Demons and Monsters
Throughout the Lost Angels campaign the Player Characters battled not just the
garden variety threats like Vampires, Werewolves, and Zombies but an assortment of powerful supernatural individuals and the
demonic forces they attempted to control. Here are the Quick NPC stats for some of those opponents.
These creature stats reference the Optional Magic and Psychic Rules I used in the Lost
Angels game.
Cerne the Hunter
Cerne was a powerful champion of the Shadow Walker ninja clan until he was exiled for an unknown reason and became a demon mercenary.
Cerne is skilled in the use of a variety of ancient and modern weapons and possesses superhuman strength as well as a form of invisiblity,
though it is not known if this last ability is natural or technology based. Despite his power, Cerne was captured and sacrificed in an
attempt to raise an Elder Demon. The Shadow Walker clan attempted to resurrect Cerne using the body of their latest chosen champion, the
renegade Jalen, but in the end Jalen's spirit overcame Cerne's and sent the Hunter back to oblivion.
Name: Cerne the Hunter |
Motivation: Hunt |
Critter Type: Demon |
Attributes: Str: 7, Dex: 6, Con: 6, Int: 3, Per: 4, Will: 3 |
Ability Scores: Muscle: 20, Combat: 16, Brains: 13 |
Life Points: 81 |
Drama Points: 10 |
Essence Points: 30 |
Special Abilities: Invisibility, Regeneration, Acute Vision |
Maneuvers |
Name |
Score |
Damage |
Notes |
Dodge |
16 |
- |
Defense action |
Kick |
15 |
20 |
|
Punch |
16 |
18 |
|
Sword |
16 |
32 |
|
|
|
Dr. Maalik
Maalik is the Dr. Frankenstein of the demon world. He is either a demon or half-demon, though what kind is unknown as he generally
appears human. Maalik is an accomplished necromancer who performs strange experiments on the dead (both human and demon). In the past
he has created patchwork demons out of the parts of dead demons and even grafted an extra pair of demon arms on himself. He also appears
very difficult to kill, and may even be undead himself. Recently he summoned a horde of zombies together to try and construct a giant
creature called a Leviathan. The attempt was thwarted and the zombies tore Maalik apart, leaving only his head which Jalen threw into a
fire. Even this did not kill Maalik, who continues to pursue his inhuman science in Los Angeles both on his own and for a variety of
employers.
Name: Dr. Maalik |
Motivation: Put things together |
Critter Type: Demon |
Attributes: Str: 4, Dex: 4, Con: 2, Int: 6, Per: 4, Will: 4 |
Ability Scores: Muscle: 14, Combat: 12, Brains: 16 |
Life Points: 46 |
Drama Points: 5 |
Essence Points: 24 |
Special Abilities: Unique Kill, Regeneration, Hard to Kill 4 |
Maneuvers |
Name |
Score |
Damage |
Notes |
Dodge |
12 |
- |
Defense action |
Grapple |
16 |
- |
Bonus for extra limbs |
Knife |
12 |
10 |
Slash/stab |
Punch |
12 |
10 |
|
|
|
Patchwork Demons
The Patchwork Demons are the creation of Dr. Maalik. Using a combination of necromantic magics and science Maalik was able to take
body parts from a variety of deceased demons and patch them together into Frankenstein-like creations and animate them. These powerful
and mindless creatures made excellent slaves and Maalik assembled several for Leland Richter.
Name: Patchwork Demons |
Motivation: Serve Dr. Maalik |
Critter Type: Demon |
Attributes: Str: 8, Dex: 6, Con: 6, Int: 2, Per: 2, Will: 2 |
Ability Scores: Muscle: 22, Combat: 18, Brains: 10 |
Life Points: 80 |
Drama Points: 2 |
Essence Points: 26 |
Special Abilities: Armor Value 5, Attractiveness -4, Increased Life Points, Claws |
Maneuvers |
Name |
Score |
Damage |
Notes |
Claws |
18 |
26 |
Slash/stab |
Dodge |
18 |
- |
Defense action |
Punch |
18 |
21 |
|
|
|
Leland Richter
Leland Richter is the President and CEO of Kronos Industries. The group has twice thwarted his attempts to summon the demon Azathoth,
which was apparently part of a larger scheme involving a powerful demonic entity called The Devourer. Richter has contracted Wolfram &
Hart to help him deal with the group's interference.
