Professional Documents
Culture Documents
for the fifth edition of the world’s most popular tabletop role-playing game,
freely inspired by the biblical Book of Revelation.
The rules, terms and wording contained within may be subject to updates before the final version.
Contents
INTRODUCTION5
AR MAGEDDOŊ 7
THE END TIMES 8
THE PLAIN OF AR MAGEDDON 10
FACTIONS12
THE MARKS 14
MARK DICE 15
THE MARK OF THE BEAST 16
PEOPLE OF APOCALISSE 19
THE LAST ONES 20
APOCALYPTIC ARCHETYPES 23
FURIOSO24
SORCERER OF OTHERWORDLY BLOODLINE 27
BARD OF REVELATION 28
WOR MWOOD SPECTER 31
CREATURES OF APOCALISSE 33
MONSTERS34
THE FOUR HORSEMEN 36
A
After these things I looked and saw a door s the artistic heir to Inferno, Apocalisse –
opened in heaven; and the first voice that I John’s Guide to the Armageddon is a terrifying
heard, like a trumpet speaking with me, was journey through the End Times.
one saying, “Come up here, and I will show you Lost upon the broken Earth, wounded by divine
the things which must happen after this. plagues and calamities and ruled over by the
Horsemen of the Apocalisse and their legions, the
T
he Book of Revelation, commonly players must face angels and demons of Armaged-
known as The Apocalypse of Saint John, don in a desperate struggle against the End of all
is probably one of the most poetic and things.
complex text ever written. Will they choose to fight for their lives, or will they
An incredibly powerful journey through the cat- yield to Universal Judgment?
aclysms and devastation that lead humanity and
the Earth towards the End Times, all within a story The characters of Apocalisse are humans who sur-
that serves as a bookend to the New Testament, vived the opening of the Seals and found shelter in
and to the Bible as a whole. Babilonia, the final human outpost.
In his book, John takes on the mantle of a prophet, As the millennia-long war between angels and
and recounts a terrifying vision of “things which demons rages on, fighting for control over an
must happen after this”. He talks of the Final Days, Earth with no future, these characters must find
and everything that would take place during the the strength to forge new allegiances, face the
Apocalypse. heralds of the Apocalypse and other otherworld-
The opening of the Seven divine Seals, the arriv- ly powers, in an attempt to change the fate of the
al of the Four Horsemen of the Apocalypse, the Final Battle.
appearance of the Beast and the descent of the
legions of angels and demons clashing over the
ruins of Earth, as it is lashed with unimaginable
devastation.
Introduction 5
ArmagEddoŋ
Chapter I
the eNd TiMES The Fourth Seal was opened.
Forth came Death. A Horseman upon a pale, ema-
T
hus the time came for the Lord, who was ciated horse, and those who had been sentenced
light eternal and unchanging love, to to Hell followed him. All those dead were resur-
begin clamorous and inevitable events. rected and marched with the fourth Horseman,
These would, in his divine mercy, unleash his Fury spilling onto the world.
against the evil and the corrupted, bringing forth
conversion, repentance and forgiveness. The Fifth Seal was opened.
Back came the the souls of the saints, the martyrs
Thus came the time of Apocalisse, the vestibule of of Heaven, those that were slain for the word of
Universal Judgment. the Lord and for the testimony which they held.
Just as John had foreseen, the word was bestowed The Sixth Seal was opened.
upon the servants of the Throne: the seven seals The sun and the moon were wed in an eternal
were to be opened, as a prelude to the End Times. eclipse, casting the world in darkness. The stars
And so it was. One after the other, these symbols fell unto the Earth as it shook with earthquakes.
of the Lord’s domain upon creation were opened in Every mountain and island were moved out of
secret. The consequences were such for all to see. their places, and the world was unrecognizable.
Cities were destroyed.
The First Seal was opened.
A Horseman on a white horse came forth and The Seventh Seal was finally opened.
he had a bow; and a Crown was given unto him. The angels of Heaven came unto the Earth, and
He was Conquest. Nothing and No one could re- with them was Abaddon, the Destroyer. He parted
sist him. His was all which he touched, or hit, or the sea and opened the shaft of the Abyss. From
claimed. the waters came forth the demons led by the Beast.
A rain of ice and fire mixed with blood lashed the
The Second Seal was opened. Earth, and with it came lightning, smoke and
A Horseman on a horse that was red like fire came earthquakes.
forth, and he had power to take peace from the
earth, and that they should kill one another. He was One third of the waters became blood, one third
War, and there was given unto him a great sword. became wormwood and one third of the earth it-
self ceased to exist. In the place of what had un-
The Third Seal was opened. til then existed was now an endless stone desert,
A Horseman on a black horse came forth and he filled with canyons and ruins. That was the Plain
had a set of scales in his hand. He was Famine and of Armageddon and with it was the beginning of
his was the duty to take resources from humani- the End Times.
ty. Everything he touched became scarce, dimin- The Last Ones, from the caves where they had
ished, and prohibitive. The world, with him, lan- sought shelter, came forth to face the consequenc-
guished for every thing. es of the Lord’s Fury.
8 Armageddon
the Plain of ers and conquerors of the Old World are of no use.
Ancient wisdom, in the complete and utter scarci-
ArmaGeddoN ty of tools and raw materials, is of no use. The Last
Ones are left to face a future that has never been
The sun became black as sackcloth made of more uncertain.
hair, and the whole moon became as blood.
The stars of the sky fell to the earth. The sky The land they inhabit is stone, dust and ash. The
was removed like a scroll when it is rolled up. deserts, cliffs, and canyons are crossed by rivers of
Every mountain and island was moved out of blood and smoking poisoned waters called worm-
its place. wood. The landscape is constantly lashed by rains
of blood and storms of black ash. From the depths
I
t has been more than twenty years since of caves and ancient ruins, creatures emerge that
the last seal was opened. The Old World is one time might even have been animals. The End
lost forevermore. Civilization is constantly Times has affected their bodies and lit an ominous
on the verge of collapse. And yet the Last Ones spark in their eyes. Everything is a threat, danger
fight to survive in the desolate land that was left is everywhere, and the few lucky enough to find
them. The stage for the End Times: the Plain of food or water keep it secret or guard it well.
Armageddon.
Fruit trees are a precious commodity. So are the
The opening of the Seventh Seal has definitively thickets where animals are still healthy. Hunger
changed the aspect, topography and ecological accompanies everyone, except those who have
balances of Earth. The detailed maps of the travel- chosen to serve in the armies of the Lord. They are
allowed to gather around the Throne, upon the Area of the Plain are claimed by the factions that
marvelous mountain that blossoms like Heaven live upon it. On one side is the Throne, a luscious
on Earth. Upon it rains manna, the flakes of bread mountain, covered in wooded lands and water-
that the Lord gifts to his followers so that no one falls, so tall to pierce the clouds above it. On the
be haunted by hunger. opposite side of the world is the roaring Abyss, the
spires of its dark towers rising about a constant
There are no roads or paths through the Plain of whirlpool.
