pets, statues, and robots. The normal size limitation for pre-made constructs like dolls and suits of armor is that the object can be no smaller than one foot (0.3 m) and no taller than six feet (1.8 m). The animated objects can be vacated at will, but cannot be reanimated for 12 hours after the Entity's departure. A Tectonic Entity may be used by evil practitioners of magic or greater supernatural beings to breathe life into an infinite variety of monstrous puppets, including the legendary Golem and specially designed bodies. A Tectonic Entity can bring life to a department store mannequin or debris from ajunkyard or alley. Tectonic Entity - Supernatural Predator and Demonic Servant Also known as the Builder Entity and Junk Monster. Alignment: Always Miscreant or Diabolic. Attributes: Not applicable. Good intelligence, crafty and cruel; equal to an I.Q. 10 or 11. Natural energy form is invisible, intangible, and has a Spd 30 (about 20 mph/32 km). See S.D. C. and Natural Abilities for the physical body. Armor Rating: Not applicable, any roll to strike that is five or higher hits and damages the artificial body, but inflicts no pain to the Entity. Destroy the body and the Tectonic Entity vanishes for 12 hours and cannot attack again until after that period. Hit Points: 2D4x10+20 for the energy form of the Entity itself. S.D.C. as per Physical Body: Leaves, Paper, Cardboard and Rags: 100 S.D.C. Twigs and Wood: 1D4x100 S.D.C. Plastic, Tin Cans and Rubbish: 2D4x100 S.D.C. 250 Dirt or Clay: 3D6x100 S.D.C. Dirt, Rocks and Bricks/Concrete: 4D6x100 S.D.C. Heavy Debris and Metal: 2D4x 1000+ 100 S.D.C. Light Debris/Scraps/Wood/Plastic & Other Junk: 1D8x100 S.D.C. Large Animated Bodies: Like a stuffed doll, puppet, mannequin, stone statue, or suit of armor will have the same S.D.C. as originally designed into them; typically 5D6x10 S.D.C. Discorporation: When the S.D.C. of the physical body is reduced to zero, whatever is left just falls into a heap of debris. Only people who can see the invisible or spirits can see the Tectonic Entity's energy form, a sphere about the size of a soccer ball. When destroyed, it simply vanishes in a puff of ordinary iron filings that flitter to the ground. Horror Factor: 14 as an animated monstrosity made of junk. Threat Level: x6; even though it is a Haunter and Demonic Servant,~ due to its potentially vast S.D.C. and raw power. One may think of it as a Greater Entity. Size: Can build a body a big as 12 feet (3.6 m) tall and weighing hundreds of pounds, up to about 3 tons depending on the materials used. Average Life Span: Unknown, probably immortal. P.P.E.: 10 plus the P.P.E. it absorbs from others. Natural Abilities: The energy form is impervious to all physical and energy attacks, but is vulnerable to magic and psionics. The energy form can fly and hover at a maximum speed of 20 mph (32 km) and is invisible to the human eye. Magically understands all languages at 65%, but cannot read
and seldom has a mechanism through which it can speak. Build a Physical Body from Scrap: Can make a body from scrap, junk and debris or inhabit and animate objects such as dolls, puppets, and statues, and bring them to life. The physical body constructed or inhabited by the Tectonic Entity is not alive, consequently, it is impervious to cold, poison, drugs, gases, pain and so on, though it may bum (depending on what it is made of). Supernatural P.S. (regardless of size and materials): 1Dl0+25, Spd: lD10+12 (reduce by half if made predominantly of heavy clay, stone or metal), and does not fatigue or feel pain. Also see S.D.C., above. Vulnerabilities: l. Vulnerable to physical weapons and attacks, as well as magic, psionics and fire, depending on the composition of its body, but the thing may have so much S.D.C. that they have minimal effectiveness. Thus, explosives and other methods of inflicting vast damage are most effective against its S.D.C. body. Magic and psionic powers are always effective against the Entity and do full damage to its Tectonic Body and, depending on what it is, may affect the Entity within, provided the spell or power is directed at the invisible creature. The only way to stop this juggernaut is to destroy its artificial body or cast out the Entity within. When the physical body is destroyed, the Tectonic Entity exists only in its invisible energy form and cannot build or inhabit a new body until 12 hours have passed. If destroyed in energy form the Entity is slain! Only those who can see the invisible can see the Entity, though some sensors may also be able to detect its presence and movement. Of course, the energy being is only affected by magic and psionics. A warning about fire: Remember, the physical body is not alive and doesn't feels pain. Setting it on fire may eventually destroy the body, but until it is completely burnt to a cinder, all that setting it on