Monsters
Monsters are a special type of creature that don't use the normal character building rules. If a monster lists a statistic, that replaces the normal value.
Contents
- 1 Attack Dog
- 2 Raven
- 3 Bear
- 4 Flame Imp
- 5 Dragon
- 6 Young Dragon
- 7 Infernal Prophet
- 8 Mechanized Titan
- 9 Salt Golem
- 10 Trask
- 11 Bonewalker
- 12 Bone Monstrosity
- 13 Warp Tiger
- 14 Thought Parrot
- 15 Genie
- 16 Extradimensional Cephalopod
- 17 Vinebeast
- 18 Enraged Cactus
- 19 Explosive Charger
- 20 Link Elephant
- 21 Unicorn
Attack Dog
An attack dog is a big toothy quadruped.
Attack dogs are not particularly smart, and can only speak Wolf languages.
Attack Dog Common — 3 points
| |
AD 3 GD 3 Will 0 HP 1 Toughness 4 | |
Muscle 1 Accuracy 0 Save DC 4 Magic Power 0 | |
Stealth 0 Perception 0 Agility 0 | |
Descriptors [ Blooded ], [ Bony ], [ Living ] | |
Movement 20 meter land speed with 3 meter jump. 10 meter swim speed with 5 meter sink. | |
Size 1 meter Reach 1 meter | |
Carrying Capacity 20 kilograms Weight 60 Kilograms | |
Basic Specialties Brutal | |
Extras Strong |
Attack dogs only have one "hand", their mouths, and deal 1d6+1 damage with unarmed attacks that use that hand (Muscle included).
The base range of their scent sense is 30 meters.
Advancement
Dire (4 points): The Attack Dog gets two more Basic Specialties, and can move up to its normal non-run speed when it Tactile Searches, getting to detect things by Scent over the entire region traveled. The Attack Dog's unarmed attacks knock the target prone on a successful wound.
Man's Best Friend (4 points): The Attack Dog gets two more Basic Specialties, becomes [ Purple ], and can form a one-way telepathic bond with a creature as a standard action. That creature can project images and commands into the Attack Dog's mind as a lesser action. The telepathic bond wears off after 1 day.
Raven
A raven is a big feathery black winged creature. It has a dangerously sharp beak.
Ravens are not particularly smart, but can speak.
Raven Common — 3 points
| |
AD 5 GD 3 Will 0 HP 1 Toughness 2 | |
Muscle -4 Accuracy 1 Save DC 4 Magic Power -2 | |
Stealth 1 Perception 0 Agility 2 | |
Descriptors [ Blooded ], [ Bony ], [ Living ] | |
Movement 5 meter land speed with 0.5 meter jump. 30 meter fly speed with 1 meter aerobatics. 2 meter swim speed with 2 meter sink. | |
Size 0.25 meters Reach 0.25 meters | |
Carrying Capacity 0.625 kilograms Weight 1 Kilogram | |
Basic Specialties Offensive, Sturdy | |
Extras Small 2 |
The Raven deals 1d6-3 damage with Unarmed attacks (Muscle included).
Advancement
The Raven may not be given Extras that increase its size.
Corpse Bird (2 points): The Raven is an [ undead ] creature. When it dies, it explodes in a bright flash of light, for a 1d6 Light damage attack against every creature in a 10 meter spray around itself. While in bright light, it gets a -1 penalty to Perception. The Raven gains one Basic Specialty and becomes [ White ].
Blackbird (2 points): The Raven gets +8 meters to fly speed and gains one Basic Specialty.
Third Leg (2 points): The Raven gains a third leg. This gives it +10 meters to land speed, and the ability to generate or stop generating bright light out to a distance of 30 meters. The Raven gains one Basic Specialty and becomes [ White ].
Bear
A bear is a big toothy clawed quadruped.
Bears are not particularly smart, and can only speak Bear languages.
Bear Elite — 30 points
| |
AD 3 GD 5 Will 1 HP 3 Toughness 6 | |
Muscle 4 Accuracy 1 Save DC 4 Magic Power 0 | |
Stealth 0 Perception 1 Agility -2 | |
Descriptors [ Blooded ], [ Bony ], [ Living ] | |
Movement 17 meter land speed with 1 meter jump. 13 meter swim speed with 5 meter sink. | |
Size 2 meters Reach 1.5 meters | |
Carrying Capacity 160 kilograms Weight 640 Kilograms | |
Basic Specialties Physical Evasion, Stubborn, Offensive, Sturdy, Brutal | |
Advanced Specialties Aggressive, Sturdy | |
Extras Big |
Bears deal 1d6+5 damage with unarmed attacks (Muscle included).
Advancement
Bugbear (10 points): The Bear gets -2 to Agility. Its Shove attacks inflict wounds. The Bear gets two more Advanced Specialties and can also speak Bug languages.
Expanding (5 points): The Bear gets gets +5 meters to its movement speeds. It has an Inflated state, which doubles its size and reach; toggling this state is a lesser action. The Bear gets one more Advanced Specialty, and becomes a [ Purple ] creature.
Heisenbear (20 points): The Bear becomes Paragon tier (giving it +1 HP), becomes a [ Purple ] [ Pink ] creature, and gets one more Advanced Specialty. When it moves, it moves to all possible spots it could move to, and detects others as though it were in all those spots. Its weight is divided evenly over the entire space, allowing it to walk on water or other liquids, and ignore the damage from environmental hazards. It can attack and interact with other creatures as though it was in any spot in the area. At the end of each turn, its probability space collapses and it occupies just one spot. When the Heisenbear does a Melee Guard, it does not actually have to move or expend movement to attack a target so long as the target is within its remaining movement range.
