-
-
Winter Court Lich Solitary, Stealthy, Magical, Intelligent, Hoarder, Planar, Terrifying Claws (d12+2 damage 2 piercing) 16 HP 1 armor Close Special Qualities: Flight, Disturbing body Do you know why some faeries die? Well, you see, some covet the powers possessed by mortals. The more insane ones, at least. They go out and seek secrets as dark as themselves. Some give up out of boredom. Others find the art of Necromancy. The more foolish fae try some spells on themselves. Or maybe those are the smarter ones. Who knows? The point is, the fae do not work like mortals. Those who attempt to become liches become warped. Lose most of what little sanity they had left. They become the essence of evil and ugliness. They become more like their true selves. Instinct: to defile
- Hunt down travelers
- Cast an illusory spell
- Cover the area in magic-disrupting mist
- Whisper madness
-
Runic automaton Group, Cautious, Construct Runic spear and shield (d8 damage) 10 HP 6 armor Close, Reach Special Qualities: Driven by rune magic Ancient guardian of graves and ruins of old. Instinct: to patrol
- Guard ruins, protect ancient treasures
-
Julanika (Deep Giants) Group, Large, Intelligent, Hoarder Giant Clubs (d10+2 damage) 10 HP 1 armor Forceful, Reach The Giants living deep in the worldcrust, call themselfes Julanika. Like all of the other things that live in the worldcrust, little is known about them, but that they usually appear in packs of 4-6. If they ever find traces of you, they will most likely hunt you down. Instinct: They take what they want, no matter what.
- Roam the caverns of the worldcrust in the search of prey
- Use a creature to set a trap
-
Nimh Unlocked Solitary, Magical, Devious, Planar, Terrifying Scythe (b[2d8+4] damage 1 piercing) 16 HP 4 armor Close, Forceful, Near Special Qualities: Made from Blood After having his inner desire unlocked the Rector Nimh becomes nothing more then carnage incarnate. The Unlocking Drug forced his mana lobes into overdrive forcing his blood vessels burst within his body and leaking through his skin. This magically imbued humor bends to Nimh's will, forming a thick armour around himself and producing a cruel scythe which is as sharp as a blade of ice, yet not brittle. While Nimh is unable to utilise his Blink ability, his new body moves at an accelerated speed. Instinct: Savagery
- Cruel Scythe
- Speed
- Pure arcane strength
-
Rector Nimh Solitary, Magical, Devious, Intelligent Magical Rend (d8 damage) 15HP 0 armor Hand, Ignores Armor Special Qualities: Blink Behind Enemies Rector Nimh is known as a drifter within cultist circles. Travelling from cult to cult lending his services as a student of the Arcane and Supernatural. While he will act to complete his mission, Nimh takes great pleasure in killing those who stand in the way of his mission. Nimh prefers to catch his opponents off guard by blinking behind them and attacking with a short range magical attack which shatters armour. While he is dangerous in a one on one battle he often lapses into a regular pattern of attacking from behind. Instinct: Attack from behind
- Uses Environment
- Forceful Magical Attack
-
Cultist Acolyte Horde, Magical, Organized, Intelligent Arcane Bolt (d6 damage) 3 HP 0 armor Close, Far Within every cult the acolyte is the recent convert who is eager to test his mettle and prove their worthiness to the cause. Armed with guile and a basic understanding of magic the Acolyte will furiously defend an objective. When confronted by a foe they will most likely raise the alarm and call for backup from other Acolytes. Being recent converts, not all acolytes have fully accepted the dogma yet and may be persuaded to work against the cult. Instinct: Defend the Cause
- Flare - Raises the alarm
- Can be Persuaded
-
Coalroot Plant Group, Small Strike with the edge of razor sharp leaves (d8 damage 2 piercing) 6 HP 0 armor Close Coalroot plants grow to be around waist height on a human. They have thick, black stalks with thin, dark grey, leafless branches. They grow in small groups of 3-5 and (as a collective) can sense when pray is around. Their branches seem stiff however once they engage in attacking they become like whipping tentacles that have razor sharp edges. Instinct: to hunt pray
- Whiplash
-
Black Hearted Orb Solitary, Magical, Cautious, Planar, Amorphous Black Splinters (b[2d10+2] damage 3 piercing) 19 HP 2 armor Close, Forceful, Ignores Armor, Far Black Hearted Orbs absorb power from places of darkness, apocalypse and ruin. Visually, they are a ball of magic with a solid centre, that centre is the black heart of the create. Any other life forms they meet they treat as a threat and attacks but firing shards of its own heart, damaging its foes but also itself. Black Hearted Orbs live and die for dark power. Instinct:
- Fire black shards from its heart
- Shoots shards of it's own heart (-1 HP to itself every time it attacks)