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Stun Drone Group, Small, Devious, Construct Stun Spear (d6 damage 1 piercing) 4 HP 1 armor Close, Ignores Armor, Near Special Qualities: lightweight Steel alloy Gliding about on rapidly spinning blades, Drones seek and hunt down targets, then crash into them with a wicked, piercing stun baton. This is an effective and dangerous attack, but destroys the drone. Instinct: Search and Destroy
- Stun Dive- the drone hovers above the target, then comes down full speed with a electric spear.
- Stun- If a target is hit with the kamikaze attack of a drone and survives the spear, they still suffer from the electric discharge. roll, on a 6 they're paralyzed, 7-9 they're partially stunned and severely slowed, and resist the effects on 10+.
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Automaton Group, Large, Construct, Amorphous Metal fists (d8+4 damage) 17 HP 6 armor Forceful Special Qualities: Guardian construct The whirling sentinels that comprise the majority of Bartholomew's forces, these lumbering machine men are designed to take a beating and keep ticking. Their limbs are made of lumber, and their extremities are made of heavy iron. A rumbling can be felt as they march, and they hum with a constant magical energy. Instinct: protect Bartholomew
- Bash- a wild swing with a heavy iron fist.
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Bartholomew the Tyrant Solitary, Magical, Intelligent, Hoarder Spear or Mortar; or issuing orders to automatons (b[2d10+2] damage) 12 HP 4 armor Close, Near, Far Bartholomew the Tyrant is a master of war, machine, and magic. Once a member of the Gevaun elite, he has been exiled by the upstart Cemartie and has established a hidden base in the Evergreen vale. His magical prowess is focused on powering machines and enhancing production, though he does favor explosions in a pinch. Instinct: To see His enemies driven before him under the might of Steel and Magic.
- Rocket Spear- Bart's spear can hone in and fly at a target using the built in magi-rockets.
- Mortar- Lobs a volatile orb of raw magical energy, igniting and knocking back all in the blast.
- Overdrive- target automaton is healed for half of health and gets a +1 forward ongoing.
- BOOM- When Bart dies, his thick steam powered armor explodes as a final vengeful strike.
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Frostborn barbarian Group, Intelligent, Magical, Construct Old blade or spear (b[2d8] damage) 14 HP 1 armor Close Dead clan warriors (Bears or Wolfs maybe), turned into frost undead. Instinct: to protect their graves
- gather up into group
- surround them in freezing circe
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Frostborn giant Solitary, Huge, Magical, Construct Ice-covered blade (d12+5 damage) 32 HP 2 armor Reach, Forceful Special Qualities: Vulnerable heart Once noble and mighty, this giant's skeleton is now turned into ice-coverd, vicious, undead creature. Instinct: to protect sacred place
- hurl an iceball
- freeze them with a icy grasp
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Clockwork Myrmidon Group, Construct Spear, Longsword (d8+2 damage) 10 HP 5 armor Close Special Qualities: Clockwork and plate armor, constructed to defend. This hulking brass and iron creature resembles a giant suit of plate armor. Instinct: Attack with the element of surprise
- Drive them back. Protect this place/treasure
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The Grim Reaper Solitary, Magical, Planar Scythe (b[2d6]+2 damage 1 piercing) 16 HP 3 armor Close, Far This tall, cloaked figure stares out from the black hood that covers its head. It wields an enormous scythe in its skeletal, bone-white hands, looking as though it is freezing the very air around it. Instinct: To cause fear
- Hack and slash
- Black Gate, realm of the dead
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Broken One, Greater Solitary, Devious, Organized, Intelligent, Construct claws or other natural weapon (d8+4 damage) 12 HP 1 armor Close, Forceful Special Qualities: regenerate Greater Broken Ones are, relatively speaking, superior specimens of this almost unclassifiable species that usually acts in a leadership role for these creatures. Instinct: rule over others broken ones
- terrorize others
- use a move specific to the creature they're fused to
- call other broken ones
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Broken One, Common Group, Intelligent, Construct claws or other natural weapon (d8+2 damage) 6 HP 1 armor Close Special Qualities: regenerate Broken Ones are creatures that are possibly created from scientific or magical mishaps that fuse a human or humanoid creature with that of an animal, creating a horrific combination. The result is usually something that is less than human and more than animal, or at least often enough a fusion of both. These creatures are very durable and can regenerate wounds and damaged or severed limbs. Often they gain an ability specific to the creature they're fused to, such as a cheetah's speed or a scorpion's stinger. Instinct: to survive
- disgust others
- use a move specific to the creature they're fused to
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Galbortorixaxaaxaxa Solo Whip (w[2d6+2] damage) 20 HP 20 Close, Forceful Instinct: To defend its treasure