Fallen Sentinel Monster Template
(Version 1.01 - Last Modified: 03/16/2005)
Template Instructions
To apply a template, such as the Fallen Sentinel Monster, you must first create the creature that the
template will be applied to, in this case it is a Sentinel of the Dark,
and then apply each modification listed below to that base creation.
Description
The life of a Sentinel of the Dark is difficult. They are constantly at war with the demon essence that
is the source of much of their power, but for most, this is a struggle they can win. For most Sentinels
of the Dark, the demon essence only asserts itself in the heat of battle, when it grows in strength
while distracting and draining the Sentinel it is in, but for a few tragic people, the demon essence is
able to take control. Although the leaders of the Sentinels go through an exhaustive process to ensure
that a potential candidate can handle the demon essence, sometimes events can cause the demon essence to
surge and completely consume the body it is placed in. In these rare cases, the original personality of
the body is pushed aside and loses control over their body as the demon essence takes control. The
person is not dead and with perverse pleasure, the demon essence forces the personality to watch it
control its body, most likely driving the weaker personality insane. At first, the demon essence shows no
sign that it has taken over the Sentinel's body, but within a few days, the body begins to mutate as it
becomes infused with the full energy of the trapped demon spirit.
Angry at being trapped sometimes for years, the demon essence has an intense hatred for the Sentinels of
the Dark and it seeks to do as much damage as it can against the Sentinels in the days before it's body
begins to change. This often involves ambushing unsuspecting members, providing false information, and
sometimes direct attacks against the leaders of the Sentinels. This is how most Fallen Sentinels die, in
foolish attacks against other Sentinels, but even at this early stage, the Fallen Sentinel possesses all
of the skills and abilities that the Sentinel it took control of possessed. When the mutation of the
Fallen Sentinel is complete, it only vaguely resembles its former appearance, often having the same hair
color, skin color, and prominent scars. The Fallen Sentinel is almost 10' (3 m) tall, heavily muscled,
and with long, powerful looking arms and wicked looking claws. The demon's new body is also covered with
short fur and several armor plates, all with the same coloring as the original body's hair. Although the
demon's appearance is feral-looking, it is quite intelligent and will almost always use large weapons
with amazing skill.
One of the greatest dangers of the Fallen Sentinels is that the demon essence retains all of the knowledge
of the Sentinel of the Dark that it possessed. Not only does it retain that knowledge, it knows how to use
all of the special abilities and special combat techniques of the Sentinel it possessed. From Combat
Abilities to Weapon Masteries to Dark Attacks are all available to the Fallen Sentinel, making it one of
the most dangerous of the lesser demons in the world. Finally, not only are these demons skilled combatants,
they have also more attuned to the demon world they came from, far more then they knew before, which allows
them to track down other demons and control them without resorting to physical threats, as is the norm
among demons. When the Sentinels of the Dark learn that a new Fallen Sentinel has been created, they
dedicate several of the best warriors to track down the creature and kill it before it can gather more
demon allies around it and become an even greater danger to the world.
Racial Statistics
- Racial Type: Racial Type changes to Supernatural Creature - Major Demon
- Alignment: Becomes Miscreant or Diabolic. Often the alignment is a reflection of the Sentinel
of the Dark the demon came from, so a Principled Sentinel of the Dark would become a Diabolic Fallen
Sentinel Monster and a Scrupulous Sentinel of the Dark would become a Miscreant Sentinel Monster.
- Attributes:
- I.Q.: -2
- M.E.: +1D6
- M.A.: -1D4, minimum of 2.
- P.S.: +2D6+3 *
- P.P.: +2D6
- P.E.: +3D6 *
- P.B.: -2D4, minimum of 1.
- Spd: +4D6
- * PS and PE are considered supernatural
- Size: Increase height by +2' (0.6 m)
- Weight: Increase weight by +350 lbs (158.8 kg)
- S.D.C.: Increase S.D.C. by +3D6x10+20
- Hit Points: Increase Hit Points by PE attribute +20
- Natural Armor Rating: 14
- Average Life Span: Thousands of years
- Horror Factor: 14
- P.P.E.: Increase PPE by +3D6x10
- Magic Powers: Same as the base Sentinel of the Dark.
- I.S.P.: Same as the base Sentinel of the Dark.
- Psionic Powers: Same as the base Sentinel of the Dark.
