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Wraith Solitary, Magical, Devious Magical Touch (d6 damage) 16 HP 4 armor Close, Ignores Armor Special Qualities: Incorpereal Movement/ Sunlight Sensitivity/ Resists Acid, Cold, Fire, Lightning, Thunder, Any Non-Magical Weapon/ Necrotic & Poison Immunity. A creature of malice incarnate, concentrated into the incorporeal being that seeks to destroy life for one reason or another. Completely filled with hatred, its necrotic touch is nothing to joke around. The negativity within can make flowers wilt with its mere passage of the world! Animals flee from its presence and even smaller fires can be put out. Only faint glimmers of the Wraiths' previous life linger. Instinct: To consume life.
- Create Spectre from a fresh corpse
- Draining Touch: If Successfully hit, Necrotic damage taken, temporary loss of whole HP, Partial Success only half lost.
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Galeb Dhur Solitary, Intelligent, Planar Slam (d12+2 damage) 16 HP 5 armor Close, Forceful, Ignores Armor Special Qualities: Imitate Boulder, Darkvision, Bludgeoning, Piericing & Slashing Resistance (half damage/ non-magical weapons only). Typically bought from the Elemental Earth Plane by powerful Druids to protect natural places of awe & power. Can remain hidden in plain sight for years disguised as a boulder. The Galeb Dhur is a friend to any, so long as they do not intend to harm the place they're guarding, and will happily impart knowledge to any who ask who is also of good nature. Instinct: To protect
- Animate Boulder: Animates up to 2 boulders within 60ft, that act as a Galeb Dhur, minus this move.
- Imparts knowledge to beings about its environment it deems not to be threats.
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Flameskull Group, Tiny, Divine, Magical, Intelligent, Terrifying Magical Fire (d8 damage) 12 HP 3 armor Hand, Ignores Armor, Near Special Qualities: Illumination: Illuminates dimly for 15ft, or brightly for 15ft and dimly for another additional 15ft. Created from the skull of a wizard by a wizard, these intelligent & vigilant creatures are predominantly used to protect a hidden treasure hoard, a secret chamber or an individual. The wording must be chosen carefully though, as the flameskull will interpret its commands to the letter. Because of the overwhelming amount of magic having been used in its previous life and to create it in its current form, it has some manner of invincibility, its shattered remains always forming back together after a short while. Rumour has it Dispel Magic or Holy Water may help rectify this unnatural life. Instinct: To carry out its creators' orders.
- Casts spells from its previous life.
- Fire Ray: Launches a ray of its green fire toward a target.
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Empyrean Solitary, Huge, Magical, Divine, Intelligent, Planar Magical Weapon of choice (b[2d12+9] damage) 26 HP 4 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Ageless, Magic Resistant (half magic damage) Empyreans are the celestial children of the gods of the Upper Planes, universally beautiful, statuesque & very self-assured. They are prone to deity-like fits, which have an affect on the environment around it depending on its mood; a happy empyrean would have sunlight rained down upon them no matter the season, followed by frolicking animals and much birdsong. An angered empyrean, however, will ignite storms of thunder and the dilapidation of nature around it for up to several miles. Not ravaged by time, they believe that they are immortal, even when at death's door. When an empyrean dies, its spirit returns to its home plane where one of its parents resurrects them, unless they have good reason not to. It has been known for them to turn to the side of evil, and because of this do not survive long in the Upper Planes, forcing them to the material world where they typically take to ruling over a kingdom of mortals in a tyrannical manner. Instinct: To rule in a God-like capacity
- Maul with disregard
- Arcane Bolt: Release a bolt of either acid, cold, fire, force, Holy, lightening or thunder (Necrotic if evil) on one target.
- Ground-shattering strike: knocks prone anyone in a 60ft radius.
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Fire Elemental Solitary, Large, Magical, Divine, Intelligent, Planar, Amorphous Flame Touch (d12+2 damage 1 piercing) 29 HP 5 armor Reach, Ignores Armor With a faint human-like shape snaking its way through the core of the moving flames, it is obvious that the fire elemental is a force of capricious devastation. Wherever it moves, it sets its paths on fire, as well as anything crossing its' path. Water can stop the spirit of flame though, making it spit and his in a rage as it dwindles to smoke. Instinct: To destroy through flame.
- Flame Strike
- Command Flame: Can bend all non-magical flame to its will.
