Darksiders Bestiary. Angels. Angel Soldier. Angel Champion

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1 Darksiders Bestiary Angels Angel Traits, All Angels have the following traits: Unmade: A wrathful angel is an engine of supernal destruction. All damage dice it inflicts with its normal attacks are read straight. Unfettered: An angel has an invincible defense against all effects that read or affect its mind or emotions. It can give false readings to any effects that would pry into its thoughts or true nature. Unborn: Angels were created, not born, and they were created to maintain an aspect of natural law. They may create miracles related to that aspect as if they were a Godbound bound to that Word (Hellguard typically are bound to Bow, Endurance, or Sword. Archons and Archangels can be bound to any word), at the usual cost in Effort. Powerful angels often develop gifts similar to those of the Godbound. Abaddon's death. The remaining Hellguard forces are incapable of returning to Heaven until the Balance, that was lost due to the Apocalypse, is restored. Since Mankind has been obliterated by Demonic forces, the Light Angels along with all of the Hellguard are apparently trapped forever on Earth, never to return to the White City. They may take two actions every round. d6 Solder Actions 1 Fly away from the nearest melee attacker. 2 Target a ranged foe with their energy bolt attacks. 3 Invoke a miracle to negate the next gift or miracle targeted at them, then attack. 4 Invoke a miracle to gain an invincible defense against melee attacks until the start of its next turn, then attack. 5 Use all actions to kill the foe with the finest equipment. 6 Invoke a miracle to launch an unerring bolt at each foe within sight, inflicting 1d10 normally-rolled damage, doubled against foes in melee range. Angel Soldier Move: 60 flight Hit Dice: 10 Save: 10+ Attack: +10 x 3 attacks Damage: 1d8 Angelic Lance straight Angel Soldiers are airborne soldiers of light, armed with a halberd-alike melee weapon that doubles as a ranged weapon - Angelic Lance. Like all other Hellguard forces they wear a light dark-golden armor that appears to be made with advanced technology. As Angels, they fight for Heaven against the Demonic legions and stand in the front line against Destroyer's army. These Angel Soldiers appear to be quite noble, as they are referred to as great and honorable warriors, and as The Charred Council states "might they be Lords of Heaven...", indicating that they consider them to be highranking figures. They now fight under the command of Uriel, since Abaddon died. They harbor a deep hatred of War, as they see him as the responsible for the early Apocalypse and Angel Champion AC: 1 Move: 60 flight Hit Dice: 15 Save: 8+ Attack: +10 x 3 attacks Damage: 1d10 Angel Sword straight Morale: 10 Effort: 5 Angelic Champions are Large Angelic warriors wielding a huge shield along with a sword made of energy, these holy hulking juggernauts are far stronger than their normal soldier counterparts. Their wings are gold rather than blue in order to

