Demon (Skeksis)
Passive
Active
- Summon (Like-Monster) +4
- Beak +8 : 5 (Piercing, Diseased)
- Claw +8 : 5 (Diseased)
- Maleficence +8 : 0 (Doomed, Feebleminded, Sound)
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
Greedy, dimwitted, and capricious, these draconic, vulture-like demons operate in shadowy cabals under thin alliances. They represent the grotesque accumulation of wealth and power, and feed on the corrupt ambitions of mortals. Skeksis often promise influential mortals riches as a means of worming their way into secret control of human society, pulling the strings from the shadows until their predatory contracts result in their victims surrendering their souls to the Skesis’ evil counsel. Skeksis cannot be trusted and will betray one another over influence or proximity to power.
