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Old Ballaturin Solitary, Magical, Divine, Intelligent Strike, spin strike (b[2d12+6] damage 3 piercing) 25 HP 6 armor Close, Forceful, Reach, Ignores Armor, Near Special Qualities: Strength of 5 bulls, speed of two horses Old Ballaturin, an ancient dwarf legend. A mighty warrior who is said to have the strength of 5 bulls and is as fast as two horses once conquered an elvish country on his lonesome, he carries a battleaxe in each hand, his strike is said to shatter boulders. After his conquest, he went to seek the secrets of immortality. Instinct: Seeks immortal life, now he has gained it, wants to conquer the world
- Battleaxe attack, can spin around in an AoE move.
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Star Trek Salt Vampire Solitary, Stealthy, Intelligent, Planar, Terrifying Suckers (d12 damage) 12 HP 0 armor Close, Ignores Armor Special Qualities: Shapeshifter Salt Vampire, or M-113 creature, is the unofficial nickname given to a now extinct sapient species which once inhabited planet M-113. This creature is notable for requiring extremely large quantities of salt, specifically sodium chloride, to live. It can remove salt directly through the skin of other beings using the sucker-like structures on its fingers, a process which usually results in the death of the victim. Also noteworthy are the creature's illusory shapeshifting abilities. Although it cannot physically change its appearance, it can use telepathy to project an illusion into the minds of those around it, making it appear like any person it wants. Instinct: Drains salt from humanoids
- Imitates victims
- Murder and replace victims with perfect imitation
- Predator with telepathy
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Star Wars Rathtar Group, Large, Planar, Terrifying Bite (d8+2 damage) 10 HP 1 armor Forceful, Near Special Qualities: Ravenous and relentless ("You're not hauling rathtars?" "I'm hauling rathtars." ―Finn and Han Solo} Rathtars were large, octopus-like creatures that slithered on land. They were very dangerous creatures known for hunting in packs. Instinct: Consumes
- Slithers
- They were said to share common ancestry with the Sarlacc and Vixus
- Grapples
- Relentless
- Always hungry
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Armoured Airship Solitary, Huge, Construct, Amorphous, Airborne Carpet bombing. ([2d10+7] damage, 2 piercing, can cover large area) 27 HP 4 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Very large, Capable of slow flight, Vulnerable to electricity, Vulnerable to piercing damage, Vulnerable to explosive damage, Devastates large area Armoured Zeppelins are gigantic, rigid airships which cruise through the sky at a slow, unrelenting rate, required to maintain a relatively low altitude below the cloud line. They are manufactured specifically to carpet bomb targeted areas, sometimes deployed in pairs or even trios in the case of large cities or heavily fortified locations. Despite the thin alloy that coats the hydrogen gas bag to repel minor ballistic fire, the Zeppelins are still vulnerable against armour-piercing rounds and explosive damage; and may ignite if attacked in key areas of weakness. Instinct: N/A: Manufactured, piloted by crew.
- Enormous armoured Zeppelins, manufactured for bombing raids.
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Elite Unit (1900s Adaptation) Group, Intelligent, Well-Equipped, Stealthy Rifle fire (A), sniper fire (B), sidearm fire (C), fragmentation grenade (D), combat knife (E), (A/B/C/D/E[1d10/1d12 piercing/1d6/1d10+5/1d4]] damage) 8-12 HP 2-4 armor Close, Far Special operations are military operations that are "special" or unconventional and carried out by dedicated special forces units using unconventional methods and resources. Special operations may be performed independently of or in conjunction with conventional military operations. Special operations are usually conducted in a low-profile manner that aims to achieve the advantages of speed, surprise, and violence of action against an unsuspecting target. Special ops are typically carried out with limited numbers of highly trained personnel that are adaptable, self-reliant and able to operate in all environments, and able to use unconventional combat skills and equipment. Instinct: Follows high-tier Military commands.
- Highly trained individuals in Military special forces.
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Chrismas Elf Solitary, Small, Magical Bag Bash (Players Enemies) (d8 damage) 1 HP (Doesn't Decrease) 0 armor Close A small Elf dressed in fancy attire, carrying a large bag of goodies, The creature appears only ONCE A YEAR to give our adventurers a helping hand, They will also attack any creature in the area by bashing them with a bag full of coal. Before disappearing and delivering help. Instinct: To Spread Joy and Help
- Gift Giver
- Summons a Basket of Magical Randomness: Each Player receives one Magical Item to help on their adventure.
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Unarmed Civilian (1900s Adaptation) Group/Mass, Intelligent Knives & improvised melee weapons (A), bare hands (B), (A/B[1d4/1d4 - 2] damage) 3 HP 0 armor Close In general, a civilian is "a person who is not a member of the military or of a police or firefighting force."Under the laws of war, a civilian is one not being a member of the armed services and does not take a direct part of hostilities in times of armed conflict. Civilians encompass the general, untrained public. In order to provoke a fight with civilians, the circumstances may vary greatly; for example, civilians could be fought during a riot, an unprovoked attack, or made hostile as a result of player actions. Instinct: Attacking the player character, either in assault or self defence.
- Hostile, untrained civilians in any capacity, lacking firearms.
- May call on the support of nearby civilians or military, depending on the situation.
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Infantry Soldier (1900s Adaptation) Squad/Platoon, Organized, Intelligent Rifle fire (A), sidearm fire (B), combat knife (C), (A/B/C[1d10/1d6/1d4] damage) 6 HP 1 armor Ranged/Close The infantry is the branch of a military force that fights on foot. As the troops who are intended to engage, fight, and defeat the enemy in face-to-face combat, they bear the brunt of warfare and typically suffer the greatest number of casualties. Instinct: Follows military command and hierarchy.
- Military troops that fight on foot.
- Equipped with radios to call for support.
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Tank (1900s Adaptation) Solitary, Huge, Construct Explosive shells (A), machine gun (B), (A/B[1d20+5/2d8 +2 piercing] damage) 24 HP 5 armor Reach, Forceful Special Qualities: Manufactured for assault. A tank is a large, heavily armoured fighting vehicle with tracks and a large tank gun that is designed for front-line combat: Mounting a large-calibre cannon in a rotating gun turret, in addition to a secondary gatling gun. They combine this with heavy vehicle armour which provides protection for the crew, the vehicle's weapons, and its propulsion systems, and operational mobility, due to its use of tracks rather than wheels, which allows the tank to move over rugged terrain and be positioned on the battlefield in advantageous locations. These features enable the tank to perform well in a tactical situation: the combination of powerful weapons fire from their tank gun and their ability to resist enemy fire means the tank can take hold of and control an area and prevent other enemy vehicles from advancing. In both offensive and defensive roles, they are powerful units able to perform key primary tasks required of armoured units on the battlefield, Instinct: N/A - Military Vehicle
- Fire explosive shells, with a secondary gatling gun.