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Warrior of Diamond Solitary, Intelligent, Construct, Amorphous Blade hands (b[2d10+4] damage 2 piercing) 23 HP 4 armor Close, Forceful, Near Special Qualities: Ultra sharp blade hands, Built to last, built to withstand Standing at near seven feet tall, this fearsome monstrosity has a vaguely humanoid appearance, aside from blades in place of its hands and being made of solid diamond. Its blades are so sharp as to cut through most any mundane defense, while its body is able to withstand even them most deadly blows. Lesser blades simply break upon its skin, while fire and magic amplify and empower it. Instinct: To kill the heretic
- Cut through all in its path
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Warrior of Quartz Group, Intelligent, Construct, Amorphous Shaped Fists (d8+2 damage 1 piercing) 17 HP 3 armor Close, Forceful, Reach, Near Special Qualities: Shapechanging, Root out the non-believer Although five foot tall and rather thin at creation, this monstrosity can assume any form from as small as a songbird to as large as an elephant. It is incredibly adaptable, able to alter its shape to any situation at hand. It can even access the most secure of hideaways, making it the perfect assassin for hard to find heretics. Instinct: Destroy heresy
- Transform its shape
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Warrior of Alexandrite Group, Intelligent, Construct, Amorphous Hexa-blades (d8+2 damage) 17 HP 2 armor Close, Forceful, Near Special Qualities: Regenerative body, Made of solid gemstone Standing six foot tall and made of solid alexandrite, these fearsome, six-armed warriors are designed by the Saint of the Forge to be unrelenting in battle. Their particular crystalline makeup allows them to regenerate lost limbs, allowing them to be completely tireless in the pursuit of enemies. Instinct: To destroy heresy
- Regenerate lost limbs
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Half-Pint Pixie Group, Tiny, Magical, Hoarder Vibrant Ray (d8-2 damage) 6 HP 0 armor Hand, Far The Half-Pint Pixies dwells in the colourful, youthful, rich areas of flower forests and glorious plains. Any people they see as intruders they will gather a small band to attack at any threat. Armed with the tie-dye cloth on there back and the magic they have learnt of centuries, these small, magical beings can pack a punch to any foe. Instinct: To protect its land
- Fires small, bright magical strikes at its enemies
- Vibrant Ray: The user fires a sharp, magical, colourful ray at its opponent
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Clockwork Golem Solitary, Large, Construct Metal fists (d10+2 damage) 24 HP 5 armor Forceful Special Qualities: Requires daily winding As tall as a man and half again and broad-shouldered, the clockwork golem is made of iron, brass, and heavy wood. Armored plates protect the gears and cogs that keep the hulking mechanical figure in motion. It has no facial features save for a single lens of thick glass that twitches back and forth as it keeps watch. It makes no sound save for a steady, deep ticking. Clockwork golems require winding daily, but they are capable of performing this action themselves. Instinct: To destroy intruders
- Protect the master's property at all costs
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Slaver Sorcerer Solitary, Magical, Devious, Organized, Intelligent Dark whip (d8 damage) 12 HP 0 armor Close, Reach, Ignores Armor Some magicians find irresistible the dangerous art of evocation. To get more and more power and influence evoke unspeakable creatures from other places or planes of existence. Subjugate beings of all sorts, creating a fearsome menagerie of unlikely creatures who serve under the blows of his dark whip. Instinct: Enslave dangerous summoned creatures
- Summon something dangerous
- Open a magical portal to other places
- Make a magical exchange involving some creatures
- Magically summon a horde of monstrous servants
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Green Flying Monkeys of Mistress Ming the Mysterious Horde, Magical, Intelligent, Terrifying Crush you with its might arms while tearing chunks of flesh with its fangs (d6+4 damage) 3 HP 1 armor Close, Forceful, Far Special Qualities: Swift hawk wings and unnatural strength, Luminescent Bright Green Fur and gangly white fangs that force its ugly mug into a perpetual grin Like a large ape, but bright green, vicious with hoots and cackles as they live out the every desire of their mistress of the flying fortress. A third eye upon their forehead that their mistress can see from when she needs. When these dudes coming flying in after you look out! Instinct: Follow the fickle desires of their mistress as destructively as possible
- Oh my god it ripping their arms off!
- What the hell! Its third eye shoots laser beams! Were doomed!
- Carry one of them off to the flying fortress of their beautiful but tyrannical mistress
- Hoot and cackle loudly enough you can't hear anything else
- Beat their wings and chest savagely while roaring scaring the piss out of them
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Savage Shadow Dweller Solitary, Large Claws at its enemies or anything in its path (d12+4 damage) 20 HP 2 armor Forceful, Ignores Armor A Savage Shadow Dweller lurks in the darker regions of the world (Caves, Dungeons, etc.) and is known rarely to surface. The first giveaway of its presence is its glowing red eyes, described to look like bright rubies fixated into the skull of the beast. Its massive size and power means it is able to chase its pray destroying mostly everything in its path; walls, trees, small buildings. Descriptions of the beast are scarce however it is rumoured to have thick, black scales with a hint of shining purple mixing throughout its colour covering its entire torso, legs and feet. Instinct: To seek revenge for an unknown cause
- Strikes sharp, quickly and precise with its thick, black razor sharp claws
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The Griffon Lord Army Horde, Organized, Intelligent, Cautious Unified Advance (b[2d6+2] damage 1 piercing) 3 HP 6 armor Close The army of the Griffon Lords is a powerful force when brought to full muster. Heroes have mistakenly stepped in front of the Griffon Lord's goals and their names have been lost in history. On the ground the army is tactical, precise, and deadly. In the air, on the backs of their griffons, they are unmatched in skill and maneuverability. Instinct: Destroy something they see as a threat.
- Follow the commands of the Griffon Lords
- Regroup and call on Griffon Riders
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Pit Fiend Solitary, Large, Magical, Stealthy, Divine, Intelligent, Planar, Terrifying Flaming Sword. (b[2d12+6] damage 4 piercing) 22 HP 6 armor Forceful, Reach, Ignores Armor, Near Special Qualities: Doesn't need to breath, Flight, immune to fire., Looks like everyone you have ever wronged. The Pit fiend is the master of hell. He is what causes lesser demons to fear retribution or failure. Hate, anger, destruction, chaos, torment, and power. These are the tools of the Pit fiend, and they are his sustenance. If ever you should encounter such a creature, know that hope is lost. Instinct: To merge the planes.
- Bring Chaos and destruction.
- Disarm/weaken with Fire Whip.
- Call power onto itself.
- Act on visions from the pit.