- Natural Abilities:
- Sentinel of the Dark Abilities:
The Fallen Sentinel Monster possesses all of the OCC abilities of the Sentinel of the Dark
it came from. This includes Weapon Masteries, Attack and Defense Abilities, Spells, and
Transferring Essence Points. The demon does not accumulate Essence Points like a Sentinel
of the Dark, instead, at the beginning of each melee round, it refreshes a pool of 10
Essence Points that it can transfer to its armor or weapons to use with Dark Attacks or
Combat Abilities. The demon suffers no penalties for having Essence Points in its body,
but it can have no more then 10 Essence Points in its body at any one time. All of its
abilities are frozen at the level of the Sentinel of the Dark and they can never improve.
- Dominate Lesser Demon or Deevil:
After years of imprisonment at the hands of a Sentinel of the Dark, the former Demon
Essence knows much about its own kind. The Fallen Demon Monster is able to instill fear
in any lesser demon or deevil it encounters, causing them to automatically fail a save
vs. horror factor. The Fallen Sentinel Monster can then dominate the will of a lesser
demon or deevil, completely destroying its free will and forcing it to follow the Fallen
Sentinel's commands. The Fallen Sentinel Monster can have up to three dominated lesser
demons or deevils per level of experience of the base Sentinel of the Dark at any one
time. The Fallen Sentinel Monster can also have demon or deevil followers that it has
intimidated or convinced to join its cause, they do not have to be dominated to follow
the Fallen Sentinel Monster.
- Demonic Traits:
The demons has nightvision 150' (45.7 m), can see the invisible, turn invisible at will,
fire resistant (fire attacks, both magical and non-magical, inflict half damage),
magically knows all languages, can leap 40' (12.2 m), and bio-regenerates 2D6 S.D.C. or
hit points per melee.
- Experience Level: Frozen at the level of the base Sentinel of the Dark
- Combat Skills: Increase attacks per melee by +2, initiative by +3, strike by +1, parry by
+1, and dodge by +2.
- Damage: All damages listed below are in addition to the damage for having a supernatural
PS attribute. The base damage for a punch and power punch is 1D4, the base damage for a kick
attack comes from the Hand-to-Hand Combat skills of the Sentinel of the Dark or is 1D6, whichever
is higher.
- Punch: Supernatural punch damage +2D6
- Power Punch: Supernatural power punch damage +4D6 (counts as two attacks)
- Kick: Supernatural kick damage +3D6
- Weapons and Armor: The Fallen Sentinel Monster will use weapons freely and wear armor as
often as possible. It prefers full plate armor and using weapons that it has a Weapon Mastery in.
- Penalties: Same as the base Sentinel of the Dark.
- O.C.C. Skills: Same as the base Sentinel of the Dark.
- Allies: Since they are a very rare form of supernatural evil, most demons and deevils do
not recognize it, so they do not respect it, but once the Sentinel of the Dark has gained a
number of followers, lesser demons and deevils will automatically respect its strength, although
they will not necessarily join its group, at least not without being beaten and threatened by
the Fallen Sentinel Monster.
- Enemies: Creatures or good and especially the Order of Sentinels, which go out of their
way to track down the Fallen Sentinel Monster to kill it.
Sample Fallen Sentinel
The sample Fallen Sentinel below is based off of a 5th level Dwarven Sentinel of the Dark with average
attributes.
- Racial Type: Supernatural Creature - Major Demon
- Alignment: Diabolic
- Attributes:
- I.Q.: 9
- M.E.: 19 (+2)
- M.A.: 5
- P.S.: 39 (+24)
- P.P.: 19 (+2)
- P.E.: 28 (+26% and +7)
- P.B.: 4
- Spd: 24 running and 3 digging
- * PS and PE are considered supernatural, all attribute bonuses are included below.
- Size: 5’6” (1.7 m)
- Weight: 510 lbs (231.3 kg)
- Eyes: Dark brown
- Hair: Long and black
- Gender: Male
- Age: 190 years old
- S.D.C.: 215
- Hit Points: 94
- Natural Armor Rating: 14
- Horror Factor: 14
- P.P.E.: 203
- Spells: Has the following invocation spells: First Level: See Aura and Blinding Flash,
Second Level: Fear and Mystic Alarm, Third Level: Paralysis: Lesser, and Forth Level: Fire Bolt.
- Disposition: When it was a dwarf, the Sentinel was a dour, humorless being not fond of
laughing or relaxing, now as a powerful demon, the former Sentinel is serious and dedicated to
its own survival and the destruction of the Order of Sentinels.
