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Badelo Solitary, Small, Stealthy, Devious, Intelligent small blade (d8+2 damage) 12 HP 1 armor Close Majhno bitje podobno halflingu ampak pametnješe. Bori se v temi ali v sencah. Njegovo orožje ki ga najrajši uporablja je majhno rezilo spreten pa je tudi s večjimi rezili in celo s topim orožjem. Instinct: tretji čut
- zmikant
- Smihol
- backstab
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Giantdad Solitary, Large, Cautious, Hoarder, Planar, Terrifying Uses Zweihander (b[2d12+4] damage 4 piercing) 24 HP 6 armor Forceful, Reach, Ignores Armor, Near Special Qualities: It's an undead The giantdad is an undead that wears the heaviest of armor and a long and powerful weapon, it's reach allows it to swing it wildly without being worried about taking hits, and even if they do take a hit, their armor is too strong for any damage to affect them. Instinct: Killing people
- Endures attacks
- Consumes Humanity to heal itself
- Attacks in a wide arc
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Paladin Horde, Divine, Organized, Intelligent, Cautious, Hoarder, Planar Uses holy armament (b[3w[3d8+6] damage 4 piercing) 28 HP 6 armor Close, Forceful, Reach, Ignores Armor, Near, Far Special Qualities: Turns death blows into a petty debility The Paladin is an abusive holy-power user that forces people into his believings and destroys those who don't want to help him. Instinct: Zealously forces people to follow his religion
- Being OP
- Call obsessive religious people
- Holy blessing
- Holy healing
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Crab Hydra Solitary, Huge Claws (b[3w[3d10+7] damage 1 piercing) 24 HP 5 armor Reach, Forceful The Crab Hydra is a giant sea monster which is feared by many who dare sail the seas when it is awake and hunting. The fish that swim in the oceans are not enough to sate this beast; human flesh and the boats they ride on are what this beast feeds upon. It often leaves no survivors, only leaving some when it doesn't notice the prey is there whilst feasting on its friends. It has the properties of the hydras that are more well-known, but seems to resemble a crab. Has large pincers, chitinous plates, and seems almost emotionless as it swallows people whole. The pincers are large enough to tear whole ships apart. The only thing worse than being eaten by it, is having to tell the tale to the wives of those who were devoured. Instinct: To feed and destroy
- Attack sailors
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Chain of Justice Solitary, Devious, Intelligent, Construct, Amorphous Coil around people (b[2d8+4] damage) 23 HP 4 armor Close, Forceful, Ignores Armor Special Qualities: It's made of darksteel, can't be destroyed. It's a darksteel chain that has a soul attatched to it, and it seeks to control and kill those who are against justice. Instinct: Control people
- Take control of a target enemy
- Choke the enemy
- Disarm the enemy
- Force the enemy to kill itself
- Transfer damage to the enemy being controled
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Depleted Item Golem Solitary, Magical, Construct, Amorphous creaking fists full of arcane mayhem (d10+2 damage) 19 HP 2 armor Close, Near, Reach, Ignores Armor, Forceful Special Qualities: looks rather like a mummy, made of spent magic items Wizards make wands, staves, crystal balls, enchanted capes, magic amulets, spell-storing scrolls, and a thousand other magical macguffins. Even when their magic has been used, and their original usefulness spent, they retain a lingering arcane aura. If enough such items are combined, a little extra magic can give them all a new collective purpose... Instinct: to follow orders
- counter an attack in a spray of spells
- unleash an unpredictable magic
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Master Wizard Solitary, Stealthy, Magical, Organized, Intelligent, Cautious, Hoarder elemental spell (d10 damage) 12 HP 1 armor Close, Ignores Armor, Near I am no simple hedge mage! Instinct: to seek power
- cast a divination
- vanish from sight
- change something's shape
- conjure minions
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Acrid Slasher Solitary, Intelligent, Planar dripping acid and wicked claws (b[2d10+2] damage 2 piercing) 12 HP 1 armor Close Special Qualities: acid-coated skin a warped demon, skinny in stature, fast, deadly, and quite pungent. Instinct: to mar, pock, scar and blister
- move with frightening speed
- corrode magic, tarnish miracles
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The Howling Machine Solitary, Huge, Construct Invisible force (d10+5 damage) 28 HP 2 armor Reach, Forceful Special Qualities: Trapped winds The Howling Machine is one of those poorly placed world bosses within the realms of Eternal Voyage 4. Rather than occupying a zone frequented by players interested in loot it patrols the lands between the PVP realms where it exists to constantly ruin perfectly good zergs and duels. With the trapping of players within EV4 the true size and menacing scale of the HOWLING MACHINE has finally been revealed. Three times the size of a Forgeborn and three times as loud the Howling Machine is an unstoppable screeching force that ruins both fun and the land it devours. Instinct: To Cleanse the lands
- Create Destroying Winds
- Switch from suck to blow
- Vomit forth that which it consumes
- Consume something smaller than itself