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Prison Guard Group, Devious, Organized, Intelligent Photon Whip (b[2d6] damage) 6 HP 4 armor Close, Near Ground Zero Prison has the most elite of prison guards who are at a 24/7 constant duty to protect the facilities against breakout, riot, and hostile argument from inmate or any other kind of person, they are indeed the most dangerous thing about the ground zero prison and they are also the main reason why breakouts from this prison are near impossible (emphasis on near) Instinct: To maintain peace in prison by any means necessary
- Attack Opponents with its photon whip
- the Whips can send a powerful eletrical that may incapacitate opponents
- Radio Calls back up
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Bloodwishe Solitary, Small, Construct, Magical Dreams, visions and hallucinations 5 HP 3 armor Close, Ignores Armor Special Qualities: Appears to be a large weapon, Made of metal, Cooled with blood Noone knows for sure how many such blades were made in the past, but these weapons are truly destructive. Their wielders are granted with enourmous strength in battle whenever they give in to their bloodlust and soon enough with promises of power whispered in dreams and visions the Bloodwishe takes over her wielders' mind only to cause even more bloodshed on this world. There aren't many aware of the existence of these contructs, but what is known is that they come in form of a large weapon, and that the more death the wielder spreads, the more power the wepon will grant to him, yet the more powerful is the Bloodwishe's grip on his mind. Instinct: cause bloodshed
- ensnare weak minds
- give strength to ones causing bloodbath
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Thunderwisp Solitary, Small, Magical, Intelligent, Construct, Amorphous Lightning of pure magic (d10 damage) 15 HP 5 armor Close, Far Special Qualities: Made of pure magical power Created by the ancient wizards of this land the Thunderwisps are purely magical contructs that are bound to protect the ruins that were once homes to their masters. Their magical power equal to that of their creators is channeled into powerful and deadly lightning. Instinct: Protect territory
- Shock with magical lightning
- Defend with lightning shield
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Wolfwere Solitary, Stealthy, Devious, Intelligent Rend by tooth or blade (b[2d10+2] damage 1 piercing) 12 HP 1 armor Close Special Qualities: Immune to normal weapons, Aversion to Wolfsbane, Vulnerable to Iron, Vulnerable to magic weapons The Wolweres prefer guise that of a pilgrim, minstrel, or similar wanderer. Perhaps the "music that soothes the savage beast," is something that the beast has made peace with, and corrupted to now serve its evil and hateful goals. Despite their fondness for wolves and worgs, wolfweres loathe the company of werewolves. The enmity between these two monsters is so great that they will often attack each other on sight. Instinct: To brutaly slay humans and demihumans
- Charm target while in the form of exceptional allure.
- Summon wolf allies.
- Song of lethargy – whether it be the howl or lute.
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Demon of the Pale Group, Magical, Devious, Intelligent, Planar, Terrifying Claws (d8+2 damage 1 piercing) 14 HP 4 armor Close Special Qualities: Unnatural The Demons of the Pale are as varied as they are horrible. The only common factors are bipedal form and appendages with rending claws. Demons of the Pale can damage reality with these weapons, tearing a channel to their plane of existence, and beckoning a sibling to come to their aid. Instinct: to bring forth another
- Summon another Demon
- Sulfuric blast (1d8 damage, ignore armor, near)
- Ignore an attack
- Whisper vile secrets
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Saurian Necromancer Solitary, Stealthy, Magical, Intelligent Death Touch (d10 damage) 12 HP 2 armor Close, Ignores Armor Sleeping for centuries, the Saurian Necromancers wait in ancient hidden temples in the deserts of the Rakan. Instinct: Return the First Gods to power
- Summon the Dead to serve
- Create a horrific illusion
- Empower the Dead
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Koschei Battle-Fodder Horde, Organized, Intelligent Motley assortment of weapons (d6 damage) 3 HP 1 armor Close, Near These are the weakest of the Koschei warriors. Instinct: Fight or flight
- Encircle and harrass
- Charge en masse
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Bandersnatch Solitary, Stealthy, Cautious Bite (d10+2 damage 1 piercing) 12 HP 1 armor Close - large slit pupil eyes - pointed ears with tufts of hair at the end - large pointy teeth - long claws - a long hairy tail - Whiskers - Sleek except for it's underbelly, neck, and chin which are covered in fluffy hair. Instinct: To survive and feed it's offspring
- Rip and tear at it's foes with sharp teeth and claws
- Flank - The beast makes it way toward one side of a player and dashes to the other to strike at the last second.
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Dragon of the Council Solitary, Huge, Magical, Intelligent, Cautious, Hoarder, Terrifying Teeth & Claw (b[2d10+7] damage 2 piercing) 24 HP 5 armor Reach, Forceful, Near Special Qualities: Despite its already fearsome appearance, its long life has come with ragged scars and other signs of struggle The only dragons left alive were the ones intelligent enough to keep their greed in check and consider the larger picture. They live to preserve dragonkind and will do anything necessary to do so. While they are smart, diplomatic, and reasonable, their instinct for survival is greater than all. They avoid danger at all times, but will risk resorting to violence if the greater good is threatened. Razor sharp teeth and claws are their main offense, but when push comes to shove they will release the hell known as dragonfire. This breathe attack is so hot that stainless steel turns to ash if exposed for a mere few seconds. It has been known to disintegrate a person instantly. Their thick and shield-like scale hide makes it nearly impossible for blades or arrows to harm them, and they are completely immune to fire. Their only true weak spots are their eyes and open mouth. This is why they protect the Burning Blade of Ruin so fiercely, as it is the only known weapon that can penetrate their hide and kill them instantly. Instinct: To protect dragonkind
- Warn others not to interfere with its affairs
- Fly to a safe distance to plan their attack
- Swoop down onto an enemy with teeth snapping and claws swinging
- Breathe dragonfire that turns steel to ash
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Bladelord Solitary, Relentless, Amorphous Bladelords spawn weapons as they need them making them very adaptable and unpredictable. (b[2d10+2] damage 1 piercing) 12 HP 4 armor Close, Near It appears to be a large, mobile set of dull armor. Once its made aware of someone or something that seems like it could put up a fight it engages the target by spawning various weapons from its body. It knows instinctively what the best armament for the job is and will not stop until either it or its opponents are destroyed. Instinct: It has an unnatural lust for battle.
- Engage multiple targets at once.
- Spawns the right weapon for the situation.