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Witch Hunter Group, Magical, Intelligent Blessed Broadsword (b[2d8+2] damage 1 piercing) 10 HP 4 armor Close Hunters, the common slang for Witch Hunters, are assembled by large cities with active religious communities. These Hunters, often ex-Paladins or fighters, are chosen by priests and lords to go through the "enlightening" process in order to gain the abilities to sense dark magic and rebuke its effects. Many Hunters die in the enlightening process meaning that the surviving Hunters are deadly and resilient. Instinct: To kill without mercy
- Hunt wizards and druids
- Rebuke magical spells
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Burning Wight Group, Organized, Intelligent, Cautious, Terrifying Longsword (b[2d8] damage 1 piercing) 14 HP 5 armor Close Special Qualities: Undead, Skull burns with white flame Undead warriors Instinct: To vanquish the living
- Slash and claw
- Cry out for reinforcements
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Charblins Horde, Small, Devious, Terrifying, Amorphous Jagged Teeth (b[2d4+2] damage 1 piercing) 6 HP 2 armor Close Special Qualities: Charred black and smoking little humanoid body with long pointed ears, jagged coal-like teeth, but no eyes, nose, etc. Charblins are goblin-esque creates birthed from the mountain leviathan's burning magma eye blasts. Yep, burning magma eye blasts. They are birthed instantaneously an only wish to bring a civilized land to ruin. They are easy enough to kill, but there are usually dozens of them. One-on-one is no challenge, but Charblins are known to swarm the most threatening enemy facing them. Instinct: To ravage civilization
- Gnaw on the living
- Swarm a powerful enemy
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Eonna the Hoarder Solitary, Magical, Devious, Intelligent, Hoarder, Terrifying Arcane Serpents (b[2d6] damage 1 piercing) 12 HP 6 armor Close, Reach, Ignores Armor, Near Special Qualities: Magical flight, Horned woman with glowing red eyes, wreathed in shimmering magical snakes Eonna was one of the first to successfully hunt down arcane artifacts after The Merge. She started out with a hunting party like most others, but as they collected magical trinkets she grew more and more powerful. This power created a lust in her that lead her to kill her party and continue hunting on her own. To date, Eonna has collected several dozen arcane artifacts that have corrupted her in strange ways. For example, she has three horns growing from her head (one on each side and one in the middle), her red glowing eyes grow brighter when she is near another artifact, shimmering arcane serpents writhe around her body at all times, and her body hovers a few feet off the ground at all times. Somehow the magical artifacts have also given her the ability to fly and also to control the arcane serpents which she flings at her enemies and/or other magic hunters. She is obsessed with collecting these artifacts and will stop at nothing to acquire more. Few have survived an encounter with her, and those that have speak of her as a myth or legend. She appears out of nowhere, slaughters all who she suspects may inhibit her retrieval of a magical trinket, and then vanishes. Only the dead are left in her absence. Lastly, the arcane energies that surge through her body have gifted her the ability to use her finger to draw astral doorways into thin air that she steps through and into another place. Instinct: To collect magic
- Hunt arcane artifacts
- Teleport through astral doorways
- Corrupted by magic and relentless
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The Abandoned Solitary, Large, Magical, Divine, Planar, Terrifying, Amorphous Burning Acid (b[2d10+4] damage) 25 HP 5 armor Forceful, Reach, Ignores Armor Special Qualities: Feels no pain, Appears as a giant skull enveloped within a floating blob of warbling red acid Nicknamed "The Abandoned," these poor creatures appear as a giant skull enveloped within a floating blob of warbling red acid. Their nickname stems from the fact they are constantly bawling, screeching about being "left behind." They seem to be in a constant state of utter despair, leaving a trail of burning acid tear drops that ignite and burn everything they touch. If they're not openly weeping then they are screaming bloody fucking murder and flying through the air in an attempt to destroy anything that may have disturbed their self-loathing. No one knows what they are blathering on about, but the truth is that "The Abandoned" are the spirits of those who died just as the world's arcane energy tore the world apart. The spirits retain the knowledge of the old worlds and weep for their deaths. When one of "The Abandoned" is defeated, it will become a normal sized floating skull that will forever follow whoever defeated them. For some reason, in defeat "The Abandoned" shift gears and become filled with overwhelming love and joy for whoever bested them. They often quietly speak soft words of affection to their new friend. Instinct: To weep drops of flaming acid everywhere it goes
