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Irrhalk

Size: 10 feet long, 6 feet at the shoulder; 26-foot wingspan

Weight: no weight

COU 17 SGC 12 INT 15 CHA 12 DEX 9 AGI 18 CON 24 STR 26

LP 90 AE 45 KP - INI 18+1D6

DE 9 SPI 3 TOU 4 MOV 12/36 (ground/air)

Claws: AT 19 DP 2D6+4 RE medium

Bite: AT 16 DP 2D6+6 RE short

PRO/ENC: 4/0

Actions: 2 (at most 1 x Bite)

Advantages/Disadvantages: Darksight II

Special Abilities: Charge (Bite, Claws), Flying Attack

Skills: Body Control 12 (18/18/24), Climbing 4 (17/18/26), Feat of Strength 16 (24/26/26), Flying 14 (14/15/18), Intimidation 12 (17/15/12), Perception 4 (12/15/15), Self-Control – (automatic success), Stealth 2 (17/15/18), Swimming – (no check allowed, irrhalks cannot swim), Willpower – (automatic success)

Spells: Horriphobus 6 (17/15/12)

Number: 1 or 1D6+1 (swarm)

Size Category: large

Type: Demon (horned, Blakharaz), non-humanoid

Summoning Difficulty: -4

Loot: none

Combat Behavior: Irrhalks like to make dive attacks against opponents and force them to the ground with their claws. Sometimes they grab their victims, fly high up into the air, and drop them.

Escape: Irrhalks fight to the bitter end.

Sphere Lore

  • QL 1: Irrhalks avoid direct sunlight. As demon-followers of Blakharaz, they can be hurt with weapons blessed by Praios.
  • QL 2: Irrhalk excrement takes the form of allconsuming, white-hot embers.
  • QL 3+: Irrhalks hate true griffons and cannot be dissuaded from attacking them on sight.

 

Special Rules

Burning Embers: If you are injured by an irrhalk, roll 1D6; on a result of 1-3, you come into contact with fiery embers and suffer an additional 1D6 DP (ignoring PRO). This can also damage clothes, armor, and equipment, at the GM’s discretion.

Burst: when an irrhalk loses all of its LP, it bursts open, and anyone within a melee reach of long or closer can be hit by flying embers. Affected characters may try to Dodge. Those who fail (or cannot dodge) suffer 1D6+4 DP.

Demon Rules: Irrhalks use the general demon rules.

Additional Services:

Lengthy Transportation (the irrhalk carries its summoner, or another person chosen by its summoner, for a distance of up to 500 miles; this requires two services).

Publication:
Core Rules, page 358