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Humunculos Solitary, Tiny, Magical, Construct Its sculpted limbs (d8-2 damage) 20 HP 4 armor Hand Special Qualities: Created by a Stone Brawler The Homunculus, a creature created by a Stone Brawlers skill. Instinct: Follow Instructions Closly
- Serve its Master
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Mt. Rushmore Group, Huge, Divine, Magical, Devious, Intelligent, Cautious, Construct, Terrifying executive powers (d6+7 damage) 24 HP 6 armor Reach, Forceful, Ignores Armor, Far Special Qualities: granite batholith formation, dynamited, jackhammered, chiseled Mount Rushmore National Memorial is a sculpture carved into the granite face of Mount Rushmore, a granite batholith formation in the Black Hills in Keystone, South Dakota, United States. Sculpted by Danish-American Gutzon Borglum and his son, Lincoln Borglum, Mount Rushmore features 60-foot (18 m) sculptures of the heads of four United States presidents: George Washington (1732–1799), Thomas Jefferson (1743–1826), Theodore Roosevelt (1858–1919), and Abraham Lincoln (1809–1865). The entire memorial covers 1,278.45 acres (2.00 sq mi; 5.17 km2) and is 5,725 feet (1,745 m) above sea level. Instinct: to faithfully execute the Office of President of the United States, and to the best of its ability, preserve, protect and defend the Constitution of the United States
- derive just powers from the consent of the governed
- recommend to your consideration such measures as it shall judge necessary and expedient
- veto
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Dyfon Solitary, Tiny, Stealthy, Magical, Devious, Hoarder small teeth (d6-2 damage) 16 HP 0 armor Hand Special Qualities: uncanny resemblance to a cave bat A dyfon is a small, magical, carnivorous mammals that, generally incapable of killing by itself, instead manipulates groups of humanoids into murdering one of their own, each corpse supplying the dyfon with food for months. A dyfon is only semi-intelligent, and tends to follow a predictable strategy. Leading up to an attack, a dyfon will continually interrupt their targets' rest and downtime with harrowing imitations of a babe screaming. Once the sleep-deprived targets have grown irritable, the dyfon leaves a piece of jewelry in their path. These trinkets carry a hard-to-detect curse peculiar to the dyfon: once worn by someone, they bind themselves to that person for life and the curse replaces itself with an obvious a magical enchantment, but one that would only be useful were the item worn by one of the wearer's companions. The dyfon then watches for signs of jealousy or conflict and uses its magic to sustain and strengthen those emotions. A dyfon, though stronger and flightless, closely resembles a cave bat, and often escapes adventurers' notice by hiding among colonies. Instinct: to instigate murder
- sow discord
- conceal curse
- bestow dyfon's curse
- sustain emotion
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Simmurgh the Time Wyrm Solitary, Huge, Magical, Devious, Intelligent, Planar Claws (d10+7 damage 2 piercing) 20 HP 2 armor Reach, Forceful, Far Instinct: To investigate new prey on its hunting grounds
- Manipulate time
- Time disruption bursts
- Age you decades
- Escape into the sub realm Kairos
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Tendril Hatchlings Horde, Tiny, Devious Tendril Spines (d4-2 damage) 3 HP 0 armor Hand Special Qualities: Sticky Spines Instinct: Devour Flesh
- Ensare the Helpless
- Damage or Remove Gear
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Kung Fu Cyborg Group, Intelligent, Construct Graceful Weapons (b[2d8] + 2 damage 1 piercing) 10 HP 4 armor Close, Near, Forceful, Far Special Qualities: Automaton The ultimate combat machines. They were designed with one purpose: to kill. The move with a grace, speed and power that seems to defy even the physical limitations of the far future. Instinct: to crush worthy opponents
- Defy physics through the power of awesome
- LAZER EYES!
- Disarm an opponent with grace
- Fight with honor
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Temporal Archmage Solitary, Magical, Intelligent, Planar Rift Bolt (d10 damage) 12 HP 0 armor Close, Ignores Armor, Near They say strange things happen to those that mess with time. Maybe they're right, who knows? All that we know is that, before the strange things happen, those that do mess with time are infinitely powerful. Watch out, for you may see things not meant to be seen- at least not yet. Instinct: To displace
- Use time against them
- Blast them with time energy
- Open a rift in time
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Deathspeaker Group, Magical, Organized, Intelligent Death's Kiss (d8 damage) 10 HP 4 armor Close, Far Instinct: Seeks to bring death to the Gods
- Gathers others under it's cause.
- Dark magics that seek to destroy and cause chaos.
- Order of Death
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Scorpion Stalker Solitary, Large, Intelligent, Terrifying Stingers (b[2d10+2] damage 1 piercing) 16 HP 1 armor Reach, Near Special Qualities: Can strike multiple foes at once, Half-man, half-scorpion with three stinger tails Instinct: To hunt
- Envenom