Darksiders Bestiary
Angels Angel Traits, All Angels have the following traits:
Unmade: A wrathful angel is an engine of supernal
destruction. All damage dice it inflicts with its normal attacks
are read straight.
Unfettered: An angel has an invincible defense against all
effects that read or affect its mind or emotions. It can give
false readings to any effects that would pry into its thoughts or
true nature.
Unborn: Angels were created, not born, and they were created
to maintain an aspect of natural law. They may create miracles
related to that aspect as if they were a Godbound bound to that
Word (Hellguard typically are bound to Bow, Endurance, or
Sword. Archons and Archangels can be bound to any word), at
the usual cost in Effort. Powerful angels often develop gifts
similar to those of the Godbound.
Angel Soldier AC: 3 Move: 60’ flight
Hit Dice: 10 Save: 10+
Attack: +10 x 3 attacks Damage: 1d8 Angelic Lance
straight
Morale: 11 Effort: 3
Angel Soldiers are airborne soldiers of light, armed with a
halberd-alike melee weapon that doubles as a ranged weapon -
Angelic Lance. Like all other Hellguard forces they wear a
light dark-golden armor that appears to be made with
advanced technology. As Angels, they fight for Heaven
against the Demonic legions and stand in the front line against
Destroyer's army. These Angel Soldiers appear to be quite
noble, as they are referred to as great and honorable warriors,
and as The Charred Council states "might they be Lords of
Heaven...", indicating that they consider them to be high-
ranking figures. They now fight under the command of Uriel,
since Abaddon died. They harbor a deep hatred of War, as
they see him as the responsible for the early Apocalypse and
Abaddon's death. The remaining Hellguard forces are
incapable of returning to Heaven until the Balance, that was
lost due to the Apocalypse, is restored. Since Mankind has
been obliterated by Demonic forces, the Light Angels along
with all of the Hellguard are apparently trapped forever on
Earth, never to return to the White City. They may take two
actions every round.
d6 Solder Actions
1 Fly away from the nearest melee attacker.
2 Target a ranged foe with their energy bolt attacks.
3 Invoke a miracle to negate the next gift or miracle
targeted at them, then attack.
4 Invoke a miracle to gain an invincible defense against
melee attacks until the start of its next turn, then attack.
5 Use all actions to kill the foe with the finest equipment.
6 Invoke a miracle to launch an unerring bolt at each foe
within sight, inflicting 1d10 normally-rolled damage,
doubled against foes in melee range.
Angel Champion AC: 1 Move: 60’ flight
Hit Dice: 15 Save: 8+
Attack: +10 x 3 attacks Damage: 1d10 Angel Sword
straight
Morale: 10 Effort: 5
Angelic Champions are Large Angelic warriors wielding a
huge shield along with a sword made of energy, these holy
hulking juggernauts are far stronger than their normal soldier
counterparts. Their wings are gold rather than blue in order to
show their rank in the celestial hierarchy. Angel Champions
are the some of the strongest type of angel, bested only by
Storm Wardens, Archons, and Archangels including Abbadon
and Azrael. They may act twice every round.
d6 Champion Actions
1 Fly 60’ to a better position on the battlefield.
2 Attack the most obnoxious target within 200 feet.
3 Invoke a miracle for invincible defense against weapons
until the start of its next turn as an action, then attack.
4 Invoke a miracle to Automatically hit on all attacks made
this round, then attack with its other action.
5 Use all actions to kill the last foe to harm it.
6 Invoke a miracle to inflict 1d10 damage to all foes in
sight. This damage is rolled normally, not straight.
Strom Warden AC: 5 Move: 90’ flight
Hit Dice: 20 Save: 5+
Attack: +10 x 2 attacks Damage: 1d12 Redemption
Cannon straight
Morale: 10 Effort: 6
Storm Wardens are Heavenly Soldiers which were hand-
selected by Archangels themselves, as they are the elite of the
elites in the army of light. These angels carry with them a
Redemption Cannon that fires balls of flames against the
unfortunate ones that place themselves in the weapon's range.
