-
Acolyte of the Black Heart Group, Stealthy, Magical, Organized, Intelligent, Hoarder Curse of Pain (d8 damage) 6 HP 1 armor Close, Ignores Armor, Far The Assassins of the Black Heart are not well known, as they pose as independent operators rather than as an organization. They are a deeply religious group that worships a personification of Death. Their priests have the capability of both raising and controlling undead creatures, but they are usually loathe to do so; they prefer the dead to rest in sacred silence. If attacked in their strongholds (favored locations include cemeteries, necropoli, and barrow sites), as a last resort they may wake all of the local dead at once and set them on the intruders. These priests are learning the unwritten lore of the Black Heart; they tend the shrines, comfort the faithful, and help to perform the rituals of Death Eternal. Instinct: To assist the assassins in bringing death
- Cast spells to further the cause
- Feign helplessness, then strike
- Heal the faithful, harm the foe
- Sound the alarm
-
Chief Assassin of the Black Heart Solitary, Stealthy, Organized, Intelligent, Cautious, Hoarder, Terrifying Poisoned Dagger or Blowgun (b[2d10+2] damage 1 piercing) 12 HP 4 armor Close, Far Special Qualities: The Mask of Black Death The Assassins of the Black Heart are not well known, as they pose as independent operators rather than as an organization. They are a deeply religious group that worships a personification of Death. Their priests have the capability of both raising and controlling undead creatures, but they are usually loathe to do so; they prefer the dead to rest in sacred silence. If attacked in their strongholds (favored locations include cemeteries, necropoli, and barrow sites), as a last resort they may wake all of the local dead at once and set them on the intruders. This individual, the head of the death cult, has been chosen by the priesthood to lead. His word is law to the assassins in his band. Instinct: To organize the deaths of thousands
- Set his minions upon intruders
- Poison and subtlety
- Rally the minions
-
Assassin of the Black Heart Group, Stealthy, Organized, Intelligent, Hoarder Ash-covered Blade (b[2d8] damage 1 piercing) 6 HP 1 armor Close, Near The Assassins of the Black Heart are not well known, as they pose as independent operators rather than as an organization. They are a deeply religious group that worships a personification of Death. Their priests have the capability of both raising and controlling undead creatures, but they are usually loathe to do so; they prefer the dead to rest in sacred silence. If attacked in their strongholds (favored locations include cemeteries, necropoli, and barrow sites), as a last resort they may wake all of the local dead at once and set them on the intruders. Instinct: To kill in their god's name
- Track a target
- Strike from the shadows
- Whistle for assistance
-
Enthalled Wizard Solitary, Small, Magical, Intelligent Magic Missile (d10 damage) 12 HP 0 armor Close, Reach, Ignores Armor, Near Instinct: Serve their master
- Sacrifice themself to protect their master
- They know basic spells and tricks
-
Arkhani Juggernaut Solitary, Huge, Organized, Intelligent, Construct, Terrifying, Amorphous Dual arm-cannon (b[2d10+7] damage 3 piercing) 31 HP 6 armor Reach, Near, Far, Forceful, Messy Special Qualities: Thick Plating, Tesla Core, Integral Dual Arm-Cannon, Shakes the Earth, Unstoppable Force Enormous squarish hulks of metal, with easily enough room inside to store a sizable crew. It walks upright on arms and legs, shaking the earth as it goes, and has enormous cannons attached to both its arms. The Arkhani coat of arms is proudly displayed on its front.
Instinct: to Serve the motherland- Destroy everything in its path
- Crush them underfoot
- Blast them to shreds
- Radio for help
-
Arkhani Guardian Group, Large, Stealthy, Organized, Intelligent, Construct, Amorphous Belt-Fed Machine Gun or Metal Fist (b[2d8+4] damage 2 piercing) 17 HP 6 armor Reach, Near, Far, Forceful, Messy A small, coordinated group of gunmetal-coloured, large, Bipedal war machines. The armored cockpit is about the size of a carriage, with stilt-like lithe yet armored legs beneath it.Their left arms have large bayonet-like protrusions, while the right is fitted with a large machine gun instead of a hand, that is fed with a belt leading to the back of the cockpit. They move with uncanny speed and precision considering their strength, and the pilot is not visible. Instinct: to Serve the motherland
- Throw them around like ragdolls
- Electrify the hull to shake them off
- Obliterate any cover they might have
- Fill them with hot lead
- Radio a distress signal
-
Tesla Trooper Group, Devious, Organized, Intelligent, Construct Tesla Projector (d6+2 damage) 6 HP 3 armor Close, Near, Ignores Armor Special Qualities: Stilt Legs, Tesla Cells Somewhere up in the air resides a man. He is suited in mechanical apparatus, masked to protect his eyes from the violent discharge of the Tesla power cells on his back. He strides atop long metal stilt-legs, and carried a glowing blue tubular weapon connected to the cells on his back.
Instinct: to Serve the motherland- Blast them with powerful arcs of Electricity
- Stun them for a few moments, leaving them helpless
- Kick them with force
- Radio for Backup
-
Arkhani Soldiers Group, Stealthy, Organized, Intelligent, Hoarder Semi-Automatic Rifle with bayonet (b[2d8] damage 1 piercing) 6 HP 1 armor Reach, Near, Far, Messy A ragged band of conscripts given rifles, and basic training in squad tactics. Thick long woolen coats, long grey steel rifles with bayonets and their squarish woolen hats are their trademarks.
Instinct: to Serve the motherland- Attack from multiple sides
- Stun and disorient them with a gas canister
- Radio for backup
-
The Fire Worm Solitary, Huge Vortex of Teeth (d10+5 damage 2 piercing) 20 HP 1 armor Reach, Forceful, Near Special Qualities: Fireproof, Burrower Instinct: to burn
- Project Magma