----------------------------------------------------------------------- METALLICA: THE MUSICAL GROUP The first group to play in the concert hall at Damage, Inc. was Metallica and to this day they are still the most popular band that plays there. The members of the group fell victim to the metal as most do. They got metal madness which constitutes a strong desire to perform loud, hard, rocking music. The music of Metallica is marked by speed, energy, and twisted innocence that blows the tired, brain-dead heavy metal genre all to hell. All rage and black fury rolled together with inexorable, intense, melodic sound. Most of Metallica's songs are based on life in The Rock. History Lars Ulrich, the tennis pro gone wild, and James Hetfield a.k.a. "The Angriest Kid in the World" hooked up to form the band Metallica. They found eccentric bass genius Cliff Burton. The band wrote many songs and performed all over the land. Their popularity grew, especially with the young adults, and Metallica became a success. Unfortunately, Cliff died in an accident while touring with the band. His body was buried in the cemetery at The Rock. Despite the grief shared by remaining members of the band, there is no doubt that Metallica would carry on. "Cliff would have been the first one to be pissed off if we didn't," said Lars. A few weeks later, a new bassist was found in Jason Newsted. The band goes on tour from town to town, gig to gig, living in hotels and horseways and always giving an explosive concert. Its a raw life, but they never seem to stop or quit cause they are Metallica. Metallica loves screaming fans dressed in leather and spikes that act insane if not insane. It is as if their music rips through a fans brain but it's a sweet pain. James Hetfield "I sit there and go, 'Oh God, I think what am I gonna write?' and all of a sudden it happens. The First lines down and all hell flows after that." James a.k.a. "The Angriest Kid in the World" is the lead vocals of the group and plays guitar. His specialty is angst-ridden, soul- rending, growling, loud-ass vocals. James is rugged, honest, and stubborn. He has blond hair and blue eyes. James is 33 years old, 6 ft. 1 in. tall, and 180 lbs. in weight. What James enjoys outside of music is hunting and fishing. Also, reading of contemporary fiction is another pastime. James loves to eat spicy foods and is a natural born meat n' potatoes man. His beverages of choice is beer and martinis. Kirk Hammet "My guitars are my umbilical cord. They're directly wired into my head." Kirk is the lead guitarist of the group. His specialty is kick- ass, full-blown lead guitar. Kirk is smelly, ugly, and happy. He has brown hair and brown eyes. Kirk is 34 years old, 5 ft. 7 in. tall, and 134 lbs. in weight. What Kirk enjoys outside of music is mountain biking. He collects stuff related to horror; especially horror books. He hates sports. Also, he is a connoisseur of cigars. Finally, he has a fondness for tattoos and body piercing. Kirk loves to eat sushi (raw fish). His beverage of choice is martinis. Jason Newsted "I went to see Metallica. It freaked me out. I stood in front of Cliff in total awe of the way he played. I became a fan instantly." Jason is the bass player of the group. His specialty is making sure Metallica thumps harder than ever. Jason is energetic, caring, and goofy. He has brown/red hair and blue eyes. Jason is 33 years old, 5 ft. 9 in. tall, and 150 lbs. in weight. What Jason enjoys outside of music is mountain biking and playing basketball. Jason loves to eat anything that is prepared via barbecue. His beverage if choice is fine, thick, red wine. Lars Ulrich "The minute you wake up, it's there. That feeling in your stomach... Like, it's noon, and you wanna go on stage and get going, but you got nine hours of sweaty palms ahead of you." Lars is the drummer of the band. His specialty is pounding, driving rhythms. Lars is anticipating, stubborn, spontaneous, sarcastic, talkative, and silly. He has blond/brown hair and blue eyes. Lars is 33 years old, 5 ft. 7 in. tall, and 130 lbs. in weight. What Lars enjoys outside of music is diving and exploring under the water, skiing, fashion, and art. Lars was a tennis protege but game up the sport although he may be talked into a game once in awhile. Lars loves to eat tacos, burritos, cheese, and anything saucy. His beverage of choice is beer and martinis. Whiplash from Kill 'Em All Hit the Lights from Kill 'Em All ----------------------------------------------------------------------- QUASI-DEITIES Master of Puppets Sandman The God That Failed The Thing That Should Not