Flame Imp
A flame imp is a small, bouncy fire, which ignites the ground beneath it on fire, if that ground is flammable.
Flame imps are not particularly smart, and can only speak Infernal languages.
Flame Imp Common — 2 points
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AD 4 GD 3 Will 0 HP 1 Toughness 3 | |
Muscle -2 Accuracy 0 Save DC 4 Magic Power -1 | |
Stealth -1 Perception 0 Agility 1 | |
Descriptors [ Living ], [ Orange ] | |
Movement 10 meter land speed with 1 meter jump. -20 meter sink distance. | |
Size 0.5 meters Reach 0.5 meters | |
Carrying Capacity 2.5 kilograms Weight 0.1 kilogram | |
Extras Small |
Flame imps are immune to Heat damage.
They have a melee Magic-Damage Flame Touch weapon, which deals 1d6 Heat damage and lights creatures it would wound on fire instead.
Flame imps are so light that they can walk on liquids and other unstable surfaces. Flame imps brightly illuminate out to 10 meters.
Advancement
Leaping Flames (2 points): The flame imp gets +10 meters to its movement speeds, and +1 meter to its jump distance. It gains a Basic Specialty.
Scorching Flames (2 points): The flame imp's Flame Touch attack inflicts wounds as well as lighting creatures on fire. It gains a Basic Specialty.
Dragon
A dragon is a sort of bright orange winged lizard with impressively strong scales.
Dragons are quite smart, but can only speak Draconic languages.
Dragon Legend — 433 points
| |
AD 2 GD 7 Will 3 HP 5 Toughness 11 | |
Muscle 8 Accuracy 1 Save DC 7 Magic Power 1 | |
Stealth -1 Perception 3 Agility -7 | |
Descriptors [ Blooded ], [ Bony ], [ Living ], [ Orange ] | |
Movement 21 meter land speed with 1 meter jump. 5 meter swim speed with 5 meter sink. 45 meter fly speed with 9 meter aerobatics. | |
Size 8 meters Reach 3.38 meters | |
Carrying Capacity 2560 kilograms Weight 35840 Kilograms | |
Basic Specialties Physical Evasion, Slippery Wit, Stubborn, Offensive, Sturdy | |
Advanced Specialties Ungrabbable 2, Determined, Aggressive 2, Perceptive 2, Sturdy 3, Super-Sturdy | |
Extras Big 3, Might & Magic |
The dragon's unarmed attacks deal 1d6+9 damage (Muscle included) and make the target disappear completely for a number of rounds equal to the number of wounds inflicted (This is a [ Time ] effect).
The two beady eyes of a dragon are orange gems. Dragons cannot see visually, but have a Thermosympathetic sense.
Dragons have Heat Resist 2 and Cold Resist 1.
As a standard action, the Dragon can breathe an exploding ball of fire at a targeted surface up to 100 meters away, where it explodes in a 40 meter radius blast (Muscle-Area included), inflicting a ranged Magic-Damage attack against AD that deals 1d6+1 Heat damage (Magic Power included) on each creature or unattended object in the area. The explosion is audible from 1000 meters away.
Advancement
Conical Breath (100 points): As a standard action the Dragon can breathe a 90 degree cone, 100 meter blast of fire (Muscle-Area included), for ranged Magic-Damage attacks against AD that deal 1d6+1 Heat damage (Magic Power included) to every creature and unattended object in the area. The whoosh of flames is audible from 300 meters away. The blast radius of the Dragon's exploding ball of fire breath increases by 5 meters (before doublings; with 8 Muscle that's 20 meters). Its movement speeds increase by 15 meters. It gets an Advanced Specialty.
Magmatic (100 points): The Dragon is partially made of lava. This makes it immune to Heat damage. When it suffers any wounds, one cubic meter of lava falls from it for each wound. When slain, it explodes in a shower of flame, making a 1d6 Heat damage (Magic Power included) attack against each creature and unattended object in a 100 meter spray; wounded creatures are also lit on fire. It gets an Advanced Specialty.
Temporally Dominant (200 points): When a creature within 100 meters would be targeted by a [ Time ] effect, the Dragon may choose to also be affected. When the Dragon would be targeted by a [ Time ] effect, the Dragon may choose not to be affected. As a lesser action, the Dragon may take a move action, but get a -1 penalty to Toughness for one round. It gets an Advanced Specialty.
Young Dragon
Adolescent dragons (up to 17 years old) are flightless.
Young dragons are quite smart, but fairly ignorant, and can only speak Draconic languages.
Young Dragon Elite — 45 points
| |
AD 4 GD 5 Will 4 HP 3 Toughness 6 | |
Muscle 2 Accuracy 1 Save DC 5 Magic Power 0 | |
Stealth 0 Perception 1 Agility 0 | |
Descriptors [ Blooded ], [ Bony ], [ Living ], [ Orange ] | |
Movement 25 meter land speed with 1 meter jump. 15 meter swim speed with 2 meter sink. | |
Size 2 meters Reach 1.5 meters | |
Carrying Capacity 40 kilograms Weight 560 Kilograms | |
Basic Specialties Physical Evasion, Slippery Wit, Stubborn, Offensive, Sturdy | |
Advanced Specialties Ungrabbable, Determined, Sturdy | |
Extras Big |
Young dragon's unarmed attacks deal 1d6+2 damage (Muscle included) and make the target disappear completely for a number of rounds equal to the number of wounds inflicted (This is a [ Time ] effect).