Armageddon. Silent convoys move in search of the
right direction, looking to the few stars left in the The only safe haven is Babilonia. A city born from
sky. There are even those who attempt to raise an- the fusion of many others, after the lands retract-
imals or farm the land, in ruins or solitary out- ed with the opening of the Sixth Seal. The Last
posts, knowing full well that the blood rains will Ones found it, and used its impossible architec-
spoil almost everything they grow. tures to fashion a fortified tower to challenge the
Lord’s Fury.
The Last Ones have become distrusting, shy and
unfair. They all seek to steal from others what they The Four Horsemen, once their duty was conclud-
lack, often by force. Items from the ancient times ed, claimed their four earthly domains. They are
are sometimes recovered, often with dire conse- now aimless spirits, though still incarnations of
quences, as they ignite the surprise and desire of their motive. Anyone living under their shadow is
those who still yearn to live in the memory of the slave, subject and victim to their influence.
Old World.
FactioNS Three Factions emerged, each with their own mo-
tivation and plans regarding the End Times: the
T
he Apocalypse came when the Lord or- Throne, the Abyss, and Babilonia.
dered the start of Universal Judgment.
The earthly creation was prepared for the Theses opposing forces have never openly fought
end in his ineffable design. Ever since the opening each other in the field, preferring a more cautious
of the First Seal, however, there have been those and secretive warfare. Their objective is to gain an
opposed to the divine work. advantage, fill out their ranks, and damage the oth-
With time, the Lord’s plans caused a deep rift be- ers before the prophesied Final Battle. The settling
tween those who were not overwhelmed by destruc- of scores which will determine who is deserving of a
tion, hunger, and pain. say in the fate of the world.
The Throne
Behold, there was a throne set in heaven, and
one sitting on the throne that looked like a
jasper stone and a sardius. There was a rain-
bow around the throne, like an emerald to
look at. Around the throne were twenty-four
thrones. On the thrones were twenty-four el-
ders sitting, dressed in white garments, with
crowns of gold on their heads.
T
he Throne is the Lord’s Faction. Those who
belong to it can experience life with light,
warmth and abundance of food and water of the
holy mountain of the same name.
14 Armageddon
The A byss
The fifth angel sounded, and I saw a star from
the sky which had fallen to the earth. The key
to the pit of the abyss was given to him. He
opened the pit of the abyss, and smoke went
up out of the pit, like the smoke from a burn-
ing furnace.
T
he Abyss is the Adversary’s Faction. He is the
sole mysterious entity who can stand against
the Lord. The Abyss is his kingdom upon Earth, and
it is both the name of the physical location and
of his armies. A city rises upon the dark northern
shores, akin to an inverted cone at the center of an
eternal whirlpool.
Babilonia
‘Woe, woe, the great city,
Babylon, the strong city!
For your judgment has come in one hour.’
b
abilonia is the Faction that has gathered in Babilonia rises to the sky as a blasphemous and
the Fallen City. The free Last Ones have taken regal tower, a challenge to both the Lord’s Fury
over the ruins of a city formed after the geolog- and the brutality of the Adversary. Many of the
ical disasters of the Sixth Seal. They repopulat- people who inhabit it only wish to survive as long
ed its narrow streets, tended to the gardens and as possible within the protection of its walls. And
reinforced spires and bridges. The were able to yet the Faction that uses it as base is the one that
make its fusion of architectural styles into an actively opposes the otherworldly powers: mad
armed fortress. idealists, heroic revolutionaries, and mercenaries
who renege the very idea of Apocalisse.
Armageddon 15
the MarKs here to the strict rules of the Faction to which they
have devoted themselves.
T
he majority of remaining humans who The Mark of the Lord is usually placed on the fore-
fight every day simply to survive the un- head or head of the Penitent, and is reminiscent of
countable threats of the Plain of Arma- the halos borne by Angels.
geddon, several among the Last Ones have chosen The Mark of the Beast is placed upon the left hand
to actively take part in the Final Battle, siding with or arm, and is reminiscent of the vortex from
one of the warring factions. whence the Second Beast emerged.
The Throne and the Abyss are both more than hap- Agents of the Throne and of the Abyss that find
py to welcome more soldiers to their ranks, though themselves on a mission behind enemy lines, or
both subject newcomers to nigh unbearable tests who are required to hide their identity or alle-
of loyalty. The final prize for those who are able to giance resort to all kinds of tricks and disguises to
be accepted by the legions of the Lord or the Ad- conceal their Mark, covering it or trying to make
versary is a Mark. it appear as a wound or scar. The effect that the
Mark has upon the soul, however, cannot be con-
A Mark is a fire-branded symbol upon the body of cealed so easily, and it is not difficult for the many
those aspiring to become a Penitent or a Corrupt- creatures that inhabit the Lands of Armageddon
ed. It unequivocally identifies the bearer as a loy- to instantly recognize those to have pledged their
al servant of the Throne or of the Abyss, allowing loyalty so definitively.
them great power, while also forcing them to ad-
16 Armageddon
MarK The Mark Dice change when the characters reaches
higher in levels. The die becomes a d6 at 3rd level,
DicE a d8 at 6th level, a d10 at 10th level and a d12 at 15th
level.
O
nce a Mark is branded upon a character,
they gain Mark Dice. Example 1: Riccardo has received the Spirit of
Mark Dice can be used in different ways Ferocity with the Mark of the Beast; he rolls
depending on the dark power granted with the a 13 to attack. The Guide tells Riccardo that
Mark with which the character was branded. he has missed. Riccardo decides to use his re-
action to expend a Mark Die to try turning his
The character has a number of Mark Dice equal to failure into a success. He rolls a d4 and the re-
their proficiency bonus, and each die is a d4. When sult is a 4: Fatal Triumph! Riccardo now must
a character fails a roll (the type of roll depending re-roll the d4, and rolls a 1; he adds the results
on the type of Mark chosen by the player), they (4+1=5) and adds them to the original attack
can use a reaction to roll a Mark Die and add the roll; the final total is now 18 (13+5=18). The
result to the previous roll, potentially turning the Guide tells him that an attack roll of 18 hits.
failed roll into a success.