Be MASTER OF PUPPETS Demon - AL chaotic evil; AC 0 (10 in human form); MV 18 / 18 fly; HD 12; HP 96; #AT 1; DMG 2d6 per claw, 2d4 tail, by weapon (always in human form); SZ medium (6' tall); Str 18, Dex 25, Con 20, Int 18, Wis 20, Chr 18 Master of Puppets usually appears as a decrepit old man with a big dapper moustache. Appearances are deceptive as his ability scores remain the same. His real form is of course demonic. He has those nasty horns, big black wings, fangs, claws, spiked tail, and reddish skin. Although he has hit points, he cannot die. When he "dies", he does not return to the abyss as most demons would. The Master merely disintegrates into nothing only to be reformed at full strength in 1d12 months somewhere near the lake. Master of Puppets is a demon ostracized from the layers of the Abyss because he wanted power without earning it. Now he is doomed to remain in the Prime Plane and earn the right to go back. He may return and become lord of his own layer once he accumulates enough souls. Of course, he has to follow some rules. First, he cannot directly take a soul (i.e. kill a person). He can only provide the means of destruction through clever manipulation, which he prefers to do anyhow. Once the person is doomed, he usually asks The Master to be freed from life. In a ritualistic ceremony, The Master gains the soul of the victim and gets one step closer to his natural habitat. He has bigger dreams however. He hopes to one day be the evil deity of drugs (of the addictive, dangerous, loathsome type). Master of Puppets can exude a fear aura (all those that come within 20 feet of him must save vs. fear or flee in a panic). He can cause a person to lose 1d4 Insanity Points every time he meets them. He can detect magic and detect alignment. He can cast two 6-die lightning bolts a day. He can create a 10 ft. wall of fire four times a day. He can create a 10 ft. radius ring of darkness around him at will. He can teleport ten times a day. The Master can animate dead (up to ten) and control them to do his bidding. He can gate in 1d4 demons of less than 4 hit die. Master of Puppets takes pleasure in controlling and manipulating people's lives. He likes to control them until they die. He promises dreams. He promises only lies. He takes great pleasure in the destruction of people; so much pleasure in fact that he laughs an evil laugh most of the time. Master of Puppets has the ability to charm any creature (save at -19). He charms people to get their attention, to lure them in. He believes that once he attracts a person, that person is his. Master of Puppets can raise a person's ability scores a total increase of 10 points. The Master may distribute these 10 points amongst the ability scores any way he desires. Also, he does not have to distribute all of them. The increase in ability scores last a number of days equal to the person's original Constitution score. Also, the person instantly ages one week for every ability point received. He uses this ability as a drug to his victims. Once they get use to the high abilities, they don't want to lose it. The blood of Master of Puppets is a narcotic drug, liquid fear. A person that consumes a pint of blood suffers the following effects during the 1d6+4 hours high: +12 to morale, +14 to Strength, +12 to Intelligence, +12 to Wisdom, +12 to Dexterity, +11 to Charisma, +10 to attack die, 100% spell failure. The person becomes stricken with an intense fear that pumps through his veins. Hallucinations will compound the fear effect. The blood is highly addicted and a person cannot survive more than a month without another fix. The Master loves to give a person a taste of him. Master of Puppets is also an accomplished drug distributor. In fact, The Master is the head of a nationwide drug cartel. He finds that addictive drugs are a good way to destroy people and get control of their lives. Basically, Master of Puppets uses his abilities to get people interested; knowing that once they're hooked they'll keep crawling back. It is the self-destructive behavior of the victims that he loves. He is their source of self-destruction, leading them to death. When a person wants to summon Master of Puppets, all that person has to do is just call his name and he'll hear the scream. Then when he appears, the person must crawl to him. Master of Puppets is pulling their strings. Twisting their mind and smashing their dreams. Blinded by him, they can't see a thing. As Master of Puppets gains control of a person's life, he excepts some form of loyalty. As he does a favor for somebody, he expects that person to return