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The Stalking Terror Solitary, Huge, Magical, Intelligent, Planar, Terrifying, Amorphous Claws and Teeth (b[2d12+7] damage 4 piercing) 31 HP 7 armor Reach, Forceful, Near Special Qualities: Cloaked in shadows, Primal force of nature, Afraid of death, Harmed by fire The Stalking Terror is a primal force of nature in the Midlands. Long ago, it is what drove man to huddle around campfires. Recently it had been shackled and controlled by the Archmagistrate Decima Carrisa, but by making a deal with death, Magnus Auspex was able to wrest control of it for himself. Instinct: Prey on intelligent creatures
- Paralyze with fear
- Control the wind
- Move between this world and the otherworld
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The Dungeon Master of Daunting Castle Solitary, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar, Terrifying Searing Iron Brand (d10+4 damage) 18 HP 4 armor Close, Near Special Qualities: Its eyes are orbs of perfect evil. Nobody knows whether the dungeons or the castle were built first; none the less, it is to the Daunting's advantage to have such a devil haunt the halls beneith their floors. The Dungeon Master is trapped within the dungeons; but within those walls he is the master, and his will bends to no one. For as long as the Dauntings have ruled this land, they have used these dungeons to dispose of anyone unsavory, or troublesome... so far, none have escaped to tell tale of the horrors below. Instinct: to imprison
- Appear anywhere in the dungeon, at any time.
- Morph or rearrange the dungeon on a whim.
- Weave magics of torture and inquisition.
- Capture a soul for currency.
- Ask them 'What are you willing to sacrifice to escape this place?'
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Spider Puppet Solitary, Stealthy, Devious, Intelligent, Construct, Amorphous Dagger (d6 damage) 19 HP 1 armor Close Special Qualities: Woven from spidersilk, animated by spiders, The Spiderlord uses her puppeteer spiders, and their brilliant disguises to infiltrate all kinds of places and bring the minds of many under her sway. Instinct: Spreads the will of the Spiderlord
- Spread puppetteer spiders
- Assume the shape of another person
- Speak the will of the Spiderlord
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Commander Mog Horde, Stealthy, Devious, Organized, Intelligent, Cautious A Star-Forged Blade (b[2d6+2] damage) 11 HP 6 armor Close Special Qualities: Unable to die The Deathless Soldier. Lady Margaret Vrataski. 4th Baroness Melinoe in her own right. 13th Marchioness of Gorgyra by marriage. She is the last surviving member of both the ruling houses in Melinoe and Gorgyra. Those lands have fallen into rebellion, and her family has been slain. She marched to war early in the rebellion with farmhands and labourers, and has forged them into 300 of the most hardened veterans in the whole of the former nation of Adaliah. They call her the Deathless Soldier. Whether by grit, or by luck, no injury she has sustained yet has killed her. The rumor is, she may not be able to be killed at all. Instinct: to quell rebellion
- Gain tactical superiority
- Offer an alliance
- Command genuine loyalty
- Call for reinforcements
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The Delivery Boy Solitary, Large, Devious, Intelligent, Cautious, Terrifying, Amorphous Massive Fists (d8+4 damage) 23 HP 2 armor Forceful, Close Special Qualities: Appear as a helpless boy, hidden cybernetic implants, biocatalysts and genegrafts, large vigilant eye, horns, cargo snatching spider mouth abdomen A boy running from an institution. He was brought there against his will. He has been the subject of many experiments. All he wants is escape. He begs and begs, “please take me with you”. Later, when you are alone with him, you hear a pop, like a knuckle cracking, then another, and another. More and louder, the boy’s whole body pops and cracks and rearranges itself. The boy grows, 5 feet, 6 feet, 8 feet, 10 feet tall. Bones melt and dissolve as his eyes merge into one and grow, consuming his whole face. Where there were ears, now there are two twisted devilish horns. Where his abdomen was, now a gaping hole exists, soon to be full of curved teeth and spider like mandibles. Within a minute the boys has been transformed into a monster.
