
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 5 PRESENCE 0
Skills:
Expertise (Demon & Monster Lore) 8 (+11)
Expertise (Faerie Lore) 4 (+7)
Expertise (Survival) 4 (+9)
Expertise (Science) 6 (+9)
Expertise (Magic) 5 (+8)
Intimidation 6 (+8)
Stealth 4 (+5)
Technology 3 (+6)
Treatment 4 (+7)
Advantages:
All-Out Attack, Ranged Attack 11, Startle
Powers:
"M.D.C. Being" Protection 4 [4]
Regeneration 8 [8]
Immunity 3 (Poison, Disease, Aging) [3]
Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Speed 2 (8 mph) (2) -- [3]
Concealment (Vision) 2 [4]
Comprehend (Languages) 3 [6]
Movement 2 (Dimensional Travel) [4]
Summon Alu/Shedim 10 (Extras: Heroic +2, Controlled, Horde, 4 Minions +4) (Flaws: Uncontrolled- 1D4, Unreliable 2- 1/day) [70]
"Magic" (All Level 1 Spells, Animate/Control Dead, Turn Dead, Repel Animals, Trance, Shadow Meld, Calling, Domination, Energy Disruption, Escape, Paralysis- Lesser, Blind, Mute, Sleep, Fear, Compulsion, Agony Sickness, Spoil, Water to Wine, Seal, Dispel Magic Barriers, Exorcism, Heal Wounds)
Offense:
Unarmed +13 (+11 Damage, DC 26)
Initiative +4
Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +18, Fortitude +14, Will +11
Complications:
Motivation (Demon Stuff)
Total: Abilities: 84 / Skills: 44--22 / Advantages: 13 / Powers: 119 + Magic / Defenses: 19 (267 + Magic)
-A 20-foot tall skeletal man, Succor-Bemoth is said to look forlorn, but is always smiling madly, and is sometimes mistaken for the Grim Reaper. He's a symbol of jealousy, despair and disease. Not really interesting or great statistically, though he has 1500 M.D.C.
Role: Greater Demon, Lord of Hades
PL 12 (267), PL 16 Defensively
STRENGTH 11 STAMINA 14 AGILITY 4
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 5 PRESENCE 0
Skills:
Expertise (Demon & Monster Lore) 8 (+11)
Expertise (Faerie Lore) 4 (+7)
Expertise (Survival) 4 (+9)
Expertise (Science) 6 (+9)
Expertise (Magic) 5 (+8)
Intimidation 6 (+8)
Stealth 4 (+5)
Technology 3 (+6)
Treatment 4 (+7)
Advantages:
All-Out Attack, Ranged Attack 11, Startle
Powers:
"M.D.C. Being" Protection 4 [4]
Regeneration 8 [8]
Immunity 3 (Poison, Disease, Aging) [3]
Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Speed 2 (8 mph) (2) -- [3]
- AE: Leaping 2 (30 feet) (2)
Concealment (Vision) 2 [4]
Comprehend (Languages) 3 [6]
Movement 2 (Dimensional Travel) [4]
Summon Alu/Shedim 10 (Extras: Heroic +2, Controlled, Horde, 4 Minions +4) (Flaws: Uncontrolled- 1D4, Unreliable 2- 1/day) [70]
"Magic" (All Level 1 Spells, Animate/Control Dead, Turn Dead, Repel Animals, Trance, Shadow Meld, Calling, Domination, Energy Disruption, Escape, Paralysis- Lesser, Blind, Mute, Sleep, Fear, Compulsion, Agony Sickness, Spoil, Water to Wine, Seal, Dispel Magic Barriers, Exorcism, Heal Wounds)
Offense:
Unarmed +13 (+11 Damage, DC 26)
Initiative +4
Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +18, Fortitude +14, Will +11
Complications:
Motivation (Demon Stuff)
Total: Abilities: 84 / Skills: 44--22 / Advantages: 13 / Powers: 119 + Magic / Defenses: 19 (267 + Magic)
-A 20-foot tall skeletal man, Succor-Bemoth is said to look forlorn, but is always smiling madly, and is sometimes mistaken for the Grim Reaper. He's a symbol of jealousy, despair and disease. Not really interesting or great statistically, though he has 1500 M.D.C.