a favor. In the end, he will want the life of his victim which he will take in a miserable blood ritual. SANDMAN AL neutral with evil tendencies; AC 0; MV 18; HD 8; HP 50; #AT nil; DMG nil; SZ medium (6' tall); Str 12, Dex 25, Con 25, Int 19, Wis 19, Chr 19 Sandman is a man-like biped made entirely of sand, held together by some form of magical cohesion. Sandman is similar to the creature called sandman, but Sandman is much more powerful. Sandman can change his form so he may move around more easily. If there is a crack big enough for a few grands of sand to pass through then the Sandman can pass through. All weapons do quarter damage to Sandman. Normal missiles have no effect on Sandman. Any creature coming within 50' of Sandman must save against magic or go to sleep. Those who manage to stay awake must attempt to save again each time they touch Sandman or are touched by him (a hit on him by a weapon does not constitute a touch). Sleepers will remain asleep for three full turns whatever happens. Thereafter, there is a cumulative 10% chance per turn of a sleeper waking of his own accord, and a 95% chance per round of him waking if violently disturbed. Sandman visits people at night when they are asleep. Exit light; enter night; and the Sandman will come. Sandman is a being who takes people off to Never Never Land. In actuality, a projection of the person enters Never Never Land as he sleeps. What happens to the projection has little effect on the sleeping person. Possible sweating is about the only physical effect on the person. A sleeping person has a cumulative 1% chance for every hour asleep of waking up while the Sandman is there. If he awakes, he believes that he heard a noise like beasts under his bed, in his closet, in his head. The Sandman leaves before he is discovered. Legend has it that if a person (especially a child) does not say his prayers before going asleep, Sandman can take that person's soul. Legend is based on fact. Sandman can take the soul of a person who does not say his prayers before going asleep. Sandman takes the soul into Never Never Land. In Never Never Land, the soul is like the person in real life. And if the soul dies in Never Never Land, then the person dies in his sleep. "So say your prayers little one. Don't forget, my son to include everyone." "Now I lay me down to sleep, pray the lord my soul to keep. If I die before I wake, pray the lord my soul to take." This is the beginning of a typical bedtime prayer. This is common because few wish Sandman to take their soul. Of course, Sandman prefers that people don't say their prayers especially children (hush little baby, don't say a word). If children can not learn the habit of saying prayers, the better chance he has to get them. Sandman is not evil and doesn't want people's souls for evil purposes although the act in itself is considered evil to some. Sandman merely prefers a soul in never Never Land then a mere projection. A soul is a welcome visitor to him. Projections are nothing more than poor facsimiles of the real thing. To most people, it is unnerving that Sandman enters their home at night whilst they are tucked in, warm within, and free from sin. Rumor has it that some of the more paranoid people sleep with one eye open, gripping a pillow tight. After a visit from Sandman, a person can find a grain of sand near his pillow. Heavy thoughts tonight and they aren't of snow white. Dreams of war, dreams of liars, dreams of dragon's fire, and of things that will bite... THE GOD THAT FAILED Fallen Deity - AL chaotic neutral; AC 10; MV 9; HD 13; HP 130; #AT 1; DMG by weapon; SZ medium (5' 10" tall); Str 9, Dex 9, Con 9, Int 19, Wis 19, Chr 3 The God That Failed was the patron deity of The Rock. He came into existence after the incursion as people needed a spiritual lift. It is believed that he is the Deity of Metallica. Also, it is theorized that he was created by the Deity of the Blacksmiths and the Deity of Insanity. There was a time when people took and felt pride in the god. They would kneel before him in worship. The god fed on the people and he grew in power. The belief in him clouded all that they knew. The people expected love in return or at least a kind word. And the god promised them protection. He gave them trust. Then there was a sick a child, a good child loved by the community. The followers gave a faithful outcry to the god to save the child. The god did not answer and the child died; his body laid to rest in a grave at the local cemetery. The followers felt deceived. They believed in the god. Broken was the promise, betrayal. The people