The two beady eyes of a young dragon are not yet gems, but still give them a Thermosympathetic sense rather than a visual one.
Young dragons have Heat Resist 1.
As a standard action, an adolescent dragon can snort an explosion of fire, inflicting a Loud Magic-Damage attack against AD for 1d6 Heat damage on each other creature and unattended object within a 20 meter Muscle-Area blast from itself.
Infernal Prophet
An infernal prophet is a flaming skeleton, which burns nothing. When the last of a species dies, it becomes an infernal prophet and goes back a hundred years, where it has one day to communicate with anyone it can find before burning out. Even if the species would still die out, no more infernal prophets are created until at least a hundred years after the time this one came back from.
Infernal Prophet Common — 16 points
| |
AD 5 GD -1 Will 1 HP 2 Toughness 4 | |
Muscle -6 Accuracy 0 Save DC 4 Magic Power 0 | |
Stealth 1 Perception 1 Agility 2 | |
Descriptors [ Bony ], [ Undead ], [ Orange ], [ White ] | |
Movement 22 meter land speed with 3 meter jump. 22 meter fly speed with 1 meter aerobatics. 8 meter teleport speed. | |
Size As creature Reach As creature | |
Carrying Capacity 0.15625 kilograms Weight None | |
Basic Specialties Physical Evasion, Slippery Wit, Offensive, Sturdy | |
Extras Quick | |
Skills As creature |
Mechanized Titan
A mechanized titan is a 5 meter tall machine, built of salt, bone, and golden tubes, with has massive skulls for hands.
Mechanized titans can only speak Machine languages, and are not particularly intelligent, fighting zealously for whichever master has been feeding it its diet of bones the most during this week.
Mechanized Titan Paragon — 90 points
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AD 5 GD 5 Will 1 HP 5 Toughness 6 | |
Muscle 4 Accuracy 2 Save DC 4 Magic Power 1 | |
Stealth 0 Perception 1 Agility 4 | |
Descriptors [ Blooded ], [ Bony ], [ Machine ], [ Orange ], [ White ] | |
Movement 45 meter land speed with 1 meter jump. 10 meter swim speed with 15 meter sink. | |
Size 2 meters Reach 1.5 meters | |
Carrying Capacity 160 kilograms Weight 800 Kilograms | |
Basic Specialties Physical Evasion, Stubborn, Offensive, Brutal, Sturdy | |
Advanced Specialties Avoider, Ungrabbable, Aggressive 2, Might & Magic, Sturdy 2 | |
Extras Big |
The mechanized titan's unarmed attacks deal 1d6+3 damage (Muscle included) and fling each wounded creature 2 meters in the direction of the mechanized titan's choice.
It has two Heavy Magic-Damage Light Beam weapons, which attack everything in a 1 meter wide, 300 meter long cylindrical beam spray against AD for 1d6+2 Light damage (Magic Power included), blinding any wounded targets for 2 rounds.
The mechanized titan can cast fire breath as a standard action without a charge or gem, but the cone is 30 meters long (after Muscle).
Advancement
Dreadnaught Weapons (20 points): The Mechanized Titan's unarmed attacks and fire breath fling wounded creatures 6 additional meters per wound, and its Light Beams get +2 Demolition. It gains one Advanced Specialty.
Detachable Skulls (40 points): The Mechanized Titan's massive skull hands can detach and fly around with 35 meter fly speeds and 4 meter aerobatics distance. Despite not being attached directly to the Mechanized Titan, they are targeted as the same creature. They cannot attack while more than 20 meters away from the Mechanized Titan. The Mechanized Titan gains two Advanced Specialties.
Salt Golem
A salt golem is a cube of salt, with salt legs protruding out of the center of each side.
Salt golems are not particularly smart, and can only speak Machine languages.
Salt Golem Elite — 35 points
| |
AD 4 GD 5 Will 1 HP 4 Toughness 4 | |
Muscle 3 Accuracy 2 Save DC 5 Magic Power 0 | |
Stealth 0 Perception -1 Agility 0 | |
Descriptors [ Machine ], [ Angel ], [ Black ] | |
Movement 45 meter land speed with 2 meter jump. 10 meter swim speed with 10 meter sink. | |
Size 2 meters Reach 1.5 meters | |
Carrying Capacity 80 kilograms Weight 2200 Kilograms | |
Basic Specialties Physical Evasion, Stubborn, Offensive, Brutal | |
Advanced Specialties Avoider, Aggressive, Sturdy | |
Extras Big |
The salt golem's unarmed attacks deal 1d6+4 damage (Muscle included) and cause wounded targets to become shriveled until they recover from this by drinking plenty of fluids and waiting for a minute.
It can attack unattended bodies of water with its unarmed attacks, drying 2 cubic meters up with every successful hit.
When reduced to 0 or less HP, a salt golem explodes in a cloud of salt, which fills a 4 meter radius blast for 3 rounds and cannot be seen through: this destroys the salt golem.
Advancement
Salt Shot (10 points): The Salt Golem gains a Salt Shot weapon, which deals 1d6+3 Physical damage (Muscle included) and has a range of 30m/60m. Creatures it wounds become shriveled as per its unarmed attacks. The Salt Golem's jump distance increases by 2 meters. The Salt Golem gains two Advanced Specialties.
