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Stat Block

Essence: 2; Willpower: 5; Join Battle: 6 dice
Personal Motes: 70
Health Levels: -0/-1x3/-2x3/-4/Incap
Actions: Climbing and Brachiation 7d; Feats of Strength (may attempt Strength 5 feats) 10d; Resist Poison/Illness 8d; Senses 6d; Stealth 6d; Threaten 7d; Tracking 5d
Appearance: 3 (Hideous); Resolve: 3; Guile: 1

Combat

 Attack (Claw): 11d (Damage 15)
 Attack (Grapple): 8d (10 dice to control)
 Combat Movement: 7d
 Evasion 2, Parry 4
 Soak/Hardness: 7/0
Offensive Charms
  • Brutal Ape Pounce (4m; Simple; Instant; Withering-only; Essence 1): If the blood-ape deals 5+ damage to an enemy with this withering attack, that character is knocked prone. If the initiative damage brought them below the demon's Initiative, the blood-ape may pay a point of Willpower to reflexively make a decisive attack against them. The reflexive attack power of his Charm may be only be used once per fight unless reset by landing three successful withering attacks.
  • Principle of Motion (10m, 1wp; Reflexive; Instant; Essence 2): The blood-ape moves with blinding speed, taking a flurry without the usual restrictions--
    it can flurry two of the same action if desired, and it ignores the usual penalties to dice pools and Defense.
  • Rending Claw Slash (5m, 1i; Supplemental; Instant; Uniform; Essence 1): When the blood-ape savages a grappled enemy, it doubles 9s on the damage roll.
    If it receives 6+ extra successes on the attack roll, double 8s as well.
  • Shattering Roar (15m, 1wp; Simple; Instant; Dual; Essence 2): The blood-ape emits a howl potent enough to pulp flesh and pulverize bone, attacking an enemy out to mdium range with a roll of nine dice. Withering howls have a base damage of 20. Decisive attacks add extra succcesses to their raw damage, and deal bashing damage. Once per fight, unless reset by moving to pursue an enemy after a successful rush.
Miscellaneous Charms
  • Destructive Force (3m or 1i; Supplemental; Instant; Essence 1): The erymanthus adds three bonus successes on a feat of strength to destroy an object or obstacle.
  • Hurry Home (10m, 1wp; Simple; Instant; Essence 1): The demon fades away and vanishes on its next turn, drawn instantly to its summoner's side. This Charm is unavailable when the demon is unbound.
  • Materialize (35m, 1wp; Simple; Instant; Essence 1): Bloody, stinking ropes of muscle and flesh lash themselves together from thin air, building the blood-ape a physical form.
  • Measure the Wind (5m; Simple; Instant; Essence 1): The erymanthus can discern the nature of anyone whose blood it tastes.