2 show their rank in the celestial hierarchy. Angel Champions are the some of the strongest type of angel, bested only by Storm Wardens, Archons, and Archangels including Abbadon and Azrael. They may act twice every round. d6 Champion Actions 1 Fly 60 to a better position on the battlefield. 2 Attack the most obnoxious target within 200 feet. 3 Invoke a miracle for invincible defense against weapons until the start of its next turn as an action, then attack. 4 Invoke a miracle to Automatically hit on all attacks made this round, then attack with its other action. 5 Use all actions to kill the last foe to harm it. 6 Invoke a miracle to inflict 1d10 damage to all foes in sight. This damage is rolled normally, not straight. Strom Warden AC: 5 Move: 90 flight Hit Dice: 20 Save: 5+ Attack: +10 x 2 attacks Damage: 1d12 Redemption Cannon straight Morale: 10 Effort: 6 Storm Wardens are Heavenly Soldiers which were handselected by Archangels themselves, as they are the elite of the elites in the army of light. These angels carry with them a Redemption Cannon that fires balls of flames against the unfortunate ones that place themselves in the weapon's range. Their armor is different from the rest of the Hellguard, as it is silver with little ornaments in gold, while other angel soldiers' armor is usually gold. They are rather difficult to defeat as they are not only very resilient, but highly mobile. It takes three actions every round. Some are bound to the Command Word. d6 Storm Warden Actions 1 Fly up to 90 away from danger. 2 Attack what seems to be the strongest foe. 3 Invoke a miracle to lash its minions into a frenzy, granting them all an immediate free round worth of actions. 4 Invoke a miracle to force attackers to suffer the same damage they inflict on it until its next turn. 5 Use all actions to kill the last foe to harm it. 6 Invoke a miracle to utter a command; any who disobey it before the next round starts suffer a 1d6 damage die of normally-rolled damage. Archon AC: 2 Move: 120 flight or teleport Hit Dice: 50 Save: 3+ Attack: Two automatic hits Damage: 1d12 weapon straight Morale: 9 Effort: 15 Leaders and battle-priests of the White Army, Archons are pinnacles of martial skill and divine power, they are second only to Archangels and command whole detachments and outposts. Most wield powerful divine relics. Like Archangels, they may be bound to any word and have 3 points of gifts from that word. Archons may act three times every round. d6 Archon Actions 1 Fly 60 to a better position on the battlefield. 2 Attack the most obnoxious target within 200 feet. 3 Invoke a miracle for invincible defense against weapons until the start of its next turn as an action, then attack. 4 Invoke a miracle to Automatically hit on all attacks made this round, then attack with its other action. 5 Use all actions to kill the last foe to harm it. 6 Invoke a miracle to inflict 1d10 damage to all foes in sight. This damage is rolled normally, not straight.

3 Ashworms are very large worms that inhabit the Ashlands, burrowing and tunneling underneath the sands. The Ashlands are infested with these creatures, making traversing the ground incredibly dangerous and almost impossible on foot. Typically bound to the Earth word. Ortho (Angelic Beast) Move: 120 flight Hit Dice: 30 Save: 5+ Attack: +10 x 3 attacks Damage: 1d12 claws/bolts straight Morale: 11 Effort: 5 The Ortho, also known merely as the Angelic Beast, is a large Griffin type creature used as heavy support by the Angel remnants. It fires energy bolts against its targets to bring them down in addition to capably performing as an air vehicle. They may act twice every round. d6 Ortho Actions 1 Fly up to 120 to a better position on the battlefield. 2 Target a ranged foe with their energy bolt attacks. 3 Invoke a miracle for invincible defense against weapons until the start of its next turn as an action, then attack. 4 Invoke a miracle to automatically hit on all attacks made this round, then attack with its other action. 5 Use all actions to kill the most obnoxious target within 200 feet. 6 Invoke a miracle to launch an unerring bolt at each foe within sight, inflicting 1d12 normally-rolled damage, doubled against foes in melee range. Demons Demon Traits, all Demons have the following traits: Hellforged resilience: Regardless of hit die all demons have an invincible defense against non-magical attacks. Hellbound Heart: All demons are bound to at least one Word. Abyssal Rider Move: 40 run Hit Dice: 6 Save: 12+ Attack: +6 x 2 attacks Damage: 2d6+1 sword Morale: 11 Effort: 2 The Abyssal Riders, also known as the Dark Riders, are the Destroyer's Cavalry. Beneath their armor, these pitiless horsemen are cracked and pale, their flesh barely able to contain the hellfire that roils within. They can release this energy in sorcerous attacks, or channel it into phantom steeds which shriek with the agony of their riders' tortured souls. Their Horses are disgusting corpses which spout blue flames where they ride. Ashworm AC: 6 Move: 20 burrow Hit Dice: 15 Save: 8+ Attack: +10 x 2 attacks Damage: 3d10+4 bite/slam straight Morale: 10 Effort: 5 Phantom Horse AC: -4 Move: 90 flight Hit Dice: 6 Save: 12+

