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Melita Logos, Living Saint of Maat and High Counselor of the God Makers Solitary, Divine, Magical, Intelligent, Cautious, Hoarder Staff (b[2d10+2] damage) 22 HP 6 armor Close, Ignores Armor, Near, Far Melita Logos is no longer human, but has become something of a demigod. She also sees the world in stark black and white, and if you're not with her, you're against her. She typically wears silver armor and carries a silver staff. She has wings like an angel and can fly, even in armor. Her expression is habitually stern. She rules the God Makers with an iron hand in an iron glove. Instinct: To Pass Judgment
- Summon Angles of Judgment
- Slaying Touch
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Grilas of the Golden Armor, First of the Tecno-Mages Solitary, Magical, Intelligent, Hoarder Lightning Blast (b[2d10] damage) 16 HP 4 armor Close, Ignores Armor, Far Grilas of the Golden Armor is a magical cyborg, part man, part machine, kept alive more by magic than biology. He leads the Techno-Mage faction, and seeks to make magic accessible only to those who are part machine or use machines. He's also madder than a bag full of cyborg-clams, but can be charming when he feels like it. In appearance he's a man with crystal eyes in a golden suit of plate armor. Close examination will indicate that the armor is actually built into him. Instinct: To destroy his rivals and enemies
- Summon the Machines of Doom
- Convert a living target to a magical machine hybrid under his control
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Goblin Mechanic Group, Small, Stealthy, Devious, Intelligent, Hoarder Sledge Hammer (d6 damage) 6 HP 1 armor Close Someone has to keep replacing, repairing and resetting those traps that adventurers disarm or set off! Goblin Mechanics love traps, since Goblins aren't all that tough physically. When they can, they will lure larger opponents onto a trap and set it off. Sometimes they hire out as mercenaries to maintain someone else's traps. Instinct: Defend their territory.
- Repair a trap
- Trigger a trap at a distance
- Attract other monsters
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Side-Stepping Assasin Solitary, Magical, Intelligent, Hoarder Long Knife (b[2d10] damage 1 piercing) 12 HP 1 armor Close, Near This killer for hire has mastered the ability to enter and leave the side realms -- a pair of parallel worlds almost like ours (one lies to the "left" and one to the "right"). While in either of these side realms, they can see dimly into out world. When their victim appears, they slide back into our world and attack by surprise. When confronted, they vanish into a side realm until their opponents lower their guard. If necessary, they can escape by traveling in a side realm for any distance before returning to our world, although the side realms have their versions of the dangers of Dungeon world. They can take one person with them when they leaves or enters a side realm. Instinct: Kill its target
- Appear from the a side realm and attack
- Vanish into a side realm
- Drag someone into a side realm
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Scientific Necromancer Solitary, Magical, Intelligent, Terrifying Death Ray (d10 damage) 16 HP 1 armor Close, Ignores Armor, Far Special Qualities: Their skin is gray, they don't breath and they radiate unnatural cold The Scientific Necromancer is a student of Death and its associated magic and science. He or she strives to conquer death itself, to break down the very barriers between life and death, to make a world where the living and the dead exist side-by-side with little difference. And, if in the meantime he or she has to kill anyone they come across, well, eggs, omelets, etc. Their first experimental subject was themself, and now their metabolism is quite unique. Often accompanied by Flesh Golems and Creations of Mad Science. Instinct: Take the body parts of the living and dead.
- Bring the Dead to Unlife
- Inflict disabilities with a touch
- Summon their creations
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Fortress Guardian Group, Cautious, Construct Warhammer (d8 damage 1 piercing) 10 HP 4 armor Close Special Qualities: Falls apart if leaves fortress, Immune to mental attacks Blue-glowing animated sets of plate armor and shield, these magical constructs are meant to contain and bleed breakthroughs into the interior of the fortresses of the line. Some are programmed to block certain paths, some to attack any unauthorized personnel. They fight cautiously in order to delay the fight long enough to allow reinforcements to arrive, but have no special sense of self-preservation other than that required by reasonable tactics. If “slain” they become a set of plate armor, but without any straps or holes punched for them, and with a rune carved on each piece. If straps are added without removing the runes magically, and the armor is worn, it will reanimate upon entry to a fortress of the line, making the wearer into a helpless prisoner, likely to starve if not eventually rescued. If forced outside of a fortress of the line, they will de-animate until they are returned within. Instinct: To Attack or Block Unauthorized Personnel
- Summon Reinforcements
- Form a shield wall
- Set off an alarm
- Reset a trap