Toxifier

You'll probably smell it before you see it. A terrible, toxic smell, like sulfur, or something dead. The creature is a blobby, ghostlike humanoid shape, floating above the ground. It doesn't reach out to strike, yet rushes forward anyway with surprising speed, its noxious cloud following it.Toxifiers are semi-solid, demons with a deadly, toxic aura. They are deathly quiet, and probably smell awful. A Delver might know their tactics and weaknesses (see Tactics, below) by rolling a successful Hidden Lore (Demons) check.DFRPG: Monsters 1, p.4 A character with Theology should automatically assume that this creature dreads holy symbols -- even if they initially think the Toxifier is a ghost, a single turn in their aura will rapidly remind them!Fanon
== Tactics ==
Toxifiers are toxic to the touch and can move rapidly. Like most incorporeal creatures, their main weakness is explosions, particularly wind magic. They seem to always come back unless completely blasted apart--or put down by a magic weapon.
=== Quick Steps ===
Toxifiers are exceptionally fast at Move 12, easily outpacing most Delvers on the field. This also gives them a Step of 2.
== Variations ==
=== Miasmic Mist ===
There may be more roleplay potential behind toxifiers who cause side effects with their gas -- for instance, the "Miasmist" that causes jealousy and paranoia,Pyramid 3/108: DFRPG III, p.31 which can be a lot more characterful than being debuffed from nausea.
=== Diabolical Dioxide ===
Some say that elementalists can accidentally (or purposefully) create demons if they summon spirits while holding hatred in their heart. This is the supposed origin of the Breathtaker, an odorless, inert-gas demon that can cause suffocation. It's a really lousy way to die. According to legend, Breathtakers can't help themselves but taunt or make noise when they arrive, a sort of divine affliction that keeps them from being too powerful. Breathtakers are, as expected, completely non-flammable, but can still be blasted away by explosions nearby.
== Mentions ==
* Jumping out of braziers in an unholy templePyramid 3/98: Welcome to Dungeon Fantasy, p.6
* As the result of some alchemical mishapI Smell A Rat, p.14
* As an unholy haunter of a sacred grove, now rottenPyramid 3/108: DFRPG III, p.24
* As the final fate of a cultist who attempted to become a demonUnlisted Pyramid 2 article in 2008, "The Search for Ed: Part III", by Matt Riggsby
* Listed in encounters in extradimensional space, underground, and swamps.It's An Encounter!
== Threat Level ==
From Dungeon Fantasy Threats, Pyramid #3/77:
* Offense: 12
* Protective: 35
* Combat Effectiveness: 47
A toxifier's Kill Point Values are 72/36/14/7/1, from Big Bad to Fodder.From What Doesn't Kill Me Makes Me Stronger, Pyramid 3/99: Death and Beyond, p.18
== See Also ==
* Dungeon Fantasy 2 Bestiary page
== References ==
* Dungeon Fantasy 2: Dungeons, p.26
* DFRPG: Monsters, p.56