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Ageless King Solitary, Magical, Divine, Intelligent, Amorphous Aging Dust (d10 damage) 21 HP 5 armor, magical Close, Reach, Near, Ignores Armor Special Qualities: Dust Form A powerful Priest of of the God of Undeath from ancient times, and a King of a long dead empire, the Ageless King is entombed under a stone circle north west of Saint Gilmorg. They rest as grave dust in 3 jars in the main room of the tomb. However, it is still undead, sentient and highly intelligent and powerful. It is trapped within the bounds of the tomb, but there it demands it be left alone. It will make deals to get mortals out of its tomb, or outright kill them if it needs to be. Instinct: To be left alone
- Reason with intruders
- Deny mortal gods
- Make a painful example
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Julian, Felin's Sleuth Group, Small, Stealthy, Magical, Organized, Intelligent, Construct Scratch and Bite (d6 damage 1 piercing) 10 HP 3 armor Close, Far Special Qualities: Perfect Senses, Vibrant, Static Fur Julian is no enemy unless you make him one. He wishes to protect Felin's Forest and his family. A red fox, who is warm to the touch, and can talk. Very charismatic, a true friend when you need him to be. He shall help those in need as long as you will help him in return. Has access to minor magic and some more unique abilities. Instinct: To Protect and Inform
- Speech
- Fabric Burrow
- Fire
- Howl -> Burrow Call
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The Lone Hero Solitary, Stealthy, Divine, Magical, Intelligent, Cautious, Hoarder Slay (b[2d10+4] damage 2 piercing) 18 HP 6 armor Close, Near Special Qualities: Superhuman Feats A metal figure shrouded in a long flowing, brilliant cape, examines the footprints of his mark. The Hero walks, and follows the treaded path, his armor clanks with each step, longsword and shield moving with him. He doesn't pick up his pace, for he never tires. He will find them, it's not a matter of how, but one of when. His armor glistens in the moonlight, a beautiful suit, the likes of which seem to be crafted by the gods. A luminescence comes across him when one stairs in his direction. He hears movement, his heart quickens, but his pace does not. Calm and collected, The Lone Hero walks towards the sound; He knows it will all be over soon. An arrow flies through the air and quick as a bullet his shield is raised and the arrow splints to the ground. He looks over and sees a woman with a wolf cowering in fear, bleeding, quivering, unable to breath. "Please, don't kill me. I have done no harm and wish only to do good, don't send me back!" Her legs buckle and she falls to the floor, sobbing, for she is too tired and weak to fight. The iron demon responds, "Your existence is much overdue, as is this worlds, I send you back to the depths of the darkness where you belong." The wolf, still managing to fight, leaps towards him in hopes to protect her master, her friend, her sister. Fresh blood stains the armor, and the comrade lies dead. The next death came not a moment after. The Lone Hero begins to walk away, chants fill the sky and he glows ever brighter. Under his helm, a smile spreads across his face. Instinct: To Hunt the Undead
- Track
- Lies
- Power Word: Death
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The Watcher's Eyes Group, Huge, Intelligent, Cautious, Construct, Amorphous Cleave Stab Smash (b[2d8+7] damage 1 piercing) 21 HP 7 armor Reach, Forceful Special Qualities: The Watcher's all have special eyes they make as their servants, they are kept alive by the Watcher's magic/life force The Watcher's Eyes. Giant, 10 foot tall knights, masters of all forms of melee combat. They seek to protect their watcher and subdue any imminent threat. Clad in sleek form fitting plate mail, one in ivory white, the other in ebony black. The Watcher's Eyes have an interesting task of testing newly Chosen Undead, to see if they are worthy and have what it takes to lift the world out of the darkness it's been plunged into. Instinct: Protect the Watcher, Test the Chosen
- Impenetrable Defense
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Hexed Winged Seraph Solitary, Large, Stealthy, Divine (d10+2 damage 1 piercing) 22 HP 0 armor Special Qualities: Flight, Instinct: To Purify the Inferior
