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Galeb Dhur Solitary, Intelligent, Planar Slam (d12+2 damage) 16 HP 5 armor Close, Forceful, Ignores Armor Special Qualities: Imitate Boulder, Darkvision, Bludgeoning, Piericing & Slashing Resistance (half damage/ non-magical weapons only). Typically bought from the Elemental Earth Plane by powerful Druids to protect natural places of awe & power. Can remain hidden in plain sight for years disguised as a boulder. The Galeb Dhur is a friend to any, so long as they do not intend to harm the place they're guarding, and will happily impart knowledge to any who ask who is also of good nature. Instinct: To protect
- Animate Boulder: Animates up to 2 boulders within 60ft, that act as a Galeb Dhur, minus this move.
- Imparts knowledge to beings about its environment it deems not to be threats.
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Flameskull Group, Tiny, Divine, Magical, Intelligent, Terrifying Magical Fire (d8 damage) 12 HP 3 armor Hand, Ignores Armor, Near Special Qualities: Illumination: Illuminates dimly for 15ft, or brightly for 15ft and dimly for another additional 15ft. Created from the skull of a wizard by a wizard, these intelligent & vigilant creatures are predominantly used to protect a hidden treasure hoard, a secret chamber or an individual. The wording must be chosen carefully though, as the flameskull will interpret its commands to the letter. Because of the overwhelming amount of magic having been used in its previous life and to create it in its current form, it has some manner of invincibility, its shattered remains always forming back together after a short while. Rumour has it Dispel Magic or Holy Water may help rectify this unnatural life. Instinct: To carry out its creators' orders.
- Casts spells from its previous life.
- Fire Ray: Launches a ray of its green fire toward a target.
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Wyrmling Group, Small, Hoarder Bite (d10 damage 1 piercing) 6 HP 2 armor Close, Near Special Qualities: Short awkward flight, up to 10 meters A baby dragon. Wyrmlings tend to stay together with the members of its clutch until reaching adolescence. They will imprint on who ever represents a caregiver for them. Usually this is their mother, but in the absence of a mother it is not unheard of for a wyrmling to imprint on creatures of a different species. If you find a friendly one, take it along as a pet. You never know, you may be able to raise it into your very own dragon! Just make sure it doesn't go hungry... or you could be its next meal. Choose the dragon's element: fire, ice, storm, water, light, or shadow. Instinct: Eat and grow
- Cower behind mom
- Cough out a puff of the chosen element
- Chirp adorably
- Play aggressively
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Empyrean Solitary, Huge, Magical, Divine, Intelligent, Planar Magical Weapon of choice (b[2d12+9] damage) 26 HP 4 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Ageless, Magic Resistant (half magic damage) Empyreans are the celestial children of the gods of the Upper Planes, universally beautiful, statuesque & very self-assured. They are prone to deity-like fits, which have an affect on the environment around it depending on its mood; a happy empyrean would have sunlight rained down upon them no matter the season, followed by frolicking animals and much birdsong. An angered empyrean, however, will ignite storms of thunder and the dilapidation of nature around it for up to several miles. Not ravaged by time, they believe that they are immortal, even when at death's door. When an empyrean dies, its spirit returns to its home plane where one of its parents resurrects them, unless they have good reason not to. It has been known for them to turn to the side of evil, and because of this do not survive long in the Upper Planes, forcing them to the material world where they typically take to ruling over a kingdom of mortals in a tyrannical manner. Instinct: To rule in a God-like capacity
- Maul with disregard
- Arcane Bolt: Release a bolt of either acid, cold, fire, force, Holy, lightening or thunder (Necrotic if evil) on one target.
- Ground-shattering strike: knocks prone anyone in a 60ft radius.
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Fire Elemental Solitary, Large, Magical, Divine, Intelligent, Planar, Amorphous Flame Touch (d12+2 damage 1 piercing) 29 HP 5 armor Reach, Ignores Armor With a faint human-like shape snaking its way through the core of the moving flames, it is obvious that the fire elemental is a force of capricious devastation. Wherever it moves, it sets its paths on fire, as well as anything crossing its' path. Water can stop the spirit of flame though, making it spit and his in a rage as it dwindles to smoke. Instinct: To destroy through flame.
- Flame Strike
- Command Flame: Can bend all non-magical flame to its will.
- Fire Manipulation
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Drider Solitary, Large, Magical, Organized, Intelligent, Planar Longsword/ Spells (b[2d10] damage) 18 HP 2 armor Reach, Near Special Qualities: Spider Climbing/ Web-slinging When a promising Drow is summoned by the Spider Queen, the price for failure is well known. Turning those deemed unworthy into Drider, these half Drow half spider creatures are a living reminder of the price of failure for the Drow. Sometimes returning to the material realm for the finishing of matters it left behind as a Drow, they vary widely in social aspects, from the lonely wanderers to the leader of a pack of giant spiders. Always venture carefully into the Underdark as these beasts will inevitably be there! Instinct: To fulfill a longstanding vow or vendetta.
- Spider Climb: Can walk on difficult surfaces, including cielings.
- Fae-fire: A burst of summoned fae fire that lights any surface with flame.
- Call to arms: Calls forth a squadron for support.
- Fae ancestry protects againt being charmed or put to sleep through magical means.
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Absorbing Man Solitary Metal Ball Smash (d10+2 damage) 16 HP 0 armor Close, Forceful, Near Special Qualities: Absorb Powers An extremely violent boxer turned criminal, Loki bestowed his powers upon him, and he was transformed into the Absorbing Man, granting him powers to absorb any material and take on its properties. He is the on-again-off-again husband of Titania, and an enemy of Thor and Hulk. Instinct: to engage in criminal activity.
- Duplicate Material and Energy
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Abomination Solitary, Large Smash and Destroy (d10+4 damage) 20 HP 3 armor Forceful Special Qualities: Immune to Elements Craving for the power of a Hulk, Emil Blonsky purposely had himself infected with triple the amount of gamma that the Hulk originally had. However, it turned him into a monstrous amphibious reptoid as being originally more than twice the strength of the normal calm Hulk, at the cost of never being human again. Instinct: to kill the Hulk.
- Heal Wounds
- Giant Leap
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Jaryk, the Mad Solitary, Magical, Stealthy, Intelligent, Cautious Warping Blast (d10 damage) 12 HP 5 armor Close, Ignores Armor, Far Special Qualities: One step ahead, Debilitates his enemies, Controls unknown magics Jaryk was always amused when the called him "the Mad." Was it madness that brought him such power? Madness that let him walk the planes of existence? Madness that has allowed him to shake reality to its core? Well, maybe, but we're in too deep to turn back now. Instinct: to bend reality to his will
- Alter reality
- Bend will
- Rebuff magic
- Use magic to deceive
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Dyv, Lackey Brains Group, Stealthy, Intelligent Sling (d6 damage 1 piercing) 6 HP 1 armor Close, Near Special Qualities: Uses Every Trick in the Book Dyv's mother always said he'd make a great scholar someday, but after she sold him to the Sand Wyrm gang for being too neurotic he gave that idea up. Still, he's not the dimmest candle in the Sand Wyrms, and it got him ahead a bit. Now he's part of an elite group, if Dipp is to be believed, and surely his luck has turned around at last. Instinct: to avoid harm
- Attacks from a distance
- Pocket Sand - Attempts to blind enemies who get too close
- His nervous tick gives him away