Castellia- A Fantasy Setting (Arrowhawks! Hags! Harpies! Hydras!)

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Jabroniville
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Re: Castellia- A Fantasy Setting (Demons & Devils- Bearded & Barbed! Succubus!)

Post by Jabroniville » Tue Jan 09, 2018 7:08 am

scc wrote:
Mon Jan 08, 2018 10:29 pm
Jabroniville wrote:
Mon Jan 08, 2018 9:52 pm
heh- Something Awful has a review of the Fiend Folio I'm talking about: http://www.somethingawful.com/dungeons- ... olio-3e/1/
Somehow I did not know about this site. The review is hilarious. :lol:
Their stuff riffing on the Street Fighter RPG is HILARIOUS.

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Woodclaw
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Re: Erinyes

Post by Woodclaw » Tue Jan 09, 2018 10:24 am

Jabroniville wrote:
Tue Jan 09, 2018 7:07 am
ImageImage

ERINYES (Furies)
Role:
War Demons

-Similar to Succubi, these are comely Demons who seek to lure mortals astray. However, they do not use seduction- they goad men towards acts of war. Erinyes, or Furies, are dangerous warmongers.

Jab's Notes: Erinyes are pretty much the same as Succubi in D&D, so I went another route- Mind-Controlling War-Mongers.
One of the many things I like about D&D 5th, they cleaned up some of the details about devils and demons.

Succubi/Incubi are now unaffiliate creatures that mates with both, while Erinyes now really look and play like war demons.

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Vrock

Post by Jabroniville » Thu Jan 11, 2018 12:11 pm

ImageImage

VROCK
Role:
Elite Unit
PL 9 (144)
STRENGTH
5 STAMINA 6 AGILITY 4
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 1

Skills:
Close Combat (Unarmed) 2 (+12)
Expertise (Demon) 5 (+7)
Insight 4 (+7)
Intimidation 6 (+9)
Stealth 3 (+6)

Advantages:
Equipment (Spear +2- Reach 2), Fast Grab, Improved Critical (Unarmed), Improved Grab, Improved Initiative, Power Attack, Takedown

Powers:
"Demonic Physiology"
Immunity 3 (Aging, Disease, Poison) [3]
Immunity 10 (Fire Effects) (Flaws: Limited to Half-Effect) [5]
"Telepathy" Communication (Mental) 1 [4]
Comprehend 3 (Understand, Speak & Read Languages) [6]
Senses 2 (Darkvision) [2]
Features 1: All Attacks Have "Evil" Descriptor [1]

"Poison Spores" Damage 2 (Extras: Area- 15ft. Burst +1/2) Linked to Weaken Strength 6 (Extras: Area- 15ft. Burst +1/2, Progressive +2) (30) -- [31]
  • AE: "Stunning Screech" Affliction 8 (Fort; Dazed/Stunned) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree) (8)
Flight 5 (60 mph) (Flaws: Winged) [5]

Offense:
Unarmed +12 (+5 Damage, DC 20)
Spear +10 (+7 Damage, DC 22)
Stunning Screech +8 Area (+8 Affliction, DC 18)
Spores +2-6 Area (+2 Damage & +6 Weaken, DC 17 & 16)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +6, Fortitude +8, Will +6

Complications:
Vulnerable (Holy Attacks)

Total: Abilities: 60 / Skills: 20--10 / Advantages: 7 / Powers: 57 / Defenses: 10 (144)

-Tall vulture-like creatures, Vrocks are elite units in Demon armies, acting as flying shock troops. They are much more than most mortal men could ever take, and smarter ones are known to cast a great deal of magic, particularly Illusions, Mental Stuns and other things that may aid them in battle.

Jab's Notes: These guys are actually the iconic "D&D Demons" to me- Skesis-looking buggers with scary vulturian heads and stuff like that. Just something inhuman, but decidedly "animal" rather than "weird bloat-monster" like a lot of D&D Hellish stuff tends to be. At CR 13, these things are real menaces.

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Re: Castellia- A Fantasy Setting (Barbed Devils! Succubus! Erinyes! Vrock!)

Post by Woodclaw » Thu Jan 11, 2018 12:50 pm

If I'm not mistaken Vrock were actually inspired by some Babilonian demons.
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Re: Castellia- A Fantasy Setting (Barbed Devils! Succubus! Erinyes! Vrock!)

