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Crushing Wave Priest Group, Magical, Intelligent -Dagger (d6 damage) 6 HP 0 armor Close cult. Gathering in secretive cabals, they perform dark rituals to glorify Olhydra as the embodiment of water’s destructiveness. They believe that using water to kill their enemies, such as through ritual drowning, earns them Olhydra’s favor. Instinct: -Preach and support the cult
- -Support cultists with magic
- -Spells of ice and manipulation
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Imperial Infantry Group, Intelligent, Cautious Steel Pike (b[2d8] damage 1 piercing) 6 HP 3 armor Close, Near Special Qualities: Call Reinforcements "Any fool can pick up a sword and charge into battle. To emerge alive at the end, that comes from superior training, superior weaponry, and superior leadership." - Infantry Captain Sullivan Vaults. Instinct: to enact the will of the Empire.
- Press the advantage.
- Terrorize the innocent.
- Go toe-to-toe with the enemies of the Empire.
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War Tutor Solitary, Stealthy, Devious, Organized, Intelligent Destructive Command (d8 damage) 12 HP 1 Armor Close, Reach, Far "A fatal flaw in every plan: assuming you know more than your enemy." - Soren, the Imperial Tactician Instinct: to turn the tides of war.
- Create a master plan.
- Unleash a master plan.
- Turn the cogs of war.
- Call upon the Empire's might.
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Aerial Seige-engine Solitary, Huge, Magical, Very Slow, Construct Ordnance (b[2d10+3] damage 2 piercing) 24 HP 5 armor Reach, Ignores Armor, Far Special Qualities: Solar Array, Kinetic Bombardment, Hyperion Armor, Exposed Power Core "We saw it's shadows before we saw it. The size of the Imperial ships covered the entire village in shadow, and it's massive cannons alone were visible from the ground. They moved like foreboding clouds of doom. As they rolled past, we saw the massive metal-works shift and transform, propelling the airships through the skies, leaving a trail of neon green in the skies. We knew not the location of the Empire's ire, but woe be to those that dare stand to these beasts of war." - White Orchid village elder. Instinct: to lay seige from the skies.
- Scorch a large swath of land.
- Obliterate the defenses of a city.
- Act as a symbol of the empire's might.
- Self-destruct violently.
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Scitalis Solitary, Tiny, Hoarder Fangs (d8-2 damage) 5 HP 0 armor Hand Special Qualities: It's skin is adored with jewles and gold, it distracts predator and prey alike with its dazzling beauty A serpent of divine beauty, its skin a collection of gold and jewels. The creature is prized by many collectors both live and dead. In the wild the Scitalis is slow and heavy unable to chase most prey and hide from most predators, it instead uses its beguiling appearance to stun, attempting either to flee or to kill those affected. Instinct: To distract
- To make itself obvious
- to distract with beauty
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Kipine Solitary, Large, Hoarder Talons, Antlers, Claws (d10+2 damage 1 piercing) 16 HP 1 armor Special Qualities: Nightvision- can see perfectly in the dark Face and talons of an owl, Body of a bear, wings and ears of a bat. Most people upon hearing that would assume someone was trying their hardest to cast a spell and while magic is most certainly involved, it's nothing made by mankind. Scholars are divided on just what creature the Kipine may have been long ago before the birth of magic but with such an amalgamation of creatures none can really be sure. Excellent hunters Kipine fly high above the forests where they nest in search of pray come nightfall, their excellent night vision allowing them to see for miles around. Despite their size these creatures move with an almost near perfect silence making their initial strike difficult to predict. Should merchants or travelers stray near to a Kipine nest, the creatures have been known to creep near to their camp stealing expensive, normally shiny objects to take back and adorn their nests with. Once again Scholars find themselves divided on the reasons behind this behavior. Instinct: Hunt in the dark
- Silently Swoop- Dive from a perch and onto prey without making a sound
- Kleptomania- Steal shiny objects from those camped nearby
- Bad-Luck Omen- seeing a Kipine is often seen as a sign that bad things are on the horizon
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Unseen Servant, Damaged Solitary, Magical, Construct, Amorphous handy object (b[3w[3d8] damage 1 piercing) 19 HP 7 armor Close, Reach, Near, Far Special Qualities: invisible, incorporeal, useful skills An unseen servant driven to madness by the mountain's curse. It's tethered to an arcane crystal; attacks against the tether ignore the servant's armor. Instinct: to lash out
- lash out using whatever's at hand
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Dark Dwarf, Elder Group, Stealthy, Divine, Magical, Devious, Organized, Intelligent, Hoarder, Construct life-drinking gaze (b[2d6+2] damage) 12 HP 3 armor Close, Reach, Ignores Armor, Near, Far Special Qualities: born of darkness, crawling with worms A dark dwarf older and more corrupted than it's peers. While it is physically weaker, it doesn't shy from violence and has greater magical power. Instinct: to bring all to ruination
- draw forth the life of the living
- create shadow duplicates
- lay a curse
- infect someone that it's stolen life from
- summon dark dwarves
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Dark Dwarf Group, Divine, Magical, Devious, Organized, Hoarder, Construct Rusted Axe (b[3w[3d4+4] damage) 16 HP 1 armor Close, Forceful Special Qualities: born of the darkness, crawling with worms A cursed and ancient dwarf, twisted by the King of Worms. Twisted and insane, they tend to flee from conflict, but when pressed they're terribly strong. Instinct: to tear down and decay
- charge brutally
- lay a curse
- call upon the mountain
- retreat and regroup
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The Black Knight Solitary, Magical, Intelligent, Planar Remembrance (d10+2 damage) 12 HP 3 armor Close, Ignores Armor, Near Clothed in the livery of a knight, this creature is anything but, what it's true identity is none can say, for none have seen beneath the black iron plates. Many travellers have reported the creature arriving into their camp in the dead of night and just, sitting silently staring into the flames of their campfire. One man tells of his fellows seeking to disturb the knight in some way, while he himself had retired, he found them strewn about the clearing asleep, and upon waking they had no memory of the strange knight who had inserted himself into their camp. Those who encountered said mysterious knight and let him be, found that come morning the knight was gone, and where he had sat a single black-iron rose had sprung, as though in thanks for allowing him to rest. Instinct: To seek respite
- To defend those who offer him rest
- terrifying countenance- When the knight removes his helm all around are struck by profound divine terror and must roll + con, on a fail partial or otherwise they fall into unconciousness and wake with no memory of the knight
- To contemplate the flames
- To leave an Iron rose in thanks