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Corvus Intelligent, Manipulative, Germophobic Sergical knife (d8 damage) 18 HP 2 armor Close Special Qualities: Batteries power special moves. Starts with 2x Senior member of the School of Divine Truth. Leader of the Doves. Seeks a world where humanity can live without the taint of magic and non-human races. Magic makes him ill - nauseas when close and vomits if touched. Using disguse of One God acolyte, intends to manipulate misguided "heroes" into opening the sancuary where the water ring is hidden, and planting the bomb secretly under their very noses. Instinct: Cleanse the world of dirty magic
- Magical Surgery. If target is magical, roll Hack & Slash with INT instead of STR. 2d8 damage and creates battery from magic drained
- A Gadget for Everything (roll + INT, uses 1 battery). You have just the gadget for the situation on hand in your bad of tricks. Eg. healing potion, skelton key, etc.
- Shots Fired (d12, ignores armor, slow, uses 1 battery). Single shot gun. High recoil and slow to reload
- Plant the Bomb (4d8 damage, ignores armor, large explosive radius, uses 1 battery). Anti magic bomb, designed to destroy the ring of water. Must be planted and remotely detonated. Slow to plant and slower to trigger
- STATS: +2 Int, +1 Wis, +1 Cha, 0 Con, 0 Dex, -1 Str
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Mind Flayer (Illithid) Group, Stealthy, Intelligent, Planar, Terrifying Mind blast (d6 damage) 6 HP 1 armor Close, Ignores Armor, Far Special Qualities: Telepathy, Darkvision, Squid head with grasping mouth-tentacles The illithid, or mind flayer, is an evil and feared creature of the Underdark; its powers are formidable and it feeds on the brains of any creature it encounters. Using arcane powers, it enslaves or destroys its foes, which include such powerful creatures as drow and kuo-toa. Mind Flayers stand about 6 feet tall and have hideous mauve skin that glistens with slime. The head resembles an octopus, with white eyes (no pupils are evident) and four tentacles around its mouth, a round, many-toothed orifice like that of a lamprey. The creature has three reddish fingers and a thumb on each hand. Instinct: To dominate
- Devour your brain
- Use the darkness
- Disturbing bioscience
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Mind Flayer Solitary, Magical, Intelligent, Planar Mind blast (d12 damage) 12 HP 1 armor Close, Reach, Ignores Armor, Far An illithid, also called a mind flayer, is a creature, humanoid in appearance, but with a four-tentacled octopus-like head. These beings were feared throughout the Underdark for their telepathic abilities and usually were not without two or more slaves, mentally bound to each individual mind flayer. Instinct: To dominate and devour
- Consume a mind
- Enthrall a being
- Send someone to the brink of madness
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Mind flayer Solitary, Magical, Devious, Planar Psionic blast (d10 damage) 12 HP 4 armor Near, Ignores Armor Special Qualities: Amphibious Mind flayers live in underground cities ripped from long-forgotten planes. They are forever plotting against the 'inferior' races that inhabit the Underworld. One day, their schemes will bear fruit and they will lead their armies of mind-controlled slaves to conquer the surface kingdoms. Instinct: To rule over all inferiors.
- Feed from a sentient creature’s brain
- Use spells to spy and misdirect
- Enslave humanoid and monsters
- Appear and disappear using planar knowledge
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Mind Flayer Solitary, Magical, Devious, Intelligent, Planar, Terrifying Tentacles (b[2d10+4] damage) 12 HP 1 armor Close, Forceful, Near, Far Special Qualities: Tentacled, Red eyes The hair on the back of your neck stands on end as the warmth from the room vanishes. A lone figure, standing as tall as an average man, stares at you from behind red eyes. Tentacles cover it's face and the black, skin-tight vestments it's wearing cling to it's form like flesh. You notice a glimmer in it's dreadful eye before a voice fills your head, "My don't you look tasty." Instinct: To rule through destruction
- Powerful spellcaster
- Decimate mind with psychic powers
- Grab hold with tentacles and remove the brain
- Read mind
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Henriette, the Wicked Apothecary Group, Stealthy, Magical, Devious Potion bomb (d6 damage) 10 HP 0 armor Close, Ignores Armor, Near Blakely’s significant other. She would die for him and makes protecting him her top priority. She does not feel like she can leave Sholk without him, so she helps direct his bloodlust to the people who would do him the most harm. She is not above stooping to murder to get what she wants. She works at the apothecary, where she's collected a huge amount of potions and samples from the unique, magically-infused herbs around this area. That is why leaving is not an option for her. Instinct: To accumulate various magical ingredients
- Brew a nasty concoction
- Blind or disable an enemy
- Release an untested alchemical mixture
- Leave a nasty growth
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Clockwork Defender Group, Large, Organized, Construct Crushing blows from metal limbs (d8+2 damage) 12 HP 3 armor Forceful Special Qualities: Metal, Clockwork, Well-hidden weak spot "The Old Ones, they knew much. Not the alchemy of man nor the sorcery of warlocks and the like. No, this is the magic of gears and pulleys, the sorcery of science. Watch your every step in the tower: be wary or you may call to life the ancient defense systems. You'll know the Defenders have awoken long before you face them, that's for sure; they're louder than a stomping giant and their hulls scrape the stone walls. You'll hear them coming, I'm sure you can avoid them, go on in the tower. Me? I... I'll stay out here. Got to have a lookout post, right?"
Instinct: Destroy all Intruders! *click* Defend the domain!
- Display immense and uncaring strength
- Soldier on, ignoring all damage until the last
- Reveal a hidden function from the depths of its gearworks
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Mad Alchemist Solitary, Magical, Intelligent, Hoarder Throw a bomb (d10 damage), Dagger ([b2d4]) 12 HP 2 armor Close, Near Jonnis Drummond is a skilled alchemist and a merciless bounty hunter. Jonnis wears a dark blue cloak, homespun trousers, a grey cotton tunic and high, sturdy black boots. He keeps his glossy black beard trimmed short. He frequently uses a thick glass lense on a silk cord to examine fine details. In combat, he dons a padded leather helmet and vest. He wears a fine rapier on his belt, but his favored weapons are the powerful and frequently firy explosives he crafts. In addition, he keeps a number of potent potions on a neat leather bandolier across his chest. Instinct: To track and engage
- Throw an incendiary
- Drink a powerful potion
- Leap clear of an explosion
- Rig a cunning trap