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- Posts: 24690
- Joined: Fri Nov 04, 2016 8:05 pm
Belphegor
BELPHEGOR OF THE SULFUR PITS
Role: Greater Demon, Lord of Hades, Stinky Demon
PL 14 (349), PL 17 Defensively
STRENGTH 13 STAMINA 14 AGILITY 4
FIGHTING 15 DEXTERITY 2
INTELLIGENCE -2 AWARENESS 1 PRESENCE -2
Skills:
Expertise (Demon & Monster Lore) 8 (+6)
Expertise (Faerie Lore) 4 (+2)
Expertise (Survival) 4 (+5)
Expertise (Magic) 5 (+3)
Intimidation 7 (+7)
Stealth 4 (+5)
Advantages:
All-Out Attack, Ranged Attack 13, Startle
Powers:
"M.D.C. Being" Protection 4 [4]
Regeneration 8 [8]
Immunity 11 (Fire Effects, Aging) [11]
Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Speed 2 (8 mph) (2) -- [3]
Concealment (Vision) 2 [4]
Comprehend (Languages) 3 [6]
Movement 2 (Dimensional Travel) [4]
"Toxic Cloud" Weaken Stamina 4 (Extras: Area- 120ft. Cloud +4, Secondary Effect) (Flaws: Scent-Dependent) Linked to Affliction 12 (Fort; Impaired & Vulnerable/Disabled & Defenseless) (Extras: Area- 120ft. Cloud +4) (Flaws: Scent-Dependent) [68]
Summon Gallu 12 (Extras: Heroic +2, Controlled, Horde, 8 Minions +6) (Flaws: Uncontrolled- 1D6+2, Unreliable 2- 1/day) (96) -- [97]
"Psionics" (All Sensitive Powers)
Offense:
Unarmed +15 (+13 Damage, DC 28)
Toxic Cloud +4-12 Area (+4 Weaken & +12 Affliction, DC 14 & 22)
Initiative +4
Defenses:
Dodge +16 (DC 26), Parry +16 (DC 26), Toughness +18, Fortitude +14, Will +9
Complications:
Motivation (Demon Stuff)
Responsibility (Stench)- Belphegor can be smelled from 4000 feet away.
Total: Abilities: 70 / Skills: 32--16 / Advantages: 15 / Powers: 222 + Magic & Psionics / Defenses: 25 (349 + Magic & Psionics)
-Belphegor is a smelly demon from the Sulfur Pits, said to LOVE torture, but he's also very lazy. The symbol of lust, ignorance and sloth, he is EXTREMELY powerful, doing Rail Gun-tier damage and having six attacks. His Toxic Cloud is mostly bad to non
Role: Greater Demon, Lord of Hades, Stinky Demon
PL 14 (349), PL 17 Defensively
STRENGTH 13 STAMINA 14 AGILITY 4
FIGHTING 15 DEXTERITY 2
INTELLIGENCE -2 AWARENESS 1 PRESENCE -2
Skills:
Expertise (Demon & Monster Lore) 8 (+6)
Expertise (Faerie Lore) 4 (+2)
Expertise (Survival) 4 (+5)
Expertise (Magic) 5 (+3)
Intimidation 7 (+7)
Stealth 4 (+5)
Advantages:
All-Out Attack, Ranged Attack 13, Startle
Powers:
"M.D.C. Being" Protection 4 [4]
Regeneration 8 [8]
Immunity 11 (Fire Effects, Aging) [11]
Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Speed 2 (8 mph) (2) -- [3]
- AE: Leaping 2 (30 feet) (2)
Concealment (Vision) 2 [4]
Comprehend (Languages) 3 [6]
Movement 2 (Dimensional Travel) [4]
"Toxic Cloud" Weaken Stamina 4 (Extras: Area- 120ft. Cloud +4, Secondary Effect) (Flaws: Scent-Dependent) Linked to Affliction 12 (Fort; Impaired & Vulnerable/Disabled & Defenseless) (Extras: Area- 120ft. Cloud +4) (Flaws: Scent-Dependent) [68]
Summon Gallu 12 (Extras: Heroic +2, Controlled, Horde, 8 Minions +6) (Flaws: Uncontrolled- 1D6+2, Unreliable 2- 1/day) (96) -- [97]
- AE: Summon Magots 15 (Extras: Heroic +2, Controlled, Horde, 4 Minions +4) (Flaws: Uncontrolled- 1D4, Unreliable 2- 1/day) (85)
"Psionics" (All Sensitive Powers)
Offense:
Unarmed +15 (+13 Damage, DC 28)
Toxic Cloud +4-12 Area (+4 Weaken & +12 Affliction, DC 14 & 22)
Initiative +4
Defenses:
Dodge +16 (DC 26), Parry +16 (DC 26), Toughness +18, Fortitude +14, Will +9
Complications:
Motivation (Demon Stuff)
Responsibility (Stench)- Belphegor can be smelled from 4000 feet away.
