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Most Recent Creation
MOREVoidlock Spellsword Group, Magical, Organized Finely crafted longsword. (b[2d8+2] damage 2 piercing) 6 HP 3 armor Close Clothed in black, silver-edged leathers, these Voidlock initiates work in small strike teams. They specialize in magic that can confuse, conceal, and poison, which they use to get to their targets, kill them efficiently, and leave without a trace. A team is generally headed by a leader whose job it is to report back if things go wrong on a mission. Instinct: Prevent the spread of knowledge at all costs.
- Work as a team.
- Confuse and weaken before striking hard.
- Aid the leader's escape if things go wrong.
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Most Recent Up-vote
MOREAgram, Zombie Ape God Solitary, Huge, Divine, Hoarder, Terrifying Clobber (b[2d12+7] damage 2 piercing) 30 HP 1 armor Reach, Forceful, Near Special Qualities: Glory decayed, Fears fire Agram is starving and diseased; its hair has gone patchy and its skin has begun to rot—Agram is beyond pain. Its right eye is gone, leaving behind only a black void. Agram fears fire, and is drawn to the sound of the gong. Agram’s bones cannot be harmed. After death, all of Agram’s flesh will dissolve, leaving behind only the immaculate skeleton. Agram attacks with its long arms. Its wrists are as large around as a man’s waist, and it can bodily lift a fighting man with a single hand. Agram will seek to devour anyone it catches. Agram is not good at splitting its attention, and the single eye gives it a large blind-spot. Agram can leave its cave when actively chasing prey, but will always return shortly afterwards. The decay of its form greatly increases if it travels above ground. Instinct: To consume human flesh
- Grab in its giant mitts
- Toss like a rag-doll
- Ignore pain
- Come to the dinner gong
- Chow down