Demons and Art

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • thewizardguy
    Registered Member
    • Aug 2017
    • 43

    Demons and Art

    So I've been running a SW dungeon crawl game for two months now, and my artsy brother decided to draw some of the weird demon designs I came up with. So I figured I'd put up the art up here, with stats below them in case you would like to run any of these monsters in your games.

    Click image for larger version

Name:	vulture-lion demon (1).png
Views:	1323
Size:	124.4 KB
ID:	38218
    Hellbeast

    A raging monster covered in blood-soaked fur, sharp spines stabbing through the skin on its back. It’s body is not unlike that of a spined lion, but with the head of a vulture. A pair of eyes decorate its shoulders, and its tail is long and scaled, like that of a lizard. Born from fury and pain, the hellbeast never eats what it kills. For it is driven by pain, not hunger.

    Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d10, Vigor d8

    Skills: Athletics d10, Fighting d8, Notice d6+2, Intimidation d6, Shooting d8, Stealth d4

    Pace 10 Parry 6 Toughness 10

    Treasure: You probably shouldn’t eat demon flesh.

    Edges: Alertness, Fleet Footed

    Special:
    • Demon: Immune to poison and disease, +2 Toughness, becomes Vulnerable while on holy ground, or affected by divine magic.
    • Rending Claws: Str+d6 natural weapons
    • Quills: A natural ranged weapon that deals 2d4 damage. Range 6/12/24, RoF3, no recoil penalties. Any creature who grapples a Hellbeast takes 2d4 damage.
    • Pounce: The Hellbeast can jump 2” horizontally or 1” vertically as a free action, or twice that with a running start of 2” of more. As an action the Hellbeast can roll Athletics to double these numbers, or triple them on a raise. Any attack performed after a jump deals +2 damage.
    • Size +2: Its head is almost high enough to see eye-to-eye with a person.
    • Infravision: Halve all darkness penalties, can detect heat.
    Click image for larger version

Name:	demonman2.png
Views:	795
Size:	774.1 KB
ID:	38220
    Consumer



    A vaguely humanoid creature composed of torn, bloody flesh and dozens of fanged mouths. The all-eater lacks the dexterity or balance to walk normally, instead holding itself up with a series of long barbed tongues. It consumes all it comes across, struck by an unending and torturous hunger.

    Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8

    Skills: Athletics d6, Fighting d8, Notice d6, Intimidation d10+2

    Pace 6 Parry 5 Toughness 9

    Treasure: You probably shouldn’t eat demon flesh.

    Edges: Menacing

    Special:
    • Demon: Immune to poison and disease, +2 Toughness, becomes Vulnerable while on holy ground, or affected by divine magic.
    • Size +1: The tongues add a lot of mass.
    • Tongue: Reach 1, str+d4 damage. The tongues grant a +2 bonus to grapple rolls. Targets grappled by a tongue are automatically dragged towards the demon.
    • Bite: Str+d8, AP2.
    • Fear: Upon seeing this creature, others must make a Spirit roll. Those who fail become Panicked. WCs may choose to become Shaken instead.

    Click image for larger version

Name:	centipedewoman.png
Views:	261
Size:	569.0 KB
ID:	38219

    (WC) Dark Herald


    This terrifying beast possesses the body of a giant centipede, it’s upper body held up by four monstrous multi-jointed horse legs. The head is that of a beautiful woman, but with black insectoid eyes. The beast’s tongue is forked and wordless, and it’s blood is composed of tiny red spiders that devour it’s victims.

    Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10

    Skills: Athletics d8, Fighting d8, Notice d6, Taunt d8

    Pace 6 Parry 5 Toughness 13

    Treasure: Demon bodies disintegrate when they die.

    Edges: Assassin

    Special:
    • Demon: Immune to poison and disease, +2 Toughness, becomes Vulnerable while on holy ground, or affected by divine magic.
    • Size +4: The Herald is massive. Attacks against it are made at +2.
    • Wall Walker: Can move on walls at full Pace, or ceilings at half pace. Cannot Run while walking on walls.
    • Swarm Hive: As an action, the Herald can belch forth a medium Bloodswarm. It can only do so once every ten minutes. Any time it suffers one or more Wounds, a small Bloodswarm emerges from the wound.
    • Bite: Str+d6 natural weapon. Her mouth is filled with razor-sharp teeth.
    • Trample: As an action, the Dark Herald can charge in a straight line. Creatures caught in its path must make an Athletics roll to jump out of the way, or else suffer Str + d4 damage.
    Also important, the Bloodswarm stats.