A Mark Die is expended when the character uses
it. All Mark Dice are regained when the character Example 2: Riccardo rolls a 13 to attack. The
ends a long rest. Guide tells Riccardo that he has missed. Ric-
cardo decides to use his reaction to expend a
If the result of a Mark Dice roll is 1, it is considered Mark Die to try turning his failure into a suc-
a Fatal Punishment: the Mark Dice result is not cess. He rolls a 1 on the d4: Fatal Punishment!
added to the roll, and the character must immedi- The Mark Die does not influence the failed
ately re-roll the Mark Die on the Fatal Punishment attack roll and Riccardo must immediately
table to determine the result. re-roll the d4, consulting the “Fatal Punish-
If the result of a Mark Dice roll is highest num- ment of the Beast Table” to determine what
ber on the die, it is considered a Fatal Triumph: happens.
the character must re-roll the same die without
expending another, and add both results to the
initial roll. If the second and any following rolls
are also Fatal Triumphs, the character must keep
re-rolling, adding each new result to the previous
ones, and all of them to the original d20 roll.
There are no limits to how many Fatal Triumphs
can be obtained by a character using a Mark Dice.
Any Mark Dice roll for a Fatal Triumph resulting in
a “1” does not constitute a Fatal Punishment, but
simply a bonus of 1 to be added to the previous
roll.
Armageddon 17
The MarK of ers. The right spell might even be able to reveal
the presence of someone bearing the Mark of the
T
he Last Ones who choose to side with the
Abyss must gather all of their resolve or Those who receive the Mark of the Beast gain a
folly in order to be devoted to the Adver- dark power connected to an evil trait that was al-
sary. The path that awaits them will lead them to ready present in the Corrupted before they chose
torment, pain and vexation. After all, they chose their side. Nothing is truly added, only elevated.
to side with the Beast, joining the ranks of the The Mark is a key that unleashes the evil inside
Dark Prophet. In order to do so, they must receive everyone, fueling it with demonic power – which
a Mark that confirms their belonging to the forces also confers detrimental effects to the Corrupted.
of corruption. Drawing too much from their dark miracles can
break someone, physically and mentally, deform-
A Last One seeking to obtain the Mark of the Beast ing the body and what is left of the soul.
must reach the Abyss itself, the gloomy, marine,
deep place beyond the northern horizon of the Those who accept the word of the Dark Prophet
Plain of Armageddon. The way is long and filled must follow the decalogue of the Adversary’s com-
with dangers. In its way, already a test of loyalty to mandments.
the cause, and one which is immediately followed
by many more. As the Last One arrives, they must
undergo several ordeals which torture its body and
A dditional Effects of the
its spirit. At the end of a long torment, the Mark
M ark of the Beast
A
is conferred and the human is transformed into a dditionally to the regular use described earli-
Corrupted. er, a character can use their Mark Dice to gain
the following effect.
The Mark of the Beast is a fire-branded sigil on
the back of the left hand, or in other less visible When a creature within 60 feet and that the char-
parts of the left arm. It marks both the body and acter can see makes a roll for the same type of
soul of those who receive it, granting a dark bless- Mark as the one chosen by the player, the char-
ing to their darker aspects. The nights that follow acter can use their reaction to roll a Mark Die and
the branding are filled with nightmares, fever and subtract the result from the creature’s total, po-
cramps. Some even recount the feeling of some- tentially turning the successful roll into a failure.
thing slithering beneath their skin. A serpentine
creature slowly descending deeper within them, The mechanics and other characteristics of the
reaching the heart and almost suffocating its Mark Dice, such as Fatal Punishment and Fatal
beating. Triumph, also apply to this effect.
The Mark infuses an individual with the dark pul- Example 3: A goat demon rolls a 16 to attack.
sating energy of the Adversary. The soul is taint- The Guide tells Riccardo that the attack hits.
ed so much so that the metamorphosis becomes Riccardo decides to use his reaction to expend
clear to those capable of reading the auras of oth- a Mark Die to try turning the monster’s suc-
18 Armageddon
cessful roll into a failure. He rolls a 4 on a A character may only have one Mark and one effect
d4: Fatal Triumph! Riccardo must now re-roll connected to it, and the player chooses only one of
the d4, and rolls a 1; he adds the two results the effects of the Mark Dice when their character
(4+1=5) and subtracts the total from the at- receives the Mark of the Beast.
tack roll against him; the new result is 11 (16-
5=11). The Guide tells him that an attack roll The following effect is but one of those available
of 11 the monster does not hit. in the full manual Apocalisse: John’s Guide to the
Armageddon.
Example 4: A goat demon rolls a 16 to at-
tack. The Guide tells Riccardo that the attack Spirit of Ferocity. Among the infernal spirits in-
hits. Riccardo decides to use his reaction to fused in those Corrupted by the Mark of the Beast,
expend a Mark Die to try turning the mon- the Spirit of Ferocity is the one most bent on vi-
ster’s successful roll into a failure. He rolls a olence, oppression and subjugation. A character
1 on a d4: Fatal Punishment! The Mark Die can add or subtract a Mark Dice to attack rolls that
does not affect the attack roll. The Mark Die use Strength as a modifier.
does not influence the failed attack roll and
Riccardo must immediately re-roll the d4,
consulting the “Fatal Punishment of the Be-
ast Table” to determine what happens. His
character also takes regular damage from
the monster’s attack.
d6 Effect
The Corrupted’s strength is drained and the Mark falls into torpor. The character automatically expends
1
all remaining Mark Dice.
The Corrupted is overwhelmed by spasms and vertigo. The character is incapacitated until the start of
2
their next turn.
The Mark causes a strong jolt of energy to coarse through the Corrupted’s body, who risks fainting from
3
the shock. The character is stunned until the start of their next turn.
Otherworldly screams wrack the mind of the Corrupted, while blood-red flashes obscure their view. The
4
character is blinded and deafened until the beginning of their next turn.
The Corrupted sees the Beast of the Abyss rise before them, in a terrifying vision. The character is fright-
5
ened of the apparition until the end of their next turn.
Fiery tentacles appear beneath the Corrupted and surround them with black flames. The character is
6
restrained until the end of their next turn and they take necrotic damage equal to their proficiency bonus.
Armageddon 19
PeOpLe
of ApocalissE
Chapter II
the Last
oNEs
The kings of the earth, the princes, the com-
manding officers, the rich, the strong, and
every slave and free person, hid themselves in I was born during the opening of
the caves and in the rocks of the mountains. the Seals. Everyone says that was
They told the mountains and the rocks, “Fall my first true adventure. The first
on us, and hide us from the face of him who of many, having seen the trouble
sits on the throne, for the great day of his I got into since. Back then, my
wrath has come, and who is able to stand?. family was me, my parents, and
my sisters. After the Fourth Seal,
T
he Last Ones are mortals who are still alive everyone else came back. It was
on the Plain of Armageddon. Individuals the family chapel that brought
who, despite the overhaul of landmasses them all together, as that was
and the arrival of otherworldly entities, fight every where they were buried. The
day for their own life. The Last Ones are barely able Returned found us and together
to survive in a land devoid of resources. A land we occupied a ruined building in
stripped of the civilization, cultures and beauty of Babilonia.
the Old World.
