Gormagister

Fire Demon (Gormagister)

Enormous supersentient demon (12d6)
STR 21 (6d6) AGI 21 (6d6) END 21 (6d6)INT 36 (8d6) LOG 21 (6d6) WIL 21 (6d6)Β CHA 21 (6d6) LUC 3 (2d6) REP 21 (6d6)MAG 21 (6d6)
πŸ… Fiery aura. Gormagisters are surrounded by a 20' (4 squares) aura of fire. Any creature which enters or starts its turn in that aura takes 3d6 fire/unholy damage.
πŸ… Aura of terror. Anybody who can begins their turn able to see a Gormagister is affected by its aura of terror. A 7d6 mental attack renders the target Afraid.
MELEE DEFENCE 20RANGED DEFENCE 40MENTAL DEFENCE 36VITAL DEFENCE 28
HEALTH 54SOAK 6 (requires silver or holy, immune to fire); VULN noneIMMUNE Burning
INITIATIVE 9d6PERCEPTION 12d6 ; truesightSPEED 6; CLIMB 3; JUMP 42'/21'CARRY 420lb (max lift 1050lb)
REACH 10-ftACTIONS 3
πŸ…œ Fire sword 6d6 melee (3d6+6 fire/unholy damage)πŸ…‘ Flamewhip 12d6 ranged (6d6 fire/unholy damage; range 27)πŸ…₯ Combust 10dy vital (3d6+7 fire/unholoy damage; range 21; burning)
Skills intimidation 12 (4d6), religion 20 (5d6), history 12 (4d6), insight 8 (3d6), concentration 15 (5d6), hardy 10 (4d6), tactics 3 (2d6), combat 15 (5d6), perception 3 (2d6)

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Combust. The Gormagister makes a 10d6 vital attack at a target within 21 squares; on a success, the target bursts into flame for 3d6+7 fire/evil damage and is Burning.
Whip grab. The Gormagister can grab its opponents with a ranged attack using its flamewhip.Β  A creature struck by the grab attack is Restrained and remains so until escape. An escape requires melee attack and is an action which places the victim free from the grab in an adjacent square. The target takes 6d6 fire/unholy damage at the start of its turns until it escapes.

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Demonic traits


Demons include devils, fiends, daemons, succubi, and more. Demons are usually unique.
Demons have the Evil virtue and can automatically sense Good within 5' per point of INT. They also have truesight.
Demons are ancient and immortal and cannot be killed. Destroying a demon banishes it from that realm for 99 years.
Demons are immune to fire and heat damage. Demons are immune to weapons which do not do holy damage or which are not made of silver.
A demon can use all its actions for the turn to possess a victim within 5' per point of WIL; to do so, it makes a MAG mental attack.
Demons can cause seeming accidents which do their natural damage. This is a LOG attack with a range of line-of-sight.
Any sentient or super-sentient creature can sell its soul in the presence of a demon. Doing so merely requires the creature to make a clear, non-coerced agreement, either verbal or written. Selling one’s soul to a demon is an irreversible diabolical pact and gives the seller the Evil virtue.