lost their faith. The god lost his believers which in turn he lost his power. When the followers lost the faith, the god lost his place on the heavenly planes. He now lives in the temple a god but not a god. He tries to get people to believe again but nobody hears his "discouraging lies". He must find his peace, find his say, find the smooth road on his way. He never leaves the temple and it is speculated that he is imprisoned there until he can regain power. Few know that the god lives in the temple. Local lore has it that the temple is merely haunted. To some extended it is haunted as the god is more dead then alive. Since his fall from grace, the god appears as a decrepit, sickly, old man. A person would have a hard time believing that this man was once a god. His low stats reflect his current condition. If he was to regain his power his ability scores would increase to Str 19, Dex 19, Con 19, Chr 20. The God That Failed is immortal. He cannot die. He generates 5 hit points per round. The god still maintains some omnipotent power. He has the ability to see all that goes on in The Rock and everything within a one mile radius. Unfortunately, he can't do anything but watch the world around him. Inside the temple, the god has the ability to teleport at will. He may also cast two 3-HD lightening points per day. THE THING THAT SHOULD NOT BE The Thing That Should Not has lived in the lake for centuries (maybe eons). He is the great Old One, immortal. He is doomed to live in the lake forever. He is Chaotic Neutral. Nobody knows what brought him into being. Legend does have it that the infamous rock in the lake is actually his petrified heart. Being immortal tends to be boring and The Thing can spend decades in a deep sleep. This hibernation is not necessarily for survival. It is just a lifestyle choice. He spends his time lurking beneath the sea and watching. He reads minds for amusement. He collects things that fall to the bottom of the lake. He doesn't like to take an active part of society. He prefers to remain aloof. The Thing prefers to be a legend rather than reality to most people. The Thing is very wise (Wisdom of 25) and intelligent (Intelligence of 19). He has lived a long life and read the thoughts of many minds. Some people seek out The Thing for advice. If they do find him (or he finds them) and the confrontation is pleasant, The Thing may share his wisdom with them. He does require one thing. A person who wishes his wisdom, must drink a cup of his blood. The character must make five successful saves vs. poison. For each one that fails, the person goes insane. If successful, he passes on the wisdom. He may also grant a reward from his treasury. The Thing can summon a mist or fog over a portion of the lake or the entire lake at will. The Thing at will can create an 10 foot area of darkness. The Thing exudes a fear aura. All those that come within 30 feet of him must save vs. fear or flee in a panic. All those that look upon The Thing lose 1d10 Insanity Points. The Thing can cause a person to go insane. The person gets a save at -4 to cancel this effect. The GM can either roll randomly for the insanity or assign one (recommended). The Thing can read the thoughts of any thing that is on or in the lake (with the exception of those under magical mind protection). Thus when he comes in contact with people, he requires their presence in lake water even if they are only standing in a pool of it. The Thing can take on many forms but a few stats remain the same in any form. The Thing has 264 hit points (33 hit die). The Thing can regenerate 3 hit points per round. His THAC0 is 1. The Thing may take on a various forms which take one round to change. Human - AC 10; MV 9; #AT 1; DMG by weapon; SZ medium (6' tall); Str 12, Dex 12, Con 18 - The Thing takes this form to mingle amongst the normal folk of the land. He may not go more than 100 yards from the shore of the lake. The main reason he goes on land in this form is to mate with females and impregnate them. Children born from The Thing are physically as normal as any child born from their mother. Mentally they have a fascination with water that can be described as an obsession. Although they may travel away from a water source, they prefer not to and are extremely uneasy when not near a body of water. Lobster Man - AC -1; MV 12 / 24 water; #AT 2; DMG 4d6 per claw; SZ large (12' tall); Str 21, Dex 21, Con 23 - The Thing appears as a human man with a lobster's head and claws. Each claw can snap for 4d6 points of damage. Any creature hit by both claws in the same round is considered grasped by