Shayutan
Shayutan are a sub-set of fiends. They are thought of as evil spirits in most beliefs often inciting mortals to sin. Shayutan are described as ugly and grotesque creatures created from the hell-fires of Prax Dyn and other hellish regions of the Celestial Realms.
Shayutan are known to be very vicious creatures attacking and killing mortals for no other reason that for the sheer joy of it. Most Shayutan have very a deep desire for power wanting to conquer regions of the Celestial Realms, often challenging demons, horrific entities, and dark deities while doing so. They are quite hostile the order of nature and mortal kind. They are known to make dark pacts, teach sorcery, inspire the weak-willed to fight with the faithful and secretly listen on mortal kind. They help protect wicked nations, encourage murder and rebellion and pushes mortals to betray each other.
Yet, despite all their hatred towards nature and mortal-kind they hate the misery of their own existence. They are very vindictive beings, warring against each other as much as they war against and manipulate mortal kind. These creatures are always looking for others to blame when they have suffered or have failed in their machinations. This is what often drives these creatures to exact revenge against whoever they felt was responsible for this failing or suffering, whether they knew the truth or not. Shayutan are highly emotional and volatile creatures, often acting on these emotions and with enough pushing could be made to make mistakes that worked against their ultimate goals.
Sha Lith
Sha Lith are huge devils that are half-snake, half humanoid with six arms. From the waist down they have the have bodies of snakes, with dark red smooth scales with a tail that ends in a sharp, barbed hook. These devils are often adorned with rare jewelry items from bracelets to strings of gold and red steel, to jewel and gem encrusted plackarts and faulds.
Sha Lith are among some of the most powerful demons. They are formidable beings that rely on great strategies and tactics able to assess the strength and weakness of enemies that they engage and to form complex plans to defeat their foes. Other devils despise how innovative and intelligent sha lith are. They use telepathy to communicate with others when they can but will speak as well.
(MP: 25890) (Rare) 25th Rank - Evil (Gigantic)
Health Points: 2345
Attack Skill:675 Initiative: 45/40/35
Attacks: Claw (10) Bite (15) Tail (20); +31 Str Dmg
Armor: Demonic Hide (Heavy Armor) 125; +15 Armor Absorb vs. Bludgeoning; +10 Armor Absorb vs. Slashing; Weapons cannot Ignore Armor; Immune to Tiny or Small Weapon Damage; 35% Magic Resistance
Physical Defense: 216 Magical Defense: 236
Divine Defense: 223 Jinhu Defense: 221
Move: 60’ Luck Points: 17 Vision: Perfect Nightvision
Attributes: Str: 140 (18) Sta: 205 (31) Agi: 119 (13) Per: 118 (13)
Int: 207 (31) Wits: 141 (18) Will: 140 (18) Cha: 132 (16)
Skills
Alertness 181, Convince 186, Climb 183, Evade 183, Feint 181, Healing 187, Information Gathering 185, Intimidation 186
Languages 186, Search 181, Skepticism 181, Spellcraft 177, Stealth 183, Swimming 201, Survival 185, Track 187
Special Abilities
Absorption Apayon can absorb magical energy and spells anytime that it is targeted by a non-area effecting spell. It can absorb up to 300 points in magical damage per day.
Antimagic Field Three times per day as a Basic Action Apayon can create an antimagic field in a 50’ radius around itself for 2d10 turns. This field suppresses any spell or magical effect used, brought into or cast into or through the area of effect. Magical effects include magical items, the ability to cast spells, or use of abilities that grant magical use (such as Innate Spells). The effects of the field have no effect on Apayon , or creatures of the same type, that is manifesting this ability.
Area Drain Once per turn as a Basic Action Apayon may cause all targets, other than creatures of the same type, that is within 20’ of Apayon to make a Willpower check at TS of 10. Those that fail this check lose a 20 Strength, Perception, and Agility. The creature can cannot target the same targets in a single encounter, unless that target failed its Willpower check originally. This is a negative energy type.
Aura of Madness Any target, other than demons, that comes within 30’ radius of Apayon must make a Willpower check at a TS of 10 or become struck with confusion (confused) for 3d10 turns. Any target that fails this check more than twice during an encounter with Apayon gains a random insanity. Apayon can activate or deactivate this aura as a Simple Action. This is a charm effect.
