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Marionette Lancer Group, Construct Twin spears (b[2d8] damage 1 piercing) 10 HP 4 armor Close, Reach Special Qualities: Four arms, Body of wood The sorcerer-kings of old could and would employ common soldiery of course. But that's just to be practical. When allowed to play, and when organised in their efforts they made (more literal) puppets. Programmed with knowledge of how to fight, and laden with more arms (if you're creating something new you may as well make an improvement while you're there), these fearless automatons, clad in easily made metal armour riveted to their frames can become cost efficient if done in the right way. So they did, and their legions of dolls marched against their foes. Twin spears is more than most spear-wielders can use, and when deployed with ruthless efficiency and coordination can turn and rout any army worth its stuff. Not to mention when deployed in such numbers, this especially endangers the ordinarily brave knights. Funny how they suddenly seem more reluctant to fight. Instinct: To obey
- Form an implacable walls of spears
- Suffer a malfunction and attack everything in a blind fury
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Memo-Wraith Precollected Solitary, Stealthy, Magical, Devious, Organized, Intelligent, Hoarder, Terrifying Amnestic Touch (b[2d10] damage 1 piercing) 16 HP 4 armor Close, Ignores Armor Special Qualities: Impossible to Remember, Beyond Comprehension Of those that have been able to take notes about the dread Memo-Wraiths, fewer still draw many inferrances. However, those that do have come to some troubling conclusions. It is theorised that Memo-Wraiths seek to restore themselves to being remembered, and to having a history - and their parasitism stems from this. However such a process must take a long time and take a lot of effort from any given Memo-Wraith or those that have become remembered should be more well known. However between those two positions of complete anonymity and having restored oneself to true existence there should exist a terrifying creature that is tentatively labeled a "Precollected", a Memo-Wraith on the relative cusp of restoration, for whom the sheer volume and intensity of memories and histories consumed have condensed themselves deeply into their being, granting them a personality of sorts, and an intelligence to boot. The acts that these beings would be capable of might be world-shattering in nature, plus if they were to actually succeed in the work... Instinct: To feed more
- Steal memories with but a touch
- Animate those entirely drained of history and memory as a Memo-Wriath
- Wield the might and power yielded from untold consumed memories and fates
- Consume a stolen memory, and its history with it
- Reveal lesser Memo-Wraiths where your foes forgot to check
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Owl of the Forbidden Garden Solitary, Huge, Stealthy, Divine, Magical, Organized, Intelligent, Hoarder, Planar Beak and talons (d12+7 damage 3 piercing) 22 HP 2 armor Reach Owls themselves are but paler reflections of something greater. The owls of the forbidden garden are said to seek out knowledge, draining it if necessary. They feast upon the Corpse of the Forgotten Serpent, mostly, but a select few venture into the world for rare secrets, to steal them forth from minds or books or similar, before retreating back to their progenitor. For even these owls are themselves pale imitations of their own creator, the True Owl of the Forbidden Garden, created by a long forgotten god for some arcane purpose - presumably stealing back knowledge. But what puzzles most scholars who are aware of such things is to why? What makes knowledge so important that it must be stolen away, pried out of the world and returned somewhere else? Instinct: To gain power
- Steal away knowledge with a glance
- Vanish into the dark forgotten corners of a mind
- Wield terrifying magicks forgotten for aeons
- Beckon forth minions from where someone forgot to look
- Cast off feathers that steal words and cripple thoughts
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Memo-wraith Horde, Stealthy, Magical, Devious, Intelligent, Hoarder, Terrifying Amnestic Touch (d4 damage 1 piercing) 7 HP 1 armor Close, Ignores Armor Special Qualities: Impossible to Remember, Beyond Comprehension "The concepts of memory and history are more intertwined than have been previously thought. Although the processes involved are not entirely known, and the... memory-dampening nature of such a monstrosity makes documenting anything about it tiring, we have decided to tentatively call it a 'Memo-wraith'. It should be noted that my hands are trembling as I write this, because I have to keep it in my line of sight at all times while I write, lest I forget about the creature. One of its observed abilities is that it cannot be remembered when not visible. It was at great cost and hardship that mere one of these creatures were managed to be captured and transported here to study. But we still know so little, however it has been... observed unfortunately that these creatures can create more of themselves from their victims. But where did the first one come from? Tangential evidence, which unfortunately is the only evidence we seem to be able to acquire is that it consumes not only memories, but eventually the history associated with these memories. What this implies is" - Final journal entry of an anonymous memory mage Instinct: To feed
- Steal memories with but a touch
