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Arcane Tactics Officer Group, Magical, Organized, Intelligent Wand of Force Bolts (d8 damage 1 piercing) 6 HP 2 armor Close, Near Special Qualities: Avoids lethal takedowns when possible Sometimes the normal guards can't hack it. The threat might be too strong or too smart, but for whatever reason the situation is critical and calls for a more specialized approach. That's where these guys come in. Highly trained and equipped with advanced magical weaponry, criminals everywhere fear the day they face a team of these expert paramilitary officers. Instinct: To neutralize and apprehend
- Breach and clear
- Use a magic item to stun, disorient, or restrain
- Call for back up!
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Angel of Valor Horde, Medium, Magical, Divine, Planar, Angel Sword of Hope (d4-2 damage) 10 HP 4 armor Hand Instinct:
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Halaster Blackcloak Solitary, Magical, Stealthy, Intelligent, Hoarder Magic Missles (d10 damage) 18 HP 4 armor Close, Ignores Armor, Near, Far Special Qualities: Magic Resistance Halaster is fastidious, meticulous, and quite proper, though still thoroughly evil. Halaster can be honorable, and even noble in a way. He brooks no insolence in any case, and remembers any slight or aid given him. He also tries to get his own way in everything, caring not for the harm he does to others in the process. Blackcloak's interests include collecting new monsters and magic, but after thousands of years, nothing is really new to him. Whilst waiting for such delights, he amuses himself by manipulating events and politics to suit his whims. Instinct: Cast Spells
- Dominate
- Lightning Bolt(d12+4)
- Flying Daggers (d8+3)
- Wall of Fire
- Animate Dead
- Fireball (2d8+3)
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Kaortic Hulk Solitary, Huge, Stealthy, Magical, Planar, Terrifying Teeth and Claws (d10+7 damage 3 piercing) 20 HP 3 armor Reach, Forceful, Messy Special Qualities: Blindsight, Eats anything and everything The exact relation between this beast and the Kaorti is unclear, but there is certainly something there. A hulking extraplanar predator, rippling muscle, and plates of resinous armour - ribbed and fluted to a disquieting degree. It has no eyes or ears and yet somehow senses its prey, and uses its supernatural powers bestowed upon it from some terrible place to hunt despite its enormity. And hunt it does. Not only do the living have to fear it, but it will devour the undead, even automata and oozes, and other entirely inorganic things - its hunger is insatiable. But it does not belong here, sometimes terrible rifts might bring one to our world, sometimes foolish summoners might attract one in hopes of using its great strength to crush their foes. However it arrives it seeks to stay, despite our world being so different to where it arrived from - for there is much easier prey here. There is definitely a connection between it and the Kaorti however, and the Kaorti themselves have been witnessed making use of these creatures - possessing an obedience unseen if summoned by someone of our world. Instinct: To Feed
- Pounce upon hapless foes
- Utilise supernatural invisibility and silence
- Become mystical smoke and reform elsewhere
- Cling to and climb any surface through impossible geometries
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Deacon Redmond Solitary, Magical, Divine, Intelligent Planes of Force (d10+2 damage 3 piercing) 16 HP 4 armor Touch, Close, Near Deacon Redmond was human once, before he met the Chirurgeon. Now he is something more than human, but also something less. Instinct: To Judge Others, and Find Them Wanting
- Give Visions of Past Sins
- Issue Judgement
- Call Upon the Forces of Magic
- Prophesy
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Tar-Thing Group, Large, Stealthy, Devious, Intelligent, Planar, Terrifying, Amorphous Engulf (d6+1 damage) 21 HP 2 armor Close, Reach, Ignores Armor Special Qualities: Corrosive body The sages speak of ancient creatures who over the long aeons became tar, that much is known. But a Tar-Thing only bears a superficial resemblance to such a substance, and unlike tar-based automatons this cannot be made only... oozed into our world. Sometimes meteors fall to earth carrying one of these, and when they slither across the earth none can know peace until it is destroyed. They aren't even flammable, because they're not made of tar per se, or at least not terrestrial tar. They can corrupt earthly tar into more of itself however, but more frighteningly they can infect and corrupt mortals and turn them into poor vessels for its essence, unaware that they are already dead until it activates them and reveals their terrible fate. Instinct: To Consume and Corrupt
- Eat Away at Unwanted Things
- Conceal itself within an unaware infected
- Infect and corrupt creatures to turn them into their unawares puppets
- Convert tar and oil into more of itself.
