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Dwarf Rebellion Leader Solitary, Organized, Intelligent Spiked War Mace (b[2d10+4] damage) 16 HP 1 armor Close, Forceful, Ignores Armor The leader of the Dwarf Uprising is not a dwarf who likes to be messed with. He is unbelievable tough and very aggressive. The long spikes protruding from the massive anvil-shaped mace can cave in a skull with a single blow. All the Dwarf Leader requires is that his people are treated fairly as the Elves and Humans treat one another. Too long have Dwarves been treated as manual labor and they want their fair shot at upper society. Instinct: To seek equality for his people
- Demands equal treatment of Dwarf-kind
- Call on his Dwarven brothers to aid in battle
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Elvish Guard Captain Group, Intelligent, Cautious Golden Elvish Longsword (b[2d8] damage 2 piercing) 6 HP 6 armor Close, Reach, Near The Elvish Guard Captain lacks the noble, proud visage that he portrays. Power is his ultimate prize and he will turn on his closest friend or use the full capacity of his City Guard to fulfill his own whims. The Guard Captain cannot be trusted unless what you offer him is more valuable than his other offers. And believe me, he has other offers. Instinct: Seek the promise of power
- Command his guard to hunt down enemies
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Godless Inquisitor Group, Intelligent, Cautious Two-Handed Warhammer (b[2d8+4] damage) 6 HP 4 armor Close, Forceful, Reach, Ignores Armor, Near An ex-paladin, the Godless Inquisitor left the paladin order after being repeatedly shown that without his god he was useless and weak. He renounced his god and set out to prove that he, himself, had the power to shape the world. His training brought him great strength and admiration from many others who also felt powerless and defenseless without their tightly held beliefs in a higher power. Many joined him and they began an organization known as The Godless. Their only mission is to travel the world destroying all who pledge loyalty and love to any deity. The Inquisitor believes that once all god-worshipping creatures are vanquished the gods themselves will lose all power leaving only the inhabitants of this world to control their own destinies. Instinct: Hate all gods and magic
- Kill all who will not denounce their deity
- Destroy temples and places of worship
- Refuse healing spells
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The Horseman Solitary, Magical, Divine, Devious, Intelligent, Planar The Red Blade (b[2d10+6] damage 3 piercing) 22 HP 6 armor Close, Forceful, Ignores Armor, Near The one who wields the four artifacts of the apocalypse (Wand of Décès, The Red Blade, The Crown of Conquest, and Cloak of Destituion) becomes the unstoppable Horseman. Using these artifacts, the Horseman can give/take life at will (wand), defeat the most powerful foes in battle (sword), control armies and end civilizations with powerful, tactical visions of future conflicts (crown), and never hunger or thirst (cloak). The Horseman seeks only to control and bend others to do his will. He rides on a great red steed with soulless black eyes. Instinct: To rule all others
- The master of the four artifacts of the apocalypse will rule the world
- Absorbs lifeforce of all life it takes (via Wand of Décès)
- Is a masterful tactician and nearly impossible to outsmart (via Crown of Conquest)
- The Horseman's power stem from the Artifacts of the Apocalypse which combine to create an otherworldly being of unstoppable power.
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Sorcerer Dragon [Final Form Move] Solitary, Huge, Intelligent, Hoarder Shimmering Icy Teeth (b[2d10+7] damage 3 piercing) 24 HP 4 armor Reach, Forceful, Ignores Armor Special Qualities: Fast Flight - Use your heavy and wide wingspan to travel quickly. Your body shifts, bones break and rebuild, muscles tear and swell, but in the end you stand amongst your peers as powerful, ancient beast that sends even the most battle-hardy warriors for their lives. You are a mighty dragon. Instinct: To embrace your true form.
- Roar - Cause fear in intelligent creatures.