The Thing. The person can escape by making a successful strength check (-5 penalty). Failure to escape and The Thing can do 8d6 point of damage total in the next round (no attack roll is necessarily). Swamp Ogre - AC 0; MV 15 / 7 water; #AT 3; DMG 2d10 per claw, 1d12 bite; SZ large (15' tall); Str 25, Dex 17, Con 19 - The Thing appears as an exceedingly horrid mottled brown and green humanoid. In this form, The Thing can wield a weapon (which he has a collection of). However he prefers to tear his prey apart with his claws rather than use a weapon. Sea Serpent - AC 3; MV 0 / 60 water; #AT 1; DMG 3d10 bite; SZ large (50' Long); Str 20, Dex 20, Con 20 - The Thing's favorite form for swimming in the lake is this one as it is the fastest and smoothest. He can coil around small vessels (which is any vessel that has ever been on the lake) and either crush it to bits or drag it under water. While he coils around the vessel, he may still use his bite attack. Attacks to his body during the coil automatically do full damage if the attack is successful. Toad - AC 0; MV 15 / 7 water; #AT 1; DMG 6d10; SZ large (20' tall); Str 25, Dex 20, Con 20 - The Thing appears as a vile lizard toad. His skin oozes along with loose patches of dead flesh. The liquid on his skin is an acidic poison; any creature touching it takes 3d6 points of damage and must save vs. poison at -4 or become unconscious and continue to lose 3 hit points per round. Weapons and other objects must save vs. acid or be destroyed. He can exhale a stinking cloud (as the spell) at will. His huge mouth is filled with needle-sharp teeth used in his deadly bite which causes 6d10 points of damage. For centuries, various versions of a cult rise and begin various activities around The Thing. The Thing is often amused by their activity and often leads a cult to believe that they can control him via "summoning", sacrifice, and other typical cult activities. ----------------------------------------------------------------------- THE FOUR HORSEMAN "Time has taken its toll on you: the lines that crack your face, famine your body it has torn through, withered in every place, pestilence for what you have had to endure, and what you have put others through." A person begins dying since the day of birth. A person's life and death is pre-planned. A sinner once, a sinner twice, it does not matter as fate has destined all. With a person's last breath, the four winds blow (north, south, east, and west). The quartet of deliverance rides. The Horsemen are drawing nearer. On the leather steeds they ride. They have come to take a life on through the dead of night. The soul of the dead must ride with the four Horsemen. The Four Horsemen work for Death. they are the deliverance. The person's soul has the right to resist the Horsemen and not die. No need for confession now, cause now he has the fight of his life. Everybody better raise their ears. The sound of hooves knocks at the door. Lock up the wife and children now. It's time to wield the blade for now the soul has got some company. To bring any of the horsemen to zero hit points, means victory to the soul and the person is resurrected. ... And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth. Revelations 6:8 Occasionally, the Four Horsemen must carry out the wrath of the gods. When they are called to do this job, the horsemen use their apocalyptic powers. Although it is possible for the horsemen to use these powers at any time, they are forbidden to do so by the gods. Apocalyptic destruction can only be ordered by the gods themselves. The effects of using the powers without permission is unknown, but no doubt fatal (or worse). People of good heart may have visions of the eventual apocalypse. Priests and paladins are a natural choice for such visions but common folk like farmers may have visions as well. If the visions are pieced together, an omen of the impending doom will be revealed. Also, riddles will be revealed of artifacts that may prevent or stop the apocalypse. HORSEMAN OF WAR (WHITE) - THE CONQUEROR And I saw, and behold a white horse: and he that sat on him had a bow; and a crown was given unto him: and he went forth conquering, and to conquer. Revelations 6:2 This horseman is the leader of the four. He wears a golden crown encrusted with diamonds. The Conqueror wears magical Plate Mail. The armor is white. It gives an armor class bonus of 5. Powers - The horseman can cause it to become dark as night or light as day within a seven mile radius. The horseman can cause an earthquake. A local tremor of fairly high strength rips the ground. The shock