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Ghost of Ultio Ultionis Solitary, Magical, Divine, Devious, Intelligent, Terrifying, Amorphous Ghastly energy waves (d12+3 damage) 20 HP 4 armor Close, Reach, Ignores Armor, Far Special Qualities: He's a spooky ghost The former ruler of Colere, Ultio was overthrown by Basal and his devoted followers. His soul was consumed by a desire of revenge that day, and even in death, he lives on, seeking a way to enact his revenge on Basal and his foolish army. Instinct: To enact revenge
- Throw out ghastly energy
- Blast with wind magic
- Damages the ship they're on
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Admiral Edward Smith Solitary, Intelligent Greatsword (b[2d8] damage 1 piercing) 16 HP 3 armor Close, Near Instinct: To do as told
- Strike with greatsword
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Gubland Royal Marksman Group, Intelligent Musket (b[2d6] damage) 6 HP 1 armor Close, Far Instinct: To defend
- Fire musket
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Gubland Royal Guard Horde, Organized, Intelligent Cutlass (d10 damage) 12 HP 2 armor Close, Near Instinct: To protect
- Strike with cutlass
- Yells loudly to alert other guards
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Gubland Privateer Group, Organized, Intelligent Longsword (d8 damage) 10 HP 2 armor Close, Near Due to the large amount of raiders and pirates in the area, the Gubland Privateers had to take up arms on many of Gubland's trading boats. You'll generally only find them on boats carrying larger amounts of supplies. Instinct: To guard
- Strike with longsword
- Yells to signal the other ships
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Gubland Guard Group, Organized, Intelligent Rapier (d10+2 damage 1 piercing) 10 HP 2 armor Close, Near The Gubland Guards aren't nearly as well-armed nor well-defended as the guards in the other Great Nations, but they're loyal to a fault and much smarter than their counterparts. Due to their comparative weakness, they tend to travel in groups of four or five. Instinct: To guard
- Stab with rapier
- Sound a whistle for back-up
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Giant Squid Solitary, Huge, Terrifying Tentacles (d8+2 damage) 20 HP 0 armor Reach, Forceful, Ignores Armor, Far Special Qualities: Horrifying because of how big it is Instinct: To destroy
- Slam with tentacles
- Spray ink
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Pirate Scum Group, Stealthy, Intelligent, Hoarder Cutlass (d6 damage) 6 HP 0 armor Close Cowardly and fragile, the pirates of the Great Sea are an unfortunately common encounter for one just trying to get from place-to-place via boat. While weak on their own, the pirate scum tend to band together and overpower those stronger than them through sheer numbers. When it comes down to it, they'll rely on dirty tricks and deceit to get what they want. Instinct: To pillage
- Swing cutlass wildly
- Claiming surrender and then striking when an enemy draws close
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Great Colere Guard Group, Intelligent, Cautious Great sword (b[2d10+2] damage 1 piercing) 30 HP 4 armor Close, Near Defenders of their master Basal, the Colere Paladin Order appoints those with the greatest skills to the place of Great Colere Paladin. With heavy plate mail and a sword that can rip and tear through anything short of a dragon's hide, these Paladins are the toughest things encountered on the island of Colere sans their master himself. Extreme caution is advised when facing even one of them... and they like to travel in groups of three. Instinct: To protect
- Slashes with great sword
- Calls for back-up
- Attempts unconvincing diplomacy