This is my second article about summon-able monsters for the Legend RPG, using the rules in Arcania of Legend : Blood Magic. After my last article featuring the Succubus and Incubus, I decided that now I will create some much more combat oriented monster, and another one, which is something smaller and easier to summon.
So for the first goal I created the Arachnodemon - while it's much more a hunter than a fighter it's poison is extremely dangerous. For the second I though a classic like a winged Imp could be a perfect summoned assistant.
As before this is the base summoning cost. For each additional hour of servitude spend an additional Magic Point.
Arachnodemon (Demon)
This demon looks like the biggest giant spiders around, but even more dangerous. It's poison is unnaturally strong, and it has a human intelligence to turn it to be a very effective predator. It's magic resistance is a nasty surprise to those who would think it's just a "simple" giant spider.
STR 1D6 + 30 (34) CON 1D6 + 30 (34) SIZ 1D6 + 36 (40) INT 1D6 + 6 (10) POW 1D6 +12 (16) DEX 1D6+12 (16) CHA 1D6 (4) Hit locations HP/AP 1 Right Fourth Leg 14/3 2 Left Fourth Leg 14/3 3 Right Third Leg 14/3 4 Left Third Leg 14/3 5-10 Abdomen 17/3 11 Right Second Leg 14/3 12 Left Second Leg 14/3 13 Right Second Leg 14/3 14 Left Second Leg 14/3 15-20 Cephalothorax 17/3 Combat Actions 5 Damage modifier +2D8 Magic Points 16 Movement 12m Strike Rank 13 PropertiesPhysical Apperance : Arachnid Natural weapons : Bite (1D10) Magic Resistance 3 Features : Climbing, Poisonous Poison : Potency 170% Paralysis
Skills : Athletics 120%, Evade 82%, Perception 86%, Persistance 102%, Resiliance 118%, Stealth 96% Combat style : Bite 100% (1D10 + 2D8 + Poison) Summoning : Abilities 28 + Skills 7 + Protections 3 + Mystical abilities 0 + Features 2 = 40 Magic PointsImp (Devil)
This little devil is often accompany evil spellcasters, and it's very usable as a general helper. It's often disguise itself as a small common animal (most often a cat, a raven, a rat or a toad), because it know that is has no chance against trained opponents in a direct confrontation.
They are often summoned because the strongest casters (POW 17 or above) could call them without much preparations. Older Imps often have even more Mystical Abilities, higher POW, INT and/or CHA. They, of course cost more Magic Points to summon.
STR 1D6 + 6 (10) CON 1D6 + 6 (10) SIZ 1D6 (4) INT 1D6 + 12 (10) POW 1D6 +6 (10) DEX 1D6+12 (16) CHA 1D6+6 (10) Hit locations HP/AP 1-3 Right Leg 3/0 4-6 Left Leg 3/0 7-8 Abdomen 4/0 9-10 Chest 5/0 11-12 Right Wing 2/0 13-14 Left Wing 2/0 15-16 Arm 2/0 17-18 Arm 2/0 19-20 Head 3/0 Combat Actions 3 Damage modifier -1D4 Magic Points 10 Movement 6m/8m (flying) Strike Rank 13 Properties
Physical Apperance : Special (Biped – Winged) Natural weapons : Claw (1D3), Bite (1D4) Features : none
Mystical Abilities
Shapechange (Itself to Animals), Wrack (Electricity), Enhance (STR) Skills : Athletics 64%, Evade 82%, Influence 70%, Perception 70%, Persistence 70%, Resilience 70%, Stealth 76% Combat styles : Bite 76% (1D4-1D4), Claw 76% (1D3-1D4) Summoning : Abilities 14 + Skills 0 + Protections 0 + Mystical abilities 3 + Features 0 = 17
Zoltán "Cain" Mészáros