Prophet of The Crushing Wave Solitary, Magical -Claw and (b[2d10] damage) 16 HP 0 armor Close Special Qualities: -Master of water travel, -Prophet of elmental evil
Gar Shatterkeel is the water prophet of Elemental Evil and the dour leader of the Crushing Wave cult. He is embittered by a life of suffering at the hands of others. Pirates killed his family when he was young, he was forced into servitude aboard a merchant ship, and then another band of pirates left him to die at sea, where he lost his arm to a shark. Gar sees the elemental power of water as the only thing of value in his life and has gathered others who feel as he does. Gar bears the elemental weapon Drown. His missing arm has been replaced by an artificial limb in the shape of a crab’s claw. As the leader of Olhydra’s cult, he wields her innate magic. Other Crushing Wave cultists sense her power in him and follow him out of fear. Instinct: -Bring the destructive power of water
- -Lead the cult of water
- -Magic of water and lightning
Shoalar Quanderil Group, Magical, Stealthy, Organized, Intelligent, Hoarder -Dagger attacks (d6 damage) 6 HP 4 armor Close
A plump water genasi armed with a jovial manner and biting sense of humor, Shoalar Quanderil seems like the last person one would expect to be a cruel member of a destructive cult. Nevertheless, Shoalar is the captain of a pirate ship that harries the Sword Coast, and a highranking Crushing Wave cultist. He sees Olhydra’s power as a means to making himself as rich as possible. Instinct: -Secretly serve the cult of Water in
- -Terrorize the river
- -Lure enemies into ambushes
- -Spells of utility and water control
- -Call the Crew
FAthomer Group, Magical, Intelligent -Constrict and drown enemies (d8 damage) 6 HP 0 armor Close
Fathomers are cultists who have sealed a pact with Olhydra, Princess of Evil Water. In addition to their spellcasting abilities, fathomers have the ability to transform their bodies into water, taking serpent-like shapes. In their water serpent forms, fathomers gain many of the resistances elemental creatures possess, as well as the ability to grapple and crush their enemies with their watery bodies Instinct: -Crush enemies to death
- -Morph into a serpent of pure water
- -Utility magic
Crushing Wave Priest Group, Magical, Intelligent -Dagger (d6 damage) 6 HP 0 armor Close
cult. Gathering in secretive cabals, they perform dark rituals to glorify Olhydra as the embodiment of water’s destructiveness. They believe that using water to kill their enemies, such as through ritual drowning, earns them Olhydra’s favor. Instinct: -Preach and support the cult
- -Support cultists with magic
- -Spells of ice and manipulation
Imperial Infantry Group, Intelligent, Cautious Steel Pike (b[2d8] damage 1 piercing) 6 HP 3 armor Close, Near Special Qualities: Call Reinforcements
"Any fool can pick up a sword and charge into battle. To emerge alive at the end, that comes from superior training, superior weaponry, and superior leadership." - Infantry Captain Sullivan Vaults. Instinct: to enact the will of the Empire.
- Press the advantage.
- Terrorize the innocent.
- Go toe-to-toe with the enemies of the Empire.
War Tutor Solitary, Stealthy, Devious, Organized, Intelligent Destructive Command (d8 damage) 12 HP 1 Armor Close, Reach, Far
"A fatal flaw in every plan: assuming you know more than your enemy." - Soren, the Imperial Tactician Instinct: to turn the tides of war.
- Create a master plan.
- Unleash a master plan.
- Turn the cogs of war.
- Call upon the Empire's might.
Aerial Seige-engine Solitary, Huge, Magical, Very Slow, Construct Ordnance (b[2d10+3] damage 2 piercing) 24 HP 5 armor Reach, Ignores Armor, Far Special Qualities: Solar Array, Kinetic Bombardment, Hyperion Armor, Exposed Power Core
"We saw it's shadows before we saw it. The size of the Imperial ships covered the entire village in shadow, and it's massive cannons alone were visible from the ground. They moved like foreboding clouds of doom. As they rolled past, we saw the massive metal-works shift and transform, propelling the airships through the skies, leaving a trail of neon green in the skies. We knew not the location of the Empire's ire, but woe be to those that dare stand to these beasts of war." - White Orchid village elder. Instinct: to lay seige from the skies.
- Scorch a large swath of land.
- Obliterate the defenses of a city.
- Act as a symbol of the empire's might.
- Self-destruct violently.
Scitalis Solitary, Tiny, Hoarder Fangs (d8-2 damage) 5 HP 0 armor Hand Special Qualities: It's skin is adored with jewles and gold, it distracts predator and prey alike with its dazzling beauty
A serpent of divine beauty, its skin a collection of gold and jewels. The creature is prized by many collectors both live and dead. In the wild the Scitalis is slow and heavy unable to chase most prey and hide from most predators, it instead uses its beguiling appearance to stun, attempting either to flee or to kill those affected. Instinct: To distract
- To make itself obvious
- to distract with beauty
Kipine Solitary, Large, Hoarder Talons, Antlers, Claws (d10+2 damage 1 piercing) 16 HP 1 armor Special Qualities: Nightvision- can see perfectly in the dark
Face and talons of an owl, Body of a bear, wings and ears of a bat. Most people upon hearing that would assume someone was trying their hardest to cast a spell and while magic is most certainly involved, it's nothing made by mankind. Scholars are divided on just what creature the Kipine may have been long ago before the birth of magic but with such an amalgamation of creatures none can really be sure. Excellent hunters Kipine fly high above the forests where they nest in search of pray come nightfall, their excellent night vision allowing them to see for miles around. Despite their size these creatures move with an almost near perfect silence making their initial strike difficult to predict. Should merchants or travelers stray near to a Kipine nest, the creatures have been known to creep near to their camp stealing expensive, normally shiny objects to take back and adorn their nests with. Once again Scholars find themselves divided on the reasons behind this behavior. Instinct: Hunt in the dark
- Silently Swoop- Dive from a perch and onto prey without making a sound
- Kleptomania- Steal shiny objects from those camped nearby
- Bad-Luck Omen- seeing a Kipine is often seen as a sign that bad things are on the horizon