-
Reefer Whale Group, Huge, Devious Ramming, stinging (passive) (d6+3 damage) 14 HP 3 armor Reach, Ignores Armor Special Qualities: Reef shell Its a reefer whale - about the size of a mink whale, but with a reef growing on its back (not neccesarily coral!) Instinct: Protect its young
- Grow reefs on its back
- Poisonous secondary creatures
-
Cait Sith Group, Small, Intelligent, Planar Claws (d10 damage 2 piercing) 6 HP 1 armor Close The Cait Sith are some of the most versatile troops of the Sidhe tribes. Most commonly they are sent in small groups as scouts before the larger Sidhe forces but stories tell of their use as shock troops in large conflicts due to their intense lust for violence and bloodshed. Aside from their bloodlust their most remarkable talent is their ability to transport themselves through shadow and darkness allowing them to get the drop on most threats that they might find and to cover vast distances quickly and quietly. Instinct: to kill
- Hunt the prey: When given a specific target to kill and an object tied to them they are able to follow that target over vast distances with unnering accuracy.
- Unsettling Growl: A pack of cait sith's hunting growl upsets the very fabric of creation. The hunting call imposes -1 forward on any magical or supernatural ability used near them.
-
Hex-Ogre Solitary, Huge, Divine, Construct, Amorphous Skeletal Slam (d10+7 damage) 20 HP 3 armor Reach, Forceful, Ignores Armor Special Qualities: Guardian The Hex-Ogre is a disquieting collection of bones from multiple victims. The vampire lords create them as one of their monstrous works. They will generally form the last line of defense for their strongholds or as a favorite tool of their horrendous games. Instinct: To deny escape
- Grab Stuff
- Create constructs of bone
- Guard a Vampire
-
Stone Doom Demon Solitary, Large, Stealthy, Intelligent, Hoarder, Planar, Amorphous Razor-tipped spines (b[2d10+2] damage 2 piercing) 27 HP 4 armor Reach, Near, Far Special Qualities: Hide of Stone Few even know a Stone Doom Demon when they see it, and most cannot see them at all! Born of infernal stone, they are creatures of pure malice and hatred. Forged from agony the seek to inflict their torment upon all of existence, but it is whispered in the darkest reaches that they were made for a purpose, by some demon lord with ambitions of breaching the vault of heaven. Whether they are capable of such a grand and profane feat has yet to be determined, thankfully. Still, it is said their spines (whether or not they have launched them from their 'stony' hides) inject a most baleful poison, one so potent that it can eat away at anything, poisoning things on a conceptual level. A door crumbled to rotten ashes rapidly as the wood and metal themselves become poisoned. Pray not to feel the taste of its spines yourselves of course... Instinct: To kill
- Inflict a poison that can destroy even concepts
- Blend in with earthen or stony environs
- Reshape the earth and stone around it
-
Lucy, the Palace Guard Solitary, Organized, Intelligent Quarterstaff (b[2d10] damage) 12 HP 3 armor Close, Reach, Near A watchperson for the Royal Crown of Katillo Instinct: Serve the crown
- Call for backup
- Call backup
-
Primus, poison mage Solitary, Small, Magical, Stealthy, Devious, Intelligent Green magic ray (d8 damage) 12 HP 4 armor Close, Ignores Armor, Near, Far Instinct: Personally prevent the finding out the eternity shard at ALL costs
- Spy on Maximus thunder clouds and infect them with a person rider ritual
- Let lose the poison in the thunder clouds to rain upon the land it's people killing many of them (will eventually trigger on Primus' death)
- Use magic to transform nature
- Summon green eyed animals to help and spy
-
Ghosts of the ancestors of Movo Group, Magical, Divine, Devious, Intelligent, Amorphous Ray of spiritual energy (d6+2 damage) 13 HP 5 armor Close, Ignores Armor, Near Instinct: Protect the Khal and his eternal rest
- Intercept an attack directed at the Khal
- Posses you
-
Roter Blitz, Movo's stallion Solitary, Large, Magical Bite or hooves (d10+2 damage) 24 HP 4 armor Forceful, Reach Instinct: Serve the Khal
- Table down his enemies
- Bite into whatever you're holding and rip it from your hand
-
Khal Movo Solitary, Intelligent Halsbandschneider (longsword) (b[2d10+4] damage 2 piercing) 19 HP 4 armor Close, Forceful Special Qualities: Undead Khal Movo is long dead, but returned to life with the energy of the world of his ancestors. Only his skeleton is left of him, but he will wears parts of his formidable leather armor, supported by magic, his family sword "Halsabschneider" and his shield. Movo is undefeated in battle and known to do quick strikes to the legs and especially arms to wear down his enemy before he cuts their throat. Halsabschneider (as longsword) This is a legendary and heavy longsword, known at least to educated and military people in the world. It has a red blade, a cross guard ending in to houses with jewels for their eyes, that glow when the sword is wielded. Its hilt is ornated with bones. Thus it will impress anyone, even without the knowledge of its original owner. It will set anyone on fire who takes it without defeating Movo in a fair duel. It is very well crafted and magically enhanced. It can cut through armor (AP 1). It also allows to control Movo's famous stallion "Roter Blitz". If you are struck by lighning while holding up "HAlsabschneider" in die sky, it is charged with lightning, which can be recognized by the red gem on the hilt giving away a constand faint red light. You can now strike the lightning by pointing the sword towards the intended target. It deals your damage within far distance. It can hold one charge at a time. Instinct: Win a duel
- Cut your throat with Halsbandschneider
- Breaking through your defenses and hit hard on your arm
- Hamstring you with a quick blow to your leg