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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
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Water Priest Group, Divine, Magical, Organized, Intelligent, Cautious, Hoarder Shards of Istishia (d8+2 damage 1 piercing) 6 HP 3 armor Close, Far Servants of the primordial prince of water, these corrupted souls seek to expand their dark faith, and to call upon the darker aspects of elemental fire to destroy the lands and lives of those who do not serve. These priests adorned themselves in blue-green robes over chainmail armor, their faces often shrouded beneath the cowled hoods. They arm themselves with maces and tridents, and bear shields for protection. Instinct: To corrupt or destroy
- Corrupts the living to the faith, or destroys those who refuse to turn
- Calls forth and corrupts elemental water to destroy
- Commands followers to do their bidding
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Fire Priest Group, Divine, Magical, Organized, Intelligent, Cautious, Hoarder Breath of Kossuth (d8+2 damage) 6 HP 3 armor Close, Ignores Armor, Near Servants of the primordial prince of fire, these corrupted souls seek to expand their dark faith, and to call upon the darker aspects of elemental fire to destroy the lands and lives of those who do not serve. These priests adorned themselves in red robes over chainmail armor, often hiding the scars of their dark practices beneath the cowled hoods. They arm themselves with kris knives and morning stars, and bear shields for protection. Instinct: To corrupt or destroy
- Corrupts the living to the faith, or destroys those who refuse to turn
- Calls forth and corrupts elemental fire to destroy
- Commands followers to do their bidding
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Ogre of Paxaura Solitary, Huge A Broken Pillar (d10+7 damage) 28 HP 1 armor Reach, Forceful The creature is a mass of flesh and muscle. It's hard to tell where the fat ends and muscle begins, but it doesn't really matter. This hulking behemoth fills the room with its presence and stench. Rotted flesh exposes its disgusting internal organs. Instinct: To destroy intruders
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Val Sear Bandits Horde, Stealthy, Magical, Organized, Intelligent, Hoarder two scimitars, using nearby shadows and tricks to defeat foes (d6+2 damage 1 piercing) 3 HP 1 armor Close, Far Val Sear banits are very capable men. Accomplished swordsmen with the ability to manipulate shadow to their bidding, versed in the thieving arts often useing various tricks or manipulation to obtain their goals Instinct: hoarding wealth
- Devouring Shadows When you whisper words of binding to shadows, you can wield them as a weapon with the tags, reach, area and terrifying.
- employs the use of flash bombs, smoke and poison to gain the upper hand. Is also know to steal gear during combat
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Nessy Solitary, Huge draging victims below the waters surface, claws and bitting (d12+5 damage) 20 HP 2 armor Reach, Ignores Armor Special Qualities: Multiple heads A large aquatic creature from times forgotten, territorial and violent it often halts trade to fishing villages. A large three headed monster, whos four legs are tipped with small sharp claws; mostly for holding large fish, dispite theses legs it can only reside in water never crossing onto land Instinct: hunt food and protect habitat
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Rotting Giant Solitary, Large, Magical Bite (d10+2 damage) 24 HP 4 armor Forceful, Ignores Armor The giant stands heads taller than the average human. It's rotted flesh fills the air with a putrid stench. Eyes of piercing blue show this was once an intelligent creature, but has been raised to serve its master until allowed to finally rest again. Its frustrated cries can sap the strength and will of even the hardiest adventurer. Instinct: To Devour
- If an enemy climbs on it, it will fall to the ground, in an attempt to crush them.
- When facing an enemy, will release a frustraded moan to sap them of their strength and will
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Fat Zombie Group, Devious, Intelligent, Terrifying Body slamming. (d6+2 damage) 20 HP 1 armor Close, Ignores Armor Special Qualities: It's like a boomer. It's a fat zombie. Instinct: To eat.
- Be a walking of lard.
- It'll fucking smother you.