Post by L-Space » Thu Jan 11, 2018 8:23 pm

Nice demon/devil builds Jab.

Personally, I find the whole demon hierarchy thing kind of weird, not that they're always striving rank higher, but that getting higher rank means changing both physically and magically so completely . It seems odd and makes me think of the whole thing as some sort of fiendish Pokémon evolution :lol:.
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Re: Castellia- A Fantasy Setting (Barbed Devils! Succubus! Erinyes! Vrock!)

Post by Spectrum » Thu Jan 11, 2018 10:32 pm

Jab- let me know if you want me to remove this. You know where to find me.

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Jabroniville
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Cornugon

Post by Jabroniville » Fri Jan 12, 2018 8:07 am

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CORNUGON
Role:
Elite Unit, Manipulators
PL 9 (127)
STRENGTH
6 STAMINA 6 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Close Combat (Unarmed) 2 (+10)
Expertise (Demon) 5 (+7)
Insight 4 (+7)
Intimidation 6 (+9)
Stealth 3 (+6)

Advantages:
Equipment (Whip +2- Reach 4, Pitchfork +3- Reach 1), Fast Grab, Improved Grab, Improved Initiative, Power Attack, Takedown

Powers:
"Demonic Physiology"
Immunity 3 (Aging, Disease, Poison) [3]
Immunity 10 (Fire Effects) (Flaws: Limited to Half-Effect) [5]
"Telepathy" Communication (Mental) 1 [4]
Comprehend 3 (Understand, Speak & Read Languages) [6]
Senses 2 (Darkvision) [2]
Features 1: All Attacks Have "Evil" Descriptor [1]

Growth 1 (Str & Sta +1, +1 Mass, +0 Intimidation, -0 Dodge/Parry, -1 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [3]
Flight 5 (60 mph) (Flaws: Winged) [5]
Regeneration 5 (Feats: Regrows Limbs) [6]

"Lethal Tail"
Extra Limb 1 [1]
"Bleeding Wound" Strength-Damage +1 (Feats: Reach 2) Linked to Weaken Stamina 6 (Feats: Reach 2) (Extras: Progressive +2) [23]

Offense:
Unarmed +10 (+6 Damage, DC 22)
Lethal Tail +8 (+7 Damage & +6 Weaken, DC 23 & 16)
Whip +8 (+8 Damage, DC 24)
Pitchfork +8 (+9 Damage, DC 25)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6, Fortitude +8, Will +5

Complications:
Vulnerable (Holy Attacks)

Total: Abilities: 44 / Skills: 20--10 / Advantages: 6 / Powers: 59 / Defenses: 8 (127)

-The Cornugons are the Demons most-commonly associated with the beings by mortals- they are among the few to make regular forays to the mortal world, acting as go-betweens for their masters and human pawns. They have done so often enough that they are thought of as the generic, ideal "Demon"- large, clove-hoofed, bat-winged and horned. Despite this, they are well below Ice Devils, Pit Fiends and other large Demons- they nonetheless usually act very prideful around mortals. This often results in more than one Cornugon being disciplined by an annoyed master, or "demoted" back to a lesser class of Demon.

-Cornugons are also the most elite "Shock Troops" that Demon Lords can field in semi-large numbers- any more powerful creature is too rare to be used in massive groups, while any more-populous ones aren't nearly as powerful. Experienced leaders among them often learn Magic- typically Necromancy or Fire-based spells, but many also learn Polymorphin magic. Cornugons are typically transformed into Ice Devils if they succeed tremendously at their positions- this is very rare, however, as Demon Lords find these creatures much too handy to simply transform into a large shock troop.

Jab's Notes: Cornugons are getting into the "Upper Tier" of Demons- they look pretty generic as far as these things go, lacking a "central concept" the way the others have.