But nothing went as planned.
There was never enough food for
These survivors live in constant wait of the Uni-
everyone and soon enough we
versal Judgment, traversing lands plagued by de-
were family of strangers, Some
mons, angels, and other blood-thirsty creatures.
died for the second time.
They wait steadfast or in terror for the Final Battle,
beyond which their suffering will end. Whatever What I learned from my family
that may mean. history is that, in order to survive
the End Times, you need to be
Last Ones is the name of both those who survived alone. That is why I keep getting
the apocalyptic disasters ordered by the Lord into trouble.
and of the individuals who were resurrected from
Heaven and Hell after the opening of the Seals.
With the Resurrection of the Flesh, these fleshless
souls have been given a new chance at life. Phys-
ically they are the same as other mortals, though
they carry with them the sublime or despairing
memories of those otherworldly realities.
22 People of Apocalisse
The ruins of the Old World can be found in the
barren landscapes of Armageddon. Vestiges of an OTHER R ACES
age when humans had reached the apex of their
I
n Apocalisse – John’s Guide to the Armageddon,
artistic and cultural evolution. Ruins of ancient players take on the role of Last Ones, human sur-
abbeys, towers, cities are all that is left. Still to- vivors who inhabit an inhospitable and ravaged land.
day statues and frescoes of the Lord and his saints These survivors are at the center of a clash between
judge the Last Ones that survive. No one can flee otherworldly forces, and must choose whose side
their gaze, no one can flee the promise that every- to join in order to affect in a tangible way the fate
thing will soon reach the End. of the Final Battle. For this reason, we recommend
that players only choose Last Ones, though all races
The Last Cities rise from these ruins. Those who for 5e are compatible and usable in an apocalyptic
wander in search of food or refuge might find these scenario.
still standing architectural settlements. Small In Apocalisse – John’s Guide to the Armageddon you
communities even form around them, following a will find no background, but rather only Origins for
charismatic leader or particularly skilled fighter. the Last Ones.
They usually do not last longer than a handful of
seasons.
Some survivors, with time, have attempted to seek The lands that surround the city are also populat-
refuge closer to the Abyss. Others have moved to- ed by humans who live beneath the surface. These
ward the Throne in an attempt to steal some of the groups have taken over the entrances of caves and
manna that the Penitent receive every day. subterranean ruins. These Last Ones are protected
At the center of the Plain of Armageddon stands from the disasters of the surface, but also have to
the largest settlement of the Last Ones: Babilonia, contend for resources and food with every kind of
the Fallen City, rises as solitary symbol of human- creatures that haunt the underground and emerge
ity itself. only to plunder and pillage everything in their
path.
People of Apocalisse 23
L ast Ones Tr aits Char acter Origins
P
Size. Height and build can vary quite drastically layers of Apocalisse do not choose a back-
between Last Ones. They can be Medium or Small. ground for their Last Ones. Each player must
Players choose the size when they select this race. choose the Origin for their character from the list
of options provided in the setting manual. Each
Speed. Their walking speed is 30ft. Origin confers specific traits to the character.
Age. The life expectancy of a Last One is almost The pre-made Character Sheets already include
identical to humans before Apocalisse. the character Origins, including their effects in the
game. The most common origins in the world of
Alignment. A Last One does not choose an align- Apocalisse are the following.
ment, but possesses a Virtue and a Sin that reflect
its morality.
Child of the Old World
T
Languages. A Last One can speak, read and write he Children of the Old World are survivors
the Babel Tongue, commonly used across the Plain who have had to develop their skills and abil-
of Armageddon. ities to make it alive through the perils of the Ar-
mageddon.
Origins. A Last One does not have a regular back-
ground; a player must choose from the available They still remember what life was like in the Old
origins listed in the setting manual. World, and even though it might seem like outdat-
ed knowledge, they can still turn out to be useful.
T
sess unique abilities and skills deriving from the he Children of the Apocalypse were born af-
virtue they embody and the capital sin by which ter the opening of the First Seal, and the only
they are tormented. As the world was plunged into home they have ever known is the Plain of Ar-
biblical catastrophe, vices of the flesh and the soul mageddon. They know about the Old World only
– much like the ideals they follow – have manifest- through the tales of the survivors or trinkets that
ed into specific traits for each character. can still sometimes be found among the rubble.
Every Last One possesses one Virtue and one Sin.
Virtues and Sins can allow a character to gain In- They are tempered by the End Times and have
spiration if the player includes them convincingly learned how to survive the threats of Apocalisse.
in their roleplaying, in defining the personality of
the character and influencing their choices.
The pre-made character Sheets already include
Virtues and Sins, including their effects in the
game.
24 People of Apocalisse
H ell R isen
T
hanks to the Resurrection of the Flesh, the
souls trapped in the eternal punishment of
Hell have taken over their bodies and now walk
the Earth once more. Finding a new, ruined world,
different from the one they remembered, they live
through this second chance with the lingering
memory of torture and pain to which they were
subjected.
APOCalyptiC
ARCHETyPes
T
his Quickstart guide offers 4 new Archetypes
for as many 5e Classes.
The Furiosos are exceptional mercenaries who When a Furioso enters the battlefield, their cour-
fight not for gold. The clinking of coin lights no age is twinned with lack of control. One of these
spark in their hearts, though their appearance Apocalypse footsoldiers can easily face against a
is rich and flamboyant. They prefer embroidered whole army with no doubt in their abilities, nor
robes to heavy plate mail, inset with superstitious any thought to the consequences.
26 People of Apocalisse
They were one thing, her and
that sword, almost too big to be
handled.
People of Apocalisse 27
He had lived more years beyond
the heavens than he had
spent exploring the Lands of
Armageddon. His memories of
that time were unclear.
28 People of Apocalisse
Sorcerer of These divine conceptions are not the sole remit of
the mortal world, but also the Heavens and Hell.
Otherworldly There where no life should have borne, ancestral
entities had lain with the departed, and generat-
Bloodline ed offspring – now, after the Resurrection of the
Flesh, these find themselves walking the earth for
new sorcerous origin the first time. Intoxicated with power they cannot
fathom, vessels of celestial and abyssal tongues,
There were lightnings, sounds, and thunders; ready to join the conflict that will lead to the Final
and there was a great earthquake such as has Battle.
not happened since there were men on the earth.
