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Giant Lucants Horde, Large, Divine, Magical, Devious, Organized, Planar Mandibles (d4+4 damage 1 piercing) 13 HP 2 armor Ignores Armor Special Qualities: Positive Energy Infused Life is good, is it not? Except some would say it is merely a chance to suffer. Giant Lucants are evidence of this. Ant-like creatures, gigantic in size - but that is not their only danger. They are infused with the life-giving positive energy of their origin place, and so is their venom. Those afflicted with this venom find their senses overwhelmed, and their minds unable to keep up with their bodies, and other such failings - perhaps one could adapt to this and become stronger, but Lucants generally do not allow this to happen. Those dragged off to this so-called Brighter Place should hope that its alien atmosphere destroys them swiftly, and that they don't simply spend the rest of eternity being feasted upon and never dying. Cheery stuff, life. Instinct: To feed
- Inject victims with positive energy-laced venom
- Draw upon positive energy-based magic
- Manipulate things infused with positive energy with unerring ease
- Split into rapidly growing sibling-children at an alarming rate
- Move to or from the Brighter Place on a whim
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Furia de Catan Solitary, Huge, Divine, Planar Garras como espadas (b[2d12+7] damage 3 piercing) 22 HP 1 armor Reach La Furia de CATÁN se alimenta de Devorax que caza y persigue a donde quiera que vayan. Se la relaciona con la proximidad de Tokens que se dice que protege pero no se sabe con certeza. Es enorme y fue enviadda por los dioses antes de las primeras razas. Aunque fuera destruida, siempre retorna por su conexión divina. Instinct: Alimentarse en abundancia
- Cazar para comer
- Crear una tormenta de tierra con sus alas
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The Substance Solitary, Stealthy, Devious, Intelligent, Hoarder, Amorphous Tentacle (w[2d8] damage) 15 HP 1 armor Close, Reach, Near Special Qualities: A tentacle will act as a weapon The substance mimics humanoids and leads them to his maze of traps where they get hurt or dead ant it feeds on their bones. In it's true form it is a wriggling mass of flesh and veins. No one who saw its real form survived. If it dies, it explodes in a burst of acid all around while you can hear the moans and yells of the voices of all who did to it. Instinct: Consume flesh
- It takes on the shape of someone or something
- Use a stolen ability or memory
- Beware of its acid blood!
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Ice Dragon Solitary, Huge, Greedy Huge white dragon with thick scales to protect itself. Known for large hordes and the actions they take to protect and grow them. They will use minions for collecting, but will eat any minions who bring something deemed not worthy. Once every 5-6 rounds (have target of attack roll 1d6: 1-3 recharge is 5 rounds, 4-6 recharge is 6 rounds) Dragons can use Cold Breath. Cold breath releases a cone of icy breath, any player who fails to pass the defense roll is frozen in place for 1d6 / 2 rounds (round up) Instinct: To hoard high valuable shiny things
- Claws (1d6 slashing damage)
- Teeth (1d10 piercing damage)
- Tail (1d8 bludgeoning damage)
- Cold Breath (1d12 damage)
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Hasim ibn Karim Solitary, Stealthy, Magical, Intelligent, Hoarder Säbelhieb (b[2d10] damage) 17 HP 2 armor Close Special Qualities: Anführer 1, Alchemist (einfach) Hasim führt eine Einheit von Abigors Söldnern an und verdient gut am Silber der Sozietät. Allerdings ist er kein Abigor-Paktierer. Er verabscheut die Schwäche der meisten Kultisten und glaubt nur an sich selber. Er stammt aus dem osmansischen Reich und hat auf beiden Seiten des Krieges viele Menschen getötet. Er ist ein purer Materialist und wechselt sofort die Seiten, bekommt er ein besseres Angebot. Seine Hingabe zu Abigor ist ein reines Lippenbekenntnis. Instinct: Gold verdienen um jeden Preis
- Söldner anführen
- Eine Finte durchführen
- Einfache Feuertricks (durch Alchemie)
- Seine Leute herbeirufen