    Bloodswarm


    Tiny red spider-like creatures, they infest flesh living and dead. While they die rapidly outside of a host, they feed and reproduce at an absolutely terrifying rate. A Bloodswarm infestation is considered one of the most horrific fates known to man.

    Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d4, Vigor d8

    Skills: Athletics d8, Notice d6, Stealth d8

    Pace 6 Parry 5 Toughness 8

    Treasure: Demon bodies disintegrate when they die.

    Special:
    • Demon: Immune to poison and disease, +2 Toughness, becomes Vulnerable while on holy ground, or affected by divine magic.
    • Bite: Anyone within the Swarm’s template suffers 2d4+1 damage from hundreds of tiny bites. This bypasses armour that isn’t fully sealed, but fully sealed armour provides immunity.
    • Swarm: Covers a burst template, from Small to Large. Attacks from cutting, piercing and bludgeoning weapons inflict no real damage, killing only a small amount of the swarm. Area of effect attacks work normally, and characters can spend an action to stomp and inflict Strength damage.
    • Swarm Damage: The swarm cannot be Shaken, and will suffer a Wound from any attack that would Shake it. If the swarm suffers a Wound, except from an AOE attack at least as large as itself, it decreases in size one step instead (MBT to SBT, for example).
    • Flesh Dependent: At the end of any turn in which the bloodswarm did not inflict at least a Shaken result, they suffer a Wound. This effect can be avoided if the swarm hides inside of a corpse. A Notice roll at -2 reveals that a corpse is infested.

    Click image for larger version

Name:	Marbleman blood.png
Views:	258
Size:	524.2 KB
ID:	38221
    Guardian Statue


    Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+4, Vigor d10

    Skills: Athletics d6, Fighting d8, Notice d6, Spellcasting d10

    Pace 6 Parry 9(3) Toughness 21(8)

    Treasure: Chitin is worth 1 silver/pound. Survival roll, d6 on success 2d6 on raise.

    Edges: Calculating, Soul Siphon, Arcane Resistance, Brute, Brawler

    Gear: Massive Blade (Str+d10, reach 1, 1h), Massive Shield (Parry +3, Cover 4, hardness 10)

    Special:
    • Size +5: An adult human wouldn’t even reach the statue’s hips with their head.
    • Slow: The statue draws two cards for initiative, and uses the lowest.
    • Construct: +2 to recover from Shaken, ignore poison/disease, ignore one point of Wound modifiers, does not naturally heal, called shots deal no additional damage.
    • Resilient: This creature takes 2 Wounds to kill, instead of one.
    • Stone Body: 8 points of natural armour. Big heavy blunt weapons such as hammer, and weapons designed to shatter stone like pickaxes, deal +2 damage to the statue.
    • Arcane Markings: The Statue can cast Inescapable Force (Havoc, but targets are pulled towards the caster, 2PP), Protection (self only, +4 armour, 1PP), and Detect Arcana (1PP, no Conceal). The Statue has d6+1 PP, which do not recharge normally.
    • Crushing Blow: When the statue attacks a creature of Size +2 or smaller, they may choose to dodge or block. If they dodge, the golem gets a +2 bonus for unarmed defender. If they block, and the attack misses, it inflicts normal damage to their shield or weapon.
    • Sweeping Strike: The guardian can make a melee attack that affects all targets in a SBT in front of him.
    • Weakness (Gemstones): Six glowing gems can be found on the giant’s body. One on each limb, one on the forehead, and one embedded in its chest. Attacking a gem is a called shot at -4 (remember to add the Scale bonus to attack). Gems are hardness 12. Destroying the gem on a limb causes that limb to stop working. Destroying the gem on the chest removes the golem’s magic Arcane Markings ability. Destroying the gem on its forehead kills it (but that can’t be reached easily with melee).
  • VoyerX3
    Registered Member
    • Aug 2017
    • 44

    #2
    I must say that a couple of these are really quite nightmarish. I guess that is my way of saying "Awesome job!"

    Comment

    • VoyerX3
      Registered Member
      • Aug 2017
      • 44

      #3
      Oh....'The Consumer" and "Dark Herald" are my two favorites.

      Comment

      • Deskepticon
        Registered Member
        • Aug 2017
        • 2441

        #4
        Thanks for sharing!
        Awesome work, both of you!

        Comment

        Working...