Name: Leland Richter |
Motivation: Power, Raise Kronos |
Critter Type: Human (mostly) |
Attributes: Str: 6, Dex: 6, Con: 6, Int: 5, Per: 3, Will: 5 |
Ability Scores: Muscle: 18, Combat: 14, Brains: 17 |
Life Points: 73 |
Drama Points: 10 |
Essence Points: 31 |
Special Abilities: Hard to Kill 5, Resources +8, Regeneration |
Maneuvers |
Name |
Score |
Damage |
Notes |
Dodge |
14 |
- |
Defense action |
Punch |
14 |
15 |
|
|
|
The Old Ones
Older than the demons that once infested the Earth are the immensely powerful beings called the Old Ones. These beings once ruled over
the myriad of realms, warring with each other in the primeval chaos. Eventually the newer races of demons banded together and imprisoned
the Old Ones in a remote dimension, locked behind powerful magic barriers. Even so there are those both demon and human who seek to free
the Old Ones and return the multiverse to an age of chaos. These attempts are invariably tied to certain celestial alignments which
facilitate traversing the imprisoning magics. The Old Ones are all immeasurably powerful. They are completely other-worldly and when manifest
on the Earthly plane only a portion of their true form can be perceived. Few who stand in the presence of an Old One retain their sanity for
very long.
Kronos the Devourer
Kronos is the oldest and most powerful of the Old Ones. He is also called the Devourer and the Father of Demons. Demonic creation myths
say that Kronos spawned the first race of demons. Fearing a prophecy that said his offspring would destroy him, Kronos devoured the first
demons, save for a handful that escaped. These few led the demon uprising that would eventually imprison the Old Ones. Legend says that one
day the Devourer would be freed and he would consume all life, wiping the world clean and starting a new age of chaos. Some versions of the
legend say that from this new chaos Kronos would spawn a new race of demons and the cycle would start again. Some demonic scholars that this
cycle has already repeated several times.
Name: Kronos the Devourer |
Motivation: Devour |
Critter Type: Father of Demons |
Attributes: Str: 30, Dex: 6, Con: 45, Int: 11, Per: 9, Will: 12 |
Ability Scores: Muscle: 66, Combat: 10, Brains: 22 |
Life Points: 500 |
Drama Points: 10 |
Essence Points: 450 |
Special Abilities: Armor Value 20, Regeneration (12 pt per Turn), Aura of Corruption, Fear Test (-5) |
Maneuvers |
Name |
Score |
Damage |
Notes |
Bite |
10 |
90 |
Slash/stab |
Dodge |
10 |
- |
Defense action |
Grapple |
12 |
- |
|
Sweep (tentacle) |
9 |
30 |
Knocks target down |
|
|
Maerak
The Maerak are a demonic cult who seek to attain great power through the fulfillment of an ancient apocalyptic prophecy. Physically,
the Maerak are one of the weaker of the demon races, though still stronger than the average human. In ancient times the Maerak were
powerful sorcerers but a curse laid on them millennia ago robbed them of their mouths and thus a great deal of their power. Today the
Maerak must rely on ritualistic sorcery performed using voices magically stolen from victims.
Name: Maerak |
Motivation: Destroy the world through dark magic |
Critter Type: Demon |
Attributes: Str: 3, Dex: 3, Con: 2, Int: 2, Per: 2, Will: 4 |
Ability Scores: Muscle: 12, Combat: 12, Brains: 13 |
Life Points: 30 |
Drama Points: 1 |
Essence Points: 20 |
Special Abilities: Natural Armor (2 points) |
Maneuvers |
Name |
Score |
Damage |
Notes |
Dodge |
12 |
- |
Defense action |
Knife |
12 |
8 |
Slash/stab |
Punch |
12 |
8 |
Bash |
|
|
Skelos
Skelos demons are the mercenaries of the underworld. They are strong, fast, and skilled with many weapons. The swords of the Skelos
are available to anyone willing to pay their hefty fee.