Some of these sorcerers bear unknown weapons or
The presence of the great otherworldly powers mysterious artifacts, dating back to the garden of
has left a permanent mark upon all the lineag- Eden or the Fall of the first angels. Many wander
es of the world. A spark of cosmic power which with no peace, seeking answers and truth about
still survives to this day. Legacy of those ancestral their own existence and nature, or that of the
creatures, which preceded the Great Flood. In the creatures that beget them.
veins of a few sorcerers you might find the vibrant
energy of angels and demons of old. Beings who Sorcerers of Otherworldly Bloodlines are often dis-
mated with mortals, and thus generating crea- criminated for their origins and traits that dispute
tures on the cusp of the the material world, and their mortal nature. There is no predisposition in
that beyond. them towards good or evil, towards ascension or
corruption. They yearn not to fulfill their other-
The appearance of sorcery marks and traits that worldly inheritance.
betray such a heritage are unpredictable, but
many physical traits can be spotted since birth.
Those whose blood possesses ancient angelic
properties manifest light eyes, often sparkling
irises akin to noble metals. Their hair is luminous,
their voices clear as crystal, their features loyal
and bodies gracious. They may possess a halo of
light around their heads, or vast iridescent man-
tles. Their every spell calls back to light, flames
and gold.
People of Apocalisse 29
Bard of tially receiving only glimpses of the near future,
their eyes soon enough become veiled with blood.
Revelation Dreams of despair and sleep paralysis start to ac-
company these visions. The life of these future seers
new bard college becomes harder. Especially due to the prejudices of
those who see the Gift as a sign of the Lord, or a
And I went unto the angel, and he said unto clear sign of corruption. Many bards yield to folly
me: «Thou must prophesy again before before adulthood, though some are taught by the
many peoples, and nations, and tongues, College in the ways of the art of prophecy.
and kings.».
These bards, now roaming preachers, are constant-
Before the Apocalypse came Revelation. A majes- ly in motion. They are incapable of staying too long
tic vision of those terrible events which shook the with their loved ones, fearful of the horrifying reve-
foundations of the Earth. lations of death that loom upon their fate. They live
John was the one to receive it, he who would inspire instead with their gaze trained upon the horizon
the founding of the Erring College of Revelation. of Armageddon, in contemplation of the chain of
John was the first to see beyond the veil of time, events which they may be able to influence.
though his incredible and nefarious power sur-
vived him. Now, in the Age which he foresaw, his Their tears of blood, paired with the murmurings
successors seek and teach anyone who might pos- they learn from the erring masters of their College,
sess his same Gift of Revelation, in order to make a can mark the white pages of their heavy tomes,
wise prophet out of them. forming shapes, designs and sacred geometries.
These Tables of Revelations allow the bards to know
The dark bards of the College of Revelation show what is yet to pass. Events which, with the appropri-
the first signs of the Gift already in childhood. Ini- ate price, can be favored or avoided.
30 People of Apocalisse
After I discovered the Gift, I could
no longer feel pain in the same
way.
People of Apocalisse 31
I had survived that petrified forest
for a reason.
32 People of Apocalisse
Wormwood Other tales tell of some becoming Wormwood Spec-
ters after studying the waters of Apocalisse in order
Specter to distill their power. After all, the Old World had
reached an incredibly advanced form of scientific
new roguish archetype knowledge. It is not impossible for a foolish alche-
mist to experiment on themselves or others with
And a great star fell from the sky, burning like this corrupted substance.
a torch, and it fell on one third of the rivers,
and on the springs of water. The name of the The peculiar abilities of these individuals makes
star is Wormwood. them particularly suited to act in secrecy, often
concealing their identity. They have lost everything
There are tales told across the Plain of Armageddon, after their painful transformation. They live in
of impalpable creatures accompanied by clouds of shadow and prefer not to be known. They very rare-
noxious smoke. Shadows revealing themselves to ly swear their loyalty to any one faction.
their victims when it is already too late. Assassins
striking swiftly and disappearing into the miasmas Those who choose to follow the Beast are often
that preceded their arrival. under the command of Abaddon, the Angel of the
Abyss. They become agents and spies through the
No one remembers tales of such creatures from be- twisting streets of Babilonia on behalf of the Adver-
fore the seals were open, and that makes them all sary. Those, instead, who choose to join the Throne
the more terrifying – the myths, as horrifying as are usually people who have long traveled in the
they are, must hold some truth at their core. deepest darkness. Through the darkness they hope
to have seen the light of the Lord and their calling.
Wormwood Specters are darkened and silent indi- Babilonia rarely concedes its favor to Specters as so
viduals, capable of taming the noxious fumes that many few choose to trust them.
surround them. They cast them through heavy
censers and take advantage of the heavy cloud to
hide their presence, fueling the name by which they
are known. Very few remember their faces. All one
hears are dark flapping capes, grotesque masks,
and bloodied blades.
People of Apocalisse 33
CreatureS OF
ApocalissE
Chapter III
MonSterS No one in the Old World had proof of their exis-
tence. Despite some of their distinctive traits be-
T
he Lands of Armageddon are plagued ing reported and chronicles in grimoires, folktales
with a multitude of monsters and other- and traditions. The supernatural was the remit
worldly beings. of nightmares, of fantasies, and of rituals for the
dispelling of evil from the mortal world. Now these
Before the Seven Seals were opened, these horrors evils have revealed themselves and they are very
were the stuff of legend or of Ancient Religions. much real. They share the Plain of Armageddon
Creatures feared only by true believers or those with those who also struggle for survival in its in-
privy to occult studies. hospitable Lands, often to violent ends.
36 Creatures of ApocalissE
Creatures of the A byss And I heard them come though I
A
host of beings serves the Adversary. The ranks could not see. I could hear their
of the Beast are among them, comprised cries beyond rust-colored mists
mostly of demons and arch-demons – the angels that rose after the storm of blood.
who had dared challenge the Lord, taking the side
They sounded like the calling
of Lucifero. After their fall, they lost all angelic vir-
of lambs, though there was
tue or appearance. They are twice as tall as a hu-
something human in their
man, unnatural complexions and wide wings akin
desperate bleating. As if they were
to bats.
trying to sound out a name. My
name.
Alongside them are the feared locusts of the
Abyss. They appear as winged horses covered in When I finally faced them I was
iron plates, with tails of scorpions and humanoid already surrounded. I knew then
heads bearing manes and golden crowns. that the canyon would be my
Another terrifyingly common abyssal force are the deathbed.
