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OPEN GAME LICENSE Version 1.

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15. COPYRIGHT NOTICE


Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan,
based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins and JD
Wiker.
System Reference Document Copyright 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy
Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
RuneQuest System Reference Document Copyright 2006, Mongoose Publishing; Author Matthew Sprange, based on original material by Greg
Stafford. BloodQuest material by Postmortem Studios (James Desborough) all text designated open content. OGL Horror is copyright 2003 Mongoose
Publishing Limited.

1
Credits

Writing, Steve Mortimer, Ian Liddle, Richard Fannon


Layout and design: James ‘Grim’ Desborough, Ian Liddle, Richard Fannon.
Artwork: James ‘Grim’ Desborough, Gavin Hargest, Darkzel.

“RuneQuest (TM)” and the RuneQuest logo are Trademarks owned by Issaries, Inc. and
are used according to the terms of the RuneQuest logo Licence version 1.0. A copy of
this licence can be obtained from Mongoose Publishing. The mention or reference to
any company or product in these pages is not a challenge to the trademark or copyright
concerned.

‘BloodQuest’ is copyright Postmortem Studios 2007


Blood! is copyright Underground Games 1990
Blood!: Second Edition material is copyright Postmortem Studios 2006.
Freakshow is copyright Postmortem Studios 2007.

2
Barbskin Demon • Fearless, as a demonic footsoldier
from the Hell Dimensions the
Barbskin demon is immune to fear
Attributes Random Average
Strength 100+6d10 133 and intimidation (after all nothing
Stamina 80+4d10 102 a human could do would be even
Agility 50+2d10 61 a tiny percent as horrific as living
Perception 30+4d10 52 in hell itself). The one exception
Intelligence 2d10 11
Pain Threshold 60+5d10 87 to this could be a true believer,
Willpower 50+5d10 77 someone with faith.
Luck 10 10
Movement - 2/6/13/23 • Tireless, these demons fight
Actions - 5
Damage Bonus - 1d10 endlessly in their home dimension
Exert Strength - 75% and can do so for as long as
Hear - Sight- - 65/70/15/15/15 needed, they never suffer energy
Smell -Taste - point loss for fatigue or extended
Touch
Shock Survival - 115% activity.
Toxin Resistance - 120%
Initiative - 0 • The tough hide of one of these
Parry Bonus - 0
Hit Points - 78 demons acts as armour providing
Blood Points - 67 15 points of protection versus
Energy Points - 129 bladed and impaling attacks
Mind Points - 44 but only 10 versus firearms
Hand to Hand - 80%
Melee - 50% type attacks. They are of course
Thrown - 30% completely fireproof.
Archaic - -
Pistol - -
Rifle - - • The creatures eyes are slitted
Heavy - - like a predator and an unnatural
yellow colour, it has night vision
Attack Hit Parry Act Dmg Blood Crit like a cat but cannot discern
Slash 65% 42% 3 3d10+5 Blade Sword1
Impale 75% - 4 2d10+7 Blade Impale1 colour.
Bite 70% - 4 2d10 Blade Bite2
Claws 80% - 3 1d8+1d10 Blade Knife2
• The Barbskin demon has one true
• The Barbskin demon gets its name vulnerability on this plane and
from a number of calcified barbs that is sanctified ground, if tricked
that jut from its skin, these barbs onto sanctified ground the demon
are as strong as tempered steel looses its armour and halves its
and used to rend flesh from bone. strength, with the appropriate
Anyone foolish enough to grapple changes to it’s damage bonus.
a Barbskin demon automatically This vulnerability extends to
takes 1D5 Barb Impale hits. other articles of faith, Holy Water
for example would damage the
creature as if it were splashed by
acid and a sanctified blade would
ignore its armour and certainly
enrage it.