Name: Skelos |
Motivation: Thug for hire |
Critter Type: Demon |
Attributes: Str: 6, Dex: 5, Con: 4, Int: 2, Per: 2, Will: 2 |
Ability Scores: Muscle: 18, Combat: 16, Brains: 10 |
Life Points: 59 |
Drama Points: 0-3 |
Essence Points: 25 |
Special Abilities: Attractiveness -2, Hard to Kill 3, Natural Armor 5, Natural Weapons (Claws) |
Maneuvers |
Name |
Score |
Damage |
Notes |
Claw |
16 |
16 |
Slash/stab |
Dodge |
16 |
- |
Defense action |
Kick |
15 |
18 |
Bash |
|
|
Ruen-Vey
The Ruen-Vey are a servitude demon race who are obsessed with knowledge of all kinds. In their quest for information, no matter how
trivial, the Ruen-Vey will serve anyone who provides knowledge in exchange for their services. The Ruen-Vey possess a mystical third eye
in the center of their foreheads that grants them the ability to control the minds of weak-willed individuals.
Name: Ruen-Vey |
Motivation: Learn all that is learnable |
Critter Type: Demon |
Attributes: Str: 2, Dex: 2, Con: 2, Int: 4, Per: 3, Will: 2 |
Ability Scores: Muscle: 10, Combat: 12, Brains: 14 |
Life Points: 26 |
Drama Points: 2 |
Essence Points: 15 |
Special Abilities: Attractiveness -2, Hypnosis 1, Natural Weapon (Teeth), Supernatural Form (Definitely Not Human) |
Maneuvers |
Name |
Score |
Damage |
Notes |
Bite |
12 |
6 |
Slash/stab |
Dodge |
12 |
- |
Defense Action |
Grapple |
14 |
- |
Resisted by Dodge |
Hypnosis |
14 |
- |
Target hesitates |
|
|
Name: Ruen-Vey Demon Leader |
Motivation: Learn all that is learnable |
Critter Type: Demon |
Attributes: Str: 3, Dex: 4, Con: 2, Int: 5, Per: 4, Will: 4 |
Ability Scores: Muscle: 12, Combat: 14, Brains: 17 |
Life Points: 30 |
Drama Points: 2 |
Essence Points: 22 |
Special Abilities: Attractiveness -2, Hypnosis 3, Natural Weapon (Teeth), Supernatural Form (Definitely Not Human) |
Maneuvers |
Name |
Score |
Damage |
Notes |
Bite |
14 |
9 |
Slash/stab |
Dodge |
14 |
- |
Defense Action |
Grapple |
16 |
- |
Resisted by Dodge |
Hypnosis 1 |
19 |
- |
Target Hesitates |
Hypnosis 2 |
18 |
- |
Create Illusion |
Hypnosis 3 |
17 |
- |
Control target |
|
|
Urobach
The Urobach are a race of fire demons. The generally appear human, though with a slight orange or red tint to the skin, and their eyes
often appear as if they have flames dancing in them when they are using their powers. Urobach constantly radiate an aura of heat and even
at rest their skin feels warm to the touch. They can increase the strength of their aura at will and powerful Urobach can even generate
bursts of flame they can fire at a distance. Darketja is an Urobach demon.
Darketja
Darketja is an Urobach demon working as a model in Los Angeles. While her stunning appearance keeps her busy with modelling contracts,
she also uses her fiery demonic abilities for the occasional side work as a freelance assassin. Darketja often works for Wolfram & Hart
in this regard, including a recent failed assassination attempt against Patrick. As Ragnorok approached she and the other fire-based demons
in Los Angeles began to lose their powers. This forced Darketja to find work as a stripper in a demon bar, where she again encountered
Patrick.