Total: Abilities: 70 / Skills: 32--16 / Advantages: 15 / Powers: 222 + Magic & Psionics / Defenses: 25 (349 + Magic & Psionics)
-Belphegor is a smelly demon from the Sulfur Pits, said to LOVE torture, but he's also very lazy. The symbol of lust, ignorance and sloth, he is EXTREMELY powerful, doing Rail Gun-tier damage and having six attacks. His Toxic Cloud is mostly bad to non
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- Posts: 24690
- Joined: Fri Nov 04, 2016 8:05 pm
Abrasax
ABRASAX THE INSATIABLE
Role: Greater Demon, Lord of Hades, Berserker Demon
PL 14 (312), PL 17 Defensively
STRENGTH 12 STAMINA 14 AGILITY 4
FIGHTING 15 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 2 PRESENCE 4
Skills:
Expertise (Demon & Monster Lore) 8 (+11)
Expertise (Faerie Lore) 4 (+7)
Expertise (Survival) 4 (+9)
Expertise (Magic) 5 (+8)
Intimidation 7 (+9)
Stealth 4 (+5)
Advantages:
All-Out Attack, Ranged Attack 13, Startle
Powers:
"M.D.C. Being" Protection 4 [4]
Regeneration 8 [8]
Immunity 1 (Aging) [1]
Immunity 10 (Fire Effects) (Flaws: Limited to Half-Effect) [5]
Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Morph (Lizard, Hawk, Spider) 2 (Feats: Metamorph) [11]
Leaping 4 (120 feet) (4) -- [5]
Concealment (Vision) 2 [4]
Comprehend (Languages) 3 [6]
Movement 2 (Dimensional Travel) [4]
Summon Shedim 10 (Extras: Heroic +2, Controlled, Horde, 12 Minions +7) (Flaws: Uncontrolled- 2D6+2, Unreliable 2- 1/day) (100) -- [101]
Offense:
Unarmed +15 (+12 Damage, DC 27)
Initiative +4
Defenses:
Dodge +15 (DC 25), Parry +15 (DC 25), Toughness +18, Fortitude +14, Will +9
Complications:
Motivation (Demon Stuff)
Total: Abilities: 92 / Skills: 32--16 / Advantages: 15 / Powers: 166 + Magic / Defenses: 23 (312 + Magic)
-... this is possibly supposed to read "Abraxas". This one is a pot-bellied Demon Lord with the head of a cock, and he's infamously fidgety and cruel.
Role: Greater Demon, Lord of Hades, Berserker Demon
PL 14 (312), PL 17 Defensively
STRENGTH 12 STAMINA 14 AGILITY 4
FIGHTING 15 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 2 PRESENCE 4
Skills:
Expertise (Demon & Monster Lore) 8 (+11)
Expertise (Faerie Lore) 4 (+7)
Expertise (Survival) 4 (+9)
Expertise (Magic) 5 (+8)
Intimidation 7 (+9)
Stealth 4 (+5)
Advantages:
All-Out Attack, Ranged Attack 13, Startle
Powers:
"M.D.C. Being" Protection 4 [4]
Regeneration 8 [8]
Immunity 1 (Aging) [1]
Immunity 10 (Fire Effects) (Flaws: Limited to Half-Effect) [5]
Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Morph (Lizard, Hawk, Spider) 2 (Feats: Metamorph) [11]
Leaping 4 (120 feet) (4) -- [5]
- AE: Speed 2 (8 mph) (2)
Concealment (Vision) 2 [4]
Comprehend (Languages) 3 [6]
Movement 2 (Dimensional Travel) [4]
Summon Shedim 10 (Extras: Heroic +2, Controlled, Horde, 12 Minions +7) (Flaws: Uncontrolled- 2D6+2, Unreliable 2- 1/day) (100) -- [101]
- AE: Summon Alu 10 (Extras: Heroic +2, Controlled, Horde, 4 Minions +4) (Flaws: Uncontrolled- 1D4, Unreliable 2- 1/day) (70)
Offense:
Unarmed +15 (+12 Damage, DC 27)
Initiative +4
Defenses:
Dodge +15 (DC 25), Parry +15 (DC 25), Toughness +18, Fortitude +14, Will +9
Complications:
Motivation (Demon Stuff)
Total: Abilities: 92 / Skills: 32--16 / Advantages: 15 / Powers: 166 + Magic / Defenses: 23 (312 + Magic)
-... this is possibly supposed to read "Abraxas". This one is a pot-bellied Demon Lord with the head of a cock, and he's infamously fidgety and cruel.