3
Fear Effect The Barbskin demon uses its barbs and
A Barbskin demon is a horrific thing to claws to rend flesh and organs away from
see, it is tall and powerful and covered in the bones (usually in a particularly horrific
sharp pointy death, even more so if it is and visceral way) so it can then eat its
feeding at the time (see description below). victims bones, these bones provide it with
Thankfully they are very straightforward both food and with raw material to grow
and are simply in your face scary. new barbs through its skin.

Seeing one of these demons requires a Barbskin demons are not often found in
Willpower roll (with a -25 if it is seen this world but there are one or two ways
feeding) with a loss of 1D10 Mind Points to for them to get here and they love
(add another 1D10 if the creature is feeding nothing more than the opportunity to feed
and at the GM’s discretion another 1D10 unrestrained on easily killed human prey.
if this is the first demon the character has
seen). These demons can be summoned through a
ritual of sacrifice that is detailed in several

Description
black magic tomes, these tomes do not
contain the required ritual to bind these
Hailing from one of the Demonic planes this demons though so in most cases the first
demon is a footsoldier in the eternal wars thing they do is kill and eat those who
of Hell where it fights and feeds almost summoned them. If the binding ritual is
endlessly, the creature can subsist on raw also known then powerful practitioners
meat if needed but its primary source of of the black arts can make them kill on
food is the bones of its victims (see below). command instead of rampaging without
direction, although the demon must be
The Barbskin demon stands between allowed to kill and feed regularly otherwise
seven and nine feet tall and has a heavily it will eventually turn on its ‘master’.
muscled upper torso, its tough skin has
a mottled slightly reddish tinge to it. The The second, much less common, method
main feature of the creature is the jagged is for a more powerful demon to send
calcified barbs that protrude from its skin the Barbskin demon to this plane. This
all over the body, these barbs are often does not happen very often as the power
hooked and can grow to around a foot in required to send something from Hell to
length. this plane is great. Most often a Barbskin
demon will be sent to act as a distraction
As a demonic footsoldier the Barbskin to keep attention away from some other
demon is powerful but dumb, it exists demonic activity, although some of
to fight and survive but is not blessed the more chaotic upper level demons
by much in the way of intelligence. The occasionally send them through out of a
creature operates almost entirely on an perverse sense of fun.
instinctual need to kill and feed, this can
be used by the brave or stupid to lure the
demon onto sanctified ground where it is
considerably weaker.

Perhaps the most disturbing thing about


this demon is the way it feeds. The barbs
that litter its flesh come from the demons
need to consume the bones of its victims.

4
Adventure Seeds • A group of upper level demons
have sent one or more of these
• A group of college students come monstrosities to our world as part of a
across a tome containing the viscous game to see how much death
summoning ritual and use it, believing and destruction they can cause before
they are summoning a demon that being stopped. Should the demon be
they can then make a pact with. defeated any surviving characters may
The Barbskin demon slaughters its well have attracted the attention of
summoners and begins a rampage these upper level demons.
of death and destruction across the
campus. Perhaps the characters are • A Barbskin demon once bound into
at the party or on campus nearby? the service of a practitioner has broken
free and killed its master, it now hunts
• The Barbskin demon is sent to the family of the being who enslaved it.
collect on a demonic pact that has
become due, the sorcerer who made
the pact has somehow managed to
misdirect the demon into thinking the
characters are the ones it seeks.