Preservative (2 points): If the Salt Golem would wound a creature from -1 HP or above to -2 HP or below, the creature is only reduced to -1 HP. The Salt Golem gains one Basic Specialty.
Pact of Persistence (20 points): The Salt Golem becomes Paragon tier (giving it +1 HP), gains an Advanced Specialty, and can form a Pact of Persistence, which grants the other creature the Salt Golem's ability to shrivel creatures and dry up water with its unarmed attacks, but requires them to never kill another creature. The penalty for Breaking the Pact is a 4 energy Personal Sacrifice.
Trask
A Trask is a sort of reptilian cross between a mammoth and a giant sloth, steeped in the energies of death, but still a living creature.
Trasks are not particularly smart, and can only speak Draconic languages.
Trask Legend — 374 points
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AD 2 GD 6 Will 1 HP 6 Toughness 8 | |
Muscle 7 Accuracy 4 Save DC 4 Magic Power 0 | |
Stealth 0 Perception 3 Agility -2 | |
Fear Response Frenzy | |
Descriptors [ Blooded ], [ Bony ], [ Living ], [ White ] | |
Movement 60 meter land speed with 10 meter jump. 20 meter burrow speed. 30 meter swim speed with 5 meter sink. | |
Size 8 meters Reach 3.38 meters | |
Carrying Capacity 1280 kilograms Weight 46000 Kilograms | |
Basic Specialties Physical Evasion, Stubborn, Offensive, Brutal, Sturdy | |
Advanced Specialties Avoider, Ungrabbable, Aggressive 3, Perceptive 2, Sturdy 3 | |
Extras Big 3 |
The trask's unarmed attacks deal 1d6+8 damage (Muscle included).
It can spit globs of petrified death essence that deal 1d6+7 Cold damage (Muscle included) and have a range of 40m/80m; wounds inflicted on [ Undead ] creatures by this attack heal the creature by that much instead.
The Trask's particular usage of death energies mean that at the end of each of its turns, it heals 1 HP. If its HP becomes positive, it stops being Unconscious.
Any time the Trask would be dead, it is merely unconscious instead.
Advancement
Long Range Spit (75 points): The range of the Trask's death spit attack increases to 60m/220m. The Trask gains an Advanced Specialty.
Peluda (75 points): The Trask gains a full coat of sharp quill-like hair. This gives it a Heavy Muscle-Damage Quill Shake weapon, where it makes an attack for 1d6+7 Physical damage (Muscle included) against each other creature in a 30 meter spray. When the Trask is struck by an unarmed attack, the attacker takes 1d6+8 Physical damage (Muscle included). The Trask gains an Advanced Specialty.
Bonewalker
A bonewalker is a 2 meter tall quadruped, with long, slender, bony legs and a ribcage chassis.
Bonewalkers survive on a diet of bones. Bonewalkers can speak every language, and are quite intelligent, but have no particular desires, other than a willingness to obey every command given to them by their master.
Bonewalker Elite — 23 points
| |
AD 5 GD 5 Will 2 HP 2 Toughness 4 | |
Muscle 1 Accuracy 1 Save DC 4 Magic Power 0 | |
Stealth 1 Perception 2 Agility 4 | |
Fear Response Frenzy | |
Descriptors [ Bony ], [ Undead ], [ Purple ], [ White ] | |
Movement 20 meter land speed with 6 meter jump. 10 meter swim speed with 5 meter sink. | |
Size 2 meters Reach 1.5 meters (16.5 with tiny portals) | |
Carrying Capacity 20 kilograms Weight 180 Kilograms | |
Basic Specialties Physical Evasion, Slippery Wit, Stubborn, Offensive, Brutal | |
Advanced Specialties Stealthy, Perceptive | |
Extras Quick |
The bonewalker's unarmed attacks deal 1d6+2 damage (Muscle included), and it can attack through tiny, spontaneously generated portals, allowing it to attack creatures 15 meters beyond its reach, potentially past walls or other obstacles.
It can also create larger 2 meter wide, 0 meter deep portals, with one end adjacent to itself and the other end 30 meters away, as a move action; such portals disappear after 1 round.
The bonewalker's glowing face brightly illuminates out to 1 meter.
The bonewalker gets -1 to Perception in direct sunlight.
Advancement
Long Distance Portals (10 points): The distance at which it can create its portals (both large and small) doubles. It gets two more Advanced Specialties.
Scuttling (6 points): The Bonewalker can walk (but not run) along difficult terrain, walls, and ceilings, without difficulty. It gets another Advanced Specialty.
Bone Monstrosity
A bone monstrosity is a truly massive skeletal monster, shaped vaguely like an alligator and made entirely out of normal sized bones.
Bone monstrosities feast on a diet of bones. Bone monstrosities are not particularly smart, and can only speak sign languages. At the core of every bone monstrosity, there are 3 to 5 white gems.