Goat Demons, who swarm out of the belly of the
Earth to seed horror among the Last Ones. These Those creatures had been a flock,
and all other infernal creatures scour the world once. Before standing upon their
awaiting the Final Battle. hind legs and walk in the way of
men. Their slack jaws salivating
with the drool of hunger, and the
Creatures of the Throne blood covering their entire body.
O
therworldly beings descending from the
heavens form the legions of the Lord. Among
them are the Cherubim and Seraphim, androgy-
nous humanoid angels resplendent of every virtue
and harmonic beauty. The former are adorned by Creatures of A r m ageddon
S
wings such as those of swans, while the latter sport ince the opening of the Seals, the Plain crawls
six wings. Each is at least nine feet tall and wear with biblical and mythological beings. From
decorated cuirass armor. They bear shield and the Wild Beasts that used to guard the entrance to
sword, or spears, or bows. Hell to the Leviathans who were thought all but ex-
tinct. Enormous serpents from watery depths that
Alongside them are a multitude of angelic crea- now infest the waters that survived the shrinking
tures, far from merciful. Among these are the of landmasses.
Tetramorphs, non-humanoid angels with the ap- There are also the Behemoths, colossal four-legged
pearance of the heads of four different creatures, creatures with bones of bronze and a tail as wide
and with six large wings. as a cedar tree. They destroy and eat all things.
Finally, there are the Mighty Ones. Giants of a va- Next to the creatures of myth, of course, are all the
riety of shapes, taller than towers, and more dead- animals which once used to roam the Earth and
ly than an entire army. which are now corrupted and made mad by the
End Times.
Creatures of ApocalissE 37
The FouR borne him, and incapable of tolerating the pres-
ence of the other three. They became inexorable
HorSemeN entities, beyond the control of the other other-
worldly powers.
Authority over one fourth of the earth, to kill The four Horsemen care not for the plans of the
with the sword, with famine, with death, and by Lord or the plotting of the Adversary. They fight
the wild animals of the earth was given to them. indiscriminately against any and all factions.
W
hen the first four Seals were broken, Each Horseman, after leaving the others, claimed
Four Horsemen appeared at each cardi- a direction and a domain. The opening of the fi-
nal point. They are the Afflictions of the nal Seals shaped the Plain of Armageddon but the
world incarnate. Evils which took on a new form as Lands in which each Horseman resides respects
they were called, one similar to that of men. Her- their natures. All the creatures that cross them,
alds of destructive forces. Unstoppable scourges to be they of this world or beyond, must fight to be
bend the knee of the world, and see it to its End. spared from their torment.
H
e has claimed a region to the north of Ar- eyes search, constantly. He roams in search of the
mageddon. Desolate and cold expanses of most desperate among the survivors. He yearns to
rock alternating with forests of dead or petrified destroy all which is worth fighting for, turning it
trees. There is where rides Conquest, the crowned into sand by his cursed touch.
warrior, whose bow casts bolts which call to the He is accompanied by a trove of emaciated and ex-
storms. hausted people, devoid of everything but the last
Conquest rules over a land constantly afflicted spark of life.
by winds and lightning. His domain is constantly
expanding, as if his hunger for victory were in-
satiable and unstoppable. A horde of barbarians
Death
H
accompanies him in his raids, growing in number e has claimed a region to the west of Arma-
each day. Some are spectral and monstrous, most geddon. His cold grip has frozen its lands and
are Last Ones which Conquest has subjugated. waters, uniting them in a single glacier. The heav-
ens above are constantly flailed by winds so cut-
ting they wound those who attempts to cross this
War way to the Abyss.
H
e has claimed a region to the south of Arma- Death has left Hell with ample clothing and a skel-
geddon. A peninsula at the center of the Plain etal body, every place he walked has become an
of Armageddon boasts the still intact Coliseum, enemy of life.
now surrounded by a bast military encampment. Accompanying him is a horde of undead and in-
Five volcanoes fill the heavens with black smoke fernal creatures. Even Cerberus and his kin have
and blazing embers, threatening Babilonia nearby. recognized Death as their master. The Horseman
Among the ruins and fires rules War, the emper- can even boast a few angels among his following.
or of the burning sword. He orders his armies into Those who were charged with taking the lives of
battle to no end. Beside him, on the seats of the humans. Some of these reapers have bowed to him
Coliseum, are blood-thirsty monarchs, ancient as their superior, and superior even to the Lord.
rulers of the past and morbid specters of the bat-
tlefield. Each day, the Horseman observes gladia-
torial combat which he arranges between the best The Four Horsemen have not chosen a faction, nor
fighters he controls. do they wish to do so. Having one on one’s side,
however, might be the only way to win the Final
Battle.
Fa mine
H
e has claimed a region to the east of Arma-
geddon. A vast desert separating the Throne
from the rest of the Plain. Famine slowly roams
this expanse of barren sands. His golden clothes,
his helm and rich harnesses of his horse boast
wealth and opulence. Because in the End Times,
only those who have taken everything from every-
Creatures of ApocalissE 39
The Key to
the Seal
Chapter IV
The Key to the Seal
Introductory adventure for 4 3rd-level characters
a
long hidden Relic has been found on the await you on its border, still in their mountain out-
border of the Domain of War, the Second post.
Horseman of the Apocalypse. It is invalu- The Seven Sages of Babilonia have told you nothing
able and it has drawn the yearning of all Horse- else, even your final destination is still unknown in
men, of the Throne and the Abyss alike. order to avoid revealing anything to your many ene-
Only the prophets of Babilonia, however, know its mies, should any of them capture you too early. You
location and only a small group of experienced have only been told to reach the outpost, where you
survivors can retrieve it. will receive more information. Despite the lack of de-
The search for the Key to the Second Seal has just tails, you understood this mission is crucial. Some-
begun! thing about a discovery for the ages, something that
might change the course of the Final Battle.
Unless, of course, it is a trap.
I ntroduction for the
The sages are keeping this important and reserved
players
information from the ears and eyes of the Council of
W
hen the mission begins, you are already travel- Babilonia. The secret resides in its entirety with the
ing, and Babilonia is far behind you. The sound seer of Hollowmount, your current destination.
of the large gates closing still echoes in your mind. This mission could change the fate of humanity, and
This is not the first time you tempt fate by leaving the being chosen for it is both an honor and a burden.
Fallen City. Hopefully, this is not the last one either. Your determination does not waver.
