-
Cairn Solitary, Huge, Magical, Divine, Devious, Planar, Terrifying A massive black battleax that glows with unnatural energy (b[2d10+9] damage 3 piercing) 26 HP 6 armor Reach, Forceful, Ignores Armor, Far Special Qualities: To look upon his form causes unrelenting panic Cairn is the god of unrelenting madness and rage. He wishes for nothing more than absolute power and dominion over all life. Instinct: To usurp power from the other gods an usher in an era of madness and rage
- Can summon waves of the undead
- Causes a wave of madness around his form
- He is all-seeing once he is in the world
- His battleax can consume the souls of those he kills, increasing its power
-
Gumblefumbum Solitary, Large Claws (w[2d12+4] damage) 20 HP 1 armor Forceful A large, hairy, three-eyed monster with an over-sized, round head almost split in half by it's wide mouth. While it walks on two, albeit short for it's size, legs, Gumblefumbums arms are massive and inhumanly strong. It's claws, though short, are sharp, resilient, and almost unbreakable. Instinct: To defend it's territory
- Wanders forests for food
-
Sorrowful Apparition Solitary, Devious, Intelligent, Terrifying Hideous shriek (d8 damage) 16 HP Ignores Armor, Close, Near Special Qualities: Insubstantial, Still appears to bear its mortal wounds A lost child. A crisis of faith. A life's work destroyed. Some pains never pass, and sometimes even death cannot offer peace. Sorrowful apparitions are piteous creatures, hollow shells of their former selves filled to the brim with the agony that wracked their souls even in life. They are eternally searching for something, or sometimes someone, to find the closure they could never achieve before their passing. These spectres are somewhat unusual in that they most often haunt not the places of their death, but the places they best remember as the source of their sorrow. Any who venture near these haunts find themselves accosted by weeping figures begging for help in their endless quests. Any who refuse or attempt to ignore the spirit quickly discover its vindictive wrath, and even those with the power to banish such an apparition will find that it inevitably returns. Still more foolish, however, are those who agree to help these tortured souls. Bargains with the dead rarely end well... Instinct: To seek closure
- Haunt a location
- Wail pitifully
- Foist a quest upon visitors
-
Old Ballaturin Solitary, Magical, Divine, Intelligent Strike, spin strike (b[2d12+6] damage 3 piercing) 25 HP 6 armor Close, Forceful, Reach, Ignores Armor, Near Special Qualities: Strength of 5 bulls, speed of two horses Old Ballaturin, an ancient dwarf legend. A mighty warrior who is said to have the strength of 5 bulls and is as fast as two horses once conquered an elvish country on his lonesome, he carries a battleaxe in each hand, his strike is said to shatter boulders. After his conquest, he went to seek the secrets of immortality. Instinct: Seeks immortal life, now he has gained it, wants to conquer the world
- Battleaxe attack, can spin around in an AoE move.
-
Star Trek Salt Vampire Solitary, Stealthy, Intelligent, Planar, Terrifying Suckers (d12 damage) 12 HP 0 armor Close, Ignores Armor Special Qualities: Shapeshifter Salt Vampire, or M-113 creature, is the unofficial nickname given to a now extinct sapient species which once inhabited planet M-113. This creature is notable for requiring extremely large quantities of salt, specifically sodium chloride, to live. It can remove salt directly through the skin of other beings using the sucker-like structures on its fingers, a process which usually results in the death of the victim. Also noteworthy are the creature's illusory shapeshifting abilities. Although it cannot physically change its appearance, it can use telepathy to project an illusion into the minds of those around it, making it appear like any person it wants. Instinct: Drains salt from humanoids
- Imitates victims
- Murder and replace victims with perfect imitation
- Predator with telepathy
-
Star Wars Rathtar Group, Large, Planar, Terrifying Bite (d8+2 damage) 10 HP 1 armor Forceful, Near Special Qualities: Ravenous and relentless ("You're not hauling rathtars?" "I'm hauling rathtars." ―Finn and Han Solo} Rathtars were large, octopus-like creatures that slithered on land. They were very dangerous creatures known for hunting in packs. Instinct: Consumes
- Slithers
- They were said to share common ancestry with the Sarlacc and Vixus
- Grapples
- Relentless
- Always hungry
-
Armoured Airship Solitary, Huge, Construct, Amorphous, Airborne Carpet bombing. ([2d10+7] damage, 2 piercing, can cover large area) 27 HP 4 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Very large, Capable of slow flight, Vulnerable to electricity, Vulnerable to piercing damage, Vulnerable to explosive damage, Devastates large area Armoured Zeppelins are gigantic, rigid airships which cruise through the sky at a slow, unrelenting rate, required to maintain a relatively low altitude below the cloud line. They are manufactured specifically to carpet bomb targeted areas, sometimes deployed in pairs or even trios in the case of large cities or heavily fortified locations. Despite the thin alloy that coats the hydrogen gas bag to repel minor ballistic fire, the Zeppelins are still vulnerable against armour-piercing rounds and explosive damage; and may ignite if attacked in key areas of weakness. Instinct: N/A: Manufactured, piloted by crew.
- Enormous armoured Zeppelins, manufactured for bombing raids.
-
Elite Unit (1900s Adaptation) Group, Intelligent, Well-Equipped, Stealthy Rifle fire (A), sniper fire (B), sidearm fire (C), fragmentation grenade (D), combat knife (E), (A/B/C/D/E[1d10/1d12 piercing/1d6/1d10+5/1d4]] damage) 8-12 HP 2-4 armor Close, Far Special operations are military operations that are "special" or unconventional and carried out by dedicated special forces units using unconventional methods and resources. Special operations may be performed independently of or in conjunction with conventional military operations. Special operations are usually conducted in a low-profile manner that aims to achieve the advantages of speed, surprise, and violence of action against an unsuspecting target. Special ops are typically carried out with limited numbers of highly trained personnel that are adaptable, self-reliant and able to operate in all environments, and able to use unconventional combat skills and equipment. Instinct: Follows high-tier Military commands.
- Highly trained individuals in Military special forces.
-
Chrismas Elf Solitary, Small, Magical Bag Bash (Players Enemies) (d8 damage) 1 HP (Doesn't Decrease) 0 armor Close A small Elf dressed in fancy attire, carrying a large bag of goodies, The creature appears only ONCE A YEAR to give our adventurers a helping hand, They will also attack any creature in the area by bashing them with a bag full of coal. Before disappearing and delivering help. Instinct: To Spread Joy and Help
- Gift Giver
- Summons a Basket of Magical Randomness: Each Player receives one Magical Item to help on their adventure.