Bone Monstrosity Legend — 572 points
| |
AD 0 GD 7 Will 1 HP 10 Toughness 10 | |
Muscle 11 Accuracy 2 Save DC 4 Magic Power 2 | |
Stealth -2 Perception 2 Agility -6 | |
Fear Response Frenzy | |
Descriptors [ Bony ], [ Undead ], [ White ] | |
Movement 37 meter land speed with 4 meter jump. 17 meter swim speed with 5 meter sink. | |
Size 16 meters Reach 5.06 meters | |
Carrying Capacity 20480 kilograms Weight 81920 Kilograms | |
Basic Specialties Physical Evasion, Stubborn, Aggressive, Sturdy, Brutal | |
Advanced Specialties Ungrabbable 2, Aggressive 3, Might & Magic 2, Perceptive, Sturdy 3, Energetic 2 | |
Extras Big 4 |
The bone monstrosity's unarmed attacks deal 1d6+12 damage (Muscle included) and fling each wounded creature 5d6 meters in the direction of the bone monstrosity's choice.
Because it is made of normal sized bones, it can squeeze through holes only 0.5 meters wide, but it gets a -3 penalty to accuracy while partially squeezed.
As a standard action AND move action, a bone monstrosity can glow with searing light, making a ranged Magic-Damage Muscle-Area attack that deals 1d6+3 Light damage (Magic Power included) to all other creatures and unattended objects in a 400 meter spray (Muscle included). [ Undead ] creatures that would be wounded by this searing light are brought under the bone monstrosity's control for that many rounds instead.
The bone monstrosity gets -1 to Perception in bright light.
Advancement
The Bone Monstrosity cannot gain Extras which add to movement speed.
Mass Animation (100 points): At the end of each of its turns, the Bone Monstrosity casts animate skeletons without an action. The Bone Monstrosity gains another Advanced Specialty.
Inescapable Radiance (50 points): The Bone Monstrosity can make its glow with searing light deal up to 5 less damage in exchange for getting the same amount as a bonus to the glow's Accuracy. The Bone Monstrosity gains another Advanced Specialty.
Warp Tiger
This tiger has purple and black stripes.
Warp tigers are not particularly smart, can speak, and know every language. Warp tigers frequently team together with thought parrots.
Warp Tiger Elite — 32 points
| |
AD 5 GD 4 Will 1 HP 2 Toughness 5 | |
Muscle 3 Accuracy 1 Save DC 5 Magic Power 0 | |
Stealth 1 Perception 1 Agility 4 | |
Descriptors [ Blooded ], [ Bony ], [ Living ], [ Purple ] | |
Movement 49 meter land speed with 6 meter jump. 49 meter teleport speed. 49 meter swim speed with 5 meter sink. | |
Size 2 meters Reach 1.5 meters | |
Carrying Capacity 80 kilograms Weight 500 Kilograms | |
Basic Specialties Physical Evasion, Slippery Wit, Offensive, Well-Rounded, Brutal | |
Advanced Specialties Avoider | |
Extras Big |
The warp tiger's unarmed attacks deal 1d6+4 damage and an additional +1 damage when charging (Muscle included). Its acute sense of space lets it detect and pinpoint any extradimensional space with an entry point within 50 meters.
Advancement
Controlled Run (5 points): When running with its teleport speed, instead of randomly going to one of the three chosen places, it randomly determines one of the three places that it can't go, and teleports to one of the other two. When running with any other speed, it may turn once. The Warp Tiger gets an Advanced Specialty.
Rending Claws (5 points): When the Warp Tiger makes an unarmed attack as a heavy attack, and inflicts any wounds, the wounded creature gets a -1 penalty to Toughness for 1 minute. The Warp Tiger gets an Advanced Specialty.
Warpichore (10 points): The Warp Tiger gains a spiked tail, which serves as a Teleporting Tail weapon: it makes melee attacks through portals against targets up to 50 meters away, and deals 1d6+3 Physical damage (Muscle included). The Warp Tiger gets two Advanced Specialties.
Thought Parrot
A thought parrot is a brightly colored parrot with a purple head and piercingly intelligent eyes.
Thought parrots are moderately smart, can speak, and know every language.
Thought Parrot Common — 7 points
| |
AD 5 GD 4 Will 1 HP 1 Toughness 2 | |
Muscle -4 Accuracy 0 Save DC 5 Magic Power -1 | |
Stealth 1 Perception 0 Agility 3 | |
Descriptors [ Blooded ], [ Bony ], [ Living ], [ Purple ] | |
Movement 2 meter land speed with 0.5 meter jump. 25 meter fly speed with 2 meter aerobatics. 2 meter swim speed with 2 meter sink. | |
Size 0.25 meters Reach 0.25 meters | |
Carrying Capacity 0.625 kilograms Weight 1 Kilogram | |
Basic Specialties Stubborn, Offensive, Powerful | |
Extras Small 2 |
The thought parrot speaks by projecting words directly into the heads of creatures within 50 meters: it must be aware of a creature in order to speak to it, and can only communicate with up to five creatures per round.
As a standard action, the thought parrot can forcefully project extremely inane words into the mind of a creature it can speak to: the creature must make a Will Save or take 1d6 Mind damage (Magic Power included).
It gets Demolition +1.
Advancement
Improved Conversation (2 points): The range of the thought parrot's word projection increases by 25 meters. Immediately after receiving a message, a creature may use a Lesser action to send a one-word return message to the thought parrot. The Thought Parrot gains a Basic Specialty.
Persistent Thought (3 points): The thought parrot, can, as a Lesser action, project words at a specified point within the range it can project thoughts. Any creature who intersects that point during the next hour hears those words. Also, whenever the parrot's inane words attack inflicts a wound on a creature, that creature takes 1d6 Mind damage again (Magic Power included) at the end of its next turn, repeating every round until it fails to wound. The Thought Parrot gains a Basic Specialty.
