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Star Trek Kalar Solitary, Cautious, Planar Weapon (d10+2 damage) 8 HP 2 armor Close, Forceful, Near The Kalar was a primitive warrior species native to the planet Rigel VII. Somewhat larger than humans, they primarily relied on weapons such as armor, swords, spears, pikes, and maces. In 2254, Captain Christopher Pike of the starship USS Enterprise had a violent encounter with a Kalar on Rigel VII, during which three of his own crew members, including his yeoman, were killed and seven were injured. Captain Pike later blamed himself for this, claiming that his own complacency was the reason the Kalar had been able to successfully attack them. Instinct: Attack
- Seize treasure
- Warrior-thief fanatic native to the planet Rigel VII
- Ignore Pain
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Star Trek Talosian Group, Small, Stealthy, Devious, Intelligent, Planar Mindblast (w[2d6] damage) 6 HP 0 armor Close Talosians were once a warp-capable, technologically advanced culture but a nuclear holocaust left their planet virtually uninhabitable and killed most of the species. The survivors of the nuclear war congregated in underground dwellings, where they became dependent on their mental ability to create stunningly real illusions, an ability that had been developed by their ancestors. As their mental powers grew, they lost the ability to use the technology left behind by their ancestors. The Talosians found that life using illusion was addictive, almost like a Human developing a physical and psychological dependence on narcotics. They became bored with the content of the illusions which they had. Their dependence upon these illusions for mental stimuli caused the Talosians to begin capturing travelers to use as the living basis for their illusions.In 2254, the Talosians captured USS Enterprise Captain Christopher Pike and attempted to use him to rebuild their civilization. The Talosians hoped that Pike would be attracted to Vina and would wish to remain on Talos IV. Thousands of the Talosians probed Pike's thoughts, discovering he had "excellent memory capacity." However, after assimilating the records of the Enterprise, the Talosians learned that Humans have a "unique hatred of captivity;" even when made as pleasant as possible, Humans prefer death. This made Humans unsuitable to the Talosians for breeding stock, and Pike and his crew were released.The Talosians refused Pike's offer of trade and mutual understanding, claiming that Humans would use their powers of illusion to their own destruction. Instinct: Capture travelers to use as the living basis for their illusions
- Create Illusions
- Test humanoids
- Need breeding stock for slave race
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Star Trek Beta XII-A Entity Solitary, Tiny, Magical, Stealthy, Devious, Intelligent, Planar, Amorphous Energy Bolt (d10-2 damage) 16 HP 2 armor Hand, Ignores Armor Special Qualities: Transmutes Matter, Non corporeal, Telepathic, Can Heal The Beta XII-A entity was a non corporeal being composed of pure energy first encountered on Beta XII-A. The entity appeared as a small, circular pattern of multiple swirling lights in different colors, although it became red in hue and emitted a high-pitched wail when "feeding". The entity fed on the emotions of hatred, anger, and primitive predatory instincts exhibited by humanoids in close proximity to it. If these emotions were not present, the entity was capable of creating conditions to spawn such feelings. The entity appeared as a small, circular pattern of multiple swirling lights in different colors, although it became red in hue and emitted a high-pitched wail when "feeding". The entity fed on the emotions of hatred, anger, and primitive predatory instincts exhibited by humanoids in close proximity to it. If these emotions were not present, the entity was capable of creating conditions to spawn such feelings. The entity could control the instantaneous transmutation of matter, turning everyday objects into weapons and opening doors on a whim. It could pass through solid objects at will, teleport from one location to the next, and influence the thoughts of others (control monsters and NPCS and whisper "ideas" to players). It could heal a humanoid's mortal wounds, and could even alter a person's memories so that they remembered fictional family members and events that never existed. The entity appeared unable to communicate in any fashion understandable to a humanoid. Although its motives and nature were not wholly known, it lacked the same ethical standards of most humanoids and largely acted in a malignant fashion. Its only weakness appeared to be exposure to emotions of humor, good nature, and friendship; it was particularly susceptible to laughter. These emotions will drive it away from its present location. Instinct: Feed on harmful emotions
- Manipulates Emotions
- Telepathic control of NPCs
- Only harmed by Magic and Magic Weapons
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Darius, Rival Bounty Hunter Solitary, Stealthy, Magical, Intelligent Hunter's Knife (b[2d10] damage 2 piercing) 12 HP 1 armor Close, Ignores Armor A highly successful bounty hunter, infamous in mercenary spheres for taking jobs alongside other adventuring crews, and coming back alone, the reward all his. Unbeknownst to his detractors, he's also perfectly happy to outright kill adventuring parties who've already completed their bounties and act as if he were one of them when claiming the reward. Darius long ago created a soul bond with a smoke spirit, allowing him to produce vast quantities of smoke from his hands and mouth, see perfectly through smoke, and move with incredible speed and grace through areas filled with smoke - the perfect skill set for an unscrupulous cutthroat. Instinct: To attack when they're at their weakest
- Spring a magical trap
- Fill the space with choking smoke
- Move through smoke with supernatural speed
- Create a duplicate out of pure smoke
- Appear behind you, knife at your throat
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Brandalben Kommandant Group, Magical, Intelligent Albengroßschwert (b[2d8+4] damage 1 piercing) 10 HP 3 armor Close, Forceful Diese Anführer der Brandalben wurden von Elechtel selbst ausgebildet. Sie können nicht nur hervorragend Kämpfen, sondern sind auch noch in der Lage das Feuer in ihren Untergebenen zu nutzen um diese selbst in aussichtslosen Situation anzutreiben. Ihre Schwere Rüstung macht sie zwar langsamer, kann dafür aber auch nicht so einfach durchbrochen werden, was sie im Nahkampf zu äußerst gefährlichen Feinden macht Instinct: Elechtel zu Diensten sein
- Führe die anderen mit großem Eifer
- Kontrolliere die Flammen in den Herzen deiner Untergebenen
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Brandalben Spion Group, Stealthy, Intelligent, Construct Albenklingen (b[2d8] damage 1 piercing) 6 HP 1 armor Close Special Qualities: Telepathische Kommunikation untereinander Die Brandalben waren einst Elben aus den weit entfernten Ebenen, doch Elechtel nutzte seine dunkle Magie um sie zu verderben. Dies Raubte ihnen einen Großteil ihres freien Willens. Heute Arbeiten sie für den dunklen Magier und genießen seine Macht, die er mit ihnen teilt. Die Klingen, die sie tragen sind mit Runen versehen, die es ihnen erlaubt die Kräfte des Feuers zu rufen, dabei riskieren sie jedoch jedes mal einen Teil ihres Körpers. Dies führt zu den glühenden Brandwunden, die ihren Körper überziehen und sie in ewigen Qualen zurück lassen Instinct: Informationen für Elechtel sammeln
- Infiltriere einen Ort mit der Macht des Feuers
- Teleportier dich hinter deine Feinde
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Mandalar's trusted Group, Large, Construct, Terrifying Belch fire and strike enemy with claws (w[2d8+2] damage 1 piercing) 10 HP 5 armor Reach, Ignores Armor, Near Special Qualities: It can fly, Amalgamation of an animal and a human, Looks ugly af Two parts lioness, one part serpent, head of a human, and all the vicious magic one can muster. The actual ritual might vary, as might a detail or two—more creative sorcerers switch the flame breath for acid, perhaps. Used as a guardian, it matters little. The chimera is the worst sort of abomination: an intentional affront to all-natural life. Instinct: To protect Mandalar
- Belch fire from his mouth
- Swipe furiously as anyone nears the protector
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The Last Knight of Wasnor Solitary, Divine, Devious, Intelligent, Terrifying Blade of Darkness (b[2d10+2] damage 2 piercing) 18 HP 2 armor Close, Forceful, Ignores Armor, Near Special Qualities: Scaly skin and sunken eyes The last knight of Wasnor was heavily favored by the old gods. A brilliant tactician and an even fearful swordmaster. Stripped off of his humanity, he is now forever in the servitude of the Darkness himself. Instinct: To cleanse the land off of every last resident of Stormhammer
- To bring justice to those who did him wrong
- Create the fog of darkness and disparity
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Trancetoad Horde, Tiny, Devious Ribbit (d4-2 damage) 3 HP 0 armor Hand, Reach, Ignores Armor, Near, Far Special Qualities: Paralysing Hypnotic Ribbit, Glowing Mesmer Eyes, Also Delicious They may eat you, but your shade will likely haunt these parts forever luring more victims. Instinct: Stand still so I can eat you
- Hypnotise Travellers with Ribbit
- Ribbit
- Trap them in a dream loop
- Ribbit
- R I B B I T