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Tar Titan Solitary, Huge, Stealthy, Organized, Construct, Amorphous Waves of choking tar (d10+3 damage) 31 HP 2 armor Reach Special Qualities: Flammable body, Sticky substance, Nauseating fumes The 'apex' of the tar magic for what it's worth. By simultaneously focusing and dispersing power into a tarry framework and weave lattices of lesser elemental spirits in order to create a primitive 'brain', you can create such a mighty weapon as a Tar Titan, able to sunder walls and choke whole armies and make everyone hate you for using it. But what does it matter if you won? Supposedly these (or something similar) can occur in the wild, but such conditions that would allow it to form would be dire indeed and likely a symptom of a dying world. But then again those that would encounter such a thing would not likely see the world end, so that's one small mercy. Instinct: To Devour/Serve
- Drag things unerringly into its tarry form
- Become a massive tar pit or turn back
- Animate its tarry trail as loyal Tar Golems
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Tar Golem Group, Large, Stealthy, Organized, Construct, Amorphous Drowning grasp (d8+1 damage) 21 HP 2 armor Special Qualities: Flammable body, sticky substance More advanced than mere Tar Men, Tar Golems require an animating elemental force fostered into them, which makes them more long-lived and also allows them to maintain a much larger form without any loss of stability. The tarry magical sciences are something people rarely talk about but are fascinating to the right kind of person. Their nature does mean that in theory they can transfer their 'consciousness' between sufficient volumes of free tar rapidly, something that can be taken advantage of by an appropriate tactical genius who is willing to... make use of these things. On a darker note the notion of their construction is actually a replication of an unfortunate supernatural phenomenon, spirits (elemental or otherwise) can when appropriately empowered possess tar and form it into something akin to a Tar Golem, however they are much more bound to base desires... something that gives Tar Golems a bad name. Instinct: To Devour/Serve
- Absorb things into its tarry form
- Unform and reform between patches of tar
- Vomit forth tar men allies
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Tar Men Horde, Stealthy, Organized, Construct, Amorphous Smothering grasp (d6 damage) 14 HP 2 armor Close Special Qualities: Flammable body, Sticky substance Magic can be used to do many great things, and a good use of magic (such that it is) is to make use of what you have. So what do you do if you have vast tar pits? Animate them into tarry minions, ready to lumber forth and smother your enemies of course! Of course since tar seems to work so well as a vessel for mystical power, sometimes tar men are known to animate spontaneously, buoyed forth by wild magical resonance or gross spiritual disturbances, These tar men are much less obedient and much more.... hungry. After all, sages say that some time aeons past what became tar were once living creatures, maybe some of their urges still remain... Instinct: To Devour/Serve
- Envelop in tar
- Change between inanimate tar and back
- Animate more Tar Men
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Kaorti Group, Magical, Organized, Intelligent, Planar, Terrifying Eldritch magics (d8 damage) 6 HP 1 armor Close, Ignores Armor, Near Special Qualities: Disquieting aura The Kaorti are a prime example of the sin of hubris and how it can ruin everything. Wizards wield mighty powers that much is true, but how much can these powers carry you against the might of things from beyond mortal ken? Not so far. When a group of wizards traversed into realms far distant from our own in search of power and knowledge they were immediately overwhelmed by something far beyond comprehension, and were thereby transformed into the Kaorti and sent back to our world in order to make it more akin to that place that they dared tread. Such is their warped nature that they are now forced to operate in our realm within protective suits made from the weird material that they secrete, or if given enough time they can ward entire structures in such a manner to give them a sickly and unnatural atmosphere that they can thrive in. A suitable example of what our world might become like if they have their way. Now their mission is to corrupt all that they can touch, turning people into more of them and beasts into their warped servants, they might make promises of great power but do not listen - nothing they do will ever be in your favour. Instinct: To Corrupt
- Corrupt into another Kaorti, or a Thrall over a matter of hours
- Wield spells learned from beyond
- Summon forth its servants and allies
- Secrete and mould unearthly resin