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Efril Group, Magical, Stealthy, Devious, Intelligent, Hoarder Magical Blast (d6 damage) 10 HP 4 armor Close, Reach, Far, Ignores Armor Human illusionist that keeps its orderlies at bay through magic and false promises. Instinct: to command the lesser willed
- Command its subjects
- Disorient its enemies
- Change the landscape, even if only in your mind
- Attacks the mind, not body
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Scorpion Man Group, Intelligent Pincers (d6+2 damage 1 piercing) 6 HP 1 armor Close Special Qualities: Stinger An unholy mix of man and scorpion that serves its eldritch creators and their servants. If stung by the stinger, roll+con On a 10+: No sweat for you, tough guy! On a 7-9: Choose 1 On a 6 or less: Choose 2 -You don't take a 2d8 posion damage -You don't collapse in a coma -You're armor isn't ruined Instinct: Pillage
- Sting
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Clockwork Grunt Horde, Large, Organized One short hand, one long hand, and one piercing, bronze hand (d6+2 damage 1 piercing) 7 HP 3 armor Forceful "Alright. So that's how you want to play it," Frederick spat. His crimson blood was dripping off of the slender bronze hand of the Grunt. Frederick adjusted his shield and prepared to charge. Just then, a clear, resonant chime filled the subterranean, dwarven cavern, drowning out the mechanical clanking of the construct's internal gears. A great ticking could be heard coming from deep below. Eleven more Grunts emerged, one behind the other, in perfect synchronization, encircling him. He rolled his shoulders and popped his neck, "This could be more difficult than I thought." Instinct: to maintain order, to encircle a foe (clockwise) and rythmically destroy it at 100 beats per minute (think Stayin' Alive by the Bee Gees)
- Slow down time, Destroy enemies
- 12 O'Clock and All is Well: Calls 1d12 other Grunts to assemble
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Ned Shakeshaft Solitary, Stealthy, Devious, Intelligent Poison Dagger (d8 damage 1 piercing) 12 HP 0 armor Close Hired by the merchant to keep the purpose of the haunted house secret. Found tied up and freed by the adventurers Instinct: To deceive
- Convince he's an ally
- Causes unexplained accidents
- Poison
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Tortured Hybrid Solitary, Large, Intelligent, Construct, Terrifying Whirring Tooled Hands (d10+4 damage 3 piercing) 24 HP 3 armor Forceful, Ignores Armor Its maker, whomever that is, made it from man. It stumbles, it screams, and it fights desperately to cling to any former sense of humanity...but in the end it must kill for its master as tears of guilt and terror run down its deformed face. Instinct: To protect its maker.
- Destroys anything that threatens its maker
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Eater Group, Stealthy, Intelligent Teeth and bare hands (d6 damage) 10 HP 0 armor Close They can seem normal. They can seem sane. But an unwary traveler that approaches an eater, thinking that it is simply a stranded human is in for a nasty, toothy surprise. Older ones, the ones who haven't been driven to kill themselves and haven't wandered too far away from their tribes...they no longer pass as human. Their stomachs distend like water filled sacks from their abdomens. Eyes black as coal, and a mouth torn to ruin and gaping around broken teeth, their ceaseless mumbled prayers to the Great Devourer are enough to make any hardened warrior piss himself. Instinct: to devour flesh of living creatures so as to absorb their power.
- Stalks it's prey, and then tricks it into coming closer, before consuming it.
- It can easily feign sanity and civilized manners.
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Lys, the Drenched One Solitary, Huge, Magical, Stealthy, Intelligent, Hoarder Weeping claw (b[2d12+7] damage 2 piercing) 28 HP 4 armor Reach, Forceful, Near Special Qualities: Wet, Wings Instinct: to drown the world
- Flood a room with water
- Drown out flames and fire
- Deceive those who will listen
- Act quickly and forcefully
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Sora the Valiant Solitary, Divine, Magical, Intelligent, Hoarder Kingdom Key (b[2d8+2] damage 1 piercing) 14 HP 4 armor Close, Near Special Qualities: He Resist 5 to all elemental magic and resist 5 to dark and light attacks, Kingdom Key: capable of opening any door, lock, and even capable of opening the hearts of people and reveal their most intimate thoughts and secrets, +2 to all dark creatures and +2 to light creatures, it can also use once per encounter the holy explosion ability, +1 armor , He wields the chain of Light allowing him to use multiple drive from but only by borrowing the strength of friends and allies Sora the Valiant is consider the child of legend, and the true hero of Lux, he became famous because of his discovery that he could learn the legendary magic of order, ancient magic that is said to bring more order to the world when cast instead of chaos magic that only brings entropy. Sora was not only a considerable enemy to darkness, but also a great individual overall who now every thinks is dead. The main reason for this is that the capital fear his popularity among Libra and so they faked his death and incarcerated him in ground zero prison where he waited patiently to escape and thanks to some brave heroes he might just do it Instinct: It protects the world from the chaos that tries to unbalance it
- Hits opponents with a combination of light and heavy blows with his X blade
- Holy Explosion: a enormous burst of holy energy deals damage to all enemies (4d6 Light damage)
- Firaza: he engulfs his blade in a powerful burst of red flames and launches himself multiple times at his opponent (3d10 fire damage)
- Blizarda: HIs blades creates a powerful block of ise that is used to hit one opponent (3d10 ice damage) then as it hits the ground the blade shatters multipe shards of ice to all surrounding opponents (3d6 spread to all enemies Ice damage)
- Thundaza: Raises his blade up as he summons a chain of Lighting form above and all explodes in a burst of electricity (5d6 to all surrounding opponents
- Ars Arcanum: (on a 7-9 attack) He Lends relentless blows with his blade then launches individual to the air (3d6 damage) then attempts to land a Zantetsuken (2d10 piercing 5) in mid air to avoid and pary do DD Dex or Str whichever is higher
- Ragnarok: On a -6 to an attack, it counters by hitting you with multiple blows and throwing you mid-air (4d6) then attacks with a powerful explossion of small light comets that hit all opponents equally (2d8 damage piercing 4)
- Strike Raid: when he is Half of his HP, he hurls his blade multiple times at both opponents equally (2d6 piercing 4) then the last blow he hurls phantom blades at each opponent (2d6 piercing 4) at the beginning of enemy's turn they deal 2d4 to enemies
- Sonic Rave: Once per round on a 7-9 he nullify an opponent's close attack and then attack with a relentless strike of blows at sonic speed (4d6 damage
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Clockwork Behemoth Solitary, Large, Construct Mace-like Fists (d12+4 damage) 24 HP 3 armor Forceful Special Qualities: Metal Instinct: to crush.
- Crushes modern civillisation