Name: Darketja |
Motivation: Kill for fun and profit |
Critter Type: Urobach demon |
Attributes: Str: 4, Dex: 6, Con: 3, Int: 4, Per: 3, Will: 5 |
Ability Scores: Muscle: 14, Combat: 20, Brains: 15 |
Life Points: 38 |
Drama Points: 4 |
Essence Points: 25 |
Special Abilities: Attractiveness +3, Supernatural Attack (Fire) |
Maneuvers |
Name |
Score |
Damage |
Notes |
Dodge |
20 |
- |
Defense Action |
Flame Aura |
20 |
50 |
Touch attack, Fire |
Kick |
19 |
15 |
|
Punch |
20 |
13 |
|
Spin Kick |
18 |
17 |
|
Sword |
20 |
25 |
Slash/stab |
|
|
Dusk Lords
Dusk Lords are demons related to vampires. Like vampires Dusk Lords must consume blood to survive, but unlike their brethren the Dusk
Lords prefer to drink from voluntary subjects and do not hunt their victims. Dusk Lords also do not suffer from the normal vampire
weaknesses. They are unaffected by holy water and crosses and while sunlight makes them ill, it does not cause a Dusk Lord to burst into
flames. Dusk Lords also cannot be killed by decapitation; even if a Dusk Lord's head is severed it remains in control of its body. Dusk
Lords are naturarally telekinetic and regenerate wounds at a rapid pace. A decapitated Dusk Lord will often use its telekinesis to move
its head back on its neck where its regenerative ability will quickly seal the wound. Unlike vampires, Dusk Lords are not immortal but
they are long-lived. A Dusk Lord can live for centuries but its appearance will grow more inhuman and it will eventually die. When a Dusk
Lord dies or is killed its body quickly liquifies. New Dusk Lords are created by immersing a human in the liquified remains of a deceased
Dusk Lord. The liquid evaporates fairly quickly so if a Dusk Lord knows it will die it will usually arrange for a human to be chosen to
become a new Dusk Lord in its place. Older Dusk Lords usually keep one or two younger Dusk Lords as companions to ensure that its remains
are used in the procreation of its species. Barring this an elder Dusk Lord will try to at least have a few loyal retainers to capture its
liquified remains in the hopes it can be used before it spoils. Dusk Lords prefer to choose humans with magical or psionic abilities to
become new Dusk Lords so many of them are accomplished sorcerors or powerful psychics in addition to their natural powers. According to
ancient texts belonging to the St. James family of dark magicians, the Dusk Lords were originally a sect of warlocks that existed millenia
ago. These warlocks captured an ancient vampire and used dark magic to steal its power for themselves.
Talan
Talan is a centuries old being called a Dusk Lord, a powerful form of blood-drinker but with few of a vampire's traditional weaknesses.
Dusk Lord's are not affected by holy water and can survive decapitation (the severed head can still control the body). Talan (and presumably
other Dusk Lords) possess regeneration and telekinesis (a handy combination for reattaching severed limbs). Talan is also a powerful warlock
skilled in Dark Magicks. Talan was killed by Patrick but his body was later used to awaken an ancient being.
Name: Talan |
Motivation: Power |
Critter Type: Dusk Lord |
Attributes: Str: 5, Dex: 6, Con: 6, Int: 5, Per: 5, Will: 7 |
Ability Scores: Muscle: 16, Combat: 17, Brains: 17 |
Life Points: 75 |
Drama Points: 10 |
Essence Points: 59 |
Special Abilities: Sorcery 5, Regeneration (per minute), Hard to Kill 7 |
Maneuvers |
Name |
Score |
Damage |
Notes |
Kick |
17 |
19 |
|
Magic |
17 |
- |
|
Punch |
18 |
17 |
|
Telekinesis |
12 |
2xSuccess |
|
|
|