Xal-Daemon
No. Enc.: 1d4
Alignment: Chaotic
Movement: 90' (Passwall at will)
Armor Class: 5
Hit Dice: 7+1
Attacks: 2 (Weapon, Eye-Beam)
Damage: 2d6, see Random Eye Beam Table
Save: F9
Morale: 11
Xal-Daemons are horrid, cyclopean beasts from some squalid, tumorous fragmentary anteplane referred to as 'Daldrimog' in the Septimariner's Almanack and Concordance. They wield hungry, writhing maces of living metal and blast their opponents with terrifying beams of energy from their central eyes.
Lacking any real depth perception, Xal-Daemons prefer to blast the ground close to them and then sweep their eye-beams outwards towards their targets. This will often devastate the local area and leave once pristine meadows jumbled heaps of glassy-slag or worse.
Any location that three or more Xal-Daemons occupy for longer than 10 turns becomes a Weak Spot for 1d4 hours. Roll 2d6 every half hour and on a roll of 10 or better consult one of the Damned Things Tables for a random Fortean cross-over event.
Should three or more Xal-Daemons be allowed to remain in one place for longer than one full day, that area becomes a permanent Weak Spot, and Damned Things are regular events on any roll of 1 on a D6 every 1d6 hours.
Xal-Daemons are automatically banished by use of Holy/Unholy Word.
It is hinted at within the Septimariner's Almanack that there are other, more powerful forms of Daemonic entities prowling the smoldering green-glass wastes of Daldrimog, but the sections detailing them -- and how to summon them -- are missing and have never seen print. Yet.
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