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Modron, Hierarch Solitary, Divine, Magical, Intelligent, Planar Many arms, with assorted weapons and spells (d12 damage 1 piercing) 14 HP 5 armor Close, Reach, Near Special Qualities: Immune to mind altering magic The modrons have many leaders. A blood won't treat a Secundi viceroy the same way he'd talk to the decaton making the rounds in the borough. My advice is to know your shapes. Instinct: To follow the will of Primus
- Make the best use of every modron available
- Unleash the lawful magicks of Mechanus
- Bend the rules of magic to its advantage
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Modron, Base Group, Small, Organized, Intelligent, Planar Spear or bow (d6 damage) 6 HP 2 armor Close, Far Special Qualities: Immune to mind altering magic "Have you seen the modrons walk? Have you heard them talk? If you had, you wouldn't be talking about this trip to Mechanus. Only clueless berks venture in the plane of Law if they can avoid it." Instinct: To bring Order to all things
- Obey orders with clockwork-like efficiency
- Report losses and request replacement modrons
- Surround them with uncanny coordination
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Planeskippin' Pirate Group, Organized, Intelligent, Hoarder, Planar Eclectic weaponry (1d8+2 damage) 6 HP 1 armor Close, Near We hail from worlds planes apart,
Through dimensions we skip and jump,
We take all but your horse and cart,
And leave on your head a great big bump.
Instinct: to steal valuables, magical and otherwise- Grab what he wants
- Call mates from across the planes
- Jump on board from nowhere
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Minute Eaters Horde, Tiny, Devious, Planar Dimensional suckers (1 damage) 3 HP 0 armor Hand, Ignores Armor Special Qualities: Time-traveling Planewalkers beware! The leeches of the timestream are everywhere and everywhen. All travelers going through the plane of Time should check thoroughly for minute eaters. Remember, even the smallest infestation can ultimately freeze whole centuries. The Time Elementals have better to do than cleaning up your blunders! - Archmagus Tom, Secretary, Minister of Multiversal Transportation Instinct: To feed on potential
- Devour time, one second at a time
- Erase a past or future event
- Jump from the timestream
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Time Elemental Group, Small, Magical, Divine, Devious, Organized, Planar The dusts of Time (2d8+2 damage) 10 HP 4 armor Close, Ignores Armor, Near When you see one, you know you are in trouble of a cosmic scale. The rulers of the plane of Time do not dispatch their denizens lightly. If you cross a Time Elemental, you may very well lose your past as well as your future. Instinct: To guard Time
- Appear from nowhere and disappear into the timestream
- Age living flesh and matter alike
- Take them across the eras
- Summon duplicates from its own timeline
- Set their future in stone
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Atlantean Solitary, Stealthy, Organized, Intelligent, Hoarder, Planar, Amorphous Pseudopod (d12 damage) 15 HP 1 armor Close, Near Special Qualities: Amphibious, Polymorph The mythical creators of the dopplegängers, the Atlanteans, used to rule many worlds. Now they are but a handful, ancient, mad and hungry. When the hunger becomes too unbearable, they leave their palaces at the bottom of the sea to feed on magic. If they can't find a treasure trove, they will assume the form of a powerful individual and use their resources to gather magic items, artifacts or even relics. The older the yummier. Instinct: To take power
- Consume magic
- Steal somebody's face and manners
- Summon minions and allies
- Use an artifact to call upon forgotten powers
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Beholder Solitary, Large, Magical, Intelligent, Hoarder Magical eyes (b[2d10] damage) 16 HP 2 armor Ignores Armor, Near Special Qualities: Levitation A floating ball of hate, the Beholder is best avoided. Each one of his eye stalks project a different magical ray - some have subtle effects, some are deadly. Given half a chance, a Beholder will kill and rob anyone foolish enough to cross its path. It dwells in desolate wilderness or dungeons emptied of their former residents, sometimes attended by undead or charmed minions.
When you attempt to take out one of the Beholder's eyestalks, on a 10+, you can choose to destroy one eye instead of doing damage. You decide which power is lost among the ones you've seen in action. Instinct: To rule the ruins- Enslave and destroy with its magic rays
- Dispel magic with its central eye
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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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Wererat Group, Stealthy, Intelligent Bite (d8 damage) 10 HP 1 armor Close Special Qualities: Bearer of the wererat curse Living in small colonies, wererats turn back into their mundane form only to steal what they need from the surface: food, weapons, tools. They are pretty peaceful creatures unless threatened, but invading their territory is the worse of threats. They use guerila tactics to defend it, while trying to infect as many people as possible to make up for losses in their numbers. Instinct: To survive, hidden among others.
- Steal like a ghost
- Strike from nowhere and disappear in the dark
- Trick and lie while in mundane form
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Dark Creeper Group, Small, Stealthy, Magical, Intelligent, Hoarder Dagger (d8 damage 1 piercing) 6 HP 0 armor Close Deep elves, abyssal dwarves, greyskin gnomes... you know about the denizens of the Underworld, lad. But wait til you hear about the Creepers. Before they were driven from the surface by war, plague or somesuch, they were like you and me -- human. They didn’t have the elves’ magic, the dwarves’ runes or the gnomes’ science. They could only rely on their wits and their hard work to adapt to the darkness, and to the horrors that dwell down there. And like all of us humans, they adapted exceptionally well. Instinct: Instinct: To steal magical treasure.
- Destroy light by magic
- Surprise them with a calculated, silent attack
- Die in spontaneous combustion, blinding his killers
- Use a magical trinket to save his skin