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Cain the Black Knight Solitary, Planar Fire Rings, a power that creates 3 giant fire rings that Cain tosses at the target or multiple targets, like a frisbee (d12 damage +4) 17 HP 2 armor Close A demon of powerful strength and size. A knight that all you can see of him are his red eyes. His voice is that of Darth Vader talking thru a metal helmet. Wears a black metal helmet with a hooked horn on each size. Armor is black from head to toe. As the battle with this villain goes on, his armor disappears to reveal his true form. A werewolf with red eyes. When he becomes this form, he is quick and uses his claws and teeth to attack. What weakens him is just attacking him with everything you got. Lives in a black castle guarded by black knights. The castle is huge, Cain is on the other side side of huge gold doors. Loves fire, creates huge fire rings about the size of half of a football field. Or anything with fire, as he is surrounded by it in his throne room. As the legend of this evil knight goes, when he is defeated, his castle walls will start to crumble around you as the entire castle falls to pieces. Instinct: To make death
- Loves to use anything with fire
- Fires of the underworld
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Locusti Queen Mother Solitary, Huge, Cautious, Terrifying Bone crushing trample (d10+7 damage 2 piercing) 24 HP 4 armor Reach, Close, Forceful Special Qualities: Horrifying squeals It was all a lie! There was no Golden God, just a monstrous, puss yellow grub larger than a barn. The caverns rumbled as it's roars became high pitched squeals, deafening them all and the walls trembled as the obscene beast stampeded towards them like an avalanche let loose trampling friend and foe with utter indifference. Instinct: Enrage when threatened!
- consume, consume, consume
- spawn, spawn, spawn
- Protect her children to the death
- Vomit acid
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Locusti Assassin Drone Group, Small, Devious razor sharp limbs (b[2d6+2] damage 2 piercing) 6 HP 2 armor Close Special Qualities: Camouflage, No need to eat or sleep Under the full moon, Talbert made his way down the narrow path in "The Garden of Whispering Death" near the heart of the Locusti Temple. The swaying of the tall grass was almost hypnotic, then the world seemed to spin. He barely noticed the first cut, which severed his tendon and sent him falling. The second opened his throat, silencing him. No sound but the rapid wet stabbing of the assassin drones and then silence, under the light of the full moon in The Garden of Whispering Death. Instinct: Suprise and overwhelm
- Lie in wait patiently for days
- Release mind fogging pheromones
- co-ordinate attacks with it's own kind
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Locusti Swarm Speaker Solitary swarm attack (d8+2 damage) 6 HP 2 armor Close, Reach, Ignores Armor, Far Special Qualities: Never suprised, Frightening Insect Man The Swarm Speakers, or "priests" as the fleshy ones call them, control and command the minions of the Queen Mother with pheromones and the clicking of their mandibles. Although blind they receive constant whispers from the cloud of insects that surround them and can send them lashing out stinging and biting. The only members of their race that might be considered "sentient" it is the twelve Swarm Speakers with their petty squabbles and strange machinations that command the Locusti Cult, fooling the outside world into thinking their powers divine when they are simple biology. Even so, when working in concert the Swarm Speakers can summon pests in the billions to ravage the lands of those that fail to pay them tribute. Instinct: to intimidate and extort
- Command Vermin
- Eavesdrop with Insects
- Leap to safety
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Snapsail Glider Horde, Tiny, Organized, Construct Leap onto prey, and drain energy (d6-2 damage 2 piercing) 7 HP 2 armor Hand, Near Special Qualities: can fly, climb solid surfaces, Constructed to survive and propagate The Snapsail Glider is the smallest of its kin. Designed as a harvester, it travels in groups, and can pierce through armor, cut off chunks of meat, hair, or bone to convert into energy. It stores and transports this energy to bigger constructs, which can usually be found nearby. Where this is one Glider, there are usually many more, and some larger constructs nearby. Instinct: It seeks energy
- cling to walls and attack
- Summon Swarm
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Planeskippin' Pirate Group, Organized, Intelligent, Hoarder, Planar Eclectic weaponry (1d8+2 damage) 6 HP 1 armor Close, Near We hail from worlds planes apart,
Through dimensions we skip and jump,
We take all but your horse and cart,
And leave on your head a great big bump.
Instinct: to steal valuables, magical and otherwise- Grab what he wants
- Call mates from across the planes
- Jump on board from nowhere
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Reya Dawnbringer Group, Magical, Divine, Organized, Intelligent, Cautious Divine Gladius (b[2d10+2] damage 1 piercing) 12 HP 5 armor Close, Near The Reya are the elite force of angels created by an ancient and nameless God. They enforce justice, and ensure that the evils of the world are kept in check. The Dawnbringer is the captain of this angelic force, and a dangerous foe to reckon with. Instinct: to enforce justice
- Flying attacks
- Summon Legion
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Soul of a Forgotten Legacy Solitary, Magical, Devious, Intelligent Ethereal weapons (d8+4 damage) 50 HP 7 armor Close, Forceful Special Qualities: Immune to physical damge the Soul of a Forgotten Legacy is a dangerious foe, being a spirit it is immune to most forms of attack only weak against holy and evil methods. the Soul will not fight you if you do not have a long proud linage 'it will know' be warned if you come face to face with this gastly soul and it doesn't just pass you by engage it at your own risk for if you lose you and your legacy will be lost, everything you were, everything your family did and would have done, all will be taken in an attempt to sooth this horror's pain. Instinct: wander
- Soul bind - binds one targets soul to it's self. the taget take damage for the user till save end (target can make an immediate save throw)
- Legacy Steal - if allowed to finish this dark ritual the target is lost to the void, never to be seen again. can be reversed if the party destroys the Soul Orb that drops from this monster if it uses this move. - can only be used on a Downed, unconscious, or defeated foe. a VS. roll, DM against Player target if the target loses the effect happens to the target
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The Dark Knight Solitary, Devious, Intelligent Fist (b[2d8] damage) 12 HP 5 armor Close, Far This man-like beast knocks out foes with a few hits to minor pressure points. The Dark Knight seems to be very, very, well-trained! You cannot see it by the human eye! Instinct: JUSTICE!
- non-Lethal damage
- It's moves and countering
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Wild Lands Protector [Druid] Solitary, Magical, Intelligent Quarterstaff (d10 damage) 14 HP 1 armor Close The wild lands protector wants to preserve the sanctity of the forest at all costs, and her cult is notorious for killing woodcutters, waylaying travelers, and burning down settlements on the outskirts of the woods. On moonless nights, she can command the very trees to do her bidding. Instinct: To defend nature
- Encircle with thorned vines that erupt from the earth
- Summon animal allies
- Take the shape of a savage creature of the woods