Almarri (Al-mar-ri)

A race of fogotten, ancient demons possessing power greater than that of a adult dragon.  Uses fire as its main element and possesses incredible magic powers.  Some of its body parts can be cut off and be used to make armor and weapons.  It's blood can be used to make a powerful potion.

Alignment: Any evil
Attributes: IQ 3D6+18, ME 2D6+20, MA 3D6+18, PS 3D6+50, PP 3D6+18, PE 4D6+20,
PB 3D6+12, SPD 3D6x10 flying 2D4x10 running
Height: 70 to 90 feet tall      Weight: 40 to 60 tons
MDC
: 1D4x1000+3000 MDC
PPE
: 4D6x100 PPE
ISP:
1D6x100 ISP
Horror fa
ctor: 19
Natural Abili
ties: Nightvision 500 ft., see the invisible, turn invisible at will, see all spectrums of light, hear all frequencies of sound, super bio-regeneration 1D6x100 MDC per melee, immune to normal and magical fire and plasma, indefinite metamorphosis, and teleport self and dimensional teleport 98%.
Super fire breath
: Range: 100 ft., 12 feet wide and inflicts 4D6x10 MD and can strike 3D4 opponents.
*If MDC reduced t
o zero the creature is still alive and can regenerate. Taking the creature down to negative 500 MDC will kill it.
Weaknesses
: Holy weapons do double damage and millenium tree weapons do x10 damage.
Bonuses( In addition to sttribute bonuses)
: +6 to initiative, +5 strike, +6 to parry and dodge, +4 to pull punch, +4 to roll with impact, +10 to save vs. horror factor, and +6 to all other saving throws.
Attackes per melee
: 12 by hand to hand, psionics, and fire breath or 6 by magic.  Favorite weapon is magic.
Damage
: Varies with supernatural PS but knuckle spikes add +5D6 to punch damage.
Magic
: ALL fire magic from any magic discipline and all conventional magic spells from levels 1-15 plus ALL spells of legend. Also possess 2D6 temporal spells any level.
Psionics
: ALL burster powers and all psionics from the sensitive and physical categories plus 3D6+6 psionic powers from any other category including super.
Habitat
: Anywhere in the megaverse.
Average life span:
immortal
Skills: Same as adult great horned dragon.
Note: Parts of the body can be cut off and be used to make items of great power.
Large spines: Can be used to make a sword with 500 MDC that is impervious to fire and inflicts 1D6x10 MD.
Knuckle claws: Can be used to make daggers with 200 MDC that is immune to fire and inflicts 5D6 MDC.
Femur bone: The ten foot long bone can be used to make a large staff that grants it's user immunity to fire and can cast 7 fire spells(player's or GM's choice) 3 times per day with no PPE cost. Has 700 MDC and physical blows from it inflicts 1D4x10 MD.
Thick hide: Can be used to make armor with 1500 MDC and is also immune to fire.
Potion from blood: Makes the drinker a minor MDC creature immune to all fire. Add +5 to all stats and they become supernatural. User has 2D4x10 MDC and 1D6x10 PPE plus user can breathe fire (4D6 MD with a range of 50 feet) Duration: 2 weeks
Note: Anyone rolling lore demons and monsters for the Almarri are at a -40% penalty.
Characters:
Johnny (Ley Line Walker)
Bobby (Techno-Wizard)
Joesph (Bounty Hunter/Sniper)
Mike (Vagabond Thief)





Other Stuff:      

The Mitarian Atlantean Clan
Magic Strategies and combos
(Note: More strategies to come)
Monsters
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