5
BARBSKIN DEMON
OGL BARBSKIN DEMON
Species Traits: MRQ
Resistances and Immunities (Su): The Characteristics
Barbskin demon is immune to Fire Damage STR 4d6+12 (26)
and has Damage Resistance 10/Holy (ignores CON 3d6+9 (19)
the first 10 points of damage dealt by any DEX 3d6 (10)
nonmagical weapon) to Slashing, Piercing and SIZ 4d6+12 (26)
Bludgeoning damage; it has Damage Resistance INT 1d6 (3)
5/Holy 9 (ignores the first 5 points of damage POW 2d6 (7)
dealt by any nonmagical weapon) to all other CHA 1d6 (3)
forms of damage.
Angels of Pain Hit Locations
Tireless (Ex): Barbskin demons never tire,
suffers from fatigue or any other exhaustion D20 Hit Location AP/HP
related condition. 1-3 Right Leg 4/9
4-6 Left Leg 4/9
Fearless (Ex): Barbskin demons are immune 7-9 Abdomen 4/10
Intimidation and mind control effects with the 10-12 Chest 4/11
Fear quality, the exception to this is when the 13-15 Right Arm 4/8
person delivering them is a person of Faith (GM 16-18 Left Arm 4/8
Discretion as to what applies). 19-20 Head 4/9
Natural Weapons (Ex): The barbs that this
Weapons
creature gets its name from are natural
weapons and cannot be disarmed. Type Skill Damage/AP
Bite 70 1d6+1d12
Darkvision (Ex): Barbskin demons have Claw 80 1d6+1d12
Darkvision with a range of 60ft. Impale 75 1d8+1d12*
Slash 65 1d8+1d2
Vulnerability: Any attack with the Holy *Impale on a critical
damage type ignores the demons DR and
Immunities. If lured onto Holy Ground it loses Traits
all Resistances and Immunities and halves its
Dark Sight: The Barbskin demons cat
Str.
like eyesight allows it to treat pitch black
Barbskin Demon: CR 8; Large Outsider; HD conditions as darkness.
8D8+24; hp 60; Mas 17; Init -1; Spd 30ft,
Climb 20ft, Swim 20ft; Defense 16 (+8 Natural, Fearless: The Barbskin demon is a native
-1 Size, -1 Dex), touch 8, flatfooted 16; BAB to one of the Hell dimensions and as such
+8/+3, Grap +18, Atk +14/+9 (1D6+6, Slam) is fearless. It automatically passes any
or +14/+9 (1D8+6, Barb Slashing) or +14/+9 Persistence test.
(1D6+6, Gore) or +14/+9 (1D6+6 Claws) or
+14/+9 (1D6+6 Bite); FS 10ft by 10 ft; Reach Fire Immunity: The Barbskin demon is
20ft; SQ Immune to Fire Damage, DR10(5)/ completely immune to all fire damage.
Holy, Tireless, Fearless, Natural Weapons;
Panic 15, Fear 15; Madness 15; AL Chaos, Evil;
Formidable Natural Weapons: This
SV Fort +9, Ref +5, Will +7; AP 0; Str 22, Dex
8, Con 17, Int 6, Wis 12, Cha 2. Skills: Balance calcified bone that makes up the demons
+8, Climb +8, Jump +8, Listen +6, Spot +8, barbs are tough and durable as metal. As
Survival +10 Feats: Power Attack, Cleave such they may parry weapon attacks.

6
Holy Vulnerability: The Barbskin demon
is vulnerable to Divine magic, such magic
ignores its armour and its Fearless trait.
If lured onto Holy ground its armour is
counted as zero and it halves its strength.
Weapons enchanted with Divine Magic also
bypass its armour.

Tireless: The Barbskin demon never tires,


suffers from fatigue or any other exhaustion
related condition. It automatically passes
any Resilience test.

Natural Armour: The creatures tough hide


grants it and armour rating of 4 and no
skill penalties.

Special Rules
Combat Actions: 2
Strike Rank: +6
Movement: 4m
Traits: Dark Sight, Fearless, Fire Immunity,
Formidable Natural Weapons, Holy
Vulnerability, Tireless, Natural Armour.
Power Points: 7
Mind Points: 10
Fatigue Points: None, cannot tire.
Courage: None, without fear. (30 versus
Holy/Divine)
Skills: Athletics 50%, Perception 40%,
Resilience 50%, Survival 35%
Horror: Courage -0%, Mind Points 1d10+2 /
Courage -25%, Mind Points 1D10+8 (If seen
feeding).

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