Quote:
Originally Posted by Rasputin
I found this out the hard way with Demons last night. Constructs have a core of about six traits that they always have and about four that are quite common, but Demons are all over the place.
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Demons are essentially
both a sibling-category of both "people" and an extremely broad sub-category of "monsters". Even fiction and mythology is willing to give demons almost as wide a set of personalities, motivations, attitudes, etc. as they do humans, paired with "whatever the story teller thought was sufficiently creepy/frighting".
They're hard to categorize without making very game-world specific assumptions - and even then they tend to ahem
tempt you to break whatever rules you've made for yourself for the sake of a good idea.
Quote:
Originally Posted by Rasputin
The only commonality I think I found was Immune to Metabolic Hazards, which is pretty common for anything that isn't Plant, Animal or Mundane. So don't go into the dungeon looking to fight with metabolic hazards.
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I go with ItMH and Immune to Mind Control, and of course Social Stigma (Monster) or a Secret, along with the feature "Affected by demon spells" (aka Pentagram, Banish, Summon Demon, etc) for the "always" traits. For the "Recommended" traits, I make sure it has "evil" disadvantages of some kind, and consider Cannot Harm Innocents (Truely Virtuous Only), and Revulsion/Vulnerability/Dread/Weakness/Allergic Susceptibility to something holy-sounding. In this case the Fiend didn't have one of the "bane" traits, but its really cool stuff falls off which is very much the same idea.
Quote:
Originally Posted by PseudoFenton
although constructs are generally still a pain
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A really big hammer and a really big barbarian generally solves that one. If it's not a jelly construct, then crushing probably works :)