fire does is turn it into a flame covered monster that's momentarily even more deadly (the fire doing an additional 2D6 damage from punches and setting combustibles on fire). The Tectonic Entity can function without impairment while on fire until all S.D.C. is gone. R.C.C. Skills or Equivalents (do not improve with experience): Land Navigation 70%, Climb 70%/60%, and Basic Math 70%. Communicates by Empathy or by Telepathy. Equivalent Level of Experience: 1D4+ 1 Attacks per Melee: Four psionic or physical attacks per melee. Damage by Body Type: As per Supernatural P.S. lD10+25, +6 from a body make of wood, dirt, or clay, +8 if made of stone and/or brick, and + 12 if made of rock, concrete and/or metal body. May use any weapons that are part of the body or which the Tectonic Body can pick up and handle. Note: Typical damage for a Supernatural P.S. of 26-30 is 2D6 damage on a restrained punch, 4D6 on a full strength punch or kick, and 1D4xl0 on a power punch (counts as two attacks). Bonuses (in physical form): + 1 on initiative, +2 to strike, parry, and dodge, +2 to pull punch. Bonuses in both forms: +2 to save vs magic, + 1 to save vs psionic attack, + 10 to save vs Horror Factor and is impervious to possession. Magic: None. 251 Psionics: Needs a 12 or higher to save vs psionic attack. Base I.S.P. is a mere 20, but it can draw on the I.S.P. and/or P.P.E. around it to perform psionic feats. This means that they have a virtually unlimited amount of I.S.P. when on a ley line. P.P.E. conversion to I.S.P. is four I.S.P. for every one P.P.E. point. The Tectonic Entity will use its own 20 I.S.P. only when it has no choice. Stealing psychic energy from living creatures is the same as the Syphon Entity. Limited Psionic Powers: Empathy (4), Mind Block (4), Presence Sense (4), See the Invisible (4), See Aura (6), Sixth Sense (2), Telekinesis (varies), Telekinetic Leap (8), and Telekinetic Lift (7) performed at a level equal to its experience level. Enemies: Hates humans and things ofbeauty. Allies: None per se, though it may associate with other Entities and willingly serves powerful supernatural beings; grudgingly serves human practitioners of magic. Habitat: Anywhere, but is thankfully, rare, and almost always has to be summoned to Earth by a third party. Possessing Entity The Possessing Entity is generally considered to be the most powerful and dangerous of all the Entities. It is an intelligent and malevolent force that relishes human torment and anguish. Like the other Entities, it is a psychic vampire that feeds on the P.P.E. of its victim and those around it. However, it takes particular pleasure in horrifying and bedeviling the friends and family of the person it possesses. A successful possession means the Entity has inhabited the body of a living creature and completely dominates that body. The essence and intellect of the original person is completely submerged, dormant, as if asleep, and will have no idea or memory of what the Possessing Entity is doing with his or her body. The hideous thing can commit murder or worse, vacate the body, and leave the innocent character holding a bloody knife, but without any memory of committing a crime. Similarly, the Possessing Entity can allow the possessed individual to regain his faculties and momentary control without leaving the body, by releasing its domination over it host. The Entity can regain control instantly, at will, and unlike the victim of the possession, the Entity is completely aware of everything the individual experiences regardless of which of them is currently in control. A favorite ploy of a Possessing Entity is to relinquish its control long enough to convince the victim and those around him that he is insane - a psychopath or multiple personality - and then abandon him in search of a new playmate, or continue to bring tragedy and turmoil to the poor soul and those trying to help him. Many evil Entities play this charade out until it has pushed things so far that the host is imprisoned, committed to an insane asylum, or is killed. Only then will it drop its charade and let those around it know of its true identity/presence (who's going to believe them?) or simply leave. Some continue to control and manipulate their victim even in a prison or hospital situation, though such environments quickly become boring for it (limited options for mayhem). Getting rid of a Possessing Entity is extremely difficult. Only Exorcism has any chance of success. Banishment, Control or
