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Ambush Drake Group, Stealthy Bite (d8 damage) 6 HP 1 armor Close Ambush drakes resemble hybrids of crocodile and wolf; scaly, quadrupedal reptiles with finned backs. In the wild, they live in small groups which hunt in packs; ambushing, cornering and harrying prey and slowly wearing it down as each pack member takes a turn snapping at their target until it collapses from blood loss. Their natural inclination to hunt in packs and fit neatly into social order makes them ideal pets for creatures like kobolds who use them much like humans use hunting or guard dogs. Instinct: Hunt for the pack
- Strike quickly and suddenly
- Bite and withdraw
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Gold Blooded Monk Solitary, Intelligent, Cautious, Wise Golden Palm Strike: Target rolls +Con. 10+ they are unaffected. On a 7-6 they mark shaky and half their movement. On a miss they are incapacitated either by falling unconscious or being paralyzed.. (d10+2 damage 4 piercing) 16 HP 3 armor Close, Forceful The Gold Blooded Monk practices a life of peace and tranquility which is in stark contrast to their duties. These monks are masters of defence and manipulation of the body, whether their own or others. ________________________________________________________________________________ They are protectors to the order of the world around them, believing that all things have their place and anything that is not in it's rightful place is wrong and must be fixed. ________________________________________________________________________________ They live their lives in the tops of tree's so large it would take over a dozen men to wrap around them in caves naturally grown from the wood. They are all related and their lineage is not native to the world they are in. However as far as anyone can tell they are human. ________________________________________________________________________________ Instinct: Protect the balance of their world.
- Inheritance of wisdom: By drawing a single drop of their golden blood they may pass on their wisdom to another through infusion. Normally done through the forehead.
- Art of the Golden body: By tempering their bodies all their lives with intense manipulation of their blood their skin has become as hard as metal. They may infuse their skin with their golden blood to gain +2 armor
- Art of the Golden Palm: With a grip of an eagle and the strength of an ox they can redirect any blow directed at them however doing so takes their full concentration.
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Enforcer Group Laser hand (d8-2 damage 1 piercing) 6 HP 2 armor Hand, Ignores Armor, Near, Far Special Qualities: Robotic Strength, Cybernetic enhancements The enforcers are mostly orcs. They have been surgically enhanced with cybernetic technology. Their eyes can scan the room and lock onto targets. They have had some extremities replaced with robotic appendages. Most commonly their arms have been replaced and enhanced with a robotic arm that can shoot lasers from the palm. They can use their robotic parts to block oncoming attacks. Instinct: Blow things up
- Demolish
- Use robotic strength
- Call for backup
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"Lucky" Leo Nappoli Group, Stealthy, Organized, Intelligent Tommy Gun (d8 damage 3 piercing) 6 HP 1 armor Close, Reach, Near, Far Lucky Leo is very likable. He has an army of men at his disposal. Even the President is smart enough to not cross him. His suit is lined with bullet proof fiber. He is skilled with his Tommy Gun, and tip of the hat to old school gangsters. He has a hidden blade up each sleeve. He main priority is himself, and after that is money and power. Instinct: Make Money
- Intimidate others
- Hidden knife
- Call for backup
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Casino Henchman Group, Intelligent Hangun (b[2d8] damage 1 piercing) 6 HP 1 armor Close, Near, Far These guards are employed by Lucky Leo. They have ear pieces that they can use to communicate with each other. They are trained in small arms and hand to hand combat. They are well dressed and all match. Instinct: Neutralize threats
- Subdue
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Brugha Biterleaf Solitary, Medium, Intelligent, Cautious, Planar Keyblade (b[2d10+4] damage 1 piercing) 16 HP 4 armor Close, Forceful Special Qualities: chosen by Acamar Brugha Biterleaf the half-orc half-halfling has always been looking for the next thrill, though you wouldn't know that from her impossibly relaxed temperament. As a teen she took part in her fair share of questionably moral adventures, like robbing a bank for the dragon queen, and as an adult, she was quickly noticed by far older powers. The One Who Opens the Way granted her the ability to travel between dimensions on a whim using her signature weapon, the Keyblade. Clad in a leopard-skin bikini and immaculate high side ponytail, she's undefinably cool and perpetually chill. When she attacks, you better look out, her weapon gives her rapid strikes and the ability to move as if she was almost weightless. [tags: Susan Crushbone, morally gray adventurer, chaotic neutral] Instinct: to do what seems cool
- devastate with a flurry of effortless attacks
- move on from this world to the next
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Ghemingan Group, Magical, Organized, Intelligent, Cautious tri-bladed throwing knife (d6 damage) 6 HP 3 armor Close, Near The people of the lost planet of Gheminga, these mantis-like humanoids are highly advanced in the arts. Using all four of their arms they can craft sculptures or paintings quickly, drawing forth arcane forces from their complex work. Melee is the same as dancing to them; in both they move swiftly and with grace and confidence. [Tags: thri-kreen, insectoid, humanoid] Instinct: to gather knowledge
- lash out with crescent spear
- beguile with strange art
- alert the others
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Sayeed the Travelling Merchant Solitary, Stealthy, Magical, Intelligent, Cautious, Hoarder Dual Scimitars (b[2d10+2] damage 1 piercing) 12 HP 4 armor Close Some merchants setup a shop and live their days in the comfort of a small town or city. Others prefer to heed the call of the road, journeying from locale to locale, wheeling and dealing across the world. Sayeed is the latter. Part merchant, part rogue, part treasure hunter, he has seen much of this world and gathered many useful trinkets along the way. He prefers not to part with any of them unless it's for an immense profit, although he'll happily sell a foolhardy adventurer a fake for the right price... Instinct: To profit
- Ply his wares
- Sell false secrets
- Seek out magical items with Detect Magic