With it’s wide jaws, the monster swallows you whole. You struggle, but you cannot feel you hands. You feel yourself drifting to sleep. Paralyzed, unconscious, safe in the belly of the beast as it delivers you to its masters.
Far away, a man stares into a computer screen and smiles. The cybernetic implants, biocatalysts and genegrafts have worked perfectly. The signal is reading clearly, the delivery boy has picked up his cargo and is returning to the rendezvous point.
Instinct: Hunt down the cargo for the master- Swallow the cargo whole
- Release paralytic gasses
- Barrel through an obstacle
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Rancor Solitary, Huge, Terrifying Claws and Teeth (d10+7 damage 3 piercing) 24 HP 2 armor Reach, Forceful Special Qualities: terrifying roar Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night-vision, but their eyesight was not as sharp as a Human's in daylight. Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker. Instinct: to devour
- Swallow whole
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Imperial Republic Navy Centurion Marines Horde, Stealthy, Organized, Intelligent N70 Laser Carbine (b[2d6+2] damage 1 piercing) 3 HP 3 armor Close, Reach, Near, Far Special Qualities: Powered Armour, Sonic and Flash Grenades, Communicator The Imperial Republic Navy Task Force 100 Task Group 100, "The Centurion" Marines are elite front line shock forces at the command of Admiral Sartorius. They are some of the best in the entire Imperial Republic Navy, and are each hand picked by the Admiral for their loyalty. Instinct: To follow orders
- Shock and awe
- Precision strikes
- Call for reinforcements
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Admiral Sartorius Solitary, Technological, Stealthy, Devious, Organized, Intelligent, Cautious Laser pistol (d8+2 damage 1 piercing) 12 HP 3 armor Close, Reach, Near, Far Special Qualities: Rear Admiral of the Imperial Republic Navy, personal energy field, personal computer, communicator Rear Admiral George Rose Sartorius commands the Imperial Republic Navy Task Force 100 Task Group 100 nicknamed the Centurions. This mission of this task group is to find a form of interstellar travel that does not require the cooperation of the Stardust. The Admiral himself is a big man, with the marks of a long stressful career written all over his face. His peppered hair has a bit of wave to it, and his face is covered with a grizzled beard in need of some attention. He commands the respect of the Centurions based on a career of military successes and accolades. He is known for revealing plans executed to perfection long after anyone could stop them. He seeks control over all things in his life; from the rules he sets for the Centurions, to the tactics and schemes and missions he maneuvers himself into. Instinct: To control
- Give an order
- Reveal a preparation or plan already completed
- Coordinate a tactical strike
- Offer to negotiate. Demand concession or obedience.
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Stardust Solitary, Cosmic, Construct, Intelligent, Cautious Gravametric Burst (1d12+2 damage) 20 HP 4 armor Close, Forceful, Reach, Ignores Armor, Near, Far Special Qualities: Fly through space unharmed, Enter a spaceship and grant it FTL capabilities, Nanite body, Reform from a single intact nanite cell Stardust are nanite life forms. They are a collection of single cells like any other life form but can also dissipate into "dust". Each single cell nanite has the stored data of the whole and can assume control of the whole. The Stardust can dissipate and ride the gravity fabric of the universe or enter a star ship's systems and guide the ship through interstellar space.
The Stardust monopolize interstellar space lane knowledge and conditions, and police interstellar travel, to a point. While travel is a service they provide, the Stardust's primary concern is the protection of the Cosmic Lattice of Spacetime from which their powers flow.
Stardust work mostly alone because they are needed to transport. Their numbers are few, and they are spread thin. A ship hires a Stardust. And a Stardust will travel to their location and take over the ship systems, allowing an interstellar jump. Sometimes a group of Stardust will form to tackle a "mission" to preserve the Lattice. Stardust always observe and make notes about the area they have just traveled to or from and report it back to the others; curating the collective knowledge of the Stardust. Instinct: Guard the Secrets of the Cosmic Lattice- Ride the gravity fabric of the universe to instantly travel through interstellar space
- Access the collective knowledge of the Stardust
- Bend gravity to their whim