Summon Entities, and all the rest are ineffective. Of course, one can always try to talk the damned thing out, but that seldom works. Psychic Exorcism and other psionic powers can be used to attack the Entity itself, but will definitely provoke the creature to violence. The incapacitation of the host body through drugs or other means for long durations (1D6 months) may entice the Possessing Entity to leave in search of a more fun host body. Killing the host body always sets the Entity free, but doesn't do much good for the victim. Possessing Entity - Haunter/Prankster and Demon Alignment: Aberrant (15%), Miscreant (40%) and Diabolic (45%). Attributes: Not applicable to the Entity in energy form, although it is extremely intelligent, cunning and treacherous, and has an I.Q. of 1D4+ 16. Its natural state is invisible and intangible in energy form with a speed of 50 (35 mph/56 km). Otherwise, the Possessing Entity has the physical attributes of the host body it controls - though not the skills or memory ofthat individual, and its control of the body gives it Supernatural P.S. Armor Rating: Not applicable for humans. Hit Points: 2D6xl0+40 for the Entity itself, Hit Points of the host body are per that individual. S.D.C.: As per the victim/host body, not the Entity. Discorporation: Only people who can see the invisible or spirits can see a Possessing Entity, a long, smoking blackness with a hundred small legs, pincers and tendrils, giving it a sort of ghostly centipede appearance. When destroyed, they simply vanish in a puff of light and wisp of snaking black smoke. Threat Level: x4; Haunter and cruel Prankster, a Lesser Demon. Horror Factor: 11 P.P.E.: 1D4+2 Size: About the size of a basketball. Weight: Not applicable to energy beings. Natural Abilities: In energy form the Possessing Entity can hover and fly at a speed of 35 mph (56 km), its natural state is invisible and it is impervious to physical and energy attacks. Possession (special): The ability to seize control. Potential victims roll to save vs Possession and need a 13 or higher (plus bonuses if any). A failed roll means the victim is possessed! Successful possession gives the Entity complete control over the body and turns the body's P.S. into Supernatural P.S. to be used when needed. Additional details on Possession, including possession by an Ancient Evil or Alien Intelligence, will be addressed in the Tome Grotesque. Knows All Languages: Magically understands and speaks all languages at 90%. May communicate via Telepathy, but may also speak using its host body and his voice. Also see Psionics, which may be used in energy form and while in control of a physical body. Vulnerabilities: Against the Possessing Entity, mainly Exorcism and psionic attacks. Against the poor soul who is possessed, any methods suitable against a human foe are options. R.C.C. Skills or Equivalents (do not improve with experience): Basic Math 85%, Dance 70%, Escape Artist 60%, 252 Find Contraband 60%, Gambling 70%, Gambling: Dirty Tricks 55%, I.D. Undercover Agent 50%, Land Navigation 70%, Seduction 60%, Streetwise 55%, and understands all languages 90%, but cannot read. May also use psionics to compensate. Equivalent Level of Experience; 1D6+2 Attacks per Melee: Four physical attacks per melee round in a host body or two psionic attacks (being locked in the physical form impairs its psychic abilities; has four psionic attacks in energy form). Damage: By psionics, the physical body, or weaponry. R.C.C. Bonuses (in addition to any attribute bonuses of the host body): Supernatural P.S., +2 on initiative,+ 1 to Perception Rolls, +2 to strike, +4 to parry and dodge, +2 to pull punch, +2 to roll with impact, +2 to save vs magic, +2 to save vs psionic attack, + 10 to save vs Horror Factor and is impervious to possession and mind control. All apply to the physical form too. Magic: None. Psionics: Needs a 10 or higher to save vs psionic attack. I.S.P. Base is a mere 30, but the Possessing Entity can draw on the I.S.P. and/or P.P.E. of the host body (if applicable) or the ambient P.P.E. around it to perform psionic feats. This means its has a virtually unlimited amount of I.S.P. when on a ley line. P.P.E. conversion is one P.P.E. point= four I.S.P. points. Limited Psionic Powers: Empathy (at no I.S.P. cost), Death Trance (1), Empathic Transmission (described in Tome Grotesque), Bio-Manipulation (described in Tome Grotesque), Impervious to Fire (4), Levitation (varies), Mind Block (4), Sixth Sense (2), See the Invisible (4), Telekinesis (varies), and Telepathy (4). Equal to the Entity's level of experience. Enemies: None per se, but hates humans and all beings who are good and/or attractive. Allies: None per se, typically a loner. Habitat: Anywhere. Thankfully, Possessing Entities are rare (the least common of all Entities) and usually require being summoned to Earth by evil sorcerers, demonic lords or evil gods. Grave Ghouls The Classic Ghoul Grave robbing demons who eat the flesh of the dead are known as Ghouls, and have appeared in the legends of all people around the word. They are ugly, human-size creatures who resemble walking, skeletal corpses. Grave Ghouls are unaffiliated with any specific demonic realm or race, and see other types of Ghouls and scavengers as rivals to trick and rob. Grave Ghouls are ugly, human-size creatures who resemble walking, skeletal corpses. As one might expect, they are frequently found in large, old cemeteries near ley lines and in the slums and sewers of large metropolitan areas. Grave Ghouls seldom stray far from a ley line or comfortable hiding place, and unlike the other scavengers, are a cowardly lot who simply wish to be left alone to dine on the remains of the dead. When discovered, they hiss and growl menacingly, and even throw bones or a skull. If that does not seem to frighten away in-