Black Cloud Three times per day as a Simple Action, Apayon can release a thick choking cloud. Any being, other than Apayon, that is within 20' must make a Stamina check (every turn) at a TS equal to 10 or take 10 points of damage per turn from choking while they remain in the cloud or until the cloud dissipates. The cloud will vanish in 2d10 turns.
Blood Drain Apayon is able to drain the blood of a target upon making a successful bite or claw attack with 3 or more successes. Apayon can drain 10d10+Stamina Modifier worth of Health Points. If the creature attempts to hold on to the attack Apayon and the target are considered grappling. If the attack is maintained then this loss is continuous every turn.
Cause Greater Fear Any being, other than creatures of the same type (demons), that is within 30’ of Apayon must make a Willpower check at a TS of 5. Those that fail are Frightened. Defense needs to only be made once per encounter with Apayon. This is a charm effect.
Chaos Infection Apayon is able to infest a damaged target with chaos. Anytime that Apayon successfully hits a target with a natural attack, it must make a Willpower check at a 10 to avoid the infection. Those that fail are infected with a strand of chaos. This strand, which appears as a blood red streak on the victim's arms, causes the target suffer intense pain. This reduces the Stamina of the target by 10 points every week as the target slowly becomes a creature of chaos. Once the target has reached 0 Stamina it transforms into a creature of chaos and are no longer considered a PC but come a NPC. Chaos infections can only be cured with a heal or remove curse spell. This is a chaotic energy type.
Circle of Doom Three times per day as a Basic Action Apayon is able to use the spell circle of doom as an innate ability. The circle has a duration of 1 hour and effects all those, other than creatures like itself or of evil philosophy, within 20’radius. All those within the area are granted a Willpower check at a TS of 10 to ignore the effects. This is negative energy type.
Cloud of Locusts Apayon can summon a locust cloud that can rapidly consume the flesh of a victim. This cloud deals 2d10+5 of damage every turn until the whole body is consumed by reaching half the target’s Stamina Score in negative health. The cloud will disperse in 3d10 turns. Targets are granted an Agility check at a TS of 8 every turn to avoid this cloud.
Cold Vulnerability Apayon is vulnerable to cold based attacks. Its actions all suffer a -10 Initiative Modifier to perform and slows its total movement by 5' while it is exposed to cold or if it takes damage from a cold attack. This penalty lasts until it can escape the cold. This is curse effect type.
Create Spawn Apayon is able to forcefully will into existence a huge demonic locust through spawning. Apayon either tears a chunk from itself and throws it to the side, a piece of it globs off or grows from a cut off piece. This portion then begins to transform into huge demonic locust. The spawn will fully form within 1 turn. If Apayon tears off a chunk this is a Simple Action. Whenever Apayon takes a critical hit a chunk of the creature is sliced off and will become a spawn as above.
Health Points: 1350
Attack Skill:419 Initiative: 27/0
Attacks: Claw (8) Bite (12); +20 Str Dmg
Armor: Iron Skinned (Heavy Armor) 90; +10 Armor Absorb vs. Slashing & Piercing; +5 Armor Absorb vs. Bludgeoning
Physical Defense: 190 Magical Defense: 204
Divine Defense: 195 Jinhu Defense: 196
Move: 30’/Flight 180' Luck Points: 11 Vision: Perfect Nightvision
Attributes: Str: 154 (20) Sta: 154 (20) Agi: 96 (9) Per: 98 (9) Int: 112 (12) Wits: 114 (12) Will: 113 (12) Cha: 109 (11)
Death Stench Apayon emits a stench so foul that it causes all beings, other than same creature types (demons), within 30' radius of Apayon to become very sick. The targets are allowed to make a check vs. Stamina at a TS of 10. Those that fail are Staggered (see Legends of Kralis) for 5d10 turns, or until healed by a curing touch spell or affected target leaves the area of effect where each turn they may attempt a new Stamina check in order to stop effects.
Detect Thoughts Through telepathic means Apayon is able to detect and read the thoughts of any creature with an Intelligence of 50 or greater that is within 30’ radius. Targets are granted an Intelligence check at TS of 8 to avoid this attempt.
Energy Drain As a continuous effect Apayon is able to cause all creatures within 20' foot radius around it to feel tired, heavy and sluggish. Those within the area of effect suffer a loss of 3d10 Fatigue and lose half their movement per turn. Those in the area gain a Stamina check at a TS of 10 to avoid these effects. This is negative energy type.