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Hezrou

Post by Jabroniville » Sat Jan 13, 2018 7:53 am

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HEZROU
Role:
Powerhouses
PL 9 (167)
STRENGTH
7 STAMINA 8 AGILITY 0
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Close Combat (Unarmed) 2 (+11)
Expertise (Demon) 5 (+7)
Insight 4 (+6)
Intimidation 8 (+10)
Stealth 3 (+3)

Advantages:
Fast Grab, Improved Grab, Improved Initiative, Power Attack, Precise Attack (Close/Concealment), Takedown

Powers:
"Demonic Physiology"
Immunity 3 (Aging, Disease, Poison) [3]
Immunity 10 (Fire Effects) (Flaws: Limited to Half-Effect) [5]
"Telepathy" Communication (Mental) 1 [4]
Comprehend 3 (Understand, Speak & Read Languages) [6]
Senses 2 (Darkvision) [2]
Features 1: All Attacks Have "Evil" Descriptor [1]

"Stench" Affliction 7 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- 15ft. Cloud, Reaction +3) (Flaws: Limited to Non-Demons) [28]
Immunity 80 (All Damage) (Flaws: Limited to Half-Damage, Limited to Non-Magical Attacks) [27]

Offense:
Unarmed +11 (+7 Damage, DC 22)
Stench +7 Area (+7 Affliction, DC 17)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +8, Fortitude +9, Will +6

Complications:
Vulnerable (Holy Attacks)

Total: Abilities: 60 / Skills: 20--10 / Advantages: 7 / Powers: 76 / Defenses: 14 (167)

-Hezrou are muscular, toadlike demons who possess an incredible stench and a partial Immunity to non-magical attacks, making them ideal adversaries against more mundane forces. Unfortunately, most Demon Hunters possess some degree of Magical gear, and so many Hezrou specialize in Summoning Magic. Hezrou typically fight to become Glabrezu or Mariliths.

Jab's Notes: Not one of the better Demons, really, but I figured I'd include them. The Cloud Aura and Immunity makes one very dangerous.

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Re: Castellia- A Fantasy Setting (Succubus! Erinyes! Vrock! Cornugon!)

Post by Ken » Sun Jan 14, 2018 12:26 am

I was listening to V-Rock on my way home the other day, WVRK 96.3
I've learned to live every day like I was dying; every night I stick a catheter in me and scream for morphine.

Jabroniville
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Hell Spider

Post by Jabroniville » Mon Jan 15, 2018 10:45 pm

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HELL SPIDER (Bebilith)
Role:
Monsters
PL 9 (141)
STRENGTH
7 STAMINA 8 AGILITY 0
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 0 PRESENCE -3

Skills: 
Expertise (Survival) 7 (+7)
Intimidation 11 (+8, +10 Size)
Perception 8 (+8)
Ranged Combat (Web) 9 (+9)
Stealth 11 (+11, +6 Size)

Advantages:
Fast Grab, Improved Grab, Improved Initiative, Power Attack, Precise Attack (Close/Concealment), Takedown

Powers:
"Demonic Physiology"
Immunity 3 (Aging, Disease, Poison) [3]
Immunity 10 (Fire Effects) (Flaws: Limited to Half-Effect) [5]
"Telepathy" Communication (Mental) 1 [4]
Senses 2 (Darkvision) [2]
Features 1: All Attacks Have "Evil" Descriptor [1]

Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
"Arachnid Senses" Senses 1 (Radius Sight) [1]
"Tremorsense" Senses 4 (Ranged Touch- Accurate 2 & Extended) [4]
Speed 3 (16 mph) [3]
Leaping 2 (30 feet) [2]
Burrowing 2 [2]

"Spider's Legs"
Extra Limbs 6 [6]
Movement 1 (Wall-Crawling) [2]
Strength-Damage +2 (Feats: Split) [3]

"Spider's Venom" Weaken Stamina 8 (Extras: Progressive +2) (24) -- [27]
  • AE: "Spider's Web" Snare 7 (21)
  • AE: "Plane Shift" Movement (Dimensional Travel 2) (4)
  • AE: "Rend Armor" Penetrating Damage on Strength 7 (7)
Offense:
Unarmed +9 (+9 Damage, DC 24)
Venom +9 (+8 Weaken, DC 18)
Spider's Web +9 (+7 Ranged Affliction, DC 17)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude +9, Will +4

Complications:
Vulnerable (Holy Attacks)

Total: Abilities: 18 / Skills: 46--23 / Advantages: 7 / Powers: 76 / Defenses: 17 (141)

-Bebiliths are huge, hellish spiders imbued with dark power. They act as predators in the Abyss, hunting demonic creatures for sustenance. Wise Demon Lords keep many in their armies, taming the semi-intelligent creatures and sending them against enemies.

