Demon (Drek)
Passive
Active
- Bite +9 : 6 (Bleeding, Diseased, Doomed)
- Breath Weapon +9 : 1d6 (Fire)
- Claw +9 : 5 (Knockdown, Venom)
- Trample +9 : 1d6 (Knockdown)
Phases
- Spirit Jar (Dying):
When the monster dies, its spirit returns to its native realm, or to a magical receptacle that binds it (see the monster's description). Once its spirit is thus vouchsafed, the monster may later reincarnate in the material realm after a specified period of time. Destroying the monster's spirit permanently requires A) killing the monster in its native realm, or B) performing a special ritual that binds the spirit in order to later exorcise it, at the GM's discretion.
Lore
TBD
The Drek are the dimwitted demonic footsoldiers in the hellish armies of even more powerful demons. They come in a variety of variations, depending on the “corrupted humor” they represent: 1) sanguine (vampiric), 2) phlegmatic (cold), 3) choleric (fire), 4) melancholic (shadow). These variations change the sort of attacks, maleficence, abilities, and resistances they may have.