Genie
A genie is a 4 meter tall pink humanoid, with a wispy tail instead of legs.
Genies are quite smart, and often know several languages. They are also immortal, spontaneously generated when large populations share a single strong desire. Genies survive on a diet of souls rather than organic material.
Genie Paragon — 70 points
| |
AD 4 GD 5 Will 3 HP 5 Toughness 5 | |
Muscle 2 Accuracy 4 Save DC 6 Magic Power 0 | |
Stealth 0 Perception 0 Agility 0 | |
Descriptors [ Blooded ], [ Bony ], [ Living ], [ Pink ] | |
Movement 50 meter fly speed with 5 meter aerobatics. 25 meter swim speed with 5 meter sink. | |
Size 2 meters Reach 1.5 meters | |
Carrying Capacity 40 kilograms Weight 520 Kilograms | |
Basic Specialties Physical Evasion, Slippery Wit, Stubborn, Offensive, Sturdy | |
Advanced Specialties Determined, Aggressive 2, Sturdy, Super-Aggressive | |
Extras Big |
Genies have two Magic-Damage Link Fist weapons, which deal 1d6+3 Physical damage and link wounded creatures together in the Genie's Network for 1 round per wound. Whenever a creature in the Network suffers from a damage roll for a reason other than the Network, each other creature in the Network suffers from the same damage roll minus 2.
As a standard action, it can force a target it can see within 75 meters to make a Will Save or spend a move action on its next turn moving as close to the Genie as possible.
By touching an unconscious character continuously for one minute, the Genie may implant a wish in that character's mind. The character now wishes that thing more than anything else in the world. If the character gets their wish, they are no longer obsessed with it. Genies like to implant wishes in characters before letting them go, so they don't make very good jailors. Each genie has a particular favorite wish.
Advancement
Lichdom (35 points): The Genie is [ Undead ], and gets -1 Perception while exposed to bright light. By touching a dead character as a standard action attack against AD, the character is reanimated with the Revenant class and a fresh Soul that wants nothing other than the Genie's choice of wish. The character serves the Genie willingly as a member of its party, unless its existence causes its party to go over the point limit, in which case it immediately leaves the party and spends the next hour running away. The Genie gains two Advanced Specialties and becomes [ White ].
Ascension (30 points): If a creature granted a wish by this genie gets its wish after more than a year, it transforms into a Genie. The Genie's aerobatics distance decreases by 3 meters. The Genie gains two Advanced Specialties.
Extradimensional Cephalopod
The extradimensional cephalopod is some sort of aquatic invertebrate, with eight thick purple tentacles, each of which has a purple gem on the end.
Extradimensional cephalopods are quite smart, can speak, and know every language.
Extradimensional Cephalopod Tentacle Elite — 30 points
| |
AD 5 GD 4 Will 1 HP 3 Toughness 5 | |
Muscle 1 Accuracy 2 Save DC 4 Magic Power 0 | |
Stealth 1 Perception 1 Agility 3 | |
Descriptors [ Blooded ], [ Living ] | |
Movement Remains connected to body; when severed, has a 5 meter land speed with 5 meter jump distance, and a 5 meter swim speed with 0 meter sink. | |
Size 1 meter Reach 5 meters | |
Carrying Capacity 20 kilograms Weight 80 Kilograms | |
Basic Specialties Physical Evasion, Slippery Wit, Offensive, Sturdy, Brutal | |
Advanced Specialties Aggressive, Perceptive, Sturdy | |
Extras Quick |
The tentacles' unarmed attacks deal 1d6+3 damage (Muscle included), and can inflict wounds when used to make Grapple attacks.
Extradimensional Cephalopod Body Paragon — 148 points
| |
AD 3 GD 5 Will 4 HP 5 Toughness 7 | |
Muscle 4 Accuracy 0 Save DC 7 Magic Power 0 | |
Stealth 0 Perception 4 Agility -3 | |
Descriptors [ Blooded ], [ Living ] | |
Movement 2 meter swim speed with 0 meter sink. | |
Size 4 meters Reach 0 meters | |
Carrying Capacity 160 kilograms Weight 5120 Kilograms | |
Basic Specialties Physical Evasion, Slippery Wit, Stubborn, Offensive, Sturdy | |
Advanced Specialties Determined 2, Perceptive 2, Sturdy 2, Super-Perceptive | |
Extras Big 2 |
The body itself remains inside a watery extradimensional space, with only its tentacles protruding, from eight eternally open entry points. Each entry point is a 1 meter radius circle, always aligned so that the water does not pour out, with an indestructible back. The body can teleport each entry point 150 meters as a standard action. If a tentacle's purple gem is removed, its entry point closes, and the tentacle is severed, although it can act on its own.
Advancement
All Cephalopod tentacles must receive the same advancements.
Leaptopus (10 points per tentacle): When the Extradimensional Cephalopod teleports its entry points, it may teleport each entry point up to 150 meters away from the location of any other of its entry points. The tentacles receive two Advanced Specialties.
Brain Grapple (50 points): As a standard action, the Extradimensional Cephalopod Body can force each other creature within its extradimensional space to make a Will save or have the Extradimensional Cephalopod control every word the creature sees, hears, or speaks (the Extradimensional Cephalopod senses each word and may choose alterations immediately). This is a bound effect, and the Extradimensional Cephalopod can only have six creatures bound in this way at a time. The body gains two Advanced Specialties.