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- Posts: 24690
- Joined: Fri Nov 04, 2016 8:05 pm
Modeus
MODEUS- THE LORD OF HADES
Role: Alien Intelligence, Ruler of Hades
PL 15 (775), PL 20 Defensively
STRENGTH 13 STAMINA 20 AGILITY 4
FIGHTING 15 DEXTERITY 0
INTELLIGENCE 7 AWARENESS 10 PRESENCE 9
Skills:
Expertise (Demon & Monster Lore) 10 (+17)
Expertise (Faerie Lore) 5 (+12)
Expertise (Magic) 7 (+14)
Insight 2 (+12)
Intimidation 4 (+13)
Perception 2 (+12)
Advantages:
Improved Initiative, Ranged Attack 15, Ritualist
Powers:
"50,000+ M.D.C." Protection 5 [5]
Regeneration 12 (Feats: Regrows Limbs) [13]
Senses 8 (Darkvision, Extended Vision 2, Vision Counters Concealment) [8]
Concealment (Vision) 2 [4]
Comprehend 3 (Languages) [6]
Immunity 21 (Aging, Life Support, Fire Effects) [21]
Morph 4 (Any Form) [20]
"Turn Dead" Mind Control 14 (Extras: 120ft. Burst +3) (Flaws: Ranged, Limited to Animated Undead) (70) -- [72]
Summon Greater Demons 19 (Extras: Heroic +2, Controlled, Horde, 12 Minions +7, Variable- Greater Demons) (Flaws: Uncontrolled- 2D6, Unreliable- 3/day) (228) -- [229]
"Psionics" (All Physical & Sensitive Powers, Empathic Transmission, Mentally Possess Others, Mind Bond, Mind Wipe, PPE Shield, Psi-Shield, PSi-Sword, Super Telekinesis, Pyrokinesis)
Offense:
Unarmed +15 (+14 Damage, DC 29)
Initiative +4
Defenses:
Dodge +15 (DC 25), Parry +15 (DC 25), Toughness +25, Fortitude +20, Will +13
Complications:
Weakness (Physical Form)- When taking on a proper humanoid form, Spirits of Light are ST 10, +11 Toughness and half half-power on all Magic & Psionics.
Vulnerable (Sunlight/Daytime)- Modeus is only +11 to hit and defenses in daylight, and his durability is only Toughness +21.
Total: Abilities: 156 / Skills: 30--15 / Advantages: 17 / Powers: 573 + Magic & Psionics / Defenses: 14 (775 + Magic & Psionics)
-The closest thing to "The Devil", Modeus is naturally an Alien Intelligence, sporting 90,000 M.D.C. He has dominated Hades for millennia, but has grow lazy & complacent- however, Rifts Earth has sparked his interest. As a true Alien Intelligence, he is mighty as hell, with many attacks, but his durability is what makes him an overwhelming threat- he can outlast even Gods in their own realms.
Role: Alien Intelligence, Ruler of Hades
PL 15 (775), PL 20 Defensively
STRENGTH 13 STAMINA 20 AGILITY 4
FIGHTING 15 DEXTERITY 0
INTELLIGENCE 7 AWARENESS 10 PRESENCE 9
Skills:
Expertise (Demon & Monster Lore) 10 (+17)
Expertise (Faerie Lore) 5 (+12)
Expertise (Magic) 7 (+14)
Insight 2 (+12)
Intimidation 4 (+13)
Perception 2 (+12)
Advantages:
Improved Initiative, Ranged Attack 15, Ritualist
Powers:
"50,000+ M.D.C." Protection 5 [5]
Regeneration 12 (Feats: Regrows Limbs) [13]
Senses 8 (Darkvision, Extended Vision 2, Vision Counters Concealment) [8]
Concealment (Vision) 2 [4]
Comprehend 3 (Languages) [6]
Immunity 21 (Aging, Life Support, Fire Effects) [21]
Morph 4 (Any Form) [20]
"Turn Dead" Mind Control 14 (Extras: 120ft. Burst +3) (Flaws: Ranged, Limited to Animated Undead) (70) -- [72]
- AE: Teleport 12 (Extras: Extended, Easy, Accurate) (60)
- AE: Movement 3 (Dimensional Travel 3) (6)
Summon Greater Demons 19 (Extras: Heroic +2, Controlled, Horde, 12 Minions +7, Variable- Greater Demons) (Flaws: Uncontrolled- 2D6, Unreliable- 3/day) (228) -- [229]
- AE: Summon Lesser Demons 10 (Extras: Heroic +2, Controlled, Horde, 36 Minions +10) (Flaws: Uncontrolled- 6D6, Unreliable- 3/day) (140)
"Psionics" (All Physical & Sensitive Powers, Empathic Transmission, Mentally Possess Others, Mind Bond, Mind Wipe, PPE Shield, Psi-Shield, PSi-Sword, Super Telekinesis, Pyrokinesis)
Offense:
Unarmed +15 (+14 Damage, DC 29)
Initiative +4
Defenses:
Dodge +15 (DC 25), Parry +15 (DC 25), Toughness +25, Fortitude +20, Will +13
Complications:
Weakness (Physical Form)- When taking on a proper humanoid form, Spirits of Light are ST 10, +11 Toughness and half half-power on all Magic & Psionics.
Vulnerable (Sunlight/Daytime)- Modeus is only +11 to hit and defenses in daylight, and his durability is only Toughness +21.
Total: Abilities: 156 / Skills: 30--15 / Advantages: 17 / Powers: 573 + Magic & Psionics / Defenses: 14 (775 + Magic & Psionics)
-The closest thing to "The Devil", Modeus is naturally an Alien Intelligence, sporting 90,000 M.D.C. He has dominated Hades for millennia, but has grow lazy & complacent- however, Rifts Earth has sparked his interest. As a true Alien Intelligence, he is mighty as hell, with many attacks, but his durability is what makes him an overwhelming threat- he can outlast even Gods in their own realms.