is over in 1d4+1 round. The earthquake affects all terrain, vegetation, structures, and creatures in its area of effect. The area of effect of the earthquake is circular with a diameter of roughly seven miles. The horseman can summon seven avatars; each with seven hit dice. The type of avatars may vary depending on the GM's wishes. A good choice would be the avatars of the Death deity. Of course, any deity's avatars could summoned. One suggestion of four avatars: a lion, an ox, a man, an eagle; each of them with six wings, full of eyes all round and within, always singing. Apocalypse Power - All living creatures within 666 league radius of the horseman become hostile. Tempers rise as minor conflicts become major. Anger and hatred escalates. All creature less than 12th level / hit die are automatically affected. Those above 12th level / hit die must save vs. death magic (+7 penalty) or become affected. Within seven days, chaos develops as the entire area enters a hostile state of war. Weapon - White Bow - This bow gives a +5 bonus to attack and damage rolls to arrows fired from it. The bow and the arrows that are fired from it glow with a bright white. Against evil beings or those that gain power from the Negative Energy Material Plane (like souls), the bow kills if a save vs. death magic is failed. The wielder of the bow can surround himself with an area of magic resistance (25' radius). Horse - AL lawful neutral; AC 6; MV 14, FL 28 (B); HD 10; HP 80; THAC0 11; #AT 3; DMG 1d8/1d8/1d4; SA special; SD special; MR nil; SZ large; XP 2000 The horse is a supernatural version of a Volatilis Clydesdale (from The Complete Guide to Alcohol for Fantasy Role-Playing Games). Volatilis Clydesdale horses are magnificent flying beasts that charge through the air with their powerful hooves. When a Volatilis Clydesdale moves through air, strange white lightening sparks from its hooves. A magnificent view in a dark sky. When a herd of Volatilis Clydesdales take to the sky, the sound of thunder rips through the heavens. The first breath weapon of the horse is lightning. The range is 100 feet. The bolt can fork and strike up to four targets. The weapon does 8d8 points of lightning damage. Damage is divided between the targets up to four. The second breath weapon of the horse is a mist. The mist cone is 100 feet in length and 25 feet in width. This breath weapon produces a fine mist which will lower a enemies to-hit by 3. HORSEMAN OF FAMINE (RED) And there went out another horse that was red: and power was given to him that sat thereon to take peace from the earth, and that they should kill one another: and there was given unto him a great sword. Revelations 6:4 Powers - The horseman has a unique charm ability. He may attempt to charm any creature. The creature must make a save vs. charm with a +10 penalty. Failure and the creature will go insane and attack other creatures in the attempt to kill them. The creature will shriek, rave, and behave in a violent manner. His strength will increase by 2d2, dexterity by 1d2, and constitution by 1d2. The maniac is unreasoning when spoken to, but he will posses great cunning. The afflicted will desire to avoid or to do something according, but not necessarily appropriate, to the situation at hand. Apocalypse Power - All crops and food stores within 666 league radius of the horseman begin to rot. Within seven days, all crops are destroyed. Also food stores (prepared meats, harvested grains, etc.) are rotted and beyond usage. Water sources become tainted and undrinkable. Magic that creates or purifies food and/or water fails with the exception of a wish. Weapon - Red Sword - The wielder gets a +5 bonus to hit and damage with this sword. When using the sword, the wielder always strikes first in the combat round. Anybody who suffers a wound from this sword will develop the insanity of mania. On a attack role of a natural 20, the victim is killed. The blade of the sword has a flame of fire dancing on it. The fire illuminates the area as a torch. The flame easily ignites burnable materials like oil, wood, etc.. Horse - AL lawful neutral; AC 6; MV 24, FL 48 (B); HD 10; HP 80; THAC0 11; #AT 3; DMG 1d8/1d8/1d4; SA special; SD special; MR nil; SZ large; XP 2000 The horse is a supernatural version of a Mustang horse. The horse fights with its two fore-hooves and its powerful teeth. The first breath weapon of the horse is red fire. The flame cone is 100 feet in length and 25 feet in width. The weapon does 8d8 points of damage. All objects must make a save or melt. The second breath weapon of the horse is s a freezing fire. The flame