-
Fire Elemental Solitary, Large, Magical, Divine, Intelligent, Planar, Amorphous Flame Touch (d12+2 damage 1 piercing) 29 HP 5 armor Reach, Ignores Armor With a faint human-like shape snaking its way through the core of the moving flames, it is obvious that the fire elemental is a force of capricious devastation. Wherever it moves, it sets its paths on fire, as well as anything crossing its' path. Water can stop the spirit of flame though, making it spit and his in a rage as it dwindles to smoke. Instinct: To destroy through flame.
- Flame Strike
- Command Flame: Can bend all non-magical flame to its will.
- Fire Manipulation
-
Drider Solitary, Large, Magical, Organized, Intelligent, Planar Longsword/ Spells (b[2d10] damage) 18 HP 2 armor Reach, Near Special Qualities: Spider Climbing/ Web-slinging When a promising Drow is summoned by the Spider Queen, the price for failure is well known. Turning those deemed unworthy into Drider, these half Drow half spider creatures are a living reminder of the price of failure for the Drow. Sometimes returning to the material realm for the finishing of matters it left behind as a Drow, they vary widely in social aspects, from the lonely wanderers to the leader of a pack of giant spiders. Always venture carefully into the Underdark as these beasts will inevitably be there! Instinct: To fulfill a longstanding vow or vendetta.
- Spider Climb: Can walk on difficult surfaces, including cielings.
- Fae-fire: A burst of summoned fae fire that lights any surface with flame.
- Call to arms: Calls forth a squadron for support.
- Fae ancestry protects againt being charmed or put to sleep through magical means.
-
Absorbing Man Solitary Metal Ball Smash (d10+2 damage) 16 HP 0 armor Close, Forceful, Near Special Qualities: Absorb Powers An extremely violent boxer turned criminal, Loki bestowed his powers upon him, and he was transformed into the Absorbing Man, granting him powers to absorb any material and take on its properties. He is the on-again-off-again husband of Titania, and an enemy of Thor and Hulk. Instinct: to engage in criminal activity.
- Duplicate Material and Energy
-
Abomination Solitary, Large Smash and Destroy (d10+4 damage) 20 HP 3 armor Forceful Special Qualities: Immune to Elements Craving for the power of a Hulk, Emil Blonsky purposely had himself infected with triple the amount of gamma that the Hulk originally had. However, it turned him into a monstrous amphibious reptoid as being originally more than twice the strength of the normal calm Hulk, at the cost of never being human again. Instinct: to kill the Hulk.
- Heal Wounds
- Giant Leap
-
Jaryk, the Mad Solitary, Magical, Stealthy, Intelligent, Cautious Warping Blast (d10 damage) 12 HP 5 armor Close, Ignores Armor, Far Special Qualities: One step ahead, Debilitates his enemies, Controls unknown magics Jaryk was always amused when the called him "the Mad." Was it madness that brought him such power? Madness that let him walk the planes of existence? Madness that has allowed him to shake reality to its core? Well, maybe, but we're in too deep to turn back now. Instinct: to bend reality to his will
- Alter reality
- Bend will
- Rebuff magic
- Use magic to deceive
-
Dyv, Lackey Brains Group, Stealthy, Intelligent Sling (d6 damage 1 piercing) 6 HP 1 armor Close, Near Special Qualities: Uses Every Trick in the Book Dyv's mother always said he'd make a great scholar someday, but after she sold him to the Sand Wyrm gang for being too neurotic he gave that idea up. Still, he's not the dimmest candle in the Sand Wyrms, and it got him ahead a bit. Now he's part of an elite group, if Dipp is to be believed, and surely his luck has turned around at last. Instinct: to avoid harm
- Attacks from a distance
- Pocket Sand - Attempts to blind enemies who get too close
- His nervous tick gives him away
-
Duk, Lackey Muscle Group, Intelligent, Cautious Club (b[2d8+4] damage) 8 HP 2 armor Close, Forceful Special Qualities: Blocks when he remembers Duk was really happy to be on a team. I mean, He'd always gotten picked for teams growing up, maybe because he was a foot taller than most of the people he knew, but Dipp said he picked Duk for his brains, which made him feel good. He just wished he knew what "sarcastic" meant when Dipp says he's being that way. Instinct: to crush his problems
- Follows Dipp as best he can
- Can take a licking
- When in doubt, flex
-
Dipp, Lackey Leader Group, Intelligent Sucker Punch (b[2d6] damage +1) 6 HP 1 armor Close Special Qualities: Calls the shots, Fights dirty Dipp was never the strongest or fastest or brightest of the Sand Wyrm gang... or the the wisest or most charismatic... but at least his cronies Duk and Dyv listened to him. Someday he knows he'll reach the big time - organized crime middle management. Instinct: to overcompensate
- Bully to make himself feel better
- When the going gets tough, get out of there!
- Hold a grudge for making him look bad
-
Ender Solitary, Huge, Magical, Divine, Terrifying, Amorphous Crush (d12+9 damage 2 piercing) 29 HP 5 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Immense power and awe This is the way the world ends. When the Crack that tore the earth asunder grows, the Ender shall rise and slouch towards all civilization to dismantle it. This force of chaos, a gargantuan multi-limbed amorphous blob, consumes reality and digests it, deconstructing it. When set loose, the Ender will revert all order and harmony into bedlam. Instinct: To consume
- Slowly digest reality
- Slouch towards civlization
-
Milk Tooth Fairy Group, Tiny, Stealthy Numbing bite (d4-2 damage) 3 HP 0 armor Hand It's customary for the little ones to leave their fallen milk teeth out on the bedside. Under the pillow? Oh goodness no, you'd not want them startled awake by little hands scrabbling beneath the pillowcase. Or worse! No grown being wants to wake to that overfilled grin hovering over them with tiny talons prising apart their lips, let alone a young'un... Instinct: to collect teeth for the nest
- Nip, then fly away
- Flit distractingly about their heads
- Scatter when things get rough