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Mictla the Devourer
MICTLA THE DEVOURER
Role: Alien Intelligence, Former Ruler of Hades
PL 18 (780), PL 24 Defensively
STRENGTH 13 STAMINA 20 AGILITY 4
FIGHTING 22 DEXTERITY 0
INTELLIGENCE 5 AWARENESS 10 PRESENCE 8
Skills:
Expertise (Demon & Monster Lore) 10 (+15)
Expertise (Faerie Lore) 5 (+10)
Expertise (Magic) 7 (+12)
Insight 2 (+12)
Intimidation 4 (+12)
Perception 2 (+12)
Advantages:
Improved Initiative, Ranged Attack 22, Ritualist
Powers:
"50,000+ M.D.C." Protection 6 [6]
Regeneration 12 (Feats: Regrows Limbs) [13]
Senses 8 (Darkvision, Extended Vision 2, Vision Counters Concealment) [8]
Concealment (Vision) 2 [4]
Comprehend 3 (Languages) [6]
Immunity 11 (Aging, Life Support) [11]
Morph 2 (Insect Form) (Feats: Metamorph) [11]
"Turn Dead" Mind Control 14 (Extras: 120ft. Burst +3) (Flaws: Ranged, Limited to Animated Undead) (70) -- [73]
Summon Greater Demons 19 (Extras: Heroic +2, Controlled, Horde, 12 Minions +7, Variable- Greater Demons) (Flaws: Uncontrolled- 2D6, Unreliable- 3/day) (228) -- [229]
"Psionics" (All Sensitive Powers, Electrokinesis, Hydrokinesis, TK Force Field)
Offense:
Unarmed +22 (+14 Damage, DC 29)
Fire Breath +22 (+13 Ranged Damage, DC 28)
Initiative +4
Defenses:
Dodge +22 (DC 32), Parry +22 (DC 32), Toughness +26, Fortitude +20, Will +13
Complications:
Weakness (Physical Form)- When taking on a proper humanoid form, Spirits of Light are ST 10, +11 Toughness and half half-power on all Magic & Psionics.
Vulnerable (Silver)- Silver weapons to +8-10 damage.
Vulnerable (Magic)- All Magic does double damage.
Total: Abilities: 164 / Skills: 30--15 / Advantages: 24 / Powers: 556 + Magic & Psionics / Defenses: 21 (780 + Magic & Psionics)
-Mictla is said to be the Aztec God of Death and the Lord of Hades, and is himself an Alien Intelligence. He was deposed in a battle with Modeus that lasted three-hundred years- Mictla sensed he was eventually going to lose and cut a deal with Modeus to share Hades- Mictla would acknowledge Modeus as his better and be allowed to rule one-third of Hades, and serve as one of Modeus's key generals. He is lord of Magots & Gargoyles. He is a symbol of gluttony and greed, devouring everything he comes across.
-Mictla is actually a bit more durable than Modeus, and has WAY more attacks- it's a wonder Modeus ever won, but it actually explains that he underestimates his own power and was so fearful of losing what he'd already acquired that he accepted a bargain just to keep SOME of it.
Role: Alien Intelligence, Former Ruler of Hades
PL 18 (780), PL 24 Defensively
STRENGTH 13 STAMINA 20 AGILITY 4
FIGHTING 22 DEXTERITY 0
INTELLIGENCE 5 AWARENESS 10 PRESENCE 8
Skills:
Expertise (Demon & Monster Lore) 10 (+15)
Expertise (Faerie Lore) 5 (+10)
Expertise (Magic) 7 (+12)
Insight 2 (+12)
Intimidation 4 (+12)
Perception 2 (+12)
Advantages:
Improved Initiative, Ranged Attack 22, Ritualist
Powers:
"50,000+ M.D.C." Protection 6 [6]
Regeneration 12 (Feats: Regrows Limbs) [13]
Senses 8 (Darkvision, Extended Vision 2, Vision Counters Concealment) [8]
Concealment (Vision) 2 [4]
Comprehend 3 (Languages) [6]
Immunity 11 (Aging, Life Support) [11]
Morph 2 (Insect Form) (Feats: Metamorph) [11]
"Turn Dead" Mind Control 14 (Extras: 120ft. Burst +3) (Flaws: Ranged, Limited to Animated Undead) (70) -- [73]
- AE: Teleport 12 (Extras: Extended, Easy, Accurate) (60)
- AE: Movement 3 (Dimensional Travel 3) (6)
- AE: "Fire Breath" Blast 13 (26)
Summon Greater Demons 19 (Extras: Heroic +2, Controlled, Horde, 12 Minions +7, Variable- Greater Demons) (Flaws: Uncontrolled- 2D6, Unreliable- 3/day) (228) -- [229]
- AE: Summon Lesser Demons 10 (Extras: Heroic +2, Controlled, Horde, 24 Minions +9) (Flaws: Uncontrolled- 6D6, Unreliable- 3/day) (130)
"Psionics" (All Sensitive Powers, Electrokinesis, Hydrokinesis, TK Force Field)
Offense:
Unarmed +22 (+14 Damage, DC 29)
Fire Breath +22 (+13 Ranged Damage, DC 28)
Initiative +4
Defenses:
Dodge +22 (DC 32), Parry +22 (DC 32), Toughness +26, Fortitude +20, Will +13
Complications:
Weakness (Physical Form)- When taking on a proper humanoid form, Spirits of Light are ST 10, +11 Toughness and half half-power on all Magic & Psionics.
