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Grim Agent Group, Stealthy, Magical, Intelligent, Construct Throat Slitter (b[2d4] damage 4 piercing) 14 HP 3 armor Close Special Qualities: Undead A good agent will see a mission through to the end. A perfect agent will do even more. Some people are so dedicated to their nation, agency or the like that failure is not an option. Death just put them out of commision temporarily and when disturbed, they rise to finish the job. Instinct: To fulfill its mission
- Display endless patience
- Conjure Mist
- Move without a sound
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Tengu Imperial Bodyguard Group, Organized, Intelligent katana (b[2d8+2] damage 2 piercing) 6 HP 0 armor Close The tengu are known in Sekai as the inventors of the katana as well as the art of its use. The greatest swordsmen in yokai legends are always trained by tengu masters. The divine emperor Sekaijin selects only the finest tengu swordsmen to serve as his imperial bodyguard. There are twelve of them in total, with at least four of them ever at the emperor's side. They are absolutely loyal to him, and will lay down their lives to protect and serve him. Instinct: to protect Sekaijin.
- Protect Sekaijin.
- Appear from nowhere to cut down those who attack the emperor.
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Sekaijin Solitary, Large, Magical, Divine, Organized, Intelligent, Hoarder katana (b[2d12+4] damage 2 piercing) 26 HP 6 armor Near Sekaijin is the divine emperor of Sekai, the middle of the Three Planes. He is the middle of the three divine brothers who formed the planes, a living god, and the planarch of Sekai. Instinct: to create order.
- Mold Sekai to his will.
- Command his imperial bodyguard.
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Bakeneko Majo Solitary, Stealthy, Magical, Devious, Intelligent claws (d6 damage) 12 HP 0 armor Close Magical power accumulates in the tails of bakeneko. Those with particularly long tails often train to utilize that power as majo. Bakeneko magic focuses on enchantment and ensorcellment, clouding the minds of their enemies to make the majo seem like a friend and turn them against one another. If you cut off the majo's tail, it loses all of its magical powers. Instinct: to take control.
- Take control of another's thoughts.
- Seem like a friend.
- Turn its enemies against one another.
- Deceive and confuse others.
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Bakeneko Samurai Horde, Organized, Intelligent, Cautious katana (b[2d6+2] damage 2 piercing) 3 HP 4 armor Close Like most of the yokai, the bakeneko belong to various clans, each headed by a daimyo who swears allegiance to the divine emperor Sekaijin. The daimyo are served by their samurai, warriors trained in the art of the katana from birth and sworn to uphold a strict code of honor and service. Instinct: to serve.
- Enter into honorable combat.
- Avenge a fallen member of its daimyo's court.
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Antlion Horde, Large Grab with pincers, bite with mandibles (d6+2 damage 1 piercing) 11 HP 3 armor It always starts with a quake. You'll feel more than hear the vibrations of these horse sized guardians burrowing beneath you. They're strategic, though, and they'll pick they're arrival carefully, you had better gather your gear, or they might sink your camp before the fight even begins. Your best hope is to run and hope they don't notice you while they destroy the threat to their hive. If you can help them, they might take notice, and leave you with one of their strange gifts, but if they percieve you as the threat... Then let the gods help you Instinct: Protect the hive
- Burrow and burst from the ground.
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Orc horde member Horde, Organized Attack with rough-crafted weapons (d6+2 damage) 3 HP 1 armor Close Instinct: Pillage and take vengeance
- Attack en masse
- Roar for help
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Hellbat Horde, Devious, Planar Bite (d4 damage) 3 HP 0 armor Close Special Qualities: Flight, Immune to Fire Hellbats are flying hunters fron the abyssal realms. Normally contend to prey on small game, the yare sometimes corraled and used as aerial assistance for airborne soldiers. Instinct: To eat
- Inject confusing venom