With each new mission, however, the unease within You will do your part, no matter the cost.
you grows. This feeling of inevitable estrangement
fills you with questions. How many more times will
you make it home unscathed? Will you remember
Background for the Guide
T
the names of those who did not return? Their faces? he mission given to the characters is a lethal
When will all of this end? treasure hunt, in which the rivals sent to slow
How will all of this end? the party down or beat them to the result are the
As these thoughts weigh down your stride, you make very forces of the Throne and the Abyss.
your way across a landscape of sand, rubble and At stake is the Key to the Second Seal, a Relic in-
rocks. You advance towards a mountainous horizon, trinsically tied to War and his Domain.
partially concealed by clouds of black ash. The flows A follower of the College of Revelation, the seer
of lava are visible even at this distance, oozing like hiding in the Hollowmount outpost, has found in
rivers between the sharp peaks of the region ahead, her blood-soaked book the location of a Key which
moving down towards the valley. You are headed can grant the power of the Second Seal to whom-
south, towards the Land controlled by War, the Sec- ever might wield it. War has hidden said Key in a
ond Horseman of the Apocalypse. A few survivors remote location of his Domain, covering it with a
T
The apocalyptic plain that extends around he adventure begins with the group already
Babilonia is barren and lashed by winds. Life on the road, Babilonia far behind. The char-
left this region a long time ago, skeletal trees acters are on a mission, tasked with a search of
the sole memory of a flourishing age which which they yet ignore most details. A trusted
shall never return. Ancient ruins emerge from guide is leading them towards the outpost of Hol-
the rocks, a morbid commemoration of the lowmount. They have been sent here by the Sev-
Old World, their original shapes now long en Sages, the highest authority in Babilonia and
lost. Columns, domes, bridges and bell towers therefore of what remains of humanity. A brief
constantly eroded by the winds. Most of the summary of what has passed will clarify the des-
cities were destroyed by the cataclysms of the tination and motivations for the group. This part
Seven Seals, this is all that remains – and you of the mission does not allow for the benefits of a
walk between them. Long Rest, due to the difficulty of travel and the
constant threats.
If the Guide chooses this option, they will pick from or roll twice on the Calamities of War’s Domain table on
page 47. During the resolution or after they have ended, a group of raiders appears and attacks the charac-
ters to steal their belongings. There are 4 bandits, 1 thug, and 1 bandit captain, all desperate outcasts who
survive by ambushing the few travelers on the road between Babilonia and Hollowmount.
The combat scene should be arranged among old city ruins and detritus, rocks and landslides. The raiders
arrange themselves strategically, following a well rehearsed ambush tactic.
If, after defeating them, the characters choose to follow the scarce track of their assailants, they can find the
miserable camp. Inside a well-hidden cave are a few common items and a few herbal concoctions: 2 healing
potions, 2 potions of resistance, a dozen poor rations, 1 bed roll, 1 tent, 4 torches, a 50-foot hemp rope and
other similar equipment, at the Guide’s discretion. Additionally, the group can use the cave to take a Long
Rest, with all its beneficial properties.
The characters must overcome the threats and perils without losing their guide (scout). Should they fail in
this endeavor, they will lose the path to Hollowmount, and they will need to face a third Calamity of War’s
Domain to find it again.
T
“You take the hidden paths that lead south. he characters proceed among devastation,
The volcanic landscape extends before you crumbled and cracked mountain ranges, cre-
like an alien world. The path looks over ex- vasses and wounds in the ground, out of which
panses of black rocks and fumaroles spitting ooze lava and streams of boiling mud. As they
out heavy miasmas. The top of the closest reach a particularly high peak, a rare moment of
volcano is crowned by lava and rises majes- visibility between the ash clouds might grant them
tically against the leaden sky. The path you a glimpse, in the distance, of War’s Coliseum. In
follow snakes up between the peaks, through the sky, way above it, angels and demons clash.
valleys of ash and falls of petrified lava. You Not a frantic battle, but rather a tired skirmish.
are forced to rise and descend several times There has recently been combat on the ground,
as the wind howls against you, bringing with too, but it has fortunately already moved else-
it the smell of sulfur and the sound of distant where, leaving behind only a wake of ruins, land-
eruptions. You cannot but feel small and in- slides and debris.
significant before the majesty and power of The characters can take advantage of this situa-
this place. There is no more space for bandits, tion to move, unseen, closer to the cathedral. Af-
hunters and smugglers. Only warriors, true ter all, they are just tiny little humans wandering
fighters, can make it through these lands.” through the aftermath of a battlefield. Nothing
unusual, nothing new.
Manna
Wondrous item, uncommon
Manna is an incredibly nutritious type of food, which appears as flakes as white as rime and
soft as bread. If uncooked, it has an almost too sweet flavor, akin to bread dipped in honey. It
never spoils and does not lose its beneficial effects.
The weight of manna is negligible when considering encumbrance. Each portion is a pinch, and
provides sustenance – a substitute for both food and water – for a human for ten days. Addi-
tionally, anyone who consumes a portion of manna loses all levels of exhaustion gained up to
that point.
Additional checks for foraging do not lead to finding more manna, just food and water (roots,
clear streams, lichens, spring algae).
W
hen they are ready to leave the shelter and Today, the cathedral is the sole recognizable
set back on their way, the characters might structure amidst a mound of ruins and debris.”
have received more detailed and precise informa-
tion about their destination, depending on the The city ruins and the surroundings of the cathe-
events of the previous Scene – alternatively, one of dral itself are swarming with demons, who have
the survivors (commoner) will offer to guide them taken care of any living creature in the area. These
to the cathedral. creatures have been sent by their Abyssal com-
If they are alone, if they are fleeing from the sur- manders to infest any nook and ancient settle-
vivors, or if their guide is the thug or the devout ment around War’s Domain. The Abyss suspects
woman, the group is in grave danger. After leaving that the Key does indeed exist, and it is located
the caves, a few roaming demons will attack them in a place like this one. However, not privy to any
during the first break, trying to take them in their other detail, the demons simply roam among the
sleep. ruins and devastation, striking as thoroughly as
possible. They have yet to bring any results to their
6 goat demons will attack at night, aiming to kill. masters.
