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Riordan Stormsword Solitary, Intelligent Greatswords (b[2d10+4] damage 1 piercing) 16 HP 4 armor Close, Forceful, Reach, Near A towering knight in asymmetrical armour. It is carrying two greatswords, one in each hand, and it has a gigantic sword, too large for normal human use, strapped to its back. It takes large shards forward and only ever strafes sideways or backwards, never facing away from its target. It doesn't seem to show emotion of any kind. Instinct: To Defend the Sanctity of The Empire
- Overhead Strike with a Huge and Powerful Blade
- Multiple Strikes with Greatswords
- Strafe and Deflect Incoming Damage
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Death Zombies Group, Devious, Construct, Terrifying Claws (d6+2 damage) 6 HP 0 armor Close, Forceful Special Qualities: Magic, Zombie! Death Zombies are your run of the mill zombie. Why is called death? Because if a zombie bites you, you start becoming a zombie and know only death. But where did they come from, who made them, how do you get rid of them? Instinct: To Quench
- Turns victims into zombies
- Turns victims to zombies
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Biff the Beholder Solitary, Small, Stealthy, Magical, Devious Mind Blast (2d6 damage) 15 HP 0 armor Close, Ignores Armor, Far Biff is a beholder that was placed in an extra-dimensional fortress in a 1,000 foot deep 10 foot diameter shaft that was part of a trap. Unfortunately poor Biff had been stuck in the trap for over 2,000 years and has long since gone insane from boredom. After being stuck so long in that big tube Biff swore an oath to the Greater Demons of the Dungeon Dimension to faithfully follow any being that finally let him out. Once freed Biff will be a very faithful follower with a Chaotic Neutral/Good alignment. Biff often travels about the Disc on tasks for his master. Biff talks with a distinctive cultured accent that is partially at odds with his gung-ho, cheerful demeanor. He is fond of children and he loves to play in water. Biff is a fierce opponent in water fights and has a naturally cordial relationships with kobolds. Instinct: to repay life debt. Instinct: to repay his life debt.
- Project a cone of anti-magic.
- Disappear from sight.
- Disintegration.
- Telekinesis Ray.
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Omnis of Om and Omlee of Offler, the Oracles of Omnia Solitary, Stealthy, Divine, Intelligent, Cautious Spear Thrust (d10+2 damage 2 piercing) 18 HP 2 armor Close, Near Omnis is a druid of the desert and Omlee is his pet scorpion who also happens to be his accountant. Omnis entrust the divvying up of gold and loot to Omlee who constantly gets it wrong due to the inescapable fact that he is a scorpion. It’s worth it to mention that Omnis also uses Omlee’s venom in small doses to intoxicate himself. Instinct: to prophesy in the names of Om and Offler.
- Divvy up treasure in a less than equitable fashion.
- Use poison to bend the mind.
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The Last Order Octarine Wizard Group, Magical, Devious Excruciatous (d6 damage) 6 HP 0 armor Close, Ignores Armor, Far The Last Order, or The Other Order, as they're sometimes referred to, are the bullies of Wizardry. They often get into brawls with barbarians or muggers, and try to make sure they come out on top. While no wizard likes dirtying his hands with weaponry, The Last Order knows 15 spells to kill a man. Instinct: to whoop ass, like the boss says.
- Break bones with the mind.
- Rip the mind.
- Debilitate the body..
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Order of Midnight Grey Wizard Group, Magical, Devious Ghostly Phantasm (d6 damage) 6 HP 0 armor Close, Ignores Armor, Far The Order of Midnight engages in another questionable branch of magic. They're probably the ones you'd be most likely to see in the graveyards with a shovel, and least likely to invite to your fancy dress ball. While all wizards know the potency of dead things, and have a certain familiarity with certain 'bits', the necromancer is the only one who enjoys the company of the dead. Instinct: Obey Master.
- Raise corpse.
- Release ethereal monster.
- Instill foreboding and fear.
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Sage of the Unknown Shadow Black Wizard Group, Devious Octarine Soul Assault (d6 damage) 6 HP 0 armor Close, Ignores Armor, Far "Demonology" is generally a nasty word around Unseen University, and wizards in general. On one hand, the demonologist can have awesome power and his wishes fulfilled, on the other he's likely to end up being devoured by some tentacled thing, or burning forever in a pit of agony. This wouldn't be too bad, except they sometimes bring it on those standing too close, as well. Still, someone has to summon all those imps for household tasks, and know the Names one shouldn't say after dark. This is where the Shadows come in. Instinct: to adhere to the guidelines laid out by the Master of the Order.
- Summon Demon
- Summon Imp
- Summon Tentacled Monstrosity
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Venerable Council of Seers Green Wizard Group, Magical, Intelligent Enscorceled Lore (d8 damage) 6 HP 0 armor Close, Ignores Armor, Far The Venerable Council of Seers specializes in Ancient Lore, new magical research, and General Knowledge about Things. They have the skills necessary to Find Things Out. The Seers are the ones to ask about any obscure bit of knowledge, and also the ones to ask about current secrets. Instinct: to do as they're told.
- Uncover obscure knowledge and secrets.
- Twist a peice of lore or knowledge to their advantage.
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Mrs. Widgery's Lodge Red Wizard Group, Magical Octarine Spray (d8 damage) 6 HP 0 armor Close, Ignores Armor, Far Mrs. Widgery's Lodgers is the oldest continuous Order in the University, dating back to the founding of the Unseen University. In the beginning, the Tower of Art was the only building of the University, and was too small to house the students. So, they were boarded at the house of Mrs. Widgery, on the site of what is now New Hall. In keeping with this long history, the Lodgers study the basics and fundamentals of magic, rather than branching out into different specializations. They receive a well-rounded magical education. Instinct: to follow the orders issued to him.
- Use the right spell given the situation.
- Magically charge his immediate surroundings.
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Hoodwinkers Blue Wizard Group, Magical, Devious Rend the Mind (d6 damage) 6 HP 0 armor Close, Ignores Armor, Far The Hoodwinkers are specialists in illusion and conjuring, and generally making ordinary people doubt up and down. With absolutely nothing up their sleeves but eye of frog, they can entertain a pub with dancing elves or frighten brigands with fiery dragons. Members of this order are seemingly well mannered and cheerful as wizards go, but that may be an illusion. Instinct: tod do what they're told by the master of the Order.
- Cloud the mind and ensnare the soul.
- Conjure visions.