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Nekrodrake Solitary, Huge, Planar, Construct Claws (d10+7 damage 4 piercing) 24 HP 3 armor Reach, Forceful, Near, Far Special Qualities: 3 heads, Destroy the adventurers, destroy the temple of Begninakus Instinct: Fulfill the masters wishes
- Nekrofeuer speien
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Al-Zerris, Succubus Necromancer Solitary, Magical, Stealthy, Devious, Intelligent, Planar Whip of corrosive decay (d10 damage 1 piercing) 16 HP 5 armor Close, Ignores Armor, Near The succubus, Al-Zerris, who feeds on the high and low emotions of mortal-kind, hoping to ascend both the demonic AND devilish hierarchies. She cares nothing for the suffering she inflicts--indeed, she revels in it, and binds souls to her after their deaths to further exploit them and eventually consume them. Heartless and sadistic...but sensual as well. The kiss of death has never been so cold, nor so beautiful. Instinct: To feed on mortals
- Drain life and empower the dead
- Projecting illusory versions of itself
- Dabbles in necromancy
- It sups on the suffering it inflicts
- It can only be truly killed if cut off from the planes.
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Dual Angelhead Solitary, Small, Planar Razor sharp wing claws, gnawing teeth (d10+2 damage) 12 HP 0 armor Close Special Qualities: flight, darkvision A fusion of angelheads, one white like marble, the other dark and speckled like the night sky. Their teeth are contrasting colors and you can tell only one thing: it means business. Instinct: to inflict its suffering on others
- erupt from the head of a fungal ent
- blast of divine light- blinding, with 1d4 damage
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Magical Golem Defender Group, Large Fists (d8+3 damage) 18 HP 3 armor Forceful, Reach Special Qualities: Hidden weak spot A magical guardian set to defend a specific place. Instinct: To destroy intruders
- Soldier on, ignoring all damage until the last
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Evil Mage Boss Solitary, Magical, Stealthy, Devious, Intelligent, Hoarder Spell matching its domain (1d10 damage) 16 HP 4 armor (magical) Close, Reach, Ignores Armor, Far A template for a simple boss mage. Instinct: To gain more power by exploiting the arcane
- Cast a powerful spell from their domain
- Cast spells from their domain
- Crowd control spells matching their domain
- Reveal an unwelcome magic trinket
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Cultist scout Group, Stealthy, Divine, Organized, Intelligent Simple dagger (d4+2 damage) 6 HP 0 armor Close A cultist scout, having a mission to fulfill from its cult. Instinct: To spread the cult's following or sacrifice the opposing force to its god.
- Perform rituals
- Hidden blade
- Quick spell-like ritual for sending a message to other cultists
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dabi Solitary, Magical punch and or kicks (b[3w[3d10] damage 1 piercing) 300 HP 90 armor Close, Loves Armor, Far Special Qualities: in situations he blends in with other humans,except his whole body is scared so his friends,and enemies call him "Burnt toast". Instinct: to find his brother
- blue fire,he can summon blue fire from his handsr
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Devouring Wraiths Solitary, Stealthy, Magical, Organized, Hoarder, Amorphous incorporeal claws (b[2d10+2] damage) 15 HP 1 armor Close, Ignores Armor Special Qualities: incorporeal Created out of a violent death and unable to find peace in the afterlife, wraiths wander the faint line between life and death, crossing over between the two at will. They crave the essence of life and are drawn to places harboring great power and roam to hunt for souls and other magical energies to consume. Instinct: to consume
- Drain a soul from its fleshy casing
- Vanish and return with a deadly strike
- Leave a wound that spreads decay
- Create unlife from death
- Be enticed by magical energies
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Sand golem Group, Construct, Amorphous Sand fists (d8+2 damage) 17 HP 1 armor Close, Forceful, Near Special Qualities: Reform within the sandstorm Just when you think you're out of the sandstorm, the sand golems emerge to block your path. No blood, no brains, just sand. All they know is punch, aimlessly wander, eat hot sand, and regenerate limb. Instinct: To impede
- Slam
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Bino Group, Divine, Magical, Intelligent, Terrifying necrotic censer (d6 damage) 8 HP 0 armor Close, Ignores Armor Special Qualities: The left side is sun elf, and the right side is moon elf. see: Nobi, but this one is a little more slender. Carries a mushroom cap on a chain, like a censer. Melee attackers are in danger of breathing in rust fungus spores. Instinct: to help the Sect, even if it will result in his death
- feint a stumble, opening attackers up to a fierce counter attack from Nobi
- removes a vital sense for a short duration