- Animate those entirely drained of history and memory as another Memo-Wraith
- Tap into a consumed memory for power or skill
- Consume a stolen memory, and its history with it
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Marionette Archer Group, Construct Twin bows (b[2d8] damage 1 piercing) 10 HP 2 armor Close, Near, Far Special Qualities: Four arms, Body of wood The sorcerer-kings of old could and would employ common soldiery of course. But that's just to be practical. When allowed to play, and when organised in their efforts they made (more literal) puppets. Programmed with knowledge of how to fight, and laden with more arms (if you're creating something new you may as well make an improvement while you're there), these fearless automatons, clad in easily made metal armour riveted to their frames can become cost efficient if done in the right way. So they did, and their legions of dolls marched against their foes. Two bows and many arrows in the hands of implacable, tireless machines can become quite the danger as even one of them is capable of laying down a hail of devastating arrows. Imagine a whole legion. Instinct: To obey
- Lay down a withering hail of arrows
- Suffer a malfunction and attack everything in a blind fury
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Mechanitrix Technomancer Solitary, Magical, Organized, Intelligent, Cautious, Hoarder, Planar Many hidden weapons (d10+2 damage 3 piercing) 12 HP 4 armor Close, Near, Far, Ignore Armor Special Qualities: Powered armor - laden with secrets The mechanitrices are rarely mentioned, but are akin to Tieflings and Aasimar in a sense, but while those creatures possess the blood of demons and angels, a Mechanitrix instead has ancestry stemming from creatures of order. A peculiar thought if there ever was one. What is less peculiar is that they tend to have a great knack for technology and especially technomancy. They have great potential and those that can live up to their name can make terrible foes indeed - their inventions reshaping the world around them, possibly forever. Instinct: To build
- Command technology with but a word
- Unveil a technological solution to a problem that you had all along
- Summon forth drones and other techno-minions
- Cease the petty chaos known as 'magic' with a gesture
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Elder Grinch Solitary, Stealthy, Intelligent, Hoarder, Planar, Terrifying Razor-edged claws (d12+2 damage 4 piercing) 12 HP 1 armor Close Special Qualities: Infectious Long have the krampuses and grinches been arch-enemies. Long have some waged to uphold or prevent yuletide - though few remember the significance as to why. The Elder Grinches, although very rare however know - and that makes them all the more keener to spread their terrible plague. For being a grinch isn't something that one is born into, but made. A parasitic existence which will only be fulfilled once yule has been destroyed. This is why the krampuses despite their powers and might try so hard and yet cannot fully extinguish the blight of the grinches. Instinct: To steal
- Corrupt those who meet your gaze into naughtiness
- Slip into and out of the shadows unseen
- Steal things of value (sentimental or real) with but a gesture
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Rakshasa Prince Solitary, Magical, Stealthy, Intelligent, Hoarder, Planar Curse-inducing blade (d12+2 damage 4 piercing) 12 HP 4 armor Close Special Qualities: Immune to mundane weapons, vulnerable to holy weapons The dreaded Rakshasa are creatures from the more infernal realms, dangerous and wily. Their princes are greater threat even still, whose sorcerous abilities outmatch most mortal magicians, and whose plans stretch forth like intricate webs. It would be recommended to stay clear away from them and their machinations, but it is unlikely that you will have a choice. Instinct: To control
- Enact plans within plans
- Conjure illusions with frightening ease
- Wield sorcerous might
- Change shape with terrifying speed
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Lighttwisted Caniform Solitary, Large, Magical, Planar Claws (b[2d10] damage 3 piercing) 20 HP 1 armor Close, Reach Perhaps a forgotten experiment or the victim of the malevolent Photoforms, it matters not. It was once a simple dogfolk, but has long since lost its mind to the burgeoning burning light that remade it into a hungering horror. Instinct: To consume 'light'
- Feast on the 'light' of its victims
- Emit beams of burning, blinding light
- Disappear in a burst of light
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Inspired Webspinner Solitary, Large, Stealthy, Magical, Intelligent, Construct Bladed Legs (d10 damage 4 piercing) 20 HP 3 armor Reach, Messy Special Qualities: Body of Brass, Heart of Light A terrible automaton, spidery in shape, but with the body of a lighthouse beacon. Within it burns the fires of inspiration - something given to it when it was granted terrible animation. Its light can guide others, sure, but it seeks to Illuminate all, granting terrifying inspiration to all that it falls upon, destroying anything and everything that gets in its way in accomplishing this task. What inspiration it grants? Why insight of course, insight into things far beyond that which would trouble normal folk. Along that path lies madness or... ascension. Instinct: To bring light into the dark
- See all that its light touches
- Catch Prey in Brazen Razor-Webs
- Grant inspiration through its mighty rays