Jab's Notes: I made the Bebelith into something like the Hellcat- a Big Dumb Animal that acts as a frightening, hellish beast rather than "just another type of demon".
Last edited by Jabroniville on Mon Jan 29, 2018 6:43 am, edited 1 time in total.

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Retriever

Post by Jabroniville » Mon Jan 15, 2018 11:12 pm

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RETRIEVER
Role:
Monsters
PL 9 (145)
STRENGTH
7 STAMINA -- AGILITY 0
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 0 PRESENCE --

Skills: 
Expertise (Survival) 7 (+7)
Intimidation 11 (+8, +10 Size)
Ranged Combat (Fire) 9 (+9)
Stealth 11 (+11, +6 Size)

Advantages:
Fast Grab, Improved Grab, Improved Initiative, Power Attack, Precise Attack (Close/Concealment), Takedown

Powers:
"Construct" Immunity 30 [30]
Protection 4 [4]

"Demonic Physiology"
Immunity 10 (Fire Effects) (Flaws: Limited to Half-Effect) [5]
"Telepathy" Communication (Mental) 1 [4]
Senses 2 (Darkvision) [2]
Features 1: All Attacks Have "Evil" Descriptor [1]
Regeneration 4 (Feats: Regrows Limbs) [5]

Growth 5 (Str & Toughness +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
"Arachnid Senses" Senses 1 (Radius Sight) [1]
"Tremorsense" Senses 4 (Ranged Touch- Accurate 2 & Extended) [4]
Speed 3 (16 mph) [3]
Leaping 2 (30 feet) [2]
Burrowing 2 [2]

"Spider's Legs"
Extra Limbs 6 [6]
Movement 1 (Wall-Crawling) [2]
Strength-Damage +2 (Feats: Split) [3]

"Eye Rays"
"Petrification" Affliction 8 (Fort; Dazed, Hindered & Impaired/Stunned, Defenseless & Disabled/Transformed to Stone) (Extras: Ranged, Extra Condition +2) (32) -- [35]
  • AE: Fire Blast 8 (16)
  • AE: "Cold" Snare 7 (21)
  • AE: "Electricity" Damage 8 (Extras: Area- 30ft. Line) (16)
Offense:
Unarmed +9 (+9 Damage, DC 24)
Petrification +9 (+8 Ranged Affliction, DC 18)
Fire Blast +9 (+8 Ranged Damage, DC 23)
Electricity +8 Area (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +9, Fortitude --, Will --

Complications:
Vulnerable (Holy Attacks)

Total: Abilities: -14 / Skills: 38--19 / Advantages: 7 / Powers: 120 / Defenses: 13 (145)

-Retrievers are huge constructs- similar to the Bebiliths, but created out of Abyssal materials to serve Demon Lords. They hunt down and target individuals, freezing them in stone for better transport. They are considerably more dangerous than even Bebiliths, but are rather unthinking beasts.
Last edited by Jabroniville on Mon Jan 29, 2018 6:44 am, edited 1 time in total.

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Ice Devils

Post by Jabroniville » Tue Jan 16, 2018 11:48 pm

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ICE DEVIL (Gelugon)
Role:
Powerhouses
PL 10 (156)
STRENGTH
7 STAMINA 8 AGILITY 3
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

Skills: 
Close Combat (Unarmed) 2 (+12)
Expertise (Demon) 5 (+8)
Insight 4 (+8)
Intimidation 6 (+10 Size)
Stealth 3 (+3 Size)

Advantages:
Equipment 2 (Spear +3- Reach 3), Fast Grab, Improved Grab, Improved Initiative, Power Attack, Takedown

Powers:
"Demonic Physiology"
Immunity 3 (Aging, Disease, Poison) [3]
Immunity 10 (Fire Effects) (Flaws: Limited to Half-Effect) [5]
"Telepathy" Communication (Mental) 1 [4]
Comprehend 3 (Understand, Speak & Read Languages) [6]
Senses 2 (Darkvision) [2]
Features 1: All Attacks Have "Evil" Descriptor [1]

Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Regeneration 5 (Feats: Regrows Limbs) [6]