Vulnerable (Silver)- Silver weapons to +8-10 damage.
Vulnerable (Magic)- All Magic does double damage.
Total: Abilities: 164 / Skills: 30--15 / Advantages: 24 / Powers: 556 + Magic & Psionics / Defenses: 21 (780 + Magic & Psionics)
-Mictla is said to be the Aztec God of Death and the Lord of Hades, and is himself an Alien Intelligence. He was deposed in a battle with Modeus that lasted three-hundred years- Mictla sensed he was eventually going to lose and cut a deal with Modeus to share Hades- Mictla would acknowledge Modeus as his better and be allowed to rule one-third of Hades, and serve as one of Modeus's key generals. He is lord of Magots & Gargoyles. He is a symbol of gluttony and greed, devouring everything he comes across.
-Mictla is actually a bit more durable than Modeus, and has WAY more attacks- it's a wonder Modeus ever won, but it actually explains that he underestimates his own power and was so fearful of losing what he'd already acquired that he accepted a bargain just to keep SOME of it.
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- Posts: 24690
- Joined: Fri Nov 04, 2016 8:05 pm
Dyval
DYVAL:
-Dyval is only barely mentioned here, with 1-2 pages to go in the book. It's another dimension of demon-like beings, called... ugh... "Deevils", as well as Devilkins. Dyval did not get fully written up until VERY recently, with Dyval: Hell Unleashed coming out in 2015.
-Dyval is only barely mentioned here, with 1-2 pages to go in the book. It's another dimension of demon-like beings, called... ugh... "Deevils", as well as Devilkins. Dyval did not get fully written up until VERY recently, with Dyval: Hell Unleashed coming out in 2015.
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- Posts: 24690
- Joined: Fri Nov 04, 2016 8:05 pm
Deevil
DEEVIL
Role: Evil Devil, Tempters
PL 12 (157)
STRENGTH 10 STAMINA 10 AGILITY 2
FIGHTING 13 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 2 PRESENCE 0
Skills:
Deception 6 (+6)
Expertise (Demon & Monster Lore) 6 (+5)
Expertise (Survival) 5 (+7)
Insight 2 (+4)
Intimidation 6 (+6)
Perception 2 (+4)
Persuasion 6 (+6)
Sleight of Hand 6 (+6)
Stealth 3 (+5)
Advantages:
Ranged Attack 13
Powers:
Regeneration 6 [6]
Senses 9 (Darkvision, Vision Counters Concealment, Extended & Acute Scent- Tracking) [9]
Concealment (Vision) 2 [4]
Comprehend 3 (Languages) [6]
Morph 1 (Human Form) [5]
Leaping 2 (30 feet) [2]
Movement 2 (Dimensional Travel 2) [4]
"Kick" Strength-Damage +1 [1]
"Magic" (All Fire Elemental Spells Level 1, Turn Dead, Luck Curse, Phobia Curse, Compulsion, Remove Curse, Heal Wounds)
Offense:
Unarmed +13 (+10 Damage, DC 25)
Kick +13 (+11 Damage, DC 26)
Initiative +2
Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +10, Fortitude +10, Will +6
Complications:
Motivation (Temptation)- Deevils wish to lead innocents to commit evil acts.
Total: Abilities: 72 / Skills: 42--21 / Advantages: 13 / Powers: 37 + Magic / Defenses: 14 (157 + Magic)
-... ugh- "DEEVILS". That name is as bad as "Hawrk-Duhk" from the Atlantis book in being so goddamn stupid it actually angers me to even see it in print. This is likely done to avoid the "Satanic Panic" (then a recent thing when this book was published, mind you), but just changing one letter makes it ridiculously childish-sounding and stupid. Deevils like to trick others into doing evil. They're actually very might, hitting PL 12 on both attack and defense. Dumb but capable of temptation, with limited Magic and no fancy attacks.