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"Zalyn" Ashphynn Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder Poison-Tipped Throwing Darts (b[2d6] damage 2 piercing) 16 HP 2 armor Close, Reach, Near, Far In this timeline, Thanatos and Zetha Ashphynn never conceived Hoxton and Zalyn. However, they did have another child. A daughter they named Zalyn. Zetha died during childbirth but Zalyn survived. She grew up a wealthy child of high-society, but as her father's depression grew worse she suddenly found herself without money. Not only that, but Thanatos was drinking himself to death and had about as much care for her. She had always been a selfish child and wanted everything for herself. First, through bullying she was able to get things she desired. This grew into picking pockets, thievery, infiltration, and eventually murder-for-hire. As an adult, she uses these skills to give the appearance that the Ashphynn family still is noble and hold great power in Rosewood. As her father yearns for death, she is willing to steal and kill to keep her spoils. Instinct: To steal and kill for money
- Use status to hide her vicious true identity
- Blend in and infiltrate
- Use magic to dampen light, darken area
- Poison-tipped darts weaken enemies
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Voss Noran, Crystal Dragon Solitary, Huge, Magical, Intelligent, Cautious, Hoarder Sonic Roar (stun) / Crystal Claws (b[3w[3d12+7] damage 3 piercing) 24 HP 6 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Protect itself with rock-hard crystal scales quiet voice, slightly louder than a whisper, very smug, but inquisitive almost like a child, quick to feel insulted, gets much too close for comfort, speaks quietly as to not quake the cavern with his sonic roars crystal scales are shimmery (black, red, purple, blue), fearsome size Instinct: To gain new information
- Demand news and rumors from captured travelers
- Cause disorientation with sonic roars
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Blindheim Group, Stealthy, Devious Needle-like Teeth/Bite (d4 damage) 6 HP 2 armor Close Blindheims are slimy, frog-like creature with glowing amber eyes and pointy needle-like teeth. They often reside in underground caves and live in small clusters of about 4 or 5. Blindheim love to leave traps and trails that blindly lead travelers into their dark lairs. Their glowing eyes often draw creatures in only to be blinded and eaten by these disgusting little beasts. Instinct: To blind and then devour.
- Lives in deep, dark caverns and often leave traps to lead travelers into their lair.
- Through the dark caverns, it uses its glowing eyes to attract and then blind lost travelers.
- A Blindheim can project intense glowing light from its eyes that temporarily blind anyone within 30ft.
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Archmage Finley Thazar Group, Magical, Divine, Devious, Intelligent Elemental Flame (2d6+4 damage) 20 HP 6 armor Close, Reach, Ignores Armor, Near, Far The Archmage is the true leader of Highwatch. His commands are carried out without question and he is seen as almost god-like. He has long white hair and wears a long flowing red robe with golden threads woven into arcane runes covering the sleeves. He has a smooth, shaven face with a sharp jaw-line. Archmage earned the surname Thazar from his followers which translated from ancient elven means "god of death." He can summon an elemental flame that takes the shape of a long, winding serpent. Commanding this dangerous magic, it swirls around enemies burning them and burning away all their oxygen. Instinct: Seeks power to become a living god.
- Uses the dark magic of the void to teleport himself short distances.
- Casts a confusion spell that when cursed, the creature must roll+CON. On a 10+, they are not affected. On a 7-9, they will attack anyone near them. On a 6-, they are struck clueless for a few moments or until attacked.
- The Archmage uses powerful defensive magic and is difficult to kill.
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Highwatch War Wizard Solitary, Magical, Intelligent, Cautious Two-Handed Arcane War Axe (b[2d10+4] damage 3 piercing) 12 HP 5 armor Close, Forceful, Near Highwatch War Wizard's are the elite graduates of the foot soldier class. These are battle-ready arcane heralds of death and destruction. They always appeared unarmed until suddenly a glowing red pulse begins to emit from their hands. The swirling, blood-red magic twists itself into a 4ft. magical battle axe of pure energy. War Wizard's are terrifying in appearance and are as powerful as they are intimidating. They wear a heavy dark red hood with only a black wooden mask carved into a skull protruding from underneath. Enchanted onyx pauldrons sit atop their shoulders with a flowing cape and black boots. Instinct: To kill and destroy anything standing between Highwatch and its goals.
- Carries out more important and dangerous tasks for the Highwatch Archmage.
- Casts arcane fireballs that deal 1d6+4 burning damage.