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The Horseman Solitary, Magical, Divine, Devious, Intelligent, Planar The Red Blade (b[2d10+6] damage 3 piercing) 22 HP 6 armor Close, Forceful, Ignores Armor, Near The one who wields the four artifacts of the apocalypse (Wand of Décès, The Red Blade, The Crown of Conquest, and Cloak of Destituion) becomes the unstoppable Horseman. Using these artifacts, the Horseman can give/take life at will (wand), defeat the most powerful foes in battle (sword), control armies and end civilizations with powerful, tactical visions of future conflicts (crown), and never hunger or thirst (cloak). The Horseman seeks only to control and bend others to do his will. He rides on a great red steed with soulless black eyes. Instinct: To rule all others
- The master of the four artifacts of the apocalypse will rule the world
- Absorbs lifeforce of all life it takes (via Wand of Décès)
- Is a masterful tactician and nearly impossible to outsmart (via Crown of Conquest)
- The Horseman's power stem from the Artifacts of the Apocalypse which combine to create an otherworldly being of unstoppable power.
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The Cultist Horde, Organized, Intelligent Club (d6 damage) 3 HP 1 armor Close The cultists are coming. Run. Instinct: To take over
- Beat up its enemies
- Call for more cultists
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The Order of the Answer Group, Stealthy, Magical, Intelligent, Cautious Axe and Shield (d8+2 damage) 8 HP 3 armor Close, Forceful The Order of the Answer defends lost Dwarven cities and ruins. Whether out of shame or a desire not to see their history plundered is not clear. They sometimes lay in wait in settlements near these places, watching for the curios wizard or out of place Knight in the backwaters or outskirts of civilization all the while in the guise of a helpful smith or tavern owner. They've been know to wait until a party is under ground then destroy their means of escape, possibly sealing themselves inside with a group of like minded zealots. Instinct: Defend Dwarven Secrets at all costs
- Overhear adventurer's plans
- Lay traps in forgotten places
- Use Ancient Dwarven magic to defend lost secrets
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Jörmungandr Solitary, Huge, Planar, Terrifying Bite and massive bulk (d12+7 damage) 24 HP 2 armor Reach, Forceful, Ignores Armor Special Qualities: Horrendous gaze Tossed into the great ocean that encircles the world; The serpent grew so large that he was able to surround the earth and grasp his own tail. As a result, he received the name of the World Serpent. When he lets go, the world will end. Instinct: To consume whole.
- Spit forth venom
- Ambush from below
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Void Beast Horde, Small, Organized, Planar, Terrifying Claws (d6+2 damage) 3 HP 2 armor Close Special Qualities: Winged, Nightmare-reflecting Scales Some speculate that the Void was, originally, truly empty, and that nothing dwelt within it. But then the early magic-workers peered beyond the Veil of What Was into What Was Not, they say, and could not help but imagine that that vast and endless darkness was full of monsters. And the Void, in its emptiness, echoed those fears back at the mages, giving them exactly what they were afraid of. Be wary of holes in the fabric of reality, for attracting the attention of one of these beasts means that many more will soon follow. Many, many more. The Void is endless, after all, and echoes travel far in it. Instinct: To hunt all that are not of the Void
- Do whatever it is you are most afraid it might do
- Let forth an eerie ululating howl, summoning others
- Echo the whispers of the Void
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Beholder Solitary, Large, Magical, Intelligent, Hoarder Magical eyes (b[2d10] damage) 16 HP 2 armor Ignores Armor, Near Special Qualities: Levitation A floating ball of hate, the Beholder is best avoided. Each one of his eye stalks project a different magical ray - some have subtle effects, some are deadly. Given half a chance, a Beholder will kill and rob anyone foolish enough to cross its path. It dwells in desolate wilderness or dungeons emptied of their former residents, sometimes attended by undead or charmed minions.
When you attempt to take out one of the Beholder's eyestalks, on a 10+, you can choose to destroy one eye instead of doing damage. You decide which power is lost among the ones you've seen in action. Instinct: To rule the ruins- Enslave and destroy with its magic rays
- Dispel magic with its central eye
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Sorcerer Dragon [Final Form Move] Solitary, Huge, Intelligent, Hoarder Shimmering Icy Teeth (b[2d10+7] damage 3 piercing) 24 HP 4 armor Reach, Forceful, Ignores Armor Special Qualities: Fast Flight - Use your heavy and wide wingspan to travel quickly. Your body shifts, bones break and rebuild, muscles tear and swell, but in the end you stand amongst your peers as powerful, ancient beast that sends even the most battle-hardy warriors for their lives. You are a mighty dragon. Instinct: To embrace your true form.
- Roar - Cause fear in intelligent creatures.