Their armor is different from the rest of the Hellguard, as it is
silver with little ornaments in gold, while other angel soldiers'
armor is usually gold. They are rather difficult to defeat as
they are not only very resilient, but highly mobile. It takes
three actions every round. Some are bound to the Command
Word.
d6 Storm Warden Actions
1 Fly up to 90’ away from danger.
2 Attack what seems to be the strongest foe.
3 Invoke a miracle to lash its minions into a frenzy,
granting them all an immediate free round worth of
actions.
4 Invoke a miracle to force attackers to suffer the same
damage they inflict on it until its next turn.
5 Use all actions to kill the last foe to harm it.
6 Invoke a miracle to utter a command; any who disobey it
before the next round starts suffer a 1d6 damage die of
normally-rolled damage.
Archon AC: 2 Move: 120’ flight or
teleport
Hit Dice: 50 Save: 3+
Attack: Two automatic hits Damage: 1d12 weapon
straight
Morale: 9 Effort: 15
Leaders and battle-priests of the White Army, Archons are
pinnacles of martial skill and divine power, they are second
only to Archangels and command whole detachments and
outposts. Most wield powerful divine relics. Like Archangels,
they may be bound to any word and have 3 points of gifts
from that word. Archons may act three times every round.
d6 Archon Actions
1 Fly 60’ to a better position on the battlefield.
2 Attack the most obnoxious target within 200 feet.
3 Invoke a miracle for invincible defense against weapons
until the start of its next turn as an action, then attack.
4 Invoke a miracle to Automatically hit on all attacks made
this round, then attack with its other action.
5 Use all actions to kill the last foe to harm it.
6 Invoke a miracle to inflict 1d10 damage to all foes in
sight. This damage is rolled normally, not straight.
Ortho (Angelic Beast) AC: 3 Move: 120’ flight
Hit Dice: 30 Save: 5+
Attack: +10 x 3 attacks Damage: 1d12
claws/bolts straight
Morale: 11 Effort: 5
The Ortho, also known merely as the Angelic Beast, is a large
Griffin type creature used as heavy support by the Angel
remnants. It fires energy bolts against its targets to bring them
down in addition to capably performing as an air vehicle. They
may act twice every round.
d6 Ortho Actions
1 Fly up to 120’ to a better position on the battlefield.
2 Target a ranged foe with their energy bolt attacks.
3 Invoke a miracle for invincible defense against weapons
until the start of its next turn as an action, then attack.
4 Invoke a miracle to automatically hit on all attacks made
this round, then attack with its other action.
5 Use all actions to kill the most obnoxious target within
200 feet.
6 Invoke a miracle to launch an unerring bolt at each foe
within sight, inflicting 1d12 normally-rolled damage,
doubled against foes in melee range.
Demons Demon Traits, all Demons have the following traits:
Hellforged resilience: Regardless of hit die all demons have
an invincible defense against non-magical attacks.
Hellbound Heart: All demons are bound to at least one Word.
Ashworm AC: 6 Move: 20’ burrow
Hit Dice: 15 Save: 8+
Attack: +10 x 2 attacks Damage: 3d10+4 bite/slam straight
Morale: 10 Effort: 5
Ashworms are very large worms that inhabit the Ashlands,
burrowing and tunneling underneath the sands. The Ashlands
are infested with these creatures, making traversing the ground
incredibly dangerous and almost impossible on foot. Typically
bound to the Earth word.
Abyssal Rider AC: 3 Move: 40’ run
Hit Dice: 6 Save: 12+
Attack: +6 x 2 attacks Damage: 2d6+1 sword
Morale: 11 Effort: 2
The Abyssal Riders, also known as the Dark Riders, are the
Destroyer's Cavalry. Beneath their armor, these pitiless
horsemen are cracked and pale, their flesh barely able to
contain the hellfire that roils within. They can release this
energy in sorcerous attacks, or channel it into phantom steeds
which shriek with the agony of their riders' tortured souls.
Their Horses are disgusting corpses which spout blue flames
where they ride.
Phantom Horse AC: -4 Move: 90’ flight
Hit Dice: 6 Save: 12+
Attack: +6 x 2 attacks Damage: 1d8+3 bite, 2d8+3
hooves
Morale: 11 Effort: 2
Phantom Horses are, as the name implies, horses with a
tainted or shadowy appearance. Phantom Horses are
commonly seen ridden by Abyssal Riders, and noticeably The
Four Horsemen.