truders, they try to escape by fleeing into the shadows and burrowing into the earth. Grave Ghouls fight only when cornered and when they outnumber an opponent by at least three to one. A single Ghoul might attack a child under the age of fourteen, but would do so only out of spite or anger, and then only do enough to chase the kid away. Grave Ghouls hate "fresh flesh," so they never actively engage in murder, or mutilate any corpse less than a few months old. Grave Ghouls always travel in groups of 2-8, but even with four pairs they are shameless cowards. However, if an individual or group of humans exhibits genuine terror and flees screaming, the Grave Ghouls will give chase, hooting and howling just for the malicious fun of it. Even then, they rarely make a concerted effort to actually catch the individual for fear that he might fight back and hurt one of them. Don't be fooled, however, a cornered Grave Ghoul will fight with the ferocity of a tiger. Grave Ghoul- Supernatural Predator/Scavenger Alignments: Anarchist (50%), Miscreant (30%) or Diabolic (20%). Attributes: I.Q. 1D6+3, M.E. 1D6, M.A. 1D6, Supernatural P.S. 1D6+14, P.P. 2D6+6, P.E. 2D6+9, P.B. 1D4, Spd 3D6+9. Armor Rating (A.R.): 6; any attack less than 7 does no damage even if it hits. Hit Points: 1D6xl0 S.D.C.: 1D4xl0 Discorporation: When slain, a dead Grave Ghoul looks exactly like an exhumed human corpse and tests will show nothing 253 out of the ordinary. When slain by magic, the Grave Ghoul's body turns into a small pile of ( 1 D4x 1 0) ordinary worms that work their way into the ground within 1D6 minutes. Threat Level: x4, Supernatural Predator/scavenger, a Lesser Demon. Horror Factor: 12 Size: 5-6 feet (1.5 to 1.8 m). Weight: About 125 lbs (56 kg). Average Life Span: Immortal, until destroyed. P.P.E.: 1D6 Natural Abilities: Nocturnal carrion eaters, they avoid the light of day. Nightvision 200 feet (61 m), partially blinded by daylight or bright artificial light ( -8 to strike, parry, and dodge), do not need air to breathe. Special: Burrowing Ability: Can dig into dirt and clay at a rate often feet (3m) per minute. Do not breathe, prowl68%, and have the innate magic ability to Shadow Meld (equal to a lOth level spell). Special: Sense Night & Day: Even deep underground, the shy Grave Ghoul can sense when it is daytime and when it is night. Though the sun does not hurt them, Grave Ghouls only come out under the cover of night. They are seen during the day only when their underground sleeping place has been disturbed. Knows All Languages: Magically understands all languages at 70%, but cannot speak a word nor read; growl, moan, hiss and howl. Limited Invulnerability (special): Grave Ghouls are impervious to heat, cold, poison, drugs, gases, spoiled food, disease and most manmade weapons, bullets and physical weapons. Vulnerabilities: 1. Dislikes the light of day and are partially blinded without protection for the eyes (simple sunglasses will do); -8 to strike and all other combat moves. 2. Fire and weapons made of bone inflict double damage, and all types of magic have full effect, as do most psionic attacks. 3. Exorcism, Banishment, Constrain Being, and Summon Lesser Being, are all excellent means of controlling or discharging the cowardly beings. 4. During the day, they sleep underground, in the dirt, and often access coffins from underground. They are compelled to walk on the surface during the night of a full moon. On that night the Grave Ghouls cannot take refuge underground until the first light of day. This night is often used by Ghost Hunters and other exterminators of supernatural menaces as a time to hunt and destroy the repugnant creatures. R.C.C. Skills or Equivalents (do not improve with experience): Camouflage 75% (used to hide themselves and stolen corpses for consumption later), Carpentry 70%, Escape Artist 55%, Excavation 65%, Land Navigation 85% (above and below ground) and Masonry 65%. Equivalent Level of Experience: 1 D4+ 1 Attacks per Melee: Four. Damage: Claw/punch or kick does 2D6 damage, so does a bite. Will, occasionally, pick up and use an available weapon, but never carry weapons or magic of any kind on them. R.C.C. Bonuses: + 1 to parry, +2 to dodge, +6 to save vs Horror Factor, and+ 1 on all saving throws.