- Blinding Aerial Maneuverability
- Manipulative
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Hexed Winged Seraph Solitary, Large, Stealthy, Divine, Intelligent, Cautious, Hoarder, Planar Thrust (b[2d12+4] damage 1 piercing) 22 HP 1 armor Ignores Armor 9 feet tall, has the appearance of Jesus. Adorned in a white tunic/garb, with a laurel on top. Two wings always in place, when into combat 4 more come out of it's back for intimidation and mobility purposes. Flaming Sword, Magic nullifying shield. Instinct: To Cleanse the Inferior
- Blinding Instantaneous Aerial Maneuverability
- Flaming Sword
- A Fallen Angel, a Risen Devil
- Magic Nullifying Shield
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Guardian of Dankquechepee Solitary, Huge, Magical, Intelligent Bite and constrict (d10+5 damage 2 piercing) 24 HP 2 armor Reach, Near Special Qualities: Can drop skin for bones +1 armor The Guardian of Dankquechepee is a ancient and wise being who is now corrupted by Mensab. It is a large green serpent with frills at the top, it can cast earth spells and can burrow around as a defensive or offensive maneuver. Instinct: To consume and destroy
- Tunnel
- Earth Magic
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Mensab The Overseer Solitary, Stealthy, Divine, Devious, Intelligent, Cautious, Hoarder, Planar, Amorphous Any kind of Arcane Spell (d10 damage) 21 HP 4 armor Close, Reach, Ignores Armor, Near, Far Special Qualities: When Mensab reaches 1 or less health he switches bodies with Seu Mensab the Overseer, is a celestial being from a different timeline and was created to resurrect Colossus. Mensab has no emotions and any that are exhibited are fake (except maybe for Seu). He wishes for nothing else except for Colossus to be alive again and the guardians to be extinct. He goes about ensuring Seu's success with his mission and assists him accordingly. He has the ability to switch bodies, control other beings, summon creatures and objects at will, revive the dead, and cast arcane arts. Instinct: Usurpation
- Control
- Possess and Summon
- He has utter control over the planar arcane
- Mensab is from a different timeline where Colossus ruled the world but was killed by heroes and guardians.
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Colossus Time's End Solitary, Huge, Magical, Stealthy, Divine, Intelligent, Planar Slam (b[2d12+7] damage 3 piercing) 30 HP 6 armor Reach, Forceful, Ignores Armor, Near, Far Colossus Time's End is a god, one who can't be killed. Only stopped with some sort of ancient ritual which has been lost to the test of time. Colossus is directly tied to the Guardians. One can only exist without the other, with the guardians gone, Colossus has free reign and does what he does best; end. Gargantuan in size, no ordinary force could stop or hinder this behemoth. Not a single timeline has ever stopped Colossus after his rebirth. Instinct: To destroy and rule
- Consume
- Makes deals, doesn't hold up his end.
- Any spell or thing
- Colossus travels timelines and conquers each one accordingly
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Seu Smiter of All Solitary, Intelligent Slice n' dice (b[2d10+4] damage 4 piercing) 20 HP 5 armor Close, Forceful, Near Seu, a man of integrity and honor alongside his best friend and master Mensab is running rampant slaying guardians and heroes alike. Seu normally the hero has turned to the dark side and is now one with evil. Why does he do this? Because Mensab told him to. Sue is a caring and respectable individual who has lost the privilege of death. He can only be incapacitated and everytime Mensab revives him he loses his memory and becomes dull. His blade "Divine Smiter" is his trusted weapon, huge and lean just like him it is a extension of his self. He has fought with it for as long as he can remember and can control it from a distance. It has the ability to kill any being and pierce any material, nothing can stand in it's way. Additionally no one can wield it but Seu. His fighting style is the best in the land, he's never lost a duel and never left a foe unvanquished. He is Seu, Smiter of All. Instinct: To protect and serve
- Defend and Slay