"Masters of Ice"
Create 6 (Feats: Innate) [13]
"Cold Aura" Affliction 4 (Fort; Dazed/Stunned) (Extras: Reaction +3, Area- 30ft. Burst, Selective) [24]

Offense:
Unarmed +12 (+7 Damage, DC 22)
Spear +10 (+10 Damage, DC 25)
Cold Aura +12 (+4 Affliction, DC 14)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +8, Fortitude +9, Will +6

Complications:
Vulnerable (Holy Attacks)

Total: Abilities: 58 / Skills: 20--10 / Advantages: 7 / Powers: 71 / Defenses: 10 (156)

-Enormous creatures, the 12-foot-tall Ice Devils, or Gelugons, are among the rarest of Demons, yet quite specialized and extremely dangerous. They are usually treated as generals or bodyguards of elite Demon Lords- too powerful to be "wasted" on interfering with mortal activities. These tasks were usually left to Cornugons (who are much more mobile), and as a result, few mortals have ever even HEARD OF an Ice Devil, much less seen one.

Jab's Notes: Gelugons are getting into the "Upper Tier" of Demons- they look pretty generic as far as these things go, lacking a "central concept" the way the others have. 

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Glabrezu

Post by Jabroniville » Wed Jan 17, 2018 2:14 pm

Image

GLABREZU
Role:
Powerhouses
PL 10 (148)
STRENGTH
8 STAMINA 9 AGILITY 0
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Close Combat (Unarmed) 2 (+11)
Expertise (Demon) 5 (+7)
Insight 4 (+6)
Intimidation 8 (+10)
Stealth 3 (+3)

Advantages:
Benefit (Ambidexterity), Fast Grab, Improved Grab, Improved Initiative, Power Attack, Precise Attack (Close/Concealment), Takedown

Powers:
"Demonic Physiology"
Immunity 3 (Aging, Disease, Poison) [3]
Immunity 10 (Fire Effects) (Flaws: Limited to Half-Effect) [5]
"Telepathy" Communication (Mental) 1 [4]
Comprehend 3 (Understand, Speak & Read Languages) [6]
Senses 2 (Darkvision) [2]
Features 1: All Attacks Have "Evil" Descriptor [1]

Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [9]

"Four Arms" Extra Limbs 2 [2]
Senses 4 (Magical Awareness- Acute, Ranged 2) [4]
"Hellfire" Damage 9 (Extras: Area- 60ft. Cone) (18) -- [20]
  • AE: Movement 2 (Dimensional Travel 2) (4)
  • AE: "Pincers" Strength-Damage +2 (Extras: Penetrating 8) (10)
Offense:
Unarmed +11 (+8 Damage, DC 23)
Pincers +10 (+10 Damage, DC 25)
Hellfire +9 Area (+9 Damage, DC 24)
Initiative +0

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +9, Fortitude +10, Will +7

Complications:
Vulnerable (Holy Attacks)

Total: Abilities: 56 / Skills: 20--10 / Advantages: 8 / Powers: 56 / Defenses: 18 (148)

-Glabrezu are huge, four-armed creatures, with their upper arms ending in gigantic pincers. Among the most powerful Demons in existence, they take up elite roles under Demon Lords, and are the equal of almost any mortal hero- they are often "hired" by mortal masters of evil as "Dungeon Bosses" or the like, as entire parties will easily fall to the power of a single Glabrezu. Others are skilled manipulators, driving men towards ruin by promising them great power. Most Glabrezu hold at this level, though some become Mariliths- a much higher step up the food chain. A few try to become Pit Fiends or Balors, but this is a step that takes centuries.

Jab's Notes: One of the better "Demon" pictures in the 3.5 Monster Manual went to these guys. They're pretty dominant-looking. And CR 15 is nothing to sneeze at.

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Re: Castellia- A Fantasy Setting (Succubus! Erinyes! Vrock! Cornugon!)

Post by Woodclaw » Wed Jan 17, 2018 3:22 pm

I really like the four-armed design of the glabrezus, they look like a guy stuck in demonic power-armor.
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Jabroniville
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Re: Castellia- A Fantasy Setting (Succubus! Erinyes! Vrock! Cornugon!)

Post by Jabroniville » Thu Jan 18, 2018 8:38 pm

Hah, I never thought of that before! The only pic I recall seeing was in the 3e Monster Manual, which had a very small image of the guy holing up his claw hands.

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