Monsters

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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.

The Abilities of monsters can be traded for other abilities, with one exception: certain abilities are named "Special (Some Category)". Those Abilities count as the named category, and cannot be removed.

See also: Trap Monsters.

Attack Dog

Attack dog.png

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

Raven.png

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 ].

Buffalo

Bear

Bug Bear.jpg

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  2     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.

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.

Vinebeast

Vinebeast.png

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 either of the following advancements, the Vinebeast becomes Elite tier.

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.

Cactoad

Cactoad.jpg

A Cactoad is a sort of cross between a cactus and a toad.

The cactoad is not particularly smart, and can only speak Cactus languages.

Cactoad
Elite   —   26 points
AD  5     GD 4     Will 1     HP  2     Toughness 5
Muscle 2     Accuracy  1     Save DC 5     Magic Power 0
Stealth 2     Perception 0     Agility -2
Descriptors  [ Blooded ], [ Living ]
Movement  40 meter land speed with 8 meter jump. 40 meter swim speed with -5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 40 kilograms      Weight 20 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Offensive, Well-Rounded, Sturdy
Advanced Specialties  Aggressive, Sturdy, Stealthy
Extras  Strong

Cactoads deal 1d6+2 damage with unarmed attacks (Muscle included), and when one is struck with an unarmed attack, the attacker takes 1d6+3 Physical damage (Muscle included).

Cactoads have a Spine Tongue weapon with a range of 20m/100m that deals 1d6+1 Physical damage (Muscle included). When it successfully wounds a target with this weapon, the target is pulled adjacent to the Cactoad.

They also have a Loud Magic-Damage Muscle-Area Heavy Skull-Shattering Croak weapon, which attacks all other creatures in a 10 meter blast for 1d6+1 Noise damage and deafens creatures for one round per wound.

Advancement

Cactode (6 points): The Cactoad's croak is as soothing as it is loud. Any creature wounded by it must make a Will save or be stunned for 1 round. The radius of its croak increases by 5 meters. It gains one Advanced Specialty and becomes a [ Pink ] creature.

Cactrodes (10 points): Certain species of Cactoad have bulbs at the ends of their spines. These Cactoads, when struck with any attack by a creature 10 meters or less away, deal 1d6+2 Electricity damage (Muscle included) to that creature. This replaces the damage for being struck by an unarmed attack that Cactoads normally deal. It gains two Advanced Specialties and becomes a [ Blue ] creature.

Enraged Cactus

Enraged cactus.png

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
AD  2     GD 6     Will 2     HP  4     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.

Moon Wolf

Moon Wolf.jpg

A moon wolf looks much like an attack dog, albeit with larger teeth, thicker fur, and more malevolent eyes.

Moon wolves are somewhat intelligent, and can only speak Wolf languages.

Moon Wolf
Common   —   15 points
AD  5     GD 5     Will 2     HP  1     Toughness 4
Muscle 1     Accuracy  1     Save DC 4     Magic Power 0
Stealth 1     Perception 0     Agility 2
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Green ]
Movement  31 meter land speed with 3 meter jump. 21 meter swim speed with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 20 kilograms      Weight 65 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Stubborn, Offensive, Brutal
Extras  Fast

The moon wolf only has one "hand", its mouth, and deals 1d6+1 damage with unarmed attacks that use that hand (Muscle included). When it successfully wounds a creature, it exposes that creature to risk of infection by Moon Wolf Larvae. The Moon Wolf reverts to its host's form and mentality at sunrise, as specified by the Moon Wolf Larvae disease.

Moon Wolves do not like to attack creatures who are already infected with Moon Wolf Larvae, and can detect the taste of any of a creature's diseases when they wound that creature with an unarmed attack.

Lampwolf

When a creature has been infected with moon wolf larvae for more than a year, it may advance to a Lampwolf. This does not allow it to remain in Lampwolf form any longer or more often than it could remain in Moon Wolf form before.

Its eyes can glow like torches (this may be turned on or off as a lesser action). By staring at a creature as a Standard action, it may force the creature to make a Will Save or lose the ability to speak any intelligible words for 1 hour.

Lampwolves are quite intelligent. They know and can speak every language.

Lampwolf
Elite   —   45 points
AD  5     GD 5     Will 3     HP  2     Toughness 4
Muscle 2     Accuracy  1     Save DC 5     Magic Power 0
Stealth 2     Perception 1     Agility 4
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Purple ], [ Green ]
Movement  54 meter land speed with 6 meter jump. 34 meter swim speed with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 40 kilograms      Weight 75 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Stubborn, Offensive, Brutal
Advanced Specialties  Determined, Stealthy, Perceptive, Sturdy, Aggressive
Extras  Fast

Salt Golem

Salt Golem.png

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  3     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, 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.

Flame Imp

Flame imp.png

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
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.