- Fire Manipulation
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Drider Solitary, Large, Magical, Organized, Intelligent, Planar Longsword/ Spells (b[2d10] damage) 18 HP 2 armor Reach, Near Special Qualities: Spider Climbing/ Web-slinging When a promising Drow is summoned by the Spider Queen, the price for failure is well known. Turning those deemed unworthy into Drider, these half Drow half spider creatures are a living reminder of the price of failure for the Drow. Sometimes returning to the material realm for the finishing of matters it left behind as a Drow, they vary widely in social aspects, from the lonely wanderers to the leader of a pack of giant spiders. Always venture carefully into the Underdark as these beasts will inevitably be there! Instinct: To fulfill a longstanding vow or vendetta.
- Spider Climb: Can walk on difficult surfaces, including cielings.
- Fae-fire: A burst of summoned fae fire that lights any surface with flame.
- Call to arms: Calls forth a squadron for support.
- Fae ancestry protects againt being charmed or put to sleep through magical means.
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Demilich Solitary, Tiny, Magical, Intelligent, Hoarder, Terrifying Blood-curdling Howl (d10-2 damage) 20 HP 4 armor Hand, Reach, Ignores Armor, Near, Far Special Qualities: Disembodied floating skull When a Lich has not rejuvenated its phylactery with souls, its body slowly erodes and falls away, leaving only the skull of its former carcass. Still dwelling in the labarynthine corridors and rooms that the former Lich called its lair, it seeks to merely exist, having forgotten to ply its phylactery with souls. When disturbed, the skull activates to defend its sanctum, rising wraith-like to ward off intruders by emitting a howl that can kill the weak-hearted. So long as the demilich's phylactery remains intact, it cannot be permanently destroyed. But, even by committing one soul to its phylactery, its body and memories of spells begins to return as it takes on some semblance of its Lich form once more. Instinct: To survive
- Emits a blood-curdling howl. If Defy Danger +Con role failed, HP drops to 0. If successful, target is frightened for a moment
- Steals the vitality of its' target within 10ft of it, gaining the life points it takes from the target.
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Death Knight Group, Magical, Organized, Intelligent, Hoarder Longsword (b[2d8+2] damage) 14 HP 3 armor Close, Reach Once a follower of truth and justice, now fallen to the depths of darkness through the failing actions made in life. Now this Paladin shall roam the plains as a hateful undead creature. Clad in plate-mail, its skeletal form brings forth war from the darkness to blot out the living. The only true way known to stop a Death Knight for good is for it to atone for the life of wickedness or to find redemption from the evil acts committed in life. Sometimes commanding lesser undead, and still wielding its divine magic, staring into those intensely burning points it calls eyes, its hard to think of any kind of salvation or redemption... Instinct: To spread darkness and evil
- Rises again after being defeated
- Casts divine spells (from Clerics Spell List)
- Calls forth a squad of undead
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Spectator Solitary, Divine, Magical, Devious, Intelligent, Planar Central Magical Eye (d8+2 damage) 16 HP 1 armor Close, Ignores Armor, Near, Far Special Qualities: Levitates, Telepathic The Spectator is a creature that is summoned using 4 eye-stalks of a beholder by a wizard of some power. With only the 4 eyes surrounding its central eye, the Spectator will guard whatever its summoner wishes for exactly 101 years. Once this time ends, it typically takes up shelter in the plce it was defending, taking on the mannerisms of its former master, it now has time to develop and pursue the madness of its contributing beholder, amplified by its loneliness. Instinct: To Guard
- Eye Ray: 2d4 of Magical effects (if duplicate, only one opponent targetted)
- Spell Reflection: Reflects any failed spell aimed at it to a target of its' choice.
- Magically creates enough food and water for it to sustain itself for 24hrs.
- It carries with it the knowledge of the beholder whose eye-stalks were used to summon it.
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Beholder Solitary, Large, Divine, Magical, Intelligent, Hoarder, Terrifying Central Magical Eye (d10+2 damage) 20 HP 1 armor Ignores Armor, Near, Far Special Qualities: Levitates, Ever-watching eyes The flying, all-seeing terror, a beholder fills those who see it with terror! Making it's lair in frigid hills, abandoned ruins, or the rare occasion under large cities it seeks to control through subtle & coercive means. Any underground cavern it creates with its disintegrating ray is a series of large caverns with only vertical routes between each. Each beholders' lair is festooned with trophies and the occasional petrified adventurer unfortunate enough to have crossed its' path. Instinct: To control
- Uses its Eye Ray to create 3 of the 10 possible effects
- Anti-Magic Cone: Stops any magic from working in a large conical area.