Flight (winged) During flight any skills that require concentration suffer -20 penalty, while hovering any skills that require concentration suffer -40 penalty when being used (i.e. Attack Skill, Defense Skill, Spell craft, Jinhu Discipline, Divine Knowledge and other such skills.) With a Concentration Skill check this penalty is reduced by 5 per 2 successes on the skill check to a minimum of -5. They can carry up to 1540 in total weight with no penalties. Wearing medium types of armor slows their flight movement by one-quarter while wearing heavy armor reduce their movement by one-half. Movement Class is based on size: Gigantic (D).
Frightful Presence The presence of Apayon can cause fear in others, other than creatures like itself or of evil philosophy. It has an effective area of 60' radius. Targets within the area must succeed at a Willpower check at a TS of 10 or become Frightened (Fear, See Legends of Kralis) . Defense needs to only be made once per encounter with Apayon. This is charm effect type.
Hallow/Corrupt Three times per day as a Simple Action Apayon can use either the spell hallow or corrupt area as an innate ability. If Apayon leaves the area, the effects of the spell end.
Innate Spells (Spells) Each of the castings have25 total successes. Apayon can call upon the use of each of these spells twice per day.
Multiple Initiative Apayon gains an additional full turn. This turn takes place its initiative.
Planar Traveler As a Move Action Apayon is able to instantly travel to and from another plane of existence.
Putrid Air As a Simple Action Apayon is able to cause the air around a victim to become rancid and putrid. Those that are attacked by Apayon are granted a Stamina check at a TS of 8 or be overcome by nausea, weakness and begin to suffocate. Affected beings are considered dazed so long as the air surrounds the target. Each turn the victim must make an additional Stamina check at a cumulative TS of 1. Once a victim fails this check he or she instantly falls unconscious and begins to suffocate. Defense needs to only be made once per encounter with the creature.
Smite Good Apayon deals additional damage to any creature that is of a Good philosophy. Apayon deals an additional 20d10 in bonus damage. This is ability is always on. This is a force energy type.
Superior Flight Three times per day for up to 5 turns the creature may quadruple its normal fly rate.
Teleporting Attack Three times per day as a Simple Action Apayon can teleport 18 targets that are within 50 feet of it to randomly determined locations. Apayon can only affect targets that it can see and has a line of sight on. Targets are granted a Willpower check at a TS of 8 to negate this teleportation. Affected targets are teleported in a random direction (roll d8, with 1 indicating north and the other numbers indicating compass directions going clockwise) and distance equal to 1200 feet away from the creature. Teleported targets must appear on a solid surface and open area.
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Belach -
Cazalaz -
Dailoch -
Dhulazit-
Raudrek -
Shevarash -
Ulduzar -
Voroshaz -
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Tarimizat-
Tarimizat, also known in other dimensions as Typhiras, is known as the Queen of Chaos and the Mother of Demons. At one point she was known as the Mother, this is a title that has long been forgotten. She is thought to be one of the three Grand Dukes of all Neter-Kheret Primus Rhiki and a lesser deity.
Tarimizat is mostly commonly portrayed as giant serpent with multiple tails, the upper body of a female form, the head of a hooded-dragon and 2 sets of long arms that end in a three-clawed hands. She is commonly worshiped as the mother of all monsters, medusi, and the cruel bhatoh yokah (Tarimizat's demonic serpent folk). She is also venerated by dragons of all types. In her demon form she stands some 60 feet in height, but her full length is closer to 120 feet.
Through out the eons mortal kind has sought out and have attempted to eradicate her many children, the known monsters of the Omniverse, but there has been a deep hatred for the bhatoh yokah. Seen as abominations of the natural world, these creatures are hated, feared and ultimately hunted down.
Tarimizat is arrogant, greedy, hateful, spiteful and vain. She also never forgets any slight made against her. She has never forgiven mortal kind committed against her children, she holds a dark sense of adoration and pride for her children as they managed to repeatedly thwart mortal kinds attempts to eradicate them. As a result, she has turn against mortal kind and other living creatures.
Tarimizat makes her home the in caves of Nharak within the Gilgamrath Prime in the Celestial Realms.