Role: Evil Devil, Tempters
PL 12 (157)
STRENGTH 10 STAMINA 10 AGILITY 2
FIGHTING 13 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 2 PRESENCE 0
Skills:
Deception 6 (+6)
Expertise (Demon & Monster Lore) 6 (+5)
Expertise (Survival) 5 (+7)
Insight 2 (+4)
Intimidation 6 (+6)
Perception 2 (+4)
Persuasion 6 (+6)
Sleight of Hand 6 (+6)
Stealth 3 (+5)
Advantages:
Ranged Attack 13
Powers:
Regeneration 6 [6]
Senses 9 (Darkvision, Vision Counters Concealment, Extended & Acute Scent- Tracking) [9]
Concealment (Vision) 2 [4]
Comprehend 3 (Languages) [6]
Morph 1 (Human Form) [5]
Leaping 2 (30 feet) [2]
Movement 2 (Dimensional Travel 2) [4]
"Kick" Strength-Damage +1 [1]
"Magic" (All Fire Elemental Spells Level 1, Turn Dead, Luck Curse, Phobia Curse, Compulsion, Remove Curse, Heal Wounds)
Offense:
Unarmed +13 (+10 Damage, DC 25)
Kick +13 (+11 Damage, DC 26)
Initiative +2
Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +10, Fortitude +10, Will +6
Complications:
Motivation (Temptation)- Deevils wish to lead innocents to commit evil acts.
Total: Abilities: 72 / Skills: 42--21 / Advantages: 13 / Powers: 37 + Magic / Defenses: 14 (157 + Magic)
-... ugh- "DEEVILS". That name is as bad as "Hawrk-Duhk" from the Atlantis book in being so goddamn stupid it actually angers me to even see it in print. This is likely done to avoid the "Satanic Panic" (then a recent thing when this book was published, mind you), but just changing one letter makes it ridiculously childish-sounding and stupid. Deevils like to trick others into doing evil. They're actually very might, hitting PL 12 on both attack and defense. Dumb but capable of temptation, with limited Magic and no fancy attacks.
Re: Deevil
The Panic may have been particularly on Kevin's mind because of the fact that the original printing of Palladium FRPG actually had an entity named Satan in it, who got renamed later.Jabroniville wrote: ↑Tue Jul 26, 2022 8:17 pm -... ugh- "DEEVILS". That name is as bad as "Hawrk-Duhk" from the Atlantis book in being so goddamn stupid it actually angers me to even see it in print. This is likely done to avoid the "Satanic Panic" (then a recent thing when this book was published, mind you), but just changing one letter makes it ridiculously childish-sounding and stupid.
"I'm sorry. I love you. I'm not sorry I love you."
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- Joined: Fri Nov 04, 2016 8:05 pm
Devilkin
DEVILKIN
Role: Evil Devil, Tempters
PL 12 (181)
STRENGTH 9 STAMINA 9 AGILITY 2
FIGHTING 13 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 4
Skills:
Deception 6 (+6)
Expertise (Demon & Monster Lore) 6 (+6)
Expertise (Survival) 5 (+7)
Insight 2 (+4)
Intimidation 4 (+8)
Perception 2 (+4)
Persuasion 4 (+8)
Sleight of Hand 6 (+6)
Stealth 3 (+5)
Technology 6 (+6)
Vehicles 4 (+4)
Advantages:
Ranged Attack 13
Powers:
Regeneration 6 [6]
Senses 6 (Darkvision, Vision Counters Concealment) [6]
Concealment (Vision) 2 [4]
Comprehend 3 (Languages) [6]
Morph 1 (Human Form) [5]
Leaping 2 (30 feet) [2]
Movement 2 (Dimensional Travel 2) [4]
"Kick" Strength-Damage +1 [1]
"Mist Form" Insubsantial 3 [15]
Immunity 6 (Heat, Fire Damage) (Flaws: Limited to Half-Effect) [3]
"Magic" (All Fire Elemental Spells Level 1-3, Trance, Domination, Calling, Turn Dead, Luck Curse, Phobia Curse, Compulsion, Remove Curse, Energy Disruption, Cure Minor Disorders, Heal Wounds)
Offense:
Unarmed +13 (+9 Damage, DC 24)
Kick +13 (+10 Damage, DC 26)
Initiative +2
Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +9, Fortitude +9, Will +6
Complications:
Motivation (Temptation)- Devilkin wish to lead innocents to commit evil acts.
Total: Abilities: 78 / Skills: 48--24 / Advantages: 13 / Powers: 52 + Magic / Defenses: 14 (181 + Magic)
-Devilkin are... other tempters. Yeah, they basically have the same concept as the other thing- Rifts in a nutshell. These look more like Pan and other Satyrs. They have much more Magic and some more skills (COMPUTERS?!?), but weaker hitting power.
