
Bestiary:
Demons
There are many different sorts of demons who wander the Toxic Wastes. all of
them are inimical to mankind and all of them are bodiless. They are composed
of fields of pure psionic energy and have considerable skill in manipulating
it. Most of them have slithered through Entropic Wormholes from the Dark Dimensions.
LIGHTNING ELEMENTALS
(Copyright Manticore Productions Limited, 1997)
DX | ST | IN | PW | LF | MR | AR |
+3 | - | 0 | 0 | 10 | 4/200 | 0 |
Attacks: Special
Special Abilities:
Demonic Form
Lightning Lash: Lightning Elementals can lash out with lightning bolts at a range of up to 100 meters. These do 1M damage and there is no range modifier.
Disadvantages:
Take damage from water: Water inflicts 1d4 damage per liter the Lightning Elemental is hit with.
Description:
These beings are living thunderbolts. They feed on the electrical power inherent in storms and can discharge it to devastating effect. Although they are nearly mindless they are also incredibly violent, lashing out at all who come within their range. They can be controlled by certain powerful psychers, notably those with Electrokinesis and Binding, and also by many of the more powerful forms of Psi Demon.
In appearance they normally resemble great gysers of electrical energy, like lightning bolts chained to the spot. When bound by more powerful entities, they normally take on a vaguely humanoid outline composed of flickering blue energy. Whenever these Elementals are present the air is filled with the stink of ozone and the hair on the backs of most people's necks stands on end.
MACHINE DEMONS
(Copyright Manticore Productions Limited, 1997)
DX | ST | IN | PW | LF | MR | AR |
+2 | - | +d4 | +d4-2 | 10 | 4/200 | 0 |
Attacks: Special
Special Abilities:
Mechanical Possession: By making a successful PW roll, they can cause any electrical or mechanical device to temporarily cease to function for 1 round. This can be annoying to a victim firing a gun or discharging a weapon or even flying an aircraft at a critical moment. Machine Demons with an IN of 0 or greater can possess machines with positronic brains. To do so they must make a successful IN roll using the machine's IN as a negative modifier. If they succeed they can control the machine as if it was it's own body for up to an hour. If they fail the roll they may not attempt to possess that machine again for an hour. Psi screens add to their victim's IN for purposes of determining success. These powers have a range of 100 meters x the demon's PW.
Invisibility: These demons are normally invisible to the naked eye, although they can make themselves visible if they wish.
Telekinetic Attack: Machine Demons with an IN of 0 or greater and a PW of 2 or more can use telekinesis to make normal everyday objects attack their victims in hand to hand combat. These objects have a damage of 1M and a damage modifier equal to the demon's PW.
Disadvantages:
No Material Existence: These demons cannot manipulate ordinary matter unless they have the telekinetic attack power.
Description:
Machine Demons, having no form of their own, seek material existence by taking the forms of material objects. They then use these forms to wreak havoc on the unsuspecting. Some of the weaker of these entities appear to possess a vile and rudimentary sense of humor and will plague and bedevil people, causing their equipment to fail and their machines to falter in a manner that suggests that they seek to ease the dullness of their eternal lives by playing malicious and wicked practical jokes. Some of these malign entities prefer to make their homes in the positronic brains of robots and other artificially intelligent entities and weapons. The more powerful of these entities have a form of limited telekinesis that allows them to animate mechanical devices, throwing them about, using hosepipes as tentacles, and so on. These often make their homes within human dwellings where they appear to feed on the magnetic energies generated by electronic machines. They dislike people and can become swiftly upset if they attempt to turn off the machines on which the Psi demons feed.
MEGADEMONS
(Copyright Manticore Productions Limited, 1997)
DX | ST | IN | PW | LF | MR | AR |
+3 | * | +6 | +d6+3 | 100+ | 4/200 | 6 |
Attacks: 1d6+3 psionics with PL equal to their PW. Various attacks when materialized.
Special Abilities:
Materialize: Megademons can shape a physical form out of any unmoving material within 100 meters. This material can be organic or inorganic but it all flows together to form a huge, humanoid entity with blazing eyes and an aura of unspeakable evil. In material form a Megademon can affect the normal world just like any other material entity. It takes damage normally and when the material form is destroyed it cannot take on a new one for 1d6 days. Even if the material form is destroyed the Megademon still has it's basic 100 LF and can still fight on if it so chooses.