(MP: 23560) (Legendary) 38th Rank - Evil (Gigantic)
Health Points: 1650
Attack Skill: 622 Initiative: 25/15/5
Attacks: Claw (10) Bite (15) Tail (20); +31 Str Dmg
Armor: Demonic Hide (Heavy Armor) 135; +15 Armor Absorb vs. Bludgeoning; +10 Armor Absorb vs. Slashing; +5 Armor Absorb vs. Piercing; Immune to Tiny or Small Weapon Damage; 50% Magic Resistance
Physical Defense: 198 Magical Defense: 221
Divine Defense: 207 Jinhu Defense: 207
Move: 60’ Luck Points: 16 Vision: Perfect Nightvision
Attributes: Str: 172 (24) Sta: 170 (24) Agi: 77 (5) Per: 78 (5)
Int: 105 (11) Wits: 96 (9) Will: 99 (9) Cha: 101 (10)
Skills
Alertness 170, Convince 174, Climb 171, Evade 171, Feint 170, Healing 175, Information Gathering 176, Intimidation 174
Languages 174, Search 170, Skepticism 170, Spellcraft 165, Stealth 171, Swimming 189, Survival 176, Track 175
Special Abilities
Ability Drain When successfully damaging a target, Tarimizat can cause an ability of the target to stop functioning for 1 day per rank of the creature. This can be avoided by the target with a successful Willpower check at a TS 4. This is a curse effect.
Antimagic Field Three times per day as a Basic Action Tarimizat can create an antimagic field in a 50’ radius around itself for 2d10 turns. This field suppresses any spell or magical effect used, brought into or cast into or through the area of effect. Magical effects include magical items, the ability to cast spells, or use of abilities that grant magical use (such as Innate Spells). The effects of the field have no effect on Tarimizat, or creatures of the same type, that is manifesting this ability.
Breath Weapon (Heat:Cone): Once per turn Tarimizat is able to breath out a blistering cone of heat that deals 140 points of damage. Those that are targeted gain a Stamina check at a TS of 10 to withstand the heat. Those that fail are caught in the cone of heat. This attack ignores all armor.
Cause Greater Fear Any being, other than creatures of the same type (demon), that is within 30’ of Tarimizat must make a Willpower check at a TS of 5. Those that fail are Frightened. Defense needs to only be made once per encounter with Tarimizat. This is a charm effect.
Crush (Constriction/Tail Crush) With a successful attack, Tarimizat can grapple a target and begin to crush it. If Tarimizat is twice the size of the target it can completely engulf the target, and can begin to crush the target with its body. Those attacked in this fashion are allowed an opposed Agility Check or Strength check to avoid this grapple effect. Tarimizat gains a +2 success bonus to this check. Those that fail are considered grappled by Tarimizat and take 2d10 points in damage plus Strength Modifier every turn, this damage ignores any armor absorption. Those that are held are allowed to attempt an escape from the crushing as per the grapple rules every turn. Unless Tarimizat releases the target it must be killed and its hold forcefully opened.
Deadly Silent Tarimizat is able to move so silently that it causes all those that attempt to listen for it to suffer -50 to any Perception (Hearing) checks or make a successful check vs Alertness at a TS of 10.
Enslave, Greater Once per turn as a Full Action Tarimizat can attempt to enslave any target that is within 30’ of it. The target is granted a Willpower Check at a TS of 10 or become enslaved by the creature. An enslaved target obeys Tarimizat’s commands until freed by remove curse. The control is also broken if Tarimizat dies or travels more than (10 miles per creature Willpower Modifier) miles from the enslaved. This is charm effect type.
Flight Through the use of this ability Tarimizat is able to fly without wings at a MC of B. Tarimizat can perform this four times per day and it lasts for 6 hours. Tarimizat is able to fly at a speed equal to twice its normal movement as well as hover in place. Unlike winged flight Tarimizat does not suffer any penalties to skills that require concentration to use. They can carry up to 2050 pounds in total weight with no penalties. Wearing any armor greater than light slows their flight movement by half.
Frightful Presence The presence of Tarimizat can cause fear in others, other than creatures like itself or of evil philosophy. It has an effective area of 60' radius. Targets within the area must succeed at a Willpower check at a TS of 10 or become Frightened (Fear, See Legends of Kralis) . Defense needs to only be made once per encounter with Tarimizat . This is charm effect type.
Hallow/Corrupt Three times per day as a Simple Action Tarimizat can use either the spell hallow or corrupt area as an innate ability. If Tarimizat leaves the area, the effects of the spell end.
Innate Spells (Spells) Each of the castings have25 total successes. Tarimizat can call upon the use of each of these spells twice per day.
Multiple Initiative Tarimizat gains an additional full turn. This turn takes place its initiative.
Planar Traveler As a Move Action Tarimizat is able to instantly travel to and from another plane of existence.