Gargoyle

Gargoyle.jpg

The gargoyle resembles a grotesque stone gorilla with impressive fangs and claws.

The gargoyle is moderately intelligent, and can speak in simple sentences. It eats by swallowing at least three non-Harmless creatures per day, and keeping those creatures swallowed for at least 24 hours.


Gargoyle
Elite   —   27 points
AD  4     GD 4     Will 1     HP  1     Toughness 7
Muscle 3     Accuracy  1     Save DC 4     Magic Power 0
Stealth 1     Perception 0     Agility -2
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Orange ]
Movement  30 meter land speed with 3 meter jump. 10 meter swim speed with 15 meter sink.
Size  2 meters     Reach 1.5 meters
Carrying Capacity 80 kilograms      Weight 1200 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Offensive, Sturdy, Brutal
Advanced Specialties  Sturdy
Extras  Big

Gargoyles have two hands, and their unarmed attacks deal 1d6+4 Heat damage (Muscle included).

As a standard action AND move action, the gargoyle can harden its skin for 1 round, getting +1 to Toughness.

The gargoyle feasts on the temporal potentials of its victims: it can cast swallow whole on up to one unconscious victim per hour without needing charges.

Advancement

Angel of Alacrity (10 points): If no other non-Harmless creature can see the Gargoyle, and it can see itself, it gets +30 meters to its movement speeds. When the gargoyle hardens its skin, it gets another +1 to Toughness. It gains two Advanced Specialties.

Rock Form (5 points): While the gargoyle hardens its skin, it can disguise itself as a natural boulder or a sculpture with the same volume as itself. It gains an Advanced Specialties.

Troll (8 points): The gargoyle becomes undead, and regenerates 1 HP at the end of its turn if its skin is hard. It cannot control the hardening of its skin: its skin is hard while in bright light and soft otherwise. It cannot act while its skin is hard. It gains an Advanced Specialty and becomes [ White ].

Flamespitter

Flamespitter.jpg

This imposing insect's six legs are splayed out in all directions, with a large head jutting out from its round, centrally located body.

Flamespitters are not particularly smart, and can only speak Bug languages.


Flamespitter
Elite   —   25 points
AD  3     GD 5     Will 1     HP  2     Toughness 5
Muscle 3     Accuracy  2     Save DC 4     Magic Power 0
Stealth 1     Perception 0     Agility -2
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  30 meter land speed with 8 meter jump. 10 meter swim speed with 5 meter sink.
Size  2 meters     Reach 1.5 meters
Carrying Capacity 80 kilograms      Weight 600 Kilograms
Basic Specialties  Physical Evasion, Stubborn, Offensive, Sturdy, Brutal
Advanced Specialties  Aggressive
Extras  Big

The flamespitter's unarmed attacks deal 1d6+3 damage (Muscle included), and it can use up to two of its legs as "hands".

The Flamespitter has Heat Resist 1.

It has a Heavy Loud 300 meters Fiery Gout weapon that targets every creature and unattended object in a 10 meter, 90 degree conical blast for 1d6+3 Heat damage (Muscle included). Wounded targets are lit on fire.

As a Standard AND Move action, the Flamespitter can spew a glob of fire on a long, arcing trajectory, a distance of up to 1 kilometer. The glob of fire travels 250 meters per round, starting immediately, but deals -2 damage if it explodes after traveling 250 meters or less. Upon colliding with a solid or liquid surface, the glob of fire detonates, making an attack against AD for 1d6+4 Heat damage (Muscle included) at each creature and unattended object within a 10 meter blast. The glob of fire lights wounded targets on fire. The detonation is audible from 1000 meters away. Firing globs of fire is inaccurate, and each glob misses by 2d6 meters in a random direction.

Advancement

Water Strider (10 points): The Flamespitter's sink distance decreases by 50 meters. It gets +10 meters to its movement speeds. It gains two Advanced Specialties.

Minelayer (10 points): The Flamespitter can deposit globs of fire on the ground, for the same action and detonation properties as its glob-shooting ability, without the damage penalty for not traveling far. They explode when dealt 3 or more points of damage, or when the Flamespitter lays three more globs after this one, whichever comes first. It gains two Advanced Specialties.

Explosive Charger

Explosive charger.png

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
AD  3     GD 6     Will 1     HP  3     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 ].

Time Roach

Time roach.png

This hideous insect seems perfectly still; even when walking there are no intermediate motions.

Because of their tendency to show up and wreak havoc when people cast rewind, the ignorant sometimes claim that Time Roaches are some sort of divine punishment for interfering with the natural order of time. The more astute recognize that a few Time Roaches can be very helpful when attempting to alter the past.

Time Roaches are not particularly smart, and can only speak Bug languages.

