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Awakened Tree Fiend Solitary, Huge, Terrifying Branch/Root Stomp (d10+5 damage 3 piercing) 24 HP 1 armor Reach, Forceful, Messy Special Qualities: Scream in anger While most tree feinds shuffle to places of power while dreaming, if one is roused from its slumber the hatred for the world it now faces reverberates through the very air. Only once it has ventred its rage will it fall back into its endless slumber. Instinct: To destory
- Rampage through the enviroment
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Kobold Ritualist Horde, Small, Stealthy, Intelligent, Organized, Magical Cone of dragon breath (d6 damage) 3 HP 1 armor Close, Near, Reach Special Qualities: Dragon Connection These ritualistic kobolds live to serve their dragonic masters, doing all in their power to further it's aims. A kobold that serves their master faithfully will be first awarded the magics and that pool will grow with their faithful service and the masters own power. Master: Black, Copper (Acid), Silver, White (Cold), Brass, Bronze, Gold, Red (Fire), Amethyst (Force), Blue (Lightning), Green (Poison), Emerald (Psychic), Crystal (Radiant), Sapphire (Thunder), Topaz (Necrotic), Instinct: Serve dragons
- Lay a trap
- Call on dragons or draconic allies
- Awaken the enviroment
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Lesser Scions of the Great Old Ones Group, Devious, Intelligent, Terrifying Mouth Tentacles (d4+2 damage) 6 HP 0 armor Close Special Qualities: Telepathy , Horrid tentacles burst forth from what bloody remains are left of the humanoid's original jaw The cult of the Great Old Ones can infect even the most pious of communities. These lesser Scions are the first signs of such an infiltration. Often covering their gory visage with a hood of some kind, these minor abomination walk the streets revered and hated in equal measure by the god fearing members of the community. Instinct: To feed on the non-believers
- Psychically stun all who can hear it's horrid screech!
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Zaralll the Flayed Solitary, Divine, Intelligent, Planar Soul Glaive (b[2d10+9] damage) 19 HP 1 armor Close, Reach, Ignores Armor Special Qualities: Regeneration, Herald of the Black Gate With the head of a hound and the arm of a horrid troll but the body of a normal man their are few that remember the origin of Zaralll the Flayed. All who encounter the bare bleeding meat of his flayed form fear what comes next. His ghostly Glaive glowing from within the shadow of the Black Gate. Instinct: To serve the Black Gate
- Open the Black Gate
- Reverse healing with a touch.
- Flay a creature struck by his glaive
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Spettral pirat Group, Stealthy, Intelligent, Hoarder, Terrifying pirat's pistol (d8 damage 1 piercing) 6 HP 1 armor Close, Near Special Qualities: Spectral undead The spectral pirates are the crew of the ghost ship that can be seen every now and then on the horizon. They are not truly alive, but they are certly not dead. Instinct: honor
- be terrible
- attack after a diversion
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TABAN THE FIGHTER, (Borçlu adam) Solitary, Cautious Spiked gauntlet (d10+4 damage) 12 HP 4 armor Close, Forceful SPECIAL MOVE: -> Kendini savunmak, her tur bir hasarı yarım alabilir -> Göz dağı! Birisinin saldırısını savunmaz (No armor, take full damage) Rakip otomatik olarak hackslash -1 ongoing) -> Son çare, aşırı yaralı olduğunda vahşi bir saldırıda bulunur. 2 kişiye aynı anda saldırır Instinct: TO FIGHT
- Kendini savunmak, her tur bir hasarı yarım alabilir
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The Director (Architect of Obedience) Group, Organized, Intelligent Ritual Implement or Disciplinary Strike (d8 damage 1 piercing) 16 HP 2 armor Close Special Qualities: The Director can erase short-term memory from any student who directly defies them., Players must Defy Danger (WIS) or lose the last few minutes of their actions, making it seem as if they never rebelled at all. "Discipline is the foundation of all greatness." "You should be grateful. It is a burden to remember." Class: Paladin Race: Human Instinct: To maintain the illusion of order and obedience
- Suppress rebellious thoughts with a glance
- Summon enforcers (faculty or brainwashed students) to restrain dissenters
- Calmly justify cruelty as necessity
- Activate a room’s hidden conditioning enchantments
- Erase a single moment from a student’s mind to make them doubt their own memories
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The Hollow King (Tyrant of Forgotten Legions) Solitary, Huge, Divine, Organized, Intelligent, Terrifying Oblivion-Forged Weapons (d12 damage 3 piercing) 20 HP 3 armor Reach, Far Special Qualities: The Hollow King can instantly command any student who has not fully regained their memories., Players who resist must Defy Danger (WIS) or be forced to obey for a brief moment—enough to attack an ally, betray Echo, or return to their dormitory as if nothing happened. "There is no 'I' in war. There is only the blade, and the will that guides it." Class: Wizard Race: Ancient Fae Instinct: To strip all beings of identity and make them perfect warriors
- Erase memories with a gesture
- Create an inescapable battlefield where only obedience remains
- Summon spectral warriors—hollowed remnants of former students
- Speak with a voice that compels absolute submission
- Unmake a rebellious mind, turning it into a weapon against its own allies
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Echo, the Janitor (the Rogue Awakener) Solitary, Stealthy, Intelligent Improvised Weapons, Hidden Blades (d8 damage 1 piercing) 12 HP 1 armor Close Special Qualities: Echo can undo part of the Hollow King’s mind-wiping magic by whispering a student’s true name into their ear., Players she awakens regain fragmented memories and receive a +1 ongoing to resist the Director’s influence. "Shh. Pretend you're still asleep." "You don’t remember yet. But you will." Class: Ranger Race: Human Instinct: To awaken the forgotten
- Strike from nowhere with deadly precision when forced to fight.
- Vanish into the shadows when danger is near
- Reveal hidden truths in cryptic whispers.
- Break memory conditioning through a forbidden rite.
- Use knowledge of the school's hidden paths to escape or infiltrate.