Magic: None. Psionics: None. Enemies: Humans and most other non-supernatural life forms. Allies: None per se, may associate with other supernatural beings and scavengers and will obey beings who are more powerful than they, particularly Greater Demons and Ancient Evil, but also powerful Necromancers. Habitat: Anywhere near a ley line as well as graveyards, tunnel networks or catacombs. ~ Jt-'" Gremlins, Techno-Terrors Gremlins are wicked pranksters with a cruel streak a mile wide. The creature stands about two feet (0.6 m) tall, has a pot-belly, hairy legs and arms, pointed ears, slanted, red eyes, large clawed feet, and an oversized, sneering mouth with jagged teeth. They are fairly weak in hand to hand combat and always flee when confronted with an opponent(s) who is more powerful or dangerous than they. The Gremlin has only a handful of significant psychic abilities, but they use them to their maximum potential for destruction and evil. They also have an uncanny, natural mechanical aptitude the little demons use to sabotage electrical and mechanical devices with the intent of causing trouble, destruction and death, ideally en masse. Gremlins delight in scaring people, creating trouble and causing humans to suffer and die. They think it is great fun to cross wires, short-circuit electrical systems, deactivate warning systems, tamper with a vehicle's brakes, cause mechanical failures of all kinds (large and small, often in a progressive sequence), knockout electrical service, deactivate or jam weapon systems, start fires, and vandalize. 254 Timing is everything if one wants to create a truly excellent fright or disaster. This means the Gremlins' best work (or worst, depending on your outlook) is causing a mechanical failure or malfunction that causes a vehicle or aircraft to crash into a building or crowd, or gasoline tanker, and so on, creating a chain reaction of mounting disaster, injury and death. In fact, they are masters of starting a domino effect that just gets worse and worse, delighting in the glee that all they did was set the spark to get it all crashing down. Furthermore, as long as an opportunity presents itself, Gremlins will cause trouble and mayhem at the same location as long as they feel they won't get caught and there is enough mischief to keep them amused. They can be a nightmare of trouble especially in high-tech cities and industry. (An aside: You'll note I've been referring to Gremlins in the plural. That's because they typically operate in pairs or small groups of3-6, which makes them all the more dangerous.) Gremlins - Pranksters and Lesser Demons Alignment: Half are Diabolic, the other half Miscreant. Attributes: l.Q. 2D6+5, M.E. 2D6+5, M.A. 1D6+4, P.S. 1D6+2, P.P. 2D6+5, P.E. 1D6, P.B. 2D6, Spd 2D6. Armor Rating (A.R.): 6; any attack less than 7 does no damage even if it hits. Hit Points: 4D6 plus P.E. attribute number. S.D.C.: 1D4xl0 Discorporation: When slain, the Gremlin's body vanishes in a shower of electrical sparks and hot ash. Threat Level: x4; Prankster, a Lesser Demon. Horror Factor: 10 Size: 2 feet (0.6 m) tall, Weight: 20-30 pounds (9 to 13.5 kg). Average Life Span: 500 years. P.P.E.: 2D6 Natural Abilities: Nightvision 100 feet (30.5 m), do not need air to breathe, can leap six feet (1.8 m) high and 10 feet (3m) across, ambidextrous, and bio-regenerate 1D6 S.D.C. or Hit Points per hour. Uncanny Mechanical Aptitude (special): Enables the malicious fiends to understand, operate and tinker with machines equal to a 50% Mechanical Engineering and Electrical Engineering skill proficiency and with an innate understanding of machines and electronics. Repairs (or sabotage) are implemented in half the usual time and they understand schematics at a glance. Knows All Languages: Magically understands, speaks and reads all !anguages at 85%. However, the conversation usually pertains to questions and comments about machinery, mechanics, electronics, sabotage, how stupid humans are, and their evil tricks and triumphs (all remembered and retold in excruciating detail). Also see Psionics. Vulnerabilities: 1. Copper. Weapons made of or plated in copper inflict double damage, and if bound in copper wire, the Gremlin cannot escape. 2. Their guile and arrogance often compels them to overstay their welcome and underestimate human beings. 3. Curiosity about machines can lure them into traps and trouble.
