Doomchilds, or doomchildren, are small, volatile demons who congregate in rowdy mobs.[1] Their main traits are their bizarre strength, rapid speed, fragile nature, and tendency to explode upon death.[Notes 1]
Counter Tactics[]
- Doomchilds tend to move in groups, but aren't particularly clever; it is possible to trick them into rushing through narrow spaces. When the first one explodes (preferably with a ranged attack) it will start a chain reaction. Be sure to take cover however, as their fragments can still hurt from a distance!
- Doomchilds are demons and can be banished, rebuked, and held back by Pentagrams.
Damage Profile[]
Doomchilds have an effective striking strength of 18,[Notes 2] making their knife swings do a whopping 3d-2 (8.5) cutting or 1d+1 (4.5) impaling. On a fleshy target, this would do 12-13 or 9 wounding, respectively.
Fanon Note on Balance[]
Doomchildren are fairly overpowered in any area where they can approach their opponents in a single turn (Move 10), but are remarkably vulnerable if they can be cascade-detonated at a distance. They're glass cannons who, when killed in melee, will get a free hit with their 3d [1d] explosive fragmentation, doing an average of around 14 damage. In essence, a single doomchild can critically wound most adventurers that don't rely on raw DR or HP.
Notes[]
Trivia[]
- A doomchild's death-explosion is as powerful as 0.1 lbs (45 grams) of TNT.