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Tundra Cat Solitary, Large, Stealthy Claws, Fangs (d10 damage 3 piercing) 16 HP 0 armor Special Qualities: Exothermic These hulking felines are native to the snow entombed lands known as the Blasted Wastes, which lie to the north of Gheron. They're huge size makes them apex predators out on the ice but does not stop them from vanishing in flurries of snow and launching themselves upon the unwary and unprepared. The Whistlers view them as beautiful creatures, and many of their folk tales speak of their majesty. Like all creatures from the wastes these creatures have frigid blood, sweat and breath. Instinct: To Feed
- Patiently Stalks Prey
- Hides in Snow-drifts
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Colossus Time's End Solitary, Huge, Magical, Stealthy, Divine, Intelligent, Planar Slam (b[2d12+7] damage 3 piercing) 30 HP 6 armor Reach, Forceful, Ignores Armor, Near, Far Colossus Time's End is a god, one who can't be killed. Only stopped with some sort of ancient ritual which has been lost to the test of time. Colossus is directly tied to the Guardians. One can only exist without the other, with the guardians gone, Colossus has free reign and does what he does best; end. Gargantuan in size, no ordinary force could stop or hinder this behemoth. Not a single timeline has ever stopped Colossus after his rebirth. Instinct: To destroy and rule
- Consume
- Makes deals, doesn't hold up his end.
- Any spell or thing
- Colossus travels timelines and conquers each one accordingly
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Mensab The Overseer Solitary, Stealthy, Divine, Devious, Intelligent, Cautious, Hoarder, Planar, Amorphous Any kind of Arcane Spell (d10 damage) 21 HP 4 armor Close, Reach, Ignores Armor, Near, Far Special Qualities: When Mensab reaches 1 or less health he switches bodies with Seu Mensab the Overseer, is a celestial being from a different timeline and was created to resurrect Colossus. Mensab has no emotions and any that are exhibited are fake (except maybe for Seu). He wishes for nothing else except for Colossus to be alive again and the guardians to be extinct. He goes about ensuring Seu's success with his mission and assists him accordingly. He has the ability to switch bodies, control other beings, summon creatures and objects at will, revive the dead, and cast arcane arts. Instinct: Usurpation
- Control
- Possess and Summon
- He has utter control over the planar arcane
- Mensab is from a different timeline where Colossus ruled the world but was killed by heroes and guardians.
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Seu Smiter of All Solitary, Intelligent Slice n' dice (b[2d10+4] damage 4 piercing) 20 HP 5 armor Close, Forceful, Near Seu, a man of integrity and honor alongside his best friend and master Mensab is running rampant slaying guardians and heroes alike. Seu normally the hero has turned to the dark side and is now one with evil. Why does he do this? Because Mensab told him to. Sue is a caring and respectable individual who has lost the privilege of death. He can only be incapacitated and everytime Mensab revives him he loses his memory and becomes dull. His blade "Divine Smiter" is his trusted weapon, huge and lean just like him it is a extension of his self. He has fought with it for as long as he can remember and can control it from a distance. It has the ability to kill any being and pierce any material, nothing can stand in it's way. Additionally no one can wield it but Seu. His fighting style is the best in the land, he's never lost a duel and never left a foe unvanquished. He is Seu, Smiter of All. Instinct: To protect and serve
- Defend and Slay
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Gorgon Group, Large, Divine, Hoarder Gore (d8+2 damage 1 piercing) 12 HP 2 armor Forceful, Messy Special Qualities: Petrifying breath, metal scales, Sight beyond Sight "Gorgons". The stamping of metal hooves across the ravaged terrain of the Howling Badlands. The glint of bronze scales in a blood-red sunset. The cracked, dilapidated human statuary - that unbearable stench clinging to their forms. Sight beyond mortal sight in those black eyes of theirs. Fireside tales weave the portrait of an o'er-ambitious king, sent nigh-invulnerable beasts of burden by the gods to allow his people to prosper. What horrific betrayal warranted the fall of the Old Kingdoms, however, no one remains sure of. All that we have left is stonework and the braying upon the coarse wind. Instinct: To display power
- Turn flesh to stone with noxious breath
- Perceive incoming danger on multiple planes
- Charge someone
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water general Solitary, Magical, Stealthy, Intelligent summon elemental and buff (d10+2 damage) 12 HP 6 armor Close, Reach, Near, Far Special Qualities: Instinct: disrupt water supply
- chaos
- water spells and summoning
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Deep Cultist Group, Stealthy (d8 damage) 6 HP 0 armor Close Special Qualities: Darkvison Instinct: to serve their dark god
- Worship the Dark Krakens
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Halfling Elder Solitary, Small, Magical, Stealthy, Organized, Intelligent, Hoarder heavy staff (d10 damage) 12 HP 4 armor Close, Reach One of the wizened elders of the halfling village. They have mastered certain folk magic, alchemy, and other secrets, and they protect themselves with magic wards. Instinct: to serve the village
- offer advice or warnings
- tempt with the promise of secrets, wealth, or power
- lay a curse or blessing
- command a halfling
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Halfling Guard Group, Small, Organized, Intelligent, Cautious short sword (b[2d8] damage 1 piercing) 6 HP 3 armor Close One of the halfling guards. Cunning in battle, they look for gaps in armor before striking. Instinct: to protect the village
- strike at a weak point
- shout for backup