R.C.C. Skills or Equivalents (do not improve with experience): Automotive Mechanics 80%, Basic Math 88%, Basic Electronics 90%, Climb 80%/70%, Computer Operation 90%, Computer Programming 70%, Computer Repair/Sabotage 65%, Computer Hacking 55%, Electronic Countermeasures 60%, Find Contraband 65%, General Repair & Maintenance 80%, Jury Rig 70%, Locksmith 65%, Prowl 60%, Salvage 70%, Sensory Equipment 75%, Weapon Systems 55%, and can pilot any vehicle at 82% proficiency. Note: All skills suffer a -40% penalty when dealing with Psi-Mechanic devices and don't know how to sabotage magic items. Equivalent Level of Experience: 1D4+3 Attacks per Melee: Four physical or psionic attacks per melee. Damage: Restrained punch or kick: 1D6, claw attack: 1D6+4, bite: 1D6 damage, or by weapon, including guns. R.C.C. Bonuses (in addition to likely attribute bonuses): + 1 on initiative, +4 to Perception Rolls involving machines, mechanics, electronics, traps and sabotage, + 2 to dodge, +6 to save vs Horror Factor and possession, and are impervious to drugs, poisons, gases, and electricity (it tickles). Magic: None. Psionics: Needs a 12 or higher to save vs psionic attacks. I.S.P. ID6x10+20. Limited Psi-Powers: Levitation, Electrokinesis, Machine Activation (5), Machine Diagnosis (5), Open Lock (6), Telemechanics (10), Telemechanic Mental Operation (12), Telemechanic Paralysis (20) and Thoughtography (5). Enemies: Any beings who use machinery are playthings and targets for Gremlins, with humans at the top of the list. Allies: May join forces with other wicked supernatural beings or evil practitioners of magic. Often summoned and commanded by supernatural beings more powerful than they, as well as maniacal and evil humans who summon them or appeal to the malicious little demons. Habitat: Anywhere there are machines, people and trouble to be made; the more technology, the better. They are typically summoned to serve a human mage or demonic power, but 1D4 may also slip into our world whenever a dimensional portal is opened. Hell Hounds Earth myth is rife with tales of monstrous dogs and demonic hounds of Hell. These so-called "Hell Hounds" or "Devil Dogs" are actually weird, shape-changing creatures who try to assume the form of a wild dog. However, like the Boschala, these strange beings do not fully understand the physiology of Earth animals and often assume a twisted and grotesque appearance which can only be described as a monstrous resemblance to canines. The creatures usually have four legs, a tail, a hideous, gnarled or deformed body and demonic canine head with a huge maw (sometimes the head is insect-like). England and Scotland, in particular, have had a long history of spectral dog packs, and demon hounds, the most famous of which is probably the Headless Hounds of Dartmoor, but the aboriginal people of Australia, as well as other countries, also speak of demonic hounds. Hell Hounds always run in packs of 255 four or more (roll 4D4 dice) and hunt only at night. At the first light of day the hideous mockeries of nature fade away, giving credence to the belief that they are ghostly apparitions. In reality, sunlight transforms the weird beasts into their natural form as invisible energy beings. In their energy form they have no powers to use against humans and float around aimlessly or hole up in an abandoned building, sewer or cave. At night they can again assume physical form and canine shape to stalk humans and prey upon dogs, cats and other "friends of man." The hounds may also slaughter cattle, chickens and other domesticated animals just for fun. Hell Hounds are natural predators with animal intelligence and instincts, with a lust for blood - man-eaters. The demon dogs attack humans simply because they are easy prey and are hated by all demons. What makes Hell Hounds even more dangerous is that the demon is territorial (roams a 50 mile/80 km range it considers "its" territory) and are hyperactive, irritable and aggressive in the extreme, attacking with the slightest provocation and for the sheer pleasure. They are often summoned and controlled by intelligent Demonic Servants and Ancient Evil, as well as the human minions