4 Attack: +6 x 2 attacks Damage: 1d8+3 bite, 2d8+3 hooves Morale: 11 Effort: 2 Phantom Horses are, as the name implies, horses with a tainted or shadowy appearance. Phantom Horses are commonly seen ridden by Abyssal Riders, and noticeably The Four Horsemen. Broodling AC: 6 Move: 30 climb Hit Dice: 3 Save: Attack: +3 Damage: 1d6 bite Morale: 6 Effort: 1 The Broodling, also called Chain Spiders, are the demonic offspring of Silitha. They appear to be huge spiders, similar to their mother, with huge legs and sharped mouths. Loom Warden Move: 20 climb Hit Dice: 5 Save: Attack: +5 x 3 attacks Damage: 2d6+3 claws, 1d8+3 bite Morale: 11 Effort: 1 They are the guardians of Silitha that must be destroyed along with Broodmother to gain entrance to Silitha's Loom. Shadowcaster AC: 0 Move: 30 flight Hit Dice: 9 Save: Attack: +9 x3 attacks Damage: 1d12+5 hellfire blast The Shadowcaster (or merely the Caster in some cases) is a resilient spellcasting demon encountered in the Iron Canopy, and occasionally in the challenges of the Shadow Lurkers. It is known that a journey through the Destroyer's kingdom is one few survive. His servants watch every street, with ears cocked for the slightest sound and eyes open for the slightest movement. And some, like the serpentine Shadowcasters, are impossible to evade. These demons do not rely on sight- they can taste vibrations on their snaking tongues. An errant soft footfall on the powdered ash will drive them to a murderous frenzy. Once their prey is targeted, the Caster's clawed hands knead energy into crackling balls of fire, which explode in all directions. This hell-bred beast will attack until it tastes the sweetest vibration of all- the last shallow beat of a dying heart.

5 These rare fallen angels saw themselves lured to a path of darkness by appealing promises made by Hell. They are opportunistic hunters, prowling the skies over destroyed cities, perhaps looking for people to punish or angels to kill. They look somewhat similar to a Grappleclaw, but much larger in body and wings. Fallen look like giant twisted creatures with hardly, if any, resemblance to their former selves. They are usually driven by and insatiable bloodlust, and are stronger even than the Trauma beast. Their incredible endurance, strong attacks and maneuverability make them a difficult opponent to defeat. Rare creatures, they can be encountered during the Apocalypse. The Fallen that can be fought is on the Angelic Beast while War makes his way through the Echo Gorge towards Twilight Cathedral. Duskwing Move: 40 flight Hit Dice: 4 Save: 13+ Attack: +4 Damage: 1d8+2 bite Morale: 11 Effort: 1 Duskwings, sometimes called Duskbats, are fairly weak enemies which have the appearance of a bat and are most commonly found in the Twilight Cathedral as well as the Choking Grounds. There is also a fiery variant, found in Echo Gorge and the Twilight Cathedral which can shoot fireballs. Gholen AC: 0 Move: 30 Hit Dice: 10 Save: 10+ Attack: +10 x2 attacks Damage: 1d12+1 Gholens are massive and durable Demons whose hands erupt with fire. They are extremely resilient to attacks that would normally kill other demons and are very dangerous when dealt with. There is nothing subtle about the massive Gholens. The very ground trembles under their monstrous weight. Each hand is impossibly hard and smolders with fire that cannot be quenched. Gholens shake off blows that would fell trees, and crush skulls as if they were clay. Fallen AC: -2 Move: 50 flight Hit Dice: 15 Save: 8+ Attack: +10 x 2 attacks Damage: 2d6+4 claws/tail

6 Minion AC: 6 Move: 40 run Hit Dice: 7 Save: 12+ Attack: +7 Damage: 2d6+2 claws Morale: 11 Effort: 2 The minions are the destroyer's hounds, pack hunters that scour the wastelands for prey. Their misshapen masses of heads, torsos and limbs are fused into a hideous array.

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