- Charge screaming at an enemy
- Remember all worlds and weep for their destruction
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Bon'ka Group, Magical, Stealthy, Intelligent, Terrifying, Amorphous Eye Blast (w[2d10] damage) 13 HP 7 armor Close, Ignores Armor, Near, Far Special Qualities: Appear as a pitch black hooded figure, draped in cloths, black antler protruding from the hood, and glowing yellow eyes The Bon'ka are known as the strange, unruly protectors of magic. Even before the mage war, the Bon'ka weaved a bit of magic into nature itself which preserved both energy and the world itself. After the war and the twisting of all worlds, the Bon'ka remained unchanged even though the world itself had. These creatures have no allegiances and some say they lost their minds after the wizard war tore the world's arcane energy apart. They want to see all of the magic returned to nature itself, but are unable to leave their forest. Perhaps they will aid another in retrieving magical artifacts, but once retrieved can they be trusted not to take them for themselves? Instinct: To confuse magic hunters
- Offer up mysterious clues
- Morph into natural surroundings
- Command nature to subdue an enemy
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Trueclaw Horde, Small, Stealthy, Devious, Intelligent Razor Claws (d4+2 damage 1 piercing) 3 HP 2 armor Close Special Qualities: Immune to being knocked down The Trueclaws are a gang of a cat-like race of creatures that are practically literal cats that stand on two legs, wear hooded capes, pants, and a belt, speak common language, and love to steal shit. They travel in small groups because they are notorious for not getting along with anyone--including their own kind. They are foul little beasts who will cut you for looking at them. Instinct: To be contrary
- Pounce on a distracted enemy
- Steal, snatch, and take
- Move with speed and grace
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Mob Lieutenant Group, Stealthy, Devious, Intelligent, Hoarder Fancy Boot Knife (d4 damage 1 piercing) 6 HP 0 armor Close The Mob Lieutenant is necessary if a Bandit King (or otherwise) wants to keep order within his organization. The Mob Lieutenant is the eyes & ears of their leader and keeps track of everything going on around town. While not deadly on their own, they are usually surrounded by their men and a couple of Enforcers. The Mob Lieutenant will do or say anything she can to learn secrets, gain coin, and look powerful. Keeping up appearances is very important as they only need to appear weak once and they will lose the respect of their men and the fear of the commoners. Instinct: To be the eyes & ears of the organization
- Issue a mob-sanctioned threat
- Make a deal you don't attend to keep
- Command Enforcers to protect him
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Enforcer Group, Intelligent, Cautious Brass Knuckles (b[2d6+2] damage) 6 HP 4 armor Close, Forceful Enforcers are commonly found in the presence of any "made men" of the criminal underground. In a sense, they're technically bodyguards, except that their duties often involve pummeling enemies while they protect their boss. Only the toughest of the tough are allowed to become Enforcers. This is further proven by only allowing them to use brass knuckles in place of a sword or otherwise. Instinct: To protect their boss
- Make an example of a weaker enemy
- Crack jaws and ribs with brass knuckles
- Grapple and kidnap someone with valuable information
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Assassin Solitary, Magical, Intelligent, Cautious Katana (b[2d10+2] damage 2 piercing) 16 HP 3 armor Close The most dangerous members of the criminal underground, assassins serve one person: the crime boss. Once an assassin is given a target, they will not stop until one of them is dead. With uncanny speed and accuracy, the assassin is incredibly efficient at taking down an enemy. They employ subtle magic to render them completely silent making them truth angels of death. Instinct: To kill their target
- Suddenly appear from the shadows
- Magically render themselves completely silent