Poison Sting (Poison Type L) Tarimizat is able to poison another being via a sting as part of its normal attack. Those that fail their defense check are hit by this poison stinger. Targets are allowed to make a standard Stamina check vs. Poison at TS of 10. This has an onset of instant; and does 75 FP dmg, 30 HP dmg, 35 Dmg to all Attributes, plus Confuse and Staggered until healed or for 20 hours.
Rending Screech Three times per day as a Full Action Tarimizat is able to create a 15’ long cone with a width of 10’ of violent screams that can tear large chunks of tissue and rending bone, this attack causes 3d10 +31 in points of damage to all within the cone. Those that are within the attack area are allowed to make an Agility check at a TS of 10 to avoid the screech.
Smite Good Tarimizat deals additional damage to any creature that is of a Good philosophy. Tarimizat deals an additional 20d10 in bonus damage. This is ability is always on. This is a force energy type.
Sunlight Powerlessness Tarimizat is utterly powerless in bright light or natural sunlight and will attempt to flee from it if possible. Caught in this type of light cannot attack and can take only 1 action per turn until it is able to leave the area of the light. This is a curse effect type.
Superior Healing Three times per day as a Simple Action Tarimizat can heal 3d10+31 Health Points.
Tail Slap As a Simple Action Tarimizat is able to tail slap anyone that is behind them within an arc. Those targeted by a tail slap may attempt to dodge the slap by making a Physical Defense at -40 penalty. Those that fail are struck normally for 7d10 points of fatigue damage and knocked back based on size 30'.
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Zhiluiphish -
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Princes and Princesses of Demons
Ahazu-
Augradisous-
Azazel -
Cazten -
Hecate -
Khastika -
Known as the Demon Prince of the Punisher of Broken Oaths and the Dead Lord. Khastika is often in the service of Udarak commanding armies of undead that stream across the Celestial Planes. Khastika has been described as having the bone-white skull of a ram as a head with black colored horns, powerful legs that end in charred hoofs, a heavy, bloated body, tattered and torn bat like wings. Khastika has four powerful arms that end with hands and black talons, covered in dark-red fur, its skin beneath is a deep green in color with hell red blotches covering its body. Khastika is huge, standing nearly 25 in height and is among one of the more powerful and largest demon princes.
Long before Udarak rose to power to claim the title God of the Undead, Khastika controlled and created unknown numbers of undead. While Khastika is not a Demon Lord, it is thought that he helped ancient powerful bhahuul priestess, known as Thurkos, to become the first Yaqu.
Khastika prides itself on the torture of those that have broken their oaths, died with no honor or those that have turned their back on those in need. Khastika also enjoys waging war against other princes, princesses,titans, and other powerful entities in the struggle to gain power and prestige.
Khastika has a relatively small following through out the Omniverse, but is a major object of worship through out Ta Los. Khastika is known for violent outbursts which rivals cravings for power and dominance in his region, if not the whole of Orijux. Khastika has a true and deep hatred for mortals, and focuses on bringing them nothing but misery and evil and has no love or care for his devotees and servants, which are predominately undead entities.
Khastika is a cruel, spiteful demon, both quick to anger and the kind to scheme vengeance over long periods of time. The Dead Lord prefers the company of mindless undead over sentient beings that are possessed of independent thought. Khastika trusts no-one to do justice to his grand plans and thus prefers to solve these problems in person.
Khastika rules his legions of undead from from his necropolis city of Kujtah in Orijux, the Plane of Red Madness.
(MP: 12610) (Legendary) 25th Rank - Evil (Huge)
Health Points: 578
Attack Skill: 353 Initiative: 31/26
Attacks: Claw (8) Bite (12); Club of Kaz (12); +17 Str Dmg
Armor: Demonic Hide (Heavy Armor) 115; +15 Armor Absorb vs. Bludgeoning; +10 Armor Absorb vs. Slashing; +5 Armor Absorb vs. Piercing; Immune to Tiny or Small Weapon Damage; 25% Magic Resistance
Physical Defense: 152 Magical Defense: 165
Divine Defense: 143 Jinhu Defense: 165
Move: 40’ Luck Points: 12 Vision: Perfect Nightvision
Attributes: Str: 136 (17) Sta: 146 (19) Agi: 76 (5) Per: 88 (7)
Int: 106 (11) Wits: 108 (11) Will: 101 (10) Cha: 104 (10)
Skills
Alertness 127, Convince 130, Climb 125, Evade 125, Feint 127, Healing 131, Information Gathering 131, Intimidation 130
Languages 130, Search 127, Skepticism 127, Stealth 125, Swimming 139, Survival 131, Track 131
Special Abilities
Aging Appearance The appearance of Khastika is that of such horror and gruesomeness that all targets, other than demons, within 20’ radius of the creature must make a Perception check. Those that fail are suddenly aged 2d10 years. Defense needs to only be made once per encounter with the creature. This aging is reversible with the spell restore, greater. This is a curse effect.