of these greater beings. Hell Hound - Supernatural Predator, Lesser Demon Alignment: 40% are Miscreant, 60% are Aberrant. Attributes: I.Q. High animal intelligence about equal to a real dog's, M.E. 2D6, M.A. ID6, Supernatural P.S. 2D6+ 14, P.P. ID6+10, P.E. 2D6+12, P.B. ID6, Spd 4D6+32 (25-30 mph/ 40 to 48 km). Armor Rating: 8; any attack less than 9 does no damage even if it hits. Hit Points: 6D6 +P.E. attribute number. S.D.C.: ID4x I 0 Discorporation: When slain, a Hell Hound turns into a small sphere of light that rises into the air and then pops, like a bubble, and is gone without a trace. Threat Level: x4; Supernatural Predator, Lesser Demon. Horror Factor: 16 for the pack, but only 11 when facing a single hound. Size: About the size of a German Shepherd, coyote or wolf. Weight: 50-100 pounds (22.5 to 45 kg). Average Life Span: Immortal until destroyed. P.P.E.: 2D6 Natural Abilities: Supernatural P.S. and P.E.; never tires. Track by smell 70% (+ 15% to follow a blood or death scent), keen nightvision 400 feet (122 m), can leap 15 feet (4.6 m) high and 30 feet (9.1 m) across (increase by 50% with a running start), impervious to fire (even magic fire), and bio-regenerates 1D6 S.D.C. and Hit Points per hour. Completely regenerates lost limbs and eyes within 72 hours. In energy form, the Hell Hound becomes docile and is ethereal which means they can pass through solid matter like a ghost (can be contained in certain crystals and magic circles, however). Vulnerabilities: 1. Impervious to normal man-made weapons, but weapons made of or coated with silver inflict full damage, as do magic weapons, spells and most psionic abilities. 2. Vanish in the daytime, only appear at night. 3. When cornered, hurt or angry, and when commanded to do so by its master, a Hell Hound will fight to the death.
R.C.C. Skills or Equivalents (do not increase with experience): Detect Ambush 50%, Dowsing (water) 70%, Identify Plants & Fruits 75%, Land Navigation 90%, Track Humanoids 80%, and Swim 60%. Average Level of Experience: Not really applicable. Attacks per Melee: Five. Damage: Bite inflicts 2D6 damage, claws 1D8 damage, a leap attack does 1 D8 damage and has a 01-60% chance of knocking a man-sized opponent down (the victim loses initiative and one melee attack). Bonuses (in addition to attributes): + 1 on initiative and Perception Rolls, + 3 to strike and dodge, + 1 to disarm, + 2 to pull punch/bite, +2 to roll with impact,+ 10 to save vs Horror Factor, impervious to fire (and does not fear it), spoiled food, and disease, and is resistant to cold (half damage). Magic: None. Psionics: None. Enemies: Humans and animals that serve humans, all of whom they see as prey, and the enemies of their masters. Allies: Hell Hounds can be summoned and controlled by practitioners of magic and powerful supernatural beings. Evil mages, cultists and supernatural beings often keep Hell Hounds as pets, attack dogs and guardians for their lairs and secret sanctums. As attack dogs, the Hounds may be sent out to track and slay specified enemies. Occasionally used in blood sport/dog fights. Habitat: May appear anywhere they are summoned, but are also common to certain places in the world,including the British Isles, Australia, China, Africa, Mexico and remote parts of northern Canada. Always hunt in a pack of 4D4. ~-.~- -~··· --=-="''=::;:~ ~:..cF-~ ~~;> =:.~-:-~~~ The Tome Grotesque™ A compendium of creatures of darkness As noted elsewhere, the setting for Beyond the Supernatural™ is an extensive one, and even expanding the original page count by 64 pages and making the type for a third of the book nine point, enabling us to add the equivalent of another 40-50 pages, we just couldn't fit all the demons and abominations we would have liked to have in this book. The Tome Grotesque™ will present an array of horrible supernatural beings including vampires, Ancient Evil, Alien Intelligences, old favorites and new horrors. A selection of demonic abilities, psionic powers and magic possessed by Ancient Evil will also be presented in the Tome. And not just the run of the mill fare, either. BTS-2 is just the beginning, dear readers, just the beginning. 256