← Search

Incubus/Succubus

Monster

Nimble GM Guide · p.109

Open source p.109

Beyond the Crimson Veil

Level 4HP 50
Attacks

The taskmasters are treacherous and will fight for only as long as they outnumber the heroes. Will provide information in exchange for their lives.

The stench fiends are cowards and will not fight, they continue operating the machine only as long as their taskmasters are around.

Mad cultists babble cryptic verses interspersed with fiendish tongues: "Dead One dies for death to spread!" "Red ocean drowns the sea of green!"

Cultists (2/hero), Fanatics (1/hero), and Doomsayers (1/hero) stir and mix the vats with enormous onyx ladles. The screams reduce hearing range to 4 spaces.

Captives from cage 1 warn not to release or open cage 2, they are disguised fiends rightfully being punished (this is false). Captives from cage 2 claim likewise (this is true).

They both claim to be from a local village that was engulfed by the Crimson Veil. The real civilians can’t think how to prove they are telling the truth; but, if asked, know details about their village the fiends don’t.

Any skills, spells, or abilities that can see through lies or illusions can detect the fiends.

A frog-fiend the size of a small house nervously grumbles about the malfunction. "Ideas! I need IDEAS or Azriel will put ME in it next!"

Given enough time, the stench fiends will fix the machine. But if their taskmaster is scared away or otherwise dealt with they will cease work.

Legendary Encounter: Azriel, Lord of Pain & Flame. As you approach, Azriel projects visions of dread into your minds—scenes of destruction, suffering, and the world consumed by the Veil. "Speak. Why have you entered my domain?"

Opening: "Tremble at your doom, mortals!"

Gaining the Upper Hand: "Is this all your pathetic world can muster?"

Last Stand: "I am PAIN, suffer with me!"

On Death: "You cannot kill flame…"

Infernal Allure.At the start of their turn, heroes make a DC 15 WIL save or become Allured (GM spends 1 of your Actions). Gain advantage for each failure this encounter.

Claws & Whip (2×). damage.

Blood Vats.An untold number of voices scream within bubbling vats of crimson liquid.

Captives.2 cages, each with over a dozen captive civilians, desperate and begging to be released.

North Blood Engine.10 stench fiends bumble around trying to fix the apparently broken machine. They ignore the heroes and work tirelessly as a frog-fiend watches over their work.

Visions of Dread.A colossal machine, thick with congealed black blood, billows forth thick mist.