Time Roach
Paragon   —   110 points
AD  4     GD 4     Will 2     HP  2     Toughness 6
Muscle 3     Accuracy  1     Save DC 5     Magic Power 0
Stealth 3     Perception 2     Agility 2
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Orange ]
Movement  45 meter land speed with 1 meter jump. 10 meter swim speed with 5 meter sink.
Size  2 meters     Reach 1.5 meters
Carrying Capacity 80 kilograms      Weight 600 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Offensive, Energetic
Advanced Specialties  Determined, Aggressive, Stealthy 2, Perceptive 2, Sturdy 2
Extras  Big

The time roach's unarmed attacks deal 1d6+4 damage (Muscle included), and it can use its vicious mandibles as a "hand".

It cannot see or hear, but it has a thermosympathetic sense.

When someone begins a [ time ] effect, the Time Roach can detect and pinpoint the initiator if they are sufficiently close: 50 meters for common spells and non-spell effects, 200 meters for elite spells, 800 meters for paragon spells, and 3200 meters for legend spells.

The Time Roach counts as a person capable of casting rewind for effects that care, even though it can't actually cast rewind.

Because it actually stops time whenever it moves, it can move over liquids and surfaces that cannot support its weight, although it falls if it ends an action on such a surface.

Advancement

Time Eater (20 points): When the Time Roach kills a creature, it may immediately make another attack. It gets +10 meters to its movement speeds. The Time Roach gains an Advanced Specialty.

Chronological Concentration (20 points): As a Standard AND Move action, the Time Roach can take an extra move action on its next turn. It cannot be detected by any means during that move action. The Time Roach gains an Advanced Specialty.

Dragon

Dragon.png

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  2     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  2     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

Infernal Prophet.png

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

Mechanized Titan.jpg

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
AD  5     GD 5     Will 1     HP  3     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.

Talking Skull

Skull beam.png

A talking skull is a skull, typically found scavenging for bones to eat in graveyards.

Talking skulls live on a diet of bones. They are somewhat intelligent. While a talking skull doesn't have the memories or personality of its former owner, it can speak the languages its owner possessed in life, as well as learning new ones.

Talking Skull
Common   —   7 points
AD  7     GD 4     Will 1     HP  1     Toughness 2
Muscle -4     Accuracy  1     Save DC 4     Magic Power -2
Stealth 1     Perception 1     Agility 4
Descriptors  [ Bony ], [ Undead ], [ White ]
Movement  5 meter land speed with 0.5 meter jump distance. 5 meter burrow speed. 3 meter swim speed with 5 meter sink.
Size  0.25 meters     Reach 0.25 meters
Carrying Capacity 0.625 kilograms      Weight 1 Kilogram
Basic Specialties  Physical Evasion, Slippery Wit, Offensive
Extras  Small

These skulls have a heavy Magic-Damage Muscle-Area Bright Flash weapon, which makes 1d6-1 Light damage (Magic Power included) attacks against all creatures and unattended objects in a 90 degree, 5 meter conical spray.

They also have a Magic-Damage Bright Beam weapon, which has 30m/50m range and deals 1d6-1 Light damage (Magic Power included).

Talking skulls get -1 to Perception in bright light.

Advancement

Flying Skull (2 points): The Talking Skull loses its burrow speed and gains a 15 meter fly speed with 4 meter aerobatics distance. When it rushes, it may use a Magic-Damage 1d6 Heat damage attack. The Talking Skull gains a Basic Specialty and becomes [ Orange ].

Fast Skull (2 points): The Talking Skull gets +6 meters to its movement speeds. It gains a Basic Specialty.

Sun Spirit

Sun spirit.jpg

The sun spirit is a creature of many delicate fin bones, which drift gently in the breeze.

The sun spirit is not particularly smart, and can only speak Solar languages. It lives on a diet of bones.


Sun Spirit
Elite   —   19 points
AD  4     GD 4     Will 2     HP  3     Toughness 3
Muscle 0     Accuracy  1     Save DC 4     Magic Power 2
Stealth 0     Perception 1     Agility 0
Descriptors  [ Bony ], [ Undead ], [ White ]
Movement  15 meter fly speed with 2 meter aerobatics distance. 15 meter swim speed with 0 meter sink.
Size  2 meters     Reach 1.5 meters
Carrying Capacity 10 kilograms      Weight 20 kilograms
Basic Specialties  Slippery Wit, Stubborn, Sturdy, Offensive, Powerful
Advanced Specialties  Aggressive
Extras  Destructive 2

At the beginning of its turn, if it's not in direct sunlight, it catches on fire.

The sun spirit has a Heavy Magic-Damage Solar Intensification weapon, which can only be performed in direct sunlight, and makes an attack against AD for 1d6+2 Light damage (Magic Power included) to each other creature and unattended object in a 10 meter wide spray beam of light emanating from the sun to the sun spirit, and past the sun spirit for up to 400 additional meters.

The sun spirit is healed instead of wounded by Light damage.