Bane Khastika gains +25 to attacks when they attack any good or neutral creatures and +10 bonus damage.
Crushing Blow As a Full Turn action Khastika can make a single crushing blow against one target. This attack reduces Khastika attack score by -50. If Khastika is successful in causing the target damage it causes massive crushing damage that does an additional 4d10+10 points of damage that ignores armor to its Health Points as well as its Strength, Stamina and Agility attributes.
Devour Soul Any time that Khastika begins a combat turn with a grappled target, Khastika can attempt to pull out the targets soul, killing the target instantly. This works on living targets only, which may resist this with a Willpower check. This ability completely consumes the target’s soul keeping the slain victim from being resurrected normally.
Dimensional Slam If Khastika is successful with an attack, even if deals no damage, Khastika can cause the target to be magically moved into a small pocket dimension for up to 10 turns. The target is granted a Willpower check at TS of 8. Those that failed are instantly teleported to the pocket dimension of pure darkness. Each turn the target is granted a new Willpower check to push out of pocket dimension and back into this reality.
Evil Gaze Through its vile gaze Khastika is able to cause all those that it looks upon within 20’ to make a Willpower check. Failure causes targets to have their skill and attribute suffer a -10 successes for 2d10 turn(s).
Flight Through the use of this ability Khastika is able to fly without wings at a MC of B. Khastika can perform this four times per day and it lasts for 6 hours. Khastika is able to fly at a speed equal to twice its normal movement as well as hover in place. Unlike winged flight Khastika does not suffer any penalties to skills that require concentration to use. They can carry up to 2050 pounds in total weight with no penalties. Wearing any armor greater than light slows their flight movement by half.
Frightful Presence The presence of Khastika can cause fear in others, other than creatures like itself or of evil philosophy. It has an effective area of 60' radius. Targets within the area must succeed at a Willpower check at a TS of 10 or become Frightened (Fear, See Legends of Kralis) . Defense needs to only be made once per encounter with Khastika. This is charm effect type.
Iron Vulnerability Khastika is highly vulnerable to iron in any form. Khastika suffers an additional 3-30 (3d10) points of damage when hit with cold iron based weapons, including dust or filings. Additionally, Khastika can be blocked by iron shavings or dust and is unable to cross over it and must go around or find a different way through or around it. This is a curse effect type.
Magical Weapon Khastika owns the Club of Kaz an ancient artifact. This massive club is a Unholy Club of Slaying, and looks like the skeletal leg bone of a goat. As a club of slaying each time that Khastika successfully strikes a target it is granted a Stamina check at a TS of 6 or dropped to 0 Health and is considered dying.
Multiple Initiative Khastika gains an additional full turn. This turn takes place its initiative.
Planar Traveler As a Move Action Khastika is able to instantly travel to and from another plane of existence.
Summon Creature Three times per day as a Simple Action Khastika is able to use the spell summon planar creature as an innate ability. When Khastika uses this ability it has a 95% chance that the summoning worked and will be able to summon 9 creatures that the creature is summoning. These are typically ancient mummies, greater wraiths, pit fiends, baal dahlkus or ancient vampires.
Undead Master Khastika can command all undead that are lower rank than itself. This ability also grants +50 to all lower ranked undead skill checks.
Unholy Presence Any being of Khastika'schoice, that is within 30’ of Khastika must make a Willpower check at a TS of (equal to 1 per 15 points of the creatures Willpower). Those that fail are Frightened. Defense needs to only be made once per encounter with the creature. This is a charm effect.
Unholy Touch Three times per day as a Simple Action Khastika can wound any one target it touches of all its Health and Fatigue Damage.
Vile Roar Once per turn as a Simple Action Khastika can cause living creatures within 30’ radius to make a Willpower check at a TS of 8 or is Staggered.
Wounding Strike Any living being that is damaged by Khastika will bleed 5d10+20 points of damage every turn.
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Khetak -
Kilvoras -
Lilyth -
Redtashish -
Shedakh -
Sutak -
Uzetal -
Zhidaska -
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