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The Black Beast Solitary, Large, Magical, Divine, Hoarder, Planar, Terrifying Teeth and claws of shadow (b[2d10+6] damage) 22 HP 4 armor Forceful Special Qualities: Flow like dark waters At first glance, it looked like a huge, winged tiger, all made of shifting shadows. When it moved, though, the proportions shifted and changed in a most unnatural way - as if the shadows were not used to having to hold a shape and form in the material world. It flowed, liquid-like, through its paces and, when it took to the air, the distortions were even worse. Sometimes, it seemed to pass portions of its body through solid objects, but other times, it moved around them. The shadows followed it, and cloaked it, and sprayed out over its foes. Through it all, the vicious, slashing claws and teeth, black as night, black as the void, cut and danced. Instinct: To guard the pit
- Rend a foe limb from limb
- Wrap shadows around itself or a target
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Archmage Finley Thazar Group, Magical, Divine, Devious, Intelligent Elemental Flame (2d6+4 damage) 20 HP 6 armor Close, Reach, Ignores Armor, Near, Far The Archmage is the true leader of Highwatch. His commands are carried out without question and he is seen as almost god-like. He has long white hair and wears a long flowing red robe with golden threads woven into arcane runes covering the sleeves. He has a smooth, shaven face with a sharp jaw-line. Archmage earned the surname Thazar from his followers which translated from ancient elven means "god of death." He can summon an elemental flame that takes the shape of a long, winding serpent. Commanding this dangerous magic, it swirls around enemies burning them and burning away all their oxygen. Instinct: Seeks power to become a living god.
- Uses the dark magic of the void to teleport himself short distances.
- Casts a confusion spell that when cursed, the creature must roll+CON. On a 10+, they are not affected. On a 7-9, they will attack anyone near them. On a 6-, they are struck clueless for a few moments or until attacked.
- The Archmage uses powerful defensive magic and is difficult to kill.
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Highwatch War Wizard Solitary, Magical, Intelligent, Cautious Two-Handed Arcane War Axe (b[2d10+4] damage 3 piercing) 12 HP 5 armor Close, Forceful, Near Highwatch War Wizard's are the elite graduates of the foot soldier class. These are battle-ready arcane heralds of death and destruction. They always appeared unarmed until suddenly a glowing red pulse begins to emit from their hands. The swirling, blood-red magic twists itself into a 4ft. magical battle axe of pure energy. War Wizard's are terrifying in appearance and are as powerful as they are intimidating. They wear a heavy dark red hood with only a black wooden mask carved into a skull protruding from underneath. Enchanted onyx pauldrons sit atop their shoulders with a flowing cape and black boots. Instinct: To kill and destroy anything standing between Highwatch and its goals.
- Carries out more important and dangerous tasks for the Highwatch Archmage.
- Casts arcane fireballs that deal 1d6+4 burning damage.
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Highwatch Foot Soldier Group, Stealthy, Magical, Organized, Intelligent Rapier (d8 damage 1 piercing) 10 HP 1 armor Close, Reach, Near The Highwatch Foot Soldier are weaker wizards in training. The Highwatch Archmage is their leader and they will follow his orders until death. Foot soldiers that prove themselves before Highwatch are taught more powerful magic and can rise in rank. Highwatch Foot Soldiers usually wear shortened red robes with leather armor underneath. Instinct: To follow all orders given from the Highwatch Archmage.
- Carries out day to day Highwatch work and errands.
- Sticks to the shadows and attacks the unaware.
- Fires weak arcane blasts that deal 1d4 damage.
- A dwindling group of foot soldiers will scatter when outnumbered or overpowered.
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Boitatá Solitary, Huge, Magical, Divine bite and burning body (d12+5 damage 2 piercing) 20 HP 4 armor Reach The Boitatá is a colossal snake of fire that protects fields against those who set wild fires on forests. It lives in the waters and can also turn a log on fire, burning those who put fire in the woods and forests. Instinct: guard the fields against those who commit fires
- move like a serpent
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Temple Crawlers Horde, Tiny, Devious, Hoarder Sting (d4-2 damage) 3 HP 0 armor Hand Special Qualities: Travel through tiny tunnels in the walls and floors "They'd been stalking us for day, but we never saw them. See, the place was riddled with these little holes - in the walls, in the floor, in the ceiling - and they'd use those for getting around. So, yeah, never saw them. But we knew they were there, because our stuff kept vanishing. First, I woke up and a quiver of my arrows was just gone. Little scrape marks around where it had been sitting, no other sign. Next day, Fulgrim's whining about how his food bag, with all his jerky and figs, was missing. Stuff like that. "Then, as we're climbing up out of this hole in the side of the temple, Fulgrim's the last one out, and he comes barreling out of there, swinging his torch around him like a maniac. Almost clips me in the side of the head with it. Says they started popping out of the little holes as soon as he was alone - dozens of 'em. Says they were spiders, about the size of a big rat, with the heads of bats. Maybe stingers, he says, like scorpions. Coulda had wings, maybe. He didn't stick around to find out. "We started setting double watches after that." Instinct: To collect items
- Steal an item
- Swarm over a foe
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endpart Solitary, Construct, Terrifying, Amorphous throwing limb (d10+2 damage) 23 HP 1 armor Close, Forceful, Near Special Qualities: look like stack of limbs Wizards protect themself with golems, fighters have their sword, and clerics have their gods. but what the necromancers do? Creating an endpart. He is a good guard, he kills your all foes... but if you will not careful, he will kill you to. and nothing can kill this thing. Instinct: to kill every thing he can see
- to throw one of his limb
- to not die if he doesn't burn
- to break up
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Mind Flayer Solitary, Magical, Devious, Intelligent, Planar, Terrifying Tentacles (b[2d10+4] damage) 12 HP 1 armor Close, Forceful, Near, Far Special Qualities: Tentacled, Red eyes The hair on the back of your neck stands on end as the warmth from the room vanishes. A lone figure, standing as tall as an average man, stares at you from behind red eyes. Tentacles cover it's face and the black, skin-tight vestments it's wearing cling to it's form like flesh. You notice a glimmer in it's dreadful eye before a voice fills your head, "My don't you look tasty." Instinct: To rule through destruction
- Powerful spellcaster
- Decimate mind with psychic powers
- Grab hold with tentacles and remove the brain
- Read mind
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Guiding Hand Medic Group, Magical, Devious, Intelligent, Cautious Weak Stun (0 damage) 4 HP 5 armor Close, Reach, Near, Far Guiding Hand Medics lie to the edges of a battle protecting their soldiers with protection and healing spells. The medics are ex-clerics and are usually older, wiser, and adept at protecting themselves. Instinct: To protect The Guiding Hand at all costs.
- Cast healing and protection spells on Guiding Hand soldiers during battle.
- Casts a spell that heals for 1d4 HP.
- Medics are dangerous because as long as they live they will continue to protect and revive Guiding Hand soldiers.
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Guiding Hand Soldier Horde, Magical, Devious, Organized, Intelligent, Hoarder Jagged Dagger (d4+2 damage 1 piercing) 7 HP 1 armor Close The Guiding Hand's foot soldiers will follow Inias in all things. He is a deity to them. They would willingly die for him. This is what makes them so dangerous. The soldiers are seen in worn and stained purple robes with makeshift leather armor underneath. Instinct: To mindlessly follow Inias the Knowing.
- Protect Inias and do his bidding.
- Casts a weak telekinetic spell that can push or pull objects roughly their size or less.
- A soldier will mindlessly die for their leader, Inias. They do not fear death.
- Travels in groups since they are weak individually.