The demons have no reserves or caution and will
advance with cries and bleating, so it will not be “The cathedral’s facade is made of white and
hard to spot them and prepare for 1 round before black stone, with some remnants of white
they arrive. The demons, however, fight to the marble decorations, golden mosaics, and
death. stone sculptures. The upper part is adorned
with an imposing circular stained glass, partly
The following morning, following their guide if smashed, and several sharp spires. The main
they have one, following the tracks of the goat de- entrance features a bronze door among the
mons, or simply finding their bearings, the group rubble, framed by four pillars bearing bas-re-
w Monsters: animated armor, skeletons, flameskulls. These crypt keepers are simply lifeless guardians,
minor servants of War’s will. Their task is to attack anyone entering the crypt and rend them to pieces.
w Mechanical traps. Traps such as bear-traps, war machines or siege machines with blades, spikes, ar-
rows, cables and gears. Whoever has set these up is clearly possessed by sadistic folly.
w Magical traps. Glyphs, sigils and emblems capable of causing fire damage, but also radiant or necrot-
ic. After all, unlike the mechanical traps, War has placed them to prevent otherworldly creatures from
taking the relic, especially fiends and celestials.
w Physical obstacles and natural dangers. Caved in passages, heavy boulders, unstable walls. The char-
acters might come across structural failures that they will have to overcome by digging or make their
way on hands and knees through the tunnels created by the Risen’s claws and nails, as they escaped
their burial sites.
w Curses and moral effects. War might have placed curses and otherworldly effects upon these passages,
linked to his Domain. The characters might feel the urge to fight against each other, hurt themselves,
flee in terror, or leave the crypts and head back outside to fight the goat demons.
As the exploration of the crypt ends, the characters find the tomb they were seeking as above.
T
he mysterious item looks more like a torture their way to take it.
instrument than a proper Key. It looks incred- The characters might be able to take down the first
ibly sharp and cutting, both for someone wielding line, but it will soon be clear that there is no way
it and for its intended target, but it has no de- out of this situation.
tectable powers or aura. Not right now, not in the
characters’ hands. As they realize how dire the situation is, it gets
Its true power is concealed by the wards placed by worse…
War at the entrance of this hiding place. When the Also drawn to the Key, now fully pulsating with
group will leave the crypt, the Key will start emit- power, an Aryehm lands into the cathedral from
ting a radiant glow, pulsating rhythmically like a above, akin to a meteor of light and fire. The
beating heart. Aryehm is an angelic lion of the Seraphim. Its body
w Furiosa: Your body tenses, shuddering under a painful jolt of adrenaline. Your muscles burn, your
senses expand and you fling yourself against the Aryehm in an instinctive, lethal blow. The Mark of the
Beast, however, expands across the entirety of your body, burning with dark energy and becoming fully
visible to all.
w Wormwood Specter: Your body collapses like a marionette held up only by your strings, and wormwood
fumes pour out of your open mouth. The smoke blocks out the Aryehm’s breathing, who starts contor-
ting and twisting until it explodes. The deflagration harms everyone in the scene.
w Bard: The eye affected by the prophetic Gift starts copiously bleeding, revealing to you the se-
cret of how to defeat the Aryehm. As the blood threatens to suffocate you, pooling into your
mouth, you speak the prophecy that will see your enemy fall. “And as the Aryehm turns to him,
eyes wide, voice tight in its throat as it realizes its end is nigh. A silent companion shall come to
its back and plunge their weapon into its heart, impossible to avoid. Thus, it shall be destroyed…”
Which is exactly what happens.
w Sorcerer: In your mind, suddenly, something unlocks memories of your time beyond the heavens. A
sudden awareness takes over and a holy aura surrounds you, forcing the Aryehm to bow before you. The
creature is now at your command for the next few hours.
I
them is corrupted. The Furiosa bears the Mark of f the characters are still all alive and together,
the Beast, and the Aryehm will reveal it for all to the biggest problem they now have to face is
see. They must also hand her over. If the charac- keep the Key hidden. If barely a few steps out of
ters refuse, be it to hand over the Key or the Fu- the cathedral it drew hordes of goat demons and
riosa, a terrible battle ensues. The Aryehm has no an Aryehm, it will not be long before more pow-
intention of retreating and will fight to the death erful soldiers of the Throne and the Abyss come
in order to obtain what it came for. looking for it.
In that case, there is no hope of survival for the
group.
The solution is almost intuitive: the orichalcum
plate with the Enochian sigils can be removed from
the entrance to the crypt, folded and hammered
around the Key itself as a metal container of sorts.
Even if misshapen and heavy, it will get the job
done.
The characters can then leave the ruins of the
nameless cathedral; the road ahead is long and
filled with danger.
A
lso known as Seirim, these demons have the survivors of Armageddon, facing against one of
features of goats and usually gather in herds these creatures alone might not be too much of a
of ten or so individuals, but also in legions and problem; unfortunately, they move and hunt as a
hordes collecting several different herds. Their sole herd, ramming into the closest target in unison,
aim is destruction, and so they hunt, pillage and and fighting until mutually assured destruction.
attack anything and anyone they find. They are of-
ten taken advantage of and exploited by devils of
the Abyss to cleanse regions of human presence,
when neither strategy nor reason are required –
only brutal devastation. For the more experienced
G oat D emon Demonic Movement. The goat demon can climb diffi-
Medium Fiend (Abyssal), usually chaotic evil cult surfaces, including upside down on ceilings (where
it moves on all fours), without needing to make an ability
Armor Class 13 (natural armor) check.
Hit Points 26 (4d8 + 8)
Actions
Speed 40 ft., climb 20ft
Multiattack. The goat demon makes one ram attack and
one with its claws.
STR DEX CON INT WIS CHA Ram. Melee Weapon Attack: +4 to hit, range 5 ft., one tar-
15 (+2) 15 (+2) 14 (+2) 4 (-3) 12 (+1) 8 (-1) get. Hit: 7 (1d10 + 2) piercing damage. If the goat demon
moves at least 20 feet straight toward a target and then
hits it with a ram attack on the same turn, the target takes
Skills Athletics +4, Perception +3
an extra 5 (1d10) damage. If the target is a creature of me-
Damage Resistances necrotic dium size or smaller, it must succeed on a DC 13 Strength
Damage Immunities acid saving throw or be knocked prone.
Condition Immunities frightened Bite. Melee Weapon Attack: +4 to hit, range 5 ft, one
target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid
Senses Passive perception 13, darkvision 60 ft.
damage.
Languages Understands Abyssal, Enochian, and Babel Claws. Melee Weapon Attack: +4 to hit, range 5 ft, one
Tongue, but cannot speak them
target. Hit: 5 (1d6 + 2) slashing damage.
Challenge 1/2 (100 XP) Proficiency Bonus +2
Heinous Immolation. Goat demons are driven by eternal
evil and infernal madness, and can choose to self-immo-
Reckless. At the start of its turn, the goat demon can gain late out of sheer lust for destruction. When it reaches 6
advantage on all melee weapon attack rolls during that hit points or fewer, the goat demon can choose to defla-
turn, but attack rolls against it have advantage until the grate. If it does, each creature within 10 feet of the goat
start of its next turn. demon must make a DC 12 Dexterity saving throw, tak-
Sure-Footed. The goat demon has advantage on Strength ing 10 (3d6) acid damage on a failed save, or half as much
and Dexterity saving throws made against effects that damage on a successful one.
would knock it prone.