cone is 100 feet in length and 25 feet in width. The fire steals heat instead of giving it. The weapon does 8d8 points of cold damage. HORSEMAN OF DEATH (BLACK) And when he had opened the third seal, I heard the third beast say, Come and see. And I beheld, and lo a black horse; and he that sat on him had a pair of balances in his hand. Revelations 6:5 This horseman judges the dead and decides where the soul shall go. Powers - The horseman can cause the full moon(s) to became blood red. Apocalypse Power - Gates to the Outer Planes open within 666 league radius of the horseman. Beings from the Outer Planes may pass through the gates to do their bidding. It seems that those beings from the Hell and the Abyss tend to take advantage of these gates than those from the Heavens. Weapon - Scales of Judgement - With the scales of judgement, the soul's life is weighed: good on one scale, bad on the other. The soul judged will go to heaven, hell, or remain on the earth as undead. The balance allows the user to open gates to all the planes. However, the gate is one-way to the plane. A creature other than a horseman who touches the balance, will become paralyzed. Those that aren't being judge because of death, may still be judged by the wielder. A creature's life is weighed and the wielder may grant the creature a gift or punish the creature in some way. Possibilities are an increase/decrease in ability scores, remove/bestow curse/insanity, bonus/penalty to saves/to-hit/damage. Horse - AL lawful neutral; AC -4; MV 15, FL 36 (B); HD 10; HP 80; THAC0 11; #AT 3; DMG 4d10/4d10/2d4; SA special; SD special; MR nil; SZ large; XP 2000 The horse is a supernatural version of a war horse similar in look to a Nightmare. The first breath weapon of the horse is fire. The flame cone is 100 feet in length and 25 feet in width. The weapon does 8d8 points of damage. All objects must make a save or melt. The second breath weapon of the horse is a black gas. The gas cone is 25 feet in length and 10 feet in width. Anybody who comes into contact with the gas must save vs. petrifaction or turn to stone. HORSEMAN OF PLAGUE (PALE) And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him. Revelations 6:8 This horseman enforces the ruling of death. Most resistance comes from those that shall burn in hell. Thus, he has the power of hell to help him. Powers - This horseman can summon up to six devils from hell. The total hit dice of the devils cannot be greater than 66. Sometimes one big, tough devil will get the job done. Then again, 6 11-HD devils might be a nice show of force. Apocalypse Power - All living creatures within 666 league radius of the horseman become infected with disease. Each hour, a creature must save vs. disease (+7 penalty) or become infected. The GM may randomly decide what that disease is, but the disease should be yechy, infectious, and fatal. Within seven days, the majority of the populace should be infected with one disease or another. A horde of creeping, hopping, and flying insects gather and swarm in a thick cloud within a 66 mile radius. The insects obscure vision limiting it to 10 feet. Spellcasting within the cloud of insects is impossible. Creatures within the clouds sustain 1 point of damage per round due bits and stings regardless of armor class. Strong use of the elements will keep the insects at bay. A mist of creeping doom six miles long and 66 feet wide moves across the land. All living creatures that are engulfed in the mist must save vs. death or die. Weapon - Ghost Sword - The wielder gets a +5 bonus to hit and damage with this phantasmal sword. Horse - AL lawful neutral; AC -4; MV 15, FL 36 (B); HD 10; HP 80; THAC0 11; #AT 3; DMG 4d10/4d10/2d4; SA special; SD special; MR nil; SZ large; XP 2000 The horse is a ghostly version of a Nightmare. The horse is non- corporeal. A person can actually see through the horse. Although the horse can't be touched because of its ghostly state, a person can still ride on him if the horse wishes it. The rider becomes non-corporeal as well. The only time the horse or his rider solidifies is to attack. The horse has great fangs and burning hoofs. His breath is naturally hot and smoking. The first breath weapon of the horse is intense blue fire. The flame cone is 100 feet in length and 25 feet in width. The weapon does 16d8 points of fire damage. All objects must make a save (+10 penalty) or melt. The second breath weapon of the horse is a poisonous spit. The range is 100 feet. If struck, the target must save vs. poison at -5 or die. -----------------------------------------------------------------------