Saturday, November 7, 2020

Biblical Angels as OSR Monsters

In recent months I have found out that many biblical angels are not as normal looking as most might think and often look more like demons or eldritch beings. After reading their descriptions I decided that they would make for interesting encounters in my D&D campaign world and used the Old School Essentials ruleset to create the following...


Cherub

The Cherub or Cherubim are the guardians of a god's domain. They are described as having four wings covered in eyes all around. Two cover their body and the other two are for flight. Their heads have the face of a man at the front, a face of a lion on the right, a face of a bull on the left, and the face of an eagle on the back. The Cherub has stiff legs with calves hooves instead of feet as well as 4 hands on each "side" of their body. The bible describes that they only travel in straight lines without turning.

Cherub
Armour Class: 5
Hit Dice: 36
Attacks: 4 x weapon (1D8 or by weapon +1)
THAC0: 5
Movement: 90' (30')
Saving Throws: D2 W2 P2 B2 S2
Morale: 12
Alignment: Law
XP: 14,500
Number Appearing: 1 (1d4)
TT: T (A)

Flight: Cherubim have the ability to fly on command.
Walking the straight and narrow: Cherubim can only move in a straight line and will not turn.
Covered in eyes: Almost impossible to sneak up on.
Mundane damage immunity: Can only be hurt with magical weapons.
Magic Powers: Can use each one up to three times per day.
  • Bless
  • Create food and drink: For 12 humans and mounts for one day.
  • Illusion: Visual and audial. No concentration required. Remains until touched or dispelled.
  • Know Alignment

Seraph

The Seraph or Seraphim fly around heaven singing a god's praises to any and all. However there is a reason why they are called the "Fiery Ones" as they have been heard of purifying the masses in love or in fire. The Seraphim have six wings. Two cover their face, two cover their feet, and two are for flight. They carry a flaming sword in their hands symbolizing the fiery purification that they bring. They are the guardians of a gods throne.

Seraph
Armour Class: 2
Hit Dice: 36
Attacks: 2 x flaming sword (2d4) or 1 x wings (1d10)
THAC0: 5
Movement: 90' (30')
Saving Throws: D2 W2 P2 B2 S2
Morale: 12
Alignment: Law
XP: 14,500
Number Appearing: 1 (1)
TT: T (H)

Flight: Seraphim have the ability to fly on command.
Mundane damage immunity: Can only be hurt with magical weapons.
Magic Powers: Can use each one up to three times per day.
  • Bless
  • Create food and drink: For 12 humans and mounts for one day.
  • Illusion: Visual and audial. No concentration required. Remains until touched or dispelled.
  • Hold Person
  • Know Alignment

Living Creatures

The Living Creatures are angels that have the body of a man and can have the face of a man, a lion, a bull, or an eagle. They have 6 wings covered in eyes like the Seraphim but they do not cover anything. They are up in status with the Seraphim however I'm going to knowingly change this to create a more interesting gameable creature. They are rarely seen in the prime material but when they are, their goal is to spread their religion and their deities influence.

Living Creatures
Armour Class: 8
Hit Dice: 3 +4
Attacks: 1 x weapon (1D6 or by weapon)
THAC0: 16
Movement: 60' (20')
Saving Throws: D12 W13 P14 B15 S16
Morale: 12
Alignment: Law
XP: 125
Number Appearing: 1 (1)
TT: I

Mundane damage immunity: Can only be hurt with magical weapons.
Covered in eyes: Almost impossible to sneak up on.
False Pacifism: Will not fight unless no one else can see it.
The feeble flock: The Living Creature has 3d10 small herd animals that will follow their commands no matter what, even if it would mean death for the animal.
Magic Powers: Can use each one up to three times per day.
  • Bless
  • Create food and drink: For 12 humans and mounts for one day.

Angels

Angels are the most fickle of a god's children. They are what you most think about when you hear the word angel. They appear as a man or woman with beautiful looks but other than that they look completely ordinary. Angels are the most like mankind and although they are only messengers they often find themselves mixed in human affairs.

Angel
Armour Class: 6
Hit Dice: 5
Attacks: 2 x weapon (1D6 or by weapon)
THAC0: 15
Movement: 120' (40')
Saving Throws: D10 W11 P12 B13 S14
Morale: 8
Alignment: Any
XP: 175
Number Appearing: 1 (1)
TT: T
Flight: Angels have the ability to fly on command.

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