- Experience Level: 5th level Sentinel of the Dark
- Skills of Note: Language: All - 98%, Literacy: Dwarven - 98%, Literacy - Elven / Draconic
- 60%, Heraldry 55% / 60%, Horsemanship: Knight - 65% / 55%, Land Navigation - 70%, Math: Basic
- 80%, Lore: Demons & Monsters - 75%, Wilderness Survival - 55%, Detect Ambush - 65%,
Interrogation Techniques - 60%, Track Humanoids - 60%, Detect Concealment and Traps - 55%,
Masonry - 60%, Underground Tunneling - 65%, Underground Architecture - 55%, Underground Sense of
Direction - 65% / 55%, Metalworking - 65%, Recognize Precious Metals & Stones - 60%, Boxing,
Athletics (General), and Wrestling.
- Combat Training: Hand-to-Hand: Martial Arts (level 5)
- Attacks per Melee: 8 (2 from Dwarf, 2 from Demon, 3 from combat training, and 1 from boxing)
- Combat Bonuses: +3 to initiative, +5 to strike, +8 to parry, +9 to dodge, +6 to roll with
punch, fall, or impact, +3 to pull punch, +2 to disarm, and +24 to damage.
- Combat Abilities: Critical Strike (20), Disarm, Automatic Knockout (20), and Pin /
Incapacitate (18-20).
- Other Bonuses: +6 to save vs. horror factor, +2 to save vs. possession, +2 to save vs.
insanity, +2 to save vs. psionics, +7 to save vs. pain, +7 to save vs. disease, +7 to save vs.
extreme temperatures, +7 to save vs. toxins, +8 to save vs. all types of magic, +2 to save vs.
spells cast by supernatural creatures, and +26% to save vs. coma / death.
- Weapon Proficiencies: W.P.: Axe (+4 to strike, +3 to parry, +1 to strike when thrown, +2
to damage, +1 attack that must be used with the axe), W.P.: Shield (+2 to parry and +1 to strike
if used as a weapon), and W.P.: Sword (+3 to strike, +3 to parry, +1 to strike when thrown).
Includes bonuses from Weapon Masteries.
- Damage: Punch: 1D4x10+2D6, Power Punch: 2D4x10+4D6, Karate Kick: 2D4x10+3D6, Power Kick:
4D4x10+3D6 (counts as two attacks), Axe Kick: 2D6x10, Snap Kick: 1D6x10, Jump Kick: 3D6x10
(counts as two attacks), Tripping Leg Hook, Body Block / Tackle: 1D4x10 + knockdown, and Crush
/ Squeeze: 1D4x10.
- Special Abilities: Nightvision 150' (45.7 m), turn invisible at will, leap 40' (12.2),
bio-regenerate 2D6 points of damage per melee round, dominate up to 15 lesser demons / deevils,
has a pool of 10 essence points that replenishes at the beginning of each melee round, armor
worn can hold up to 10 essence points, weapons wielded can hold up to 10 essence points, has
the following Attack Abilities: Heavy Hit, Essence Drain, and Mind Drain, has the following
Defense Abilities: Absorb Damage, Absorb Magic, Essence Shield, and Ward, has the following
Weapon Masteries: Axe (level 5) and Sword (level 1), and possesses the Demon Claw dark attack.
- Special Defenses: Fire Resistant (half damage from fire attacks) and immune to possession
and mind control by supernatural creatures.
- Penalties: -15% to prowl, -20% to swim, and -20% to climb / scale walls when wearing full
plate armor.
- Weapons: Battle Axe: +9 to strike and +11 to parry, inflicts 1D4x10+26 points of damage
per hit, and gains an additional +1 attack per melee that must be used with the axe. Sword:
+8 to strike and +11 to parry, inflicts 1D4x10+24 points of damage per hit.
- Armor: Full Plate Armor: 160 S.D.C., A.R. of 17. Metal Shield: 75 S.D.C., natural armor
rating of 12, +7 to parry with the shield, and -5 to dodge when wielding the shield.
- Money: The monster has little need of money, but it maintains a small treasure horde of
about 13,000 gold pieces, mostly in stolen art objects from the Order of Sentinels.
- Allies: Unfortunately, only a few days after becoming a Fallen Sentinel, the demon
encountered a group of 6 Alu Demon Hounds that is quickly dominated. Four of the demon hounds
are used to run errands for the Fallen Sentinel, but the other two are used to guard the
monster's new underground lair.
- Enemies: The Order of Sentinels is actively hunting the monster, but with its dwarven
background, the demon has fled underground, where it is much more adapt at hiding.