Vinebeast
A vinebeast is a writhing mass of leafy vines.
The vinebeast is not particularly smart, and can only speak Vine languages.
Vinebeast Common — 22 points
| |
AD 3 GD 5 Will 1 HP 2 Toughness 6 | |
Muscle 3 Accuracy 1 Save DC 4 Magic Power 0 | |
Stealth 0 Perception 1 Agility -4 | |
Descriptors [ Blooded ], [ Living ] | |
Movement 22 meter land speed with 1 meter jump. 2 meter burrow speed. 10 meter swim speed with -5 meter sink. | |
Size 2 meters Reach 4 meters | |
Carrying Capacity 80 kilograms Weight 160 Kilograms | |
Basic Specialties Physical Evasion, Stubborn, Aggressive, Brutal, Sturdy | |
Extras Big |
The vinebeast has an essentially unlimited number of "hands", and deals 1d6+3 damage with unarmed attacks (Muscle included).
It can clamber up walls and ceilings as though they were the floor.
It cannot see.
Advancement
If it gets any of the following advancements, the Vinebeast becomes Elite tier (giving it +1 HP).
Spore Cloud (10 points): As a standard action, the Vinebeast can emit a cloud of allergenic pollen in a 20 meter Muscle-Area blast (Muscle effect included). Any creature that starts its turn in the area or enters the area during the next minute takes an attack against GD from the Vinebeast, and wastes a move action sneezing if hit. The Vinebeast can only use this ability 5 times per hour. The Vinebeast gains two Advanced Specialties.
Creeping Vines (5 points): The Vinebeast's movement speeds increase by 8 meters. The Vinebeast gains an Advanced Specialty.
Mere Shrubbery (5 points): The Vinebeast can change the shape and color of its vines and leaves, disguising itself as a harmless bush with a Decent disguise as a Standard action. It stops being disguised when it moves or attacks. The Vinebeast gainst an Advanced Specialty.
Enraged Cactus
An Enraged Cactus is a gigantic angry cactus.
The enraged cactus is not particularly smart, and can only speak Cactus languages. The enraged cactus cannot see.
Enraged Cactus Paragon — 260 points
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AD 2 GD 6 Will 2 HP 6 Toughness 8 | |
Muscle 6 Accuracy 4 Save DC 4 Magic Power 0 | |
Stealth 0 Perception 1 Agility -9 | |
Fear Response Frenzy | |
Descriptors [ Blooded ], [ Living ] | |
Movement 19 meter land speed with 1 meter jump. 14 meter swim speed with -5 meter sink. | |
Size 8 meters Reach 3.38 meters | |
Carrying Capacity 640 kilograms Weight 10240 Kilograms | |
Basic Specialties Physical Evasion, Slippery Wit, Stubborn, Offensive, Sturdy | |
Advanced Specialties Ungrabbable, Aggressive 2, Sturdy 2, Energetic, Super-Sturdy, Super-Aggressive | |
Extras Big 3 |
An enraged cactus deals 1d6+8 damage with unarmed attacks (Muscle included), and when it is struck with an unarmed attack, the attacker takes 1d6+8 Physical damage (Muscle included).
The enraged cactus can lumber through the spaces of creatures smaller than itself, dealing 1d6+2 damage to any creature it moves past in this way. Even if it moves through a creature multiple times, each creature only takes damage from this once during the same turn.
Enraged cacti have a Muscle-Damage Spine Shot weapon, which deals 1d6+7 Physical damage (Muscle included) and has a range of 40m/200m.
The enraged cactus is hollow, allowing it to store many troops or supplies secretly and securely.
Advancement
The Enraged Cactus cannot get Extras which add to movement speed.
If it gets any of the following advancement options, it advances to Legend tier.
Poison Needles (40 points): The Enraged Cactus causes any creature it wounds by unarmed attacks, by spine shot attacks, or by being hit by unarmed attacks to suffer as though exposed to Rage Gas. It gets one Advanced Specialty.
Longer Spines (40 points): The Enraged Cactus gets +1 meter to reach, and it deals 1d6+8 Physical damage (Muscle included) to any creature who strikes it in melee, not only if they use an unarmed attack. It gets one Advanced Specialty.
Explosive Charger
An explosive charger is a sort of hunched-over rhinoceros creature with spines all down its back.
Explosive chargers are not particularly smart, and can only speak Grassmuncher languages.
Explosive Charger Paragon — 140 points
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AD 3 GD 6 Will 1 HP 5 Toughness 6 | |
Muscle 6 Accuracy 0 Save DC 4 Magic Power 1 | |
Stealth 2 Perception 1 Agility 0 | |
Descriptors [ Blooded ], [ Bony ], [ Living ], [ Orange ] | |
Movement 50 meter land speed with 1 meter jump. 15 meter swim speed with 5 meter sink. | |
Size 4 meters Reach 3 meters | |
Carrying Capacity 640 kilograms Weight 5760 Kilograms | |
Basic Specialties Physical Evasion, Slippery Wit, Offensive, Sturdy, Brutal | |
Advanced Specialties Ungrabbable 2, Aggressive 2, Stealthy, Perceptive, Sturdy | |
Extras Big 2, Might & Magic 1 |
An explosive charger has one "hand", its mouth, and deals 1d6+7 damage with unarmed attacks (Muscle included).
It has a Loud Magic-Damage Muscle-Area Explosion attack, which deals 1d6+2 Heat damage (Magic Power included), and targets all other creatures in a 12 meter blast (Muscle included).
