The Dresden Files > DFRPG Resource Collection
various more-obscure mythical creatures
devonapple:
Ngojama Demon (Submerged)
(adapted from Atlas Games' "Nyambe" d20 setting, by Chris Dolunt)
High Concept: African Ape-Demon
Aspects: Smarter than I Look, Spoiling for a Fight, My Hands Are Fanged Mouths, Gore Like a Bull, Berzerk Rage
Skills
Superb (+5): Conviction, Fists, Might
Great (+4): Athletics, Endurance. Stealth
Good (+3): Alertness, Investigation, Presence
All other physical skills default to Fair, and all others to Average or Mediocre.
Powers/Stunts
-1 Combat Monster (Fists): A Ngojoma is bristling with claws, horns, hooves and fangs. Fists skill is considered to be +2 for the purposes of using a Spray Attack.
-1 The More the Merrier (Fists): Gain a +1 to attacks with Fists whenever personally outnumbered in a fistfight.
-1 Darkvision
-3 Claws, Venomous
-2 Inhuman Strength
-2 Inhuman Recovery
-4 Supernatural Toughness
+3 The Catch: only versus mortal magic, and any source of fire or electricity
Stress
Mental 0000 (plus one additional Mental Consequence)
Physical 0000 as well as (0000) Armor:2 versus mortal magic, fire and electricity
Social 0000
Origins
The fierce, hairy, ape-like Ngojama Demon has horns on its head, hooved legs, and the palm of each hand bears a fanged maw. Ngojoma enjoy nothing more than a good fight, and are unsuited for other, more subtle tasks. It is nevertheless a cunning opponent, and will surprise an unwary opponent. Should it find a worthy challenge, it may opt to fly into a berserk rage, often ignoring opponents it perceives as lesser threats.
Total Refresh Cost: -11
Refresh: -1
devonapple:
Kerit Demon (Submerged)
(adapted from Atlas Games' "Nyambe" d20 setting, by Chris Dolunt)
High Concept: Fire-Breathing African Cyclops Demon
Aspects: Not Very Bright, Half-Gorilla Beast, At Home in the Trees
Skills
Superb (+5): Conviction, Intimidation
Great (+4): Fists, Might, Stealth
Good (+3): Athletics, Endurance
Fair (+2): Alertness, Investigation, Presence
All other physical skills default to Average, and all others to Mediocre.
Powers/Stunts
-1 Claws
-1 Darkvision
-1 Spider Walk
-2 Inhuman Strength
-2 Breath Weapon (fire)
-5 Lethargy Howl: Incite Emotion (Lethargy) [-1], Lasting [-1], At Range [-1], Burst [-2]
-2 Inhuman Recovery
-4 Supernatural Toughness
+4 The Catch: only versus mortal magic and electricity
-8 Physical Immunity [-8]
+5 The Catch (Stacked): only versus fire (magical or mundane)
Stress
Mental 0000 (plus one additional Mental Consequence)
Physical 0000 as well as (0000) Armor:2 versus mortal magic and electricity; Fire immunity
Social 000
Origins
The Kerit demon is really more of a beast, though still not to be underestimated. This one-eyed, albino creature prefers to ambush victims from treetops or other high places, pulling the unsuspecting up into branches, where it can take full advantage of its climbing ability and maneuverability.
The Kerit demon can also breathe fire, as well as weaken prey with an enervating howl. With its immunity to fire and resistance to magic, even one of these can be a terror in a flammable urban environment.
Total Refresh Cost: -15
Refresh: -5
devonapple:
Djok Demon (Submerged)
(adapted from Atlas Games' "Nyambe" d20 setting, by Chris Dolunt)
High Concept: Animal-Possessing African Demon
Aspects: Zebra-Ape-Lion Hybrid, Animals are My Puppets, Kill All Humans
Skills
Superb (+5): Conviction, Discipline, Stealth
Great (+4): Athletics, Fists, Might, Survival
Good (+3): Alertness, Endurance, Investigation, Presence
All other physical skills default to Fair, and all others to Average or Mediocre.
Powers/Stunts
-3 Claws, Venomous
-1 Darkvision
-2 Inhuman Speed
-2 Inhuman Strength
-3 Spirit Form
-4 Malevolence: Domination [-2], and Possession [-3] only usable on mortal animals and insects [+2], plus Pack Instincts [-1] with possessed animals and their hive/pride/pack/etc.
-2 Inhuman Recovery
-4 Supernatural Toughness
+3 The Catch: only versus mortal magic, and any source of fire or electricity
-8 Physical Immunity
+3 The Catch (Stacked): Can only be harmed when targeted by a specific ritual designed to manifest the spirit in the flesh – the Djok remains corporeal for the rest of the scene.
Stress
Mental 0000 (plus one additional Mental Consequence)
Physical Immunity, or 0000 as well as (0000) Armor:2 versus mortal magic, fire and electricity
Social 0000
Origins
The Djok demon wanders as a cloud of energy, and can fuse its will with any normal animal or insect, turning the creature evil and guiding its will, driving it to kill any humans it meets. The demon will seek out the queen of an insect colony and effectively control the hive; similarly, it will seek out the dominant member of a given pack or pride, giving it control over the other members. It cannot possess supernatural animals, such as Grimalkins or Temple Dogs.
A special ritual known to African spiritualists can force the Djok to take corporeal form, effectively driving it out of any animal it is currently inhabiting (in a pinch, one could make do with an exorcism ritual). In its natural form, the Djok appears to have the body of an ape, the head of a lion, and the hindquarters of a zebra.
Total Refresh Cost: -23
Refresh: -13
Rechan:
I am shocked no one has done the Minotaur, or Medusa, a cockatrice, the lion that Hercules fought in the first trial.
How about a Rakshasa?
Gargoyle?
devonapple:
--- Quote from: Rechan on May 10, 2011, 02:15:02 PM ---Gargoyle?
--- End quote ---
I did a Gargoyle in the Spare Character Concepts thread:
http://www.jimbutcheronline.com/bb/index.php/topic,22322.msg1018550.html#msg1018550
It wasn't an adaptation of the cartoon series Gargoyles, mind you.
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