Broodling AC: 6 Move: 30’ climb
Hit Dice: 3 Save:
Attack: +3 Damage: 1d6 bite
Morale: 6 Effort: 1
The Broodling, also called Chain Spiders, are the demonic
offspring of Silitha. They appear to be huge spiders, similar to
their mother, with huge legs and sharped mouths.
Loom Warden AC: 3 Move: 20’ climb
Hit Dice: 5 Save:
Attack: +5 x 3 attacks Damage: 2d6+3 claws, 1d8+3 bite
Morale: 11 Effort: 1
They are the guardians of Silitha that must be destroyed along
with Broodmother to gain entrance to Silitha's Loom.
Shadowcaster AC: 0 Move: 30’ flight
Hit Dice: 9 Save:
Attack: +9 x3 attacks Damage: 1d12+5 hellfire blast
Morale: 11 Effort: 3
The Shadowcaster (or merely the Caster in some cases) is a
resilient spellcasting demon encountered in the Iron Canopy,
and occasionally in the challenges of the Shadow Lurkers. It is
known that a journey through the Destroyer's kingdom is one
few survive. His servants watch every street, with ears cocked
for the slightest sound and eyes open for the slightest
movement. And some, like the serpentine Shadowcasters, are
impossible to evade. These demons do not rely on sight- they
can taste vibrations on their snaking tongues. An errant soft
footfall on the powdered ash will drive them to a murderous
frenzy. Once their prey is targeted, the Caster's clawed hands
knead energy into crackling balls of fire, which explode in all
directions. This hell-bred beast will attack until it tastes the
sweetest vibration of all- the last shallow beat of a dying heart.
Duskwing AC: 3 Move: 40’ flight
Hit Dice: 4 Save: 13+
Attack: +4 Damage: 1d8+2 bite
Morale: 11 Effort: 1
Duskwings, sometimes called Duskbats, are fairly weak
enemies which have the appearance of a bat and are most
commonly found in the Twilight Cathedral as well as the
Choking Grounds. There is also a fiery variant, found in Echo
Gorge and the Twilight Cathedral which can shoot fireballs.
Fallen AC: -2 Move: 50’ flight
Hit Dice: 15 Save: 8+
Attack: +10 x 2 attacks Damage: 2d6+4 claws/tail
Morale: 11 Effort: 3
These rare fallen angels saw themselves lured to a path of
darkness by appealing promises made by Hell. They are
opportunistic hunters, prowling the skies over destroyed cities,
perhaps looking for people to punish or angels to kill. They
look somewhat similar to a Grappleclaw, but much larger in
body and wings. Fallen look like giant twisted creatures with
hardly, if any, resemblance to their former selves. They are
usually driven by and insatiable bloodlust, and are stronger
even than the Trauma beast. Their incredible endurance,
strong attacks and maneuverability make them a difficult
opponent to defeat. Rare creatures, they can be encountered
during the Apocalypse. The Fallen that can be fought is on the
Angelic Beast while War makes his way through the Echo
Gorge towards Twilight Cathedral.
Gholen AC: 0 Move: 30’
Hit Dice: 10 Save: 10+
Attack: +10 x2 attacks Damage: 1d12+1
Morale: 11 Effort: 3
Gholens are massive and durable Demons whose hands erupt
with fire. They are extremely resilient to attacks that would
normally kill other demons and are very dangerous when dealt
with. There is nothing subtle about the massive Gholens. The
very ground trembles under their monstrous weight. Each
hand is impossibly hard and smolders with fire that cannot be
quenched. Gholens shake off blows that would fell trees, and
crush skulls as if they were clay.
Minion AC: 6 Move: 40’ run
Hit Dice: 7 Save: 12+
Attack: +7 Damage: 2d6+2 claws
Morale: 11 Effort: 2
The minions are the destroyer's hounds, pack hunters that
scour the wastelands for prey. Their misshapen masses of
heads, torsos and limbs are fused into a hideous array.