Raskillon

Plague Demon (Raskillon)

Medium evil super-sentient demon (10d6)Β Β 
STR 6 (3d6) AGI 15 (5d6) END 6 (3d6)INT 21 (6d6) LOG 21 (6d6) WIL 15 (5d6)Β CHA 21 (6d6) LUC 6 (3d6) REP 15 (5d6)MAG 36 (8d6)
πŸ… Aura of corruption. Any creature starting its turn in a 15' radius aura, centered on the raskillon, gains the Poisoned condition.
MELEE DEFENCE 20RANGED DEFENCE 30MENTAL DEFENCE 40VITAL DEFENCE 20
HEALTH 30SOAK 5 (requires silver or holy, immune to fire); VULN noneIMMUNE fire, poison
INITIATIVE 10d6PERCEPTION 10d6; truesightSPEED 10; CLIMB 5; JUMP 30'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
πŸ…œ Claw 8d6 (3d6+3 slashing/unholy/poison damage; sick)πŸ…₯ Plague 8d6 vital (range 6; disease)
Skills bluffing 15 (5d6), religion 15 (5d6), charm*10 (4d6), compulsion 10 (4d6), illusion*10 (4d6), creation 10 (4d6),Β  summoning 10 (4d6), intuition 10 (4d6), concentration 10 (4d6), dodging 6 (3d6), combat 6 (3d6), tactics 10 (4d6), hardy 10 (4d6), perception 10 (4d6)Gear -Β Β Β Β 

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Always prepared. Raskillon demons have brilliant tactical minds, and are always prepared. They may declare a single action which theye took prior to the encounter (even if they didn't know the encounter was going to take place) which helps them in this exact scenario. This must be an action they were capable of.
Masters of vermin. Raskillons can control all vermin (rats and the like) and insects within 100'. By spending all its actions, a raskillon can summon an insect swarm or a rat swarm which appears within 30' of the demon.
Nauseaus claws. Any hit from raskillon's claw makes the target Sick. A critical hit also infects the victim with flesh rot.
Plague. The raskillon can make a vital attack against any target within 60'. On a success, the target contracts bubonic plague.

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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.