The material form has the demon's DX and PW. It has ST equal to the demon's PW+9. It has 20 LF per PW the demon possesses. It can do claw damage of 3M. The Megademon is usually one meter tall per PW and can weigh up to a ton per PW.
A Megademon which chooses not to materialize is still visible. It's crackling evil energies can be sensed kilometers away unless they are shielded by more than a foot of stone or lead. A Megademon which chooses not to materialize is immune to all forms of attack except energy weapons and psionics.
Disadvantages:
Usually a couple of Mental Disadvantages at the Total level.
Description:
These are the most powerful of all psychic entities, near god-like in their power. Many of the Megademons on the Waste World feast on the energies unleashed by the Entropic Wars. This has lent them great powers but have also driven them insane or made them extremely malignant. Each Megademon is a distinct personality and each has it's own powers and abilities. They are among the most deadly foes any warrior of the Waste World can ever face and should only be tackled by the best-equipped and most potent of adventurers. All others should flee before them.
NECRODEMONS
(Copyright Manticore Productions Limited, 1997)
DX | ST | IN | PW | LF | MR | AR |
0 | +6 | +3 | +6 | 50/20 | 4/200 | 6 |
Attacks: Fist (2M) or by weapon.
Special Abilities:
Occupy Corpse: Necrodemons occupy the corpses of the dead. Their true forms can only be harmed by energy weapons and psionics. If the corpse they are occupying is reduced to less than 0 LF they abandon and take up residence in any other corpse within 100 meters. If there are no corpses they will flee in energy form seeking a new home. The first LF number given above is for the corpse they occupy. The second is for when they are in energy form. The first three movement rates are for the corpse form. The flyng movement rate can be used only in energy form.
Psionics: Necrodemons have 1d6 Psionic abilities at PL equal to their PW.
Immunity to Normal Weapons: When not in material form these demons can only be affected by energy weapons and psionic powers.
Disadvantages:
Standard for Demonic form.
Description:
Necrodemons are among the most terrifying and powerful of the psionic entities to be found in the Waste World. They prefer to take up residence in the corpses of the dead, animating these foul smelling and unwholesome cadavers into a dreadful parody of life. In this form they resemble rotting, maggot consumed corpses with green witch lights burning in their decomposing eye sockets. When these bodies are destroyed they flow from them like a noxious gas and swiftly seek a new home if they are not destroyed. Necrodemons feed on the life energies of the living and have two potent psychic abilities which make them terrible foes. They have the Animate Dead and Drain Life abilities at PL 9.
They use the second of these abilities to feed and the first to set themselves up like Undead kings, ruling over a realm of animated corpses. They like to take over ruined and abandoned Habs, where the victims have died of plague and violence and then animate the bodies to do their will. They prefer to keep a few survivors as cattle upon which to feast. Often they will set themselves up as Warlords and lead raiding and slaving expeditions against their near neighbors. Of all the psionic entities they are the most likely to become involved in the wars and politics of mankind.
TOXIC ELEMENTALS
(Copyright Manticore Productions Limited, 1997)
DX | ST | IN | PW | LF | MR | AR |
0 | +6 | 0 | +3 | 60 | 6 | d6+3 |
Attacks: 2 Fists (1M)
Special Abilities:
Toxic Touch: Any successful hit by the Toxic Elemental means that the victim must make a Poison Saving Throw at -4 or suffer an additional 1D6 damage for 1D6 rounds.
Materialize: Toxic Elementals create their host bodies from the substance of the Wastes. The stats given above are for the host bodies. In their energy forms they are invisible and immune to normal weapons (but not to energy weapons or psionics). In energy form they can fly at 100 meters per round and have only 10 LF. They will assume this form if their host body is destroyed and they will then flee. If their host body is destroyed they will not be able to materialize another for 1D6 days.
Disadvantages:
Standard for Demonic Form.
Description:
These powerful and evil beings delight indestroying organic life. Normally they are bodiless beings of pure psychic energy who dwell amid the worst, most polluted parts of the Wastes. When potential victims enter their territory they manifest themselves, using a form of limited telekinesis to form and then possess a body made up from the poisoned ash of the deserts. They then use this body to attack and destroy the interlopers.
Toxic Elementals are invisible until they attack. Then they become towering 10 foot tall humanoids with bodies composed of impacted toxic waste. These stone-like forms glow with a variety of poisonous chemical colors.
Go back to the Waste World Bestiary.
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