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Decaton Modron Solitary, Large, Magical, Stealthy, Divine, Organized, Intelligent, Cautious, Planar, Construct, Amorphous Heat ray, serrated tentacle strike (d12+4 damage) 29 HP 6 armor Forceful, Reach, Ignores Armor, Near, Far Special Qualities: All-around vision, lighter-than-air flight, telepathy, teleportation, Observe and relay information back to the Whole Ah, you seek the higher echelons of the Modronic Whole, yes? Be careful to note that that is Modronic, not Moronic, and these 'hierarch' modrons prove that amply. Even the lowest of them, the Decaton, is something to be reckoned with. Telepathy, teleportation...they can even fly, you know, despite the lack of wings, due to exploiting gaseous density differences. Should you find yourself facing off against a Decaton, be prepared for a mass melee, as they're never found without at least a few quadrones to support them, usually pentadrones. Also, don't bet on any special circumstances. Decatons and other higher-echelon modrons have access to unusual magic of Law which normalizes results. We're still working on the exact method--believe me, whoever finds it will be rich beyond the dreams of avarice!--but you'd better be sure you're prepared for a grind-down fight. If you can, try to be as unpredictable as possible; their predictive algorithms have their limits. Instinct: Organize the minions of Primus
- Exploit the magic of Law
- Suppress chance and chaos
- Pronounce the will of Primus
- Amplify the lesser servants of Primus
- Calculative prediction of the future
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Quadrone Modron Group, Magical, Divine, Intelligent, Planar, Construct, Amorphous Clockwork crossbow or buzzsaw (d10+4 damage 3 piercing) 19 HP 5 armor Close, Forceful, Near, Far Special Qualities: Wings, Investigate and expunge reality abnormalities There's two types of the square ones, you see? There's the weak ones, they split along the middle making two thin boxes. Then there's the strong ones. Their boxes don't split, just have one big flat face on one...uh...face. "Quad-drones" or somethin.' Don't mess with them. The weak ones are barely aware, you can probably just walk right past 'em as long as you look like you're s'posed t'be there. Quads...they know you ain't s'posed to be there. And they don't like nothin' that ain't s'posed to be there. Had a friend ripped to shreds by their damn buzzsaw arms...and the weird thing was, it was like they always knew where he was goin' before he even wanted t'go. Jus'...stay away from them quads. You'll live longer. Instinct: Obey its orders exactly
- Eliminate inconsistencies
- Calculative prediction of the future, truesight
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Felix Hoyer Solitary, Medium, Undead, Stealthy, Devious Claw and Dagger (d8 damage) 16 HP Hand Special Qualities: Into Giant Raven, Gaseous Form, Spider Climb Instinct: Feed upon villagers
- Charm and Beguile
- Drain Blood
- ESP - Predict Intent and Action
- Take im out from above like a pouncing spider
- Wolfkiller dagger
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Baron Urik von Kharkov Solitary, Magical, Stealthy Tooth and Claw (b[2d10+2] damage 1 piercing) 20 HP 4 armor Close Special Qualities: Vampiric abilities, Vampiric defenses Von Kharkov resides in Castle Pantara as a distant but feared ruler. APPEARANCE Black-skinned man standing just over six feet tall. Broad shouldered and quite muscular. Eyes are an unusual shade of yellow. Hair is black and straight, and usually kept immaculately groomed. TRIGGER: Gets angry —> eyes change from round pupils to the slitted ones of a cat. TRIGGER: Fall into a fit of fury —> Mass kill of villagers TRIGGER: Get into intellectual discussion —> Show education: trained by the best schools of Cormyr. Instinct: Satiate vampiric bloodlust and beastly hunger
- Demonstrate Mannered diplomacy.
- Taunt with wit and cruelty of a cat
- Create bond with victim
- Control temper
- Show animosity towards wizards
- Show animosity towards vampires
- Get attended by a servants/vampire slave
- Turn into Panther
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Ilya Kreskov Solitary, Terrifying Claws (b[2d10+2] damage) 20 HP 0 armor Close, Near Special Qualities: Retched Spittle - Area poison, Unhinging Jaw - Scares those around Ilya has turned into a monster. He's completely emaciated, his bones pushing up from beneath his pale skin. He's covered in blood - both sheep and human - and he thinks of nothing but quenching the hunger that's causing him so much pain. When he opens his mouth, his jaw quite literally unhinges and peels open down the sides of his neck, revealing rows upon rows of sharp, jagged teeth. He openly weeps and begs for food. His hunger is quite literally killing him and he's in so much agony, reason can't find him. Instinct: To Consume
- Swallows food whole
- Retched Spittle
- Consume Flesh
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Dread Shadow Group, Magical, Stealthy, Devious, Planar, Amorphous Choking Shadow (d6 damage) 13 HP 5 armor Close, Ignores Armor The darkness that envelopes the vampire god is made manifest and sent into our world in order to sow discord, wreak havoc, and cause misery. On rare occasions, the dread shadow may be sent to tempt a mortal with dark gifts beyond their understanding in exchange for a soul or some other favor. While they are not stout combatants, dread shadows nevertheless serve as effective footsoldiers when the need arises. These creatures of darkness tend to hide in dark corners and spring up behind their targets without a sound. Once enveloped by the dread shadow, the target is sapped of their breath and suffocates shortly afterwards. It is said that creatures who die in this manner have their souls condemned to the vampire god. Instinct: To serve
- Saps mortals of their breath
- Blend with Shadows
- Paralytic Despair
- It Suffocates and silences
- Sunlight Hypersensitivity
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Aspect of Vampyr Solitary, Magical, Divine, Intelligent, Planar, Amorphous Despairing Touch - Your body is overcome with a debility (1d12+4 damage) 23 HP 5 armor Close, Near, Forceful, Ignores Armor Special Qualities: Immune to non-magical weapons, Incorporeal Rivulets of your blood float through the air from your wounds and through the air. They coalesce and begins to take shape. Vampyr engages in its final, last ditch effort to remain free, as its aspect takes shape. Two glowing red eyes flare in the darkness before you, and a set of razor claws unfurl. The Aspect of Vampyr is manifest! Instinct: To consume
- It siphon's souls feeding on the exsanguinated
- Blood Vapor - It extends it's hand toward a debilitated player and begins to drain their blood through their eyes and nostrils the aspect regains health equal to the damage
- Control Shadows
- Misty Movements
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Winter Knight Solitary, Magical, Terrifying, Amorphous Freezing Longsword (b[2d10+4] damage 1 piercing) 23 HP 5 armor Close, Forceful Special Qualities: Skeleton covered in ice The Winter Knight is a warrior that can control ice. It can reanimate the remains of its foes to serve it in undeath. Instinct: To Freeze
- Freeze the life out of someone
- Cast an icey spell
- Reanimate a body
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Warlord Solitary, Magical, Divine, Organized, Intelligent, Cautious (b[2d10+4] damage 2 piercing) 14 HP 7 armor Close, Forceful The Warlord conquers all that it sees and is a powerful opponent. Warlords are powerful but can also bolster their troop’s attacks and through pure confidence these troops can win even the hardest battles. Instinct: To Conquer
- Boost the troops
- Call Vassals
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Revenant Knight Solitary, Intelligent Dual blades (b[2d10+6] damage 2 piercing) 22 HP 3 armor Close, Forceful, Reach A Revenant Knight is raised only from the fiercest warriors by a master necromancer with only one goal in mind: destroy all mortal opposition. Instinct: To wipe out all remnants of mortalkind.
- Attacks with lightning fast ferocity.
- Calls forth the spirits of the dead to frighten.