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Cazador de la Muerte Solitario, Mágico, Sigiloso, Divino, Taimado Flechas de sombra/Daga de sombra (1d8+2 damage) 20 HP 4 armor Cerca, Medio Alcance Special Qualities: Lleva la marca de la Muerte y puede aparecer en cualquier momento Escapar de la Muerte como un No-Muerto no es barato. A partir del día de su resurrección y hasta que vuelva a los dominios de La Muerte, el resucitado podrá ser reclamado en el Inframundo. En ese momento las sombras a su alrededor se espesarán y desaparecerá en la oscuridad. Inmediatamente aparecerá en otro lugar del mundo transformado en El Cazador de la Muerte, una copia oscura del fallecido que sirve al sólido propósito de devolver a la Muerte lo que es suyo. *Reglas especiales* El Cazador está entrenado para imitar y lidiar con todas las habilidades del resucitado. La captura debe realizarse antes del siguiente amanecer, caso contrario el Cazador desaparece y reaparece la siguiente sesión. Si un No-Muerto es reducido a 0PG por el Cazador, no puede activar Aún Hay Más, Yo de Nuevo, Último Aliento o cualquier otro movimiento para evitar su muerte definitiva. Instinct: Obedecer a la Muerte
- Reaparecer detrás de su objetivo
- Aparecer en cualquier sombra
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Valoor Group, Small, Divine, Intelligent, Planar Slashing tail (w[2d10+4] damage 1 piercing) 6 HP 4 armor Close This heavenly dog-like creature is a lesser angel of Celestia. They serve to the Strenght Angels and usually gives to the living the courage they need to perform the important actions. This beasts appear in combat to assist others, but they can be a dangerous enemie, because nothing makes you more likely to die that the lack of courage in the middle of the battlefield. Instinct: To direct the actions of the living
- Inspire someone to act recklessly
- Magically affect a target with courage or lack of it.
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Crystal Gem - Quartz Group, Intelligent, Hoarder, Planar energy ray (b[2d10+2] damage 1 piercing) 10 HP 5 armor Close, Forceful, Near Special Qualities: rock body, vulnerable to vibrations or sonic damage A special defender of the Elemental Plane of Earth. Once a warrior, this mortal absorb a Crystal Gem and now has a supernatural resistance and a set of abilities based on his gem. If killed, his body returns to normal and the Crystal Gem jumps out, searching for a new host. Instinct: To contain volatile energy
- Transform bodyparts into crystal weapons
- Absorb energy or magic rays (and posibly redirect it)
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Moder - Child of The Moon Solitary, Huge, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar, Construct, Terrifying Run and Hoove (b[2d10+5] damage, bludgeoning) 30 HP 4 armor Reach Special Qualities: telephaty, comprehend languages, psychic immunity, won't target Mithral Elves And ancient experiment from the Equinox Court of Arcadia, the Exilied Elves. Appears as a gigantic, elk-like monster with a skeletal head that resembles a human torso topped with antlers in place of legs, a pair of human-like hands and a pair of bright yellow eyes where the crotch should be. Gigantic spikes protude along his spine, and its body is overgrown with plant-like matter. Moder is said to be a demigod, but it's actually a magical mutant capable of transform pain and worship into magical power. They stalks and marks would-devotees, plaguing them with guilt-ridden dreams that cause the victim to either submit to his promise of eternal life, or else be sacrificed for their defiance. Once marked, through dreams or in combat, the target is given a terrible choice: worship Moder, or die at his hands. In exchange for worship, Moder grants his devotees inmortality. However, his gift carries a cruel twist:his followers can not die by natural means, but do so while continuing to age. This means those of his acolytes who persist throughout the centuries, become little more than desiccated and mummified husks, cared for by newer and younger followers. Instinct: to subdue someone into a cult
- Mark a possible target, preferably someone with emotional pain
- Create hallucinations and traps
- Cast a Feeric Spell (enchantments, illusions and protections)
- turn a marked target into a cultist slave
- Offer inmortality in exchange for worship
- Inflict damage to a marked creature, ignoring any resistance or armor
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Fear Demon Solitary, Large, Stealthy, Magical, Devious, Intelligent, Planar psychic ray (b[2d10] damage 1 piercing) 20 HP 3 armor Ignores Armor, Far Special Qualities: levitates, talks telephaticly Imagine, if you will, the most basic impulses possessed by mankind. Rage? Hunger? Perhaps the most primal is fear. Even the youngest of us understands this concept, and the raw power of it drives almost all else. A demon that preys upon fear is not the most sophisticated sort of creature. They mimic forms they see in the nightmares of mortals, hoping to elicit the response they crave. Some of these demons, however, stumble upon terrors that are much more deeply rooted: fears of the future, of chaos and disorder, of failure. This sort of demon develops a far more refined palate, attacking the psyche of their target rather than seeking a simple scare. Instinct: feed of the fear
- Make a nightmare or some deep fear come true.
- Paralize target in a spiderweb
- abbysal magic, Infernal Contracts
- induce a new fear
- call an existent Contract or persuade someone to create a new one
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Mortalitasi: Elite Hunter Group, Divine, Magical, Intelligent, Cautious Spiritual weapons (b[2d8+2] damage 1 piercing) 14 HP 2 armor Close, Ignores Armor, Far Un cazador de elite desplegado por los Mortalitasi para asegurarse de que ninguna nigromancia quede impune en el lugar. Como sirvientes del Ministro de la Muerte, cuentan con una pequeña fracción de los poderes de la deidad, y los usan para mantener a raya a los no-muertos o los enemigos de la facción. Instinct: to hunt necromancers or faction enemies
- Call upon guardian spirits
- Paralize the soul of a target
- Mark targets to hunt them