When it rushes, it may travel in a straight line, without need for a floor.
When it Runs with any speed that would normally double while running, its speed is tripled instead.
Advancement
Mole Heritage (30 points): The Explosive Charger gains a 25 meter burrow speed. Its Explosion attack flings creatures away from itself 2 meters per wound. It gains an Advanced Specialty.
Aquatic (15 points): The Explosive Charger's swim speed increases by 50 meters, and all of its other speeds increase by 15 meters. It does not need to breathe. It gains an Advanced Specialty.
Hover (30 points): As an immediate action, the Explosive Charger can fix its position, becoming stuck. It cannot be moved by gravity, movement speeds, flinging, or inertia. This effect ends when it rushes. It gains an Advanced Specialty and becomes [ Pink ].
Link Elephant
A Link Elephant is a large, plodding quadruped with a prehensile nose, which functions as its one "hand".
Link Elephants are not particularly smart, and can only speak Grassmuncher languages.
Link Elephant Elite — 67 points
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AD 2 GD 4 Will 2 HP 4 Toughness 6 | |
Muscle 6 Accuracy 1 Save DC 5 Magic Power 0 | |
Stealth 0 Perception 0 Agility -4 | |
Descriptors [ Blooded ], [ Bony ], [ Living ], [ Pink ] | |
Movement 25 meter land speed with 0.2 meter jump. 15 meter swim speed with 5 meter sink. | |
Size 6 meters Reach 2.75 meters | |
Carrying Capacity 640 kilograms Weight 6000 Kilograms | |
Basic Specialties Slippery Wit, Stubborn, Offensive, Brutal, Sturdy | |
Advanced Specialties Sturdy | |
Extras Big 2 |
A link elephant has a special Muscle-Damage Trunk Link weapon, which deals 1d6+6 Physical damage (Muscle included), and any creature wounded by it is linked to the elephant for 3 rounds: while linked, whenever the Link Elephant is wounded, each linked creature is flung 3 meters away from the elephant per wound.
The Link Elephant can lumber through the spaces of creatures smaller than itself, dealing 1d6 damage to any creature it moves past in this way. Even if the Link Elephant moves through a creature multiple times, each creature only takes damage from this once during the same turn.
As an immediate action, when another creature within 4 meters would be healed by a healing effect, the Link Elephant can make that creature take that many wounds instead; or when another creature within 4 meters would be wounded by a damaging effect, the Link Elephant can make that creature heal that many wounds instead.
Advancement
Controlled Fling (10 points): When the Link Elephant would fling a creature for any reason, it may choose the direction. It gains two Advanced Specialties.
Emotion Dance (10 points): As a standard action, the Link Elephant can stomp to establish a mood for all who hear it (it's audible from 300 meters away). A fear mood is frightening, a war mood gives +1 to Accuracy for 1 round, a soothing mood lets each creature attempt to recover from their fear. If a creature has been affected by an Emotion Dance less than one round earlier, the Emotion Dance does not affect them. The Link Elephant gains two Advanced Specialties.
Unicorn
A unicorn is a pink horse, with a single horn protruding from the center of its forehead. At the base of this horn there is a pink gem.
The unicorn is quite smart, but can only speak Grassmuncher languages.
Unicorn Paragon — 115 points
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AD 5 GD 4 Will 4 HP 4 Toughness 5 | |
Muscle 4 Accuracy 2 Save DC 7 Magic Power 0 | |
Stealth 1 Perception 2 Agility 1 | |
Descriptors [ Blooded ], [ Bony ], [ Living ], [ Pink ] | |
Movement 60 meter land speed with 6 meter jump. 30 meter swim speed with 5 meter sink. | |
Size 2 meters Reach 1.5 meters | |
Carrying Capacity 160 kilograms Weight 500 Kilograms | |
Basic Specialties Slippery Wit, Stubborn, Offensive, Well-Rounded, Brutal | |
Advanced Specialties Avoider 2, Determined 2, Aggressive 2, Perceptive, Sturdy | |
Extras Big, Destructive 2 |
The unicorn's unarmed attacks deal 1d6+5 damage (Muscle included).
It also has a melee Muscle-Damage Brutal Skewer attack which deals 1d6+6 Physical damage (Muscle included), and any creature wounded by this skewering becomes the unicorn's devoted protector and minion for 1 round per wound.
As a standard action, the unicorn can gently touch a creature with its horn to cure that creature of any psychological or emotional problems the unicorn chooses; this somewhat reduces the creature's ability to experience those emotions in any context. A creature touched in this way gets a Will Save to resist.
As a standard action, the unicorn can emit calming waves of energy. Creatures within 20 meters (including the unicorn) must make a Will Save with -1 to the DC or be stunned for 1 round.
Advancement
Nightmare (20 points): When the unicorn kills a creature, all enemies within 30 meters find the unicorn Frightening X, where X is the unicorn's Save DC -1. The range of the unicorn's calming waves increases by 10 meters. The unicorn gains an Advanced Specialty.
Gravitational Inversion (20 points): The unicorn can invert gravity for itself freely. This lets its jump distance become infinite, and if it uses brief inversions to reduce its falling speed to 125 meters per round or less, it doesn't take fall damage. If it attempts to flip between ceiling or floor during an action, and the two are less then 20 meters apart, it must succeed on a DC 6 Agility check or fall prone. The unicorn gains an Advanced Specialty.