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Ghoul God Dragon- Gailmass Solitary, Huge, Magical, Divine, Intelligent, Cautious, Planar, Terrifying Jaw/Claws/ and Tail ([3d12+9] damage 4 piercing) 1,000 HP 15 armor Reach, Forceful, Ignores Armor, Near, Far Special Qualities: Massive; Larger then a big mountain. A Creature; created by the Dead Gods to abolish the world and reduce its sinful nature to ashes. This Dragon is Immortal and its skin made of a substance far more powerful then the most powerful of substances. It is coated and protected by a magical barrier, it can blast massive rays of white blinding energy that explodes and destroys all. This Monster was created to end all existence; should it ever be summoned to the world again; it is likely, nothing will survive. Instinct: To Destroy Life
- Destroys Entire Planets
- Absolute Oblivion: Completely Destroys a target upon impact. 6d10 damage. Splash.
- Descends from Space
- Magical Barrier: All Damage is cut in half.
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The Fallen Group, Intelligent, Planar, Terrifying Cursed Blade (b[2d10+4] damage) 10 HP 3 armor Close, Forceful, Ignores Armor Special Qualities: Constant shifting darkness surrounds the humanoid The Fallen are from a time long long forgotten; but they WILL BE REMEMBERED. The Fallen will first start to appear when people enter forbidden places during the night or places that are just simply dark. Light instantly dissolves these creatures the first few times then they start to build resistance to it. Once they get stronger these creatures will begin to appear more often and some times out under the open SUN. The Fallen have one goal to destroy the living since they once had lived and someone destroyed them. Instinct: Revenge on the Living
- Materialize in Forbidden Places
- Deathly Strike: Damage inflicted by one of the fallen cannot be healed by normal means
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Wolf Lord Solitary, Magical, Divine Horrific Claws or Tenacious Fangs (d10+4 damage) 17 HP 4 armor Close, Ignores Armor A Wolf Lord is indeed rare, rumored to be extinct in fact. The Wolf Lords are Druids who have delved in dark magic and for it consumed by the vary nature they swore to protect. If a Wolf Lord is indeed alive. Its most Unruly and terrifying feature wouldn't just be its outright power; but the fact it leads a PACK OF ALPHAs, as its Lord Instinct: To Demolish Life
- Uses its Unlimited power to form an unstoppable pack
- Eldritch Lightning: 3d6 Lightning Damage (Takes a few moments to recharge).
- Immune to Non-Magical Weapons.
- Silver does not effect the Wolf Lord
- Howl: Summon a Pack of Alphas
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Alpha Werewolf Solitary, Large Sharp Claws or Massive Teeth (b[2d10+4] damage 2 piercing) 20 HP 3 armor Forceful An Alpha is the single ruler of his pack of wolves. He is far stronger then any of his pack and could likely defeat a number of them all at once, by its lonesome. To be an Alpha is to be a ruler of your kind; but be careful. For to become an Alpha, A beta or Kin must first kill an Alpha. Instinct: To lead unchallenged
- Rule over all Wolves of his pack.
- Immune to Non-Magical Weapons
- Silver Weapons Work.
- Howl: Summon his Pack
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Beta Werewolf Group, Organized, Intelligent Claw or Fangs (b[2d8+4] damage) 6 HP 3 armor Close, Forceful A beta werewolf is typically much stronger then a Wolf-Kin, It can transform at will, but not often for the process is vary strenuous to do more then two or three times. During the Full Moon a beta is forcefully transformed in its wild Wolf state and typically lacks control, only following its Alpha and nothing more. Instinct: To Serve or Over throw
- Follow the Alpha and Lead the Wolf Kin
- Howl: Call for the Kin, other beta's, or Its master.
- Immune to Non-Magical Weapons
- Silver weapons work
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Wolf-Kin Horde, Organized Claw and Tooth (b[2d6+2] damage) 3 HP 2 armor Close The Wolf-Kin is a person infected with Lycanthropy or a Werewolf bite; They are the weakest among the Pack and instead of turning into a Werewolf or a Lycan they can turn into regular wolves. Every pack has a small amount of Kin in it; typically consisting of the females more often then the males. Instinct: To Serve the Alpha
- Weaker then his Beta and Alpha siblings; he can take the form of an actual wolf instead of a werewolf or hybrid.
- Howl: Call to other wolves or members of his pack.
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Barbarian Chief Solitary, Cautious Warhammer or Battle Axe (b[2d10+4] damage) 16 HP 5 armor Close, Forceful, Reach The Chief is a tank full of explosive power and will not hesitate to cut down friend or foe. The Leader of the Barbarians must be tough for he is the hammer that drives in the nail. Instinct: To Conquer and Destroy
- Lead over the Tribe
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Barbarian Mother Solitary, Intelligent Spear (b[2d10+4] damage) 12 HP 3 armor Close, Forceful, Reach The Mother of her Tribe is no sickly frail girl; but the toughest of the Brutes and is only outmatched by a Barbarian Chief. She is as nasty as the men and as strong as the Chief, using nothing but her feral nature and ability to rule; she commands the tribe along her Chieftain. Instinct: To Conquer
- Leads her Children into Battle
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Barbarian Brute Horde, Intelligent Club/Axe/Sword (b[2d6+4] damage) 5 HP 1 armor Close, Forceful A wild pack of Barbarians who run group up and overrun enemies for sport and pleasure. Instinct: To Slaughter
- Attack ruthlessly
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War Elephant Group, Huge, Cautious Tusk or Trample (b[2d8+7] damage 2 piercing) 22 HP 6 armor Reach, Forceful An Immense Elephant clad in Armor and lead into battle for one purpose "To Trample through defenses and crush its enemies" These Large Behemoths are unstoppable pumping machines that are a powerhouse in times of war. They can provide a staple in winning or turning any battle. Instinct: To Crush Defenses
- Tramples over the Battle Field like an unstoppable behemoth