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Magus Mystic Group, Magical, Divine, Intelligent, Planar Aura (d10+2 damage) 10 HP 4 armor Close, Ignores Armor, Far An Ancient Masked Figure; who knows not its name or heritage; only that it must protect the way of the 9 Magus Order. Instinct: To banish anyone who attempts to learn Mystic Magic
- Using the powers given by the divine angel of suffering and death, The Magus can both restore life and take it. The Magus is an ancient magic user who are well traversed in both knowledge and skill. The Arts of the 9 Magus Born are second to none
- Intersteller Beam: Roll 2d6+3, on a 10+ you unleash a stellar beam that deals 2d6 unblockable damage, or You heal a friendly target for 2d8. On a 7-9 you deal 1d6 Stellar unblockable damage or heal 1d8.
- Divine Intervention: The Mystic magus can Move through walls and can fly at the pace of someone running vary fast.
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Atozian the father of Sontozian Solitary, Magical, Intelligent, Hoarder, Amorphous Double Handed Sword Slash (b[2d10+4] damage 3 piercing) 19 HP 6 armor Close, Forceful, Near Immensely bulky and dense. Muscles rip from every cord of it's body Instinct: Extreme Order
- Seduce royalty, protect it's children, kill anything that harms kids
- Summon a blast from the ether to incinerate undead
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Juggernaut Solitary, Large, Divine, Construct Massive stone wheels (d10+4 damage) 20 HP 2 armor Forceful, Ignores Armor Special Qualities: Sanctified Chariot of the gods, house of the holy, seat of divinity—the juggernaut is a mobile shrine, bearing a blessed idol for the adoration of the faithful. Such is its divine power, it can move on its own when the time for worship has come. On high holy days it emerges from the god's temple for a procession upon the pilgrim's path, and all who see it should bow down alongside in reverence. But the god is a jealous god, and woe betide the worshipper whose heart wanders. The juggernaut shall strike down with great vengeance and furious anger those who would attempt to poison and destroy the brethren. Instinct: To crush the unfaithful
- Advance inexorably
- Hunt the heathen
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Odigenos Solitary, Huge, Magical, Stealthy, Divine, Devious, Organized, Intelligent, Planar, Construct Last Gaze (b[2d10+9] damage 4 piercing) 30 HP 6 armor Reach, Forceful, Ignores Armor, Near, Far Special Qualities: the Pyros flows in him, His past self created him with Algos Le dieu du Seum Instinct: Destroy the universe
- Annihilate
- He planned this
- Create Douloi & control pain
- He *Annihilates* You
- His army of Douloi
- Ex-titan
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Doulos Horde, Divine, Organized, Planar, Construct, Terrifying, Amorphous Claw (b[2d4+4] damage 2 piercing) 16 HP 1 armor Close, Forceful Special Qualities: Bound to Odigenos, Melting skin Moi je sais Instinct: Obey Prometheus
- Rend flesh (yours or it's own)
- Ecartellement
- It's constatnly both rotting and regenerating
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Kobold Motherfather Solitary, Devious, Organized, Hoarder, Terrifying Drain life (d8 damage) 16 HP 1 armor Close, Ignores Armor, Near Special Qualities: Evolving A kobold motherfather is how kobolds multiply. A group of kobolds always operates under a motherfather. If there is none present, to kobolds combine to make a motherfather. All of the kobolds in that group defer to it and seek to feed it. As the motherfather sucks life force, it grows and can spawn new kobolds. When the motherfather dies, if its body is not destroyed, it explodes into many more kobolds. Instinct: Consume life
- Multiply
- Drain Lifeforce
- Demand food
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Ancient Ravager Horde, Planar, Terrifying, Amorphous Cursed blade (b[2d6+2] damage) 10 HP 3 armor Close Special Qualities: It appears like a humanoid, yet its features are arcanely distorted. The Ancient Ravagers are obscure creatures, who have a humanoid form yet their appearance can be very distorted. Their purpose remain a mystery as they are older than any existing civilization known today. Their weird shape implicate that they hail from some other world, even from a parallel universe. The Ravagers are a great threat to any living being, as they appear to exterminate any life that comes into their way. Instinct: To eradicate life
- Blink-like teleportation.
- Dominate minds of the weak with telepathic abilities.
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Dark Ice Paladin Solitary, Magical, Intelligent, Cautious Great Sword/ Frost Magic (d12+2 damage 1 piercing) 16 HP 4 armor Close, Forceful, Near Standing roughly seven-nine feet tall; these Ice Paladin are frozen in place; awaiting to awaken from its chilling slumber; only to carry out the deeds of its lich. They possess nothing of who they use to be and now only serve their Ice Lord. Instinct: To Serve the Lich King
- The Dark Paladins of the Frozen Plains have come to serve powerful lich kings. They can easily be recognized by the sudden cool and slow frosting of the area around them; as well as the lingering blue that passes by their eyes for every movement they make. They desire to serve the king, and carry out any deed ordered to them.
- Frost Magic embraces the Paladins vary sword; unleashing a chill that causes anyone it hits to defy danger using con; if they fail they take 2 ice damage that ignores armor.
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Ring of Transformation Solitary, Tiny, Magical, Stealthy, Construct, Amorphous Transform into Animal (d10-2 damage) 15 HP 5 armor Hand, Far Special Qualities: Cursed "What do you mean don't put it on, its just a ring" said the knight as he transformed into a cat. The ring described is one of several created in the old times as some kind of joke. Once put on they use a form of unknown magic to turn the user into a seemingly random animal, unfortunately as the magic is unknown to transformations is almost always permanent. It is widely believed that the rings have some form of consciousness as they do tend to turn up in odd places, ie inside of the dresser at the local inn. Instinct: To transform all who wear it
- Transform into animal
- Beauty
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Rogue Clockwork Repair Spider Group, Tiny, Intelligent, Construct Claws, Sharp Mandibles (b[2d8] damage 1 piercing) 10 HP 3 armor Hand, Near Special Qualities: Self Repair A race of tiny clockwork spiders designed by ancient dwarves to preform repairs in places to small for dwarves to fit. They somehow went rogue, killing their creators, believing that killing them was a way of fixing them. They look like tiny brass insects with eight protruding legs each ending in a sharp point. Upon encountering one it would be advisable to keep your distance and to kill it from there. Instinct: To repair living things (kill them)
- Pounce