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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.
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The Indefatigable Solitary, Magical, Intelligent, Cautious Legendary Longsword (b[2d10+4] damage 3 piercing) 16 HP 7 armor Close, Forceful, Reach, Ignores Armor The Indefatigable is the greatest warrior of all time. The indefatigable’s sword, armor, and shield are things of legend. It naturally regenerate health, and it can summon its legendary longsword to it from wherever it is. When an Indefatigable singles out a target in combat the target is most likely dead. Instinct: To Overcome
- Unable to be defeated
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Warp Fairy Horde, Tiny, Magical, Intelligent, Planar Wound you in time (d8-2 damage) 7 HP 4 armor Hand, Ignores Armor The Warps Fairies have seen the end and have come to undo it. Unfortunately, they have run into so many potential apocalypses they have decided to go waaaay back and pretty much undo all of it along the way. Instinct: To undo past events
- Travel Erratically Through Time
- Slow Mo, Rewind, FF, Pause
- invoke a cruel simularcurm of fey magic
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Draelgloth Solitary, Huge, Planar Claws (d10+7 damage 1 piercing) 20 HP 3 armor Reach, Forceful Instinct: Hunt and devour
- Destroy and consumes all
- Summon darkness
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Gate Guard Group Pike (d6 damage) 6 HP 1 armor Close, Reach The quality and morality of the guards vary, but in general, they want to complete their shifts with as little hassle as possible. Instinct: Have an uneventful shift
- Stymie intruders