Role: Evil Devil, Tempters
PL 12 (181)
STRENGTH 9 STAMINA 9 AGILITY 2
FIGHTING 13 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 4
Skills:
Deception 6 (+6)
Expertise (Demon & Monster Lore) 6 (+6)
Expertise (Survival) 5 (+7)
Insight 2 (+4)
Intimidation 4 (+8)
Perception 2 (+4)
Persuasion 4 (+8)
Sleight of Hand 6 (+6)
Stealth 3 (+5)
Technology 6 (+6)
Vehicles 4 (+4)
Advantages:
Ranged Attack 13
Powers:
Regeneration 6 [6]
Senses 6 (Darkvision, Vision Counters Concealment) [6]
Concealment (Vision) 2 [4]
Comprehend 3 (Languages) [6]
Morph 1 (Human Form) [5]
Leaping 2 (30 feet) [2]
Movement 2 (Dimensional Travel 2) [4]
"Kick" Strength-Damage +1 [1]
"Mist Form" Insubsantial 3 [15]
Immunity 6 (Heat, Fire Damage) (Flaws: Limited to Half-Effect) [3]
"Magic" (All Fire Elemental Spells Level 1-3, Trance, Domination, Calling, Turn Dead, Luck Curse, Phobia Curse, Compulsion, Remove Curse, Energy Disruption, Cure Minor Disorders, Heal Wounds)
Offense:
Unarmed +13 (+9 Damage, DC 24)
Kick +13 (+10 Damage, DC 26)
Initiative +2
Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +9, Fortitude +9, Will +6
Complications:
Motivation (Temptation)- Devilkin wish to lead innocents to commit evil acts.
Total: Abilities: 78 / Skills: 48--24 / Advantages: 13 / Powers: 52 + Magic / Defenses: 14 (181 + Magic)
-Devilkin are... other tempters. Yeah, they basically have the same concept as the other thing- Rifts in a nutshell. These look more like Pan and other Satyrs. They have much more Magic and some more skills (COMPUTERS?!?), but weaker hitting power.
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- Posts: 24690
- Joined: Fri Nov 04, 2016 8:05 pm
Fenry
FENRY
Role: Demon Wolf
PL 12 (147)
STRENGTH 9 STAMINA 10 AGILITY 2
FIGHTING 13 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 1 PRESENCE 1
Skills:
Athletics 1 (+10)
Deception 3 (+4)
Expertise (Demon & Monster Lore) 6 (+5)
Expertise (Survival) 9 (+7)
Insight 2 (+3)
Intimidation 6 (+7)
Perception 6 (+7)
Stealth 3 (+5)
Advantages:
Ranged Attack 13
Powers:
Regeneration 4 [4]
Senses 5 (Darkvision, Extended & Acute Scent- Tracking) [5]
Comprehend 3 (Languages) [6]
Leaping 2 (30 feet) [2]
"Bite" Strength-Damage +2 [2]
Movement 2 (Dimensional Travel 2) [4]
Immunity 10 (Fire Effects) [10]
"Psionics" (All Healing, Physical & Sensitive Powers)
Offense:
Unarmed +13 (+9 Damage, DC 24)
Bite +13 (+11 Damage, DC 26)
Initiative +2
Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +10, Fortitude +10, Will +6
Complications:
Motivation (Doing Evil, I Guess?)- The Fenry are devils.
Total: Abilities: 70 / Skills: 36--18 / Advantages: 13 / Powers: 32 + Psionics / Defenses: 14 (147 + Psionics)
-The "Fenry" are black demon wolves with glowing eyes, often used as scouts by powerful evil beings or wizards. They tend to be solitary or work in pairs. They are pretty basic PL 12 creatures, but shockingly have ALL THE PSIONICS except the Super-Powers, which is huge. One less attack than the other Devils but better bonuses so it adds up to the same.
Role: Demon Wolf
PL 12 (147)
STRENGTH 9 STAMINA 10 AGILITY 2
FIGHTING 13 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 1 PRESENCE 1
Skills:
Athletics 1 (+10)
Deception 3 (+4)
Expertise (Demon & Monster Lore) 6 (+5)
Expertise (Survival) 9 (+7)
Insight 2 (+3)
Intimidation 6 (+7)
Perception 6 (+7)
Stealth 3 (+5)
Advantages:
Ranged Attack 13
Powers:
Regeneration 4 [4]
Senses 5 (Darkvision, Extended & Acute Scent- Tracking) [5]
Comprehend 3 (Languages) [6]
Leaping 2 (30 feet) [2]
"Bite" Strength-Damage +2 [2]
Movement 2 (Dimensional Travel 2) [4]
Immunity 10 (Fire Effects) [10]
"Psionics" (All Healing, Physical & Sensitive Powers)
Offense:
Unarmed +13 (+9 Damage, DC 24)
Bite +13 (+11 Damage, DC 26)
Initiative +2
Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +10, Fortitude +10, Will +6
Complications:
Motivation (Doing Evil, I Guess?)- The Fenry are devils.
Total: Abilities: 70 / Skills: 36--18 / Advantages: 13 / Powers: 32 + Psionics / Defenses: 14 (147 + Psionics)
-The "Fenry" are black demon wolves with glowing eyes, often used as scouts by powerful evil beings or wizards. They tend to be solitary or work in pairs. They are pretty basic PL 12 creatures, but shockingly have ALL THE PSIONICS except the Super-Powers, which is huge. One less attack than the other Devils but better bonuses so it adds up to the same.