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Khirral Paran, Silverbough Leader Group, Magical, Organized, Intelligent, Hoarder Silverbough Club (b[2d8+4] damage) 6 HP 2 armor Close, Forceful Once a semi-professional monster hunter, Khiraal was denied the penison he was promised at the end of the Infernal War. What small wealth he had built for himself, a husband, a home, all of it disappeared overnight because of the fires of revolution. He's had a long time to get bitter, and even longer to turn his small monster-hunting band into a group for Elves who feel left out of Galbreth's promises and the progress of the Infernal republic, and who want to break things because of it. Instinct: To shake things up
- Lead the brothers in brutal violence
- Call the beasts of the city to his aid
- Fuel his brother's fury.
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The Silver Bough Boys Group, Magical, Organized, Intelligent Silver Bough Clubs (d8+2 damage) 6 HP 1 armor Close You never thought elves had it in them, did you? They do. The blood of the wild flows in them, and all it takes is enough desperation to let it out. It began as a mutual aid society, you see for elves arriving in the Infernal Republic. When relations froze up, it turned into a "mutual aid society" real quick, if you catch my meaning. Those silverwood clubs aren't just for show. Instinct: To rule the streets
- Make an ostentatious show of force
- Distract someone with Fae magic
- Call the brothers together
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Mr. Snap, Demonic Muscle Group, Magical, Intelligent, Planar Chain Rod (d8+4 damage) 6 HP 1 armor Close, Forceful, Reach A local legbreaker of some repute, and a small-time criminal Mr. Snap is the "gentleman" that taught Joseph Edmain the tools of the spirifer's trade from a very early age, raising him as a sort of son after he was left orphaned. Brutal but disconcertingly merry about it, Mr. Snap bears a magic rod that can shift into a lengthy barbed chain at will, and which obeys simple commands even from a distance. Instinct: Inflict violence
- Break bones to send a message
- Make the chain rod obey his commands
- Appear menacingly right behind you.
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Viessa Traebos, Elven Moneylender Group, Stealthy, Magical, Devious, Intelligent, Cautious, Hoarder Kneebreaker (1d6 damage) 6 HP 1 armor Close Born to a lowly Elven family in Limbo, Viessa learned quick that those with the gold make the rules. Taking up her mother's scrap business, Viessa expanded into operating a second-hand store and pawnshop "Half-a-Downs" which later became the basis for her steadily growing racket. In business with her brother Alaros (as vicious as his sister,but less capable), Viessa's still not afraid to get her hands dirty like she did on the backstreets of Limbo those long years ago. Instinct: To claw her way to the moneyed classes
- Offer a "gift" with strings attached
- Feign innocence or ignorance
- Use a lent spell
- Call in a favor
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Rug of Smothering Solitary, Large, Magical, Stealthy, Construct Smothering (d10 damage) 20 HP 6 armor Ignores Armor Special Qualities: Can Fly, Can Fly Would-be thieves and careless heroes arrive at the doorsteps of an enemy's abode, eyes and ears alert for traps, only to end their quest prematurely as the rugs beneath their feet animate and smother them to death. A rug of smothering can be made in many different forms, from a finely woven carpet fit for a queen to a coarse mat in a peasant's hovel. Creatures with the ability to sense magic detect the rug's false magical aura. In some cases, a rug of smothering is disguised as a carpet of flying or another beneficial magic item. However, a character who stands or sits on the rug, or who attempts to utter a word of command, is quickly trapped as the rug of smothering rolls itself tightly around its victim. Instinct: To stop theives
- Smother whoever steals from its creator
- Lays dormant until the 'theif' tries to take something of its' Masters.
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Flying Sword Solitary, Small, Magical, Construct, Amorphous Sword (b[2d10] damage 1 piercing) 19 HP 5 armor Close, Near Special Qualities: Flying A flying sword dances through the air, attacks in a frenzy of a master swordsman who knows he cannot be harmed... without the soft fleshy bit holding it. It lays dormant, unable to discern between a regular sword and this enchanted one. Instinct: To engage in battle
- Attacks indiscriminantly
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Animated Armour Group, Cautious, Construct Sword (d8 damage) 14 HP 6 armor Close Special Qualities: Hollow Armour, Never Rests This empty steel shell clamors as it moves, heavy plates banging and grinding against one another like the vengeful spirit of a fallen knight. Ponderous but persistent, this magical guardian is almost always a suit of plate armor. To add to its menace, animated armor is frequently enchanted with scripted speech, so the armor can utter warnings, demand passwords, or deliver riddles. Rare suits of animated armor are able to carry on an actual conversation. Instinct: To defend a place/it's creator
- Stop intruders from passing through it's domain
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Swamp Drake Solitary, Large Acidic Jaws (d10+2 damage) 16 HP 1 armor Special Qualities: Frightful Aura Instinct: Swallow Biological Material, Defend Its Lair, Expand Its Territory
- Belch Poison
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Temporal Clone Solitary, Organized, Intelligent, Cautious Wrist Claws (b[2d10] damage 2 piercing) 12 HP 5 armor Close A clone of its creator, brought to the present from an instant in the future or past. Instinct: To aid the original
- All the moves of the original
- Telepathically contact the original