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Manifestation of Xardraz: God of War and Bringer of Final Rest Solitary, Huge, Construct, Terrifying Smash (d10+7 damage) 28 HP 3 armor Reach, Forceful Special Qualities: It walks a specified route written into its skull with magical runes, A deafening voice that knocks over any who stand directly in its gaze The Manifestation of Xardraz is a humanoid figure made of stone that stands taller than the five story keep at Azinok. It wears a stone loincloth and sandals and its hair is tied into a braid and coiled on top of its head. Its bearded face is set into a gruesome scowl. The walking statue is thought to be the physical manifestation of the god of battle and the afterlife. It strides over the countryside on a set route through lands populated by the poorest subjects. As it travels, its head swivels from side to side shouting with a monstrous voice. At the same time an endless supply of swords, spears, crossbows and bolts spew from its mouth. It always speaks the same words. "Kill and be exalted! Breed and be condemned!" Instinct: Cause conflict and death
- Inspire true believers to attack
- Knock them over with a terrible voice
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Grome (Gnomes) Group, Small, Stealthy, Magical, Organized, Intelligent Hand Crossbow or Pointy Sword (d6+1 damage) 6 HP 2 armor Close, Near, Far The Gromes (also sometimes called gnomes) live on the Furthest West of the Mystery Islands. No one knows why they aren't found on the mainland. The can at times be flamboyant and make a great sweet and frothy beer that carries quite a kick. They wear multi-colored patchwork jackets and pants, and long hoods. They are well armed with sharp pointy swords and a clever hand cross-bow. They have befriend the Great Silver Herons (semi-intelligent mythical beasts the size of ponies) and are in a preptual war with the Frogmen. They are skittish and wary of others they don't know. At least two different strongholds are on the islands. Their magic is that of illusion and shadow, but at times are able to call the shadow into reality. They are friends of various beasts, and have ravens and kingfishers frequently with them. Their ability to almost teleport through the shadows is one that will be developed in play. They claim to be older than the elves, dwarves, halflings or men. What do they have to do with the Opsalescent City of Brass and Glass. Instinct: Defend the Stronghold, send the invaders packing
- Repel Invaders with their keen eyesight and quick aim
- Surprise them with their magic to move through the shadows
- Use their glamour to deceive, redirect, or mislead them
- Send a kingfisher or raven for help
- Sue for peace with magical trinkets finely crafted, are they real or another glamour
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Eldrazi Ruiner Solitary, Huge, Divine, Planar (3d12+5] damage 2 piercing) 22 HP 5 armor Reach, Forceful These eldrazi, built in the form of something resembling a creature, with no rhyme or reason to their form. Their outline appears to writhe and shift, twisting and thrashing as the mass they are built of shifts and adjusts. These creatures are dumb, driven solely by the all encompassing hunger that fills them as it fills the titan they spawned from. Instinct: Anihilate
- Tentacles
- Frightful presence
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Penny Pumpkinseed Solitary, Magical, Intelligent, Cautious, Hoarder Fireball (b[2d10] damage) 12 HP 2 armor Close Picture your awkward teenager with pimples and gangling stature. Penny is that boy grown up. Gangly, freckled and awkward, but deeply passionate about magic, you could get him talking for hours. He’s lean and his hands are always covered with some kind of spell material. He dresses in a dyed cooking smock over simple clothes, and keeps a pack containing his spellbook on his back. Instinct: Explore and Learn
- Experiment with chaos
- Cast a spell
- Turn invisible
- Shift the blame onto someone else
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Thirty-Twenty Two Solitary, Magical, Intelligent, Hoarder, Terrifying, Amorphous Tentacles (d10 damage) 15 HP 2 armor Close Special Qualities: Can split into parts, It is actually a goop monster once it loses it's human form A young human boy with a mop of blonde hair and an air of innocence. Dresses like a dapper 20s boy. Really wants to play with you. In actuality is he just one small part of a giant slime monster that wants to feed on your energy. He’ll feed off anyone. Instinct: To consume flesh
- Deceive
- Ensnare
- Divide
- Dissolve
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Felicity Solitary, Intelligent, Hoarder, Stealthy Claws ([d10+2] damage 1 piercing) 12 HP 0 armor Close She actually takes her job as a treasure hunter seriously. You might even find her taking a bounty or two in her spare time. When she is not taking care of her younger sister, she’s working out at the gym. She will fuck you up, you can’t tame her. (maybe you can if you find a way to impress her, it’ll be hard) Instinct: Get away with treasure
- Hunt and track
- Disarm or stun
- Intimidate/dominate
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Sluewt, The Lava Beast Solitary, Huge, Terrifying Bite (d12+5 damage) 20 HP 3 armor Reach, Ignores Armor, Near Special Qualities: Resistant to Fire Sluewt can tunnel through rock or lava and erupt from below to ambush it's prey. It is a massive beast, reaching almost 50 feet in length (although it will usually keep most of its body below ground to use as leverage to tower over opponents). Sluewt is covered in a thick, heat-resistant carapace.
Instinct: To Burn and Devour- Spit fiery rocks
- Crush someone beneath its massive weight
- Retreat below
- Ambush from below
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Murloc Horde, Tiny, Stealthy, Organized, Hoarder Garras, mordidas o armas (d4-2 damage) 3 HP 0 armor Hand Habita zonas acuaticas y humedas como pantanos. Ataca en grupos y tienden a llamar a mas grupos cuando van perdiendo. Instinct: Emboscar
- Atacar en grupo
- Llamar a la manada
- Grito de guerra Murloc
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Unraveller Solitary, Large, Devious, Intelligent, Planar Evershifting claws (d8 damage) 20 HP 1 armor Close, Ignores Armor Special Qualities: Omnielemental shifting form Order is a funny thing. It exists within all things, making time move the way it does and space work the way it is. When it comes to the elements they too follow their own laws, alchemy is the study of this after all. But what about the liminal spaces? The edges where the elements connect or contact or divide? These too have their own laws. When it comes to the most primal and simplest of elements, they follow their laws but these laws also have enforcers. The unravellers are a terrible example of such a thing, they primarily lurk on the edges of the planes where the elements meet but they can escape into the natural world and in following their own terrible logic, attempt to tear it all down. Their very touch can instigate a terrible reaction, causing the victim to slowly and painfully unravel into fire, earth, air, and water. They possess humanoid forms, about the size of an ogre, but formed from constantly shifting examples of the four elements (and sometimes flickers of more complex compositions), they possess an intelligence but are wholly devoted to their one true goal: Returning all things to the simplest of elements. They will stop at nothing to accomplish this, which is why we are lucky that they are almost never able to invade the natural world. Almost. Instinct: To reduce everything to its base elements
- Control nearby elements
- Unravel things into their base elements
- Unleash the power of the elements
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Chaos Beast Solitary, Devious, Planar, Terrifying, Amorphous Half-formed limbs and claws and teeth (d8 damage) 23 HP 1 armor Close, Ignores Armor Special Qualities: Everchanging form Chaos is generally seen either in very pragmatic terms or academic terms. Rarely is it ever seen in very literal terms like the Chaos Beast. Forged of the very stuff of the chaotic realm that it hails from, its entrance into the natural world heralds many dangers. It warps and shifts constantly like a living nightmare, one moment being a seething mass of hooks and teeth and next a blob covered in festering eyes or even something more coherent - if only for a moment. Although it might seem physically intimidating, its constant changing nature makes it difficult to lash out with terrible lethality... if it weren't for its very chaotic nature being infectious, those hurt by it can easily dissolve into chaotic nothingness in the blink of an eye, or worse become one of these creatures themselves and roll off to spread chaos and madness wherever it goes. Helpfully the world abhors their very presence and they cannot live too long beyond their realm, but in that time they are incredibly dangerous to those who relish sanity and fixed form. Instinct: To rend order asunder
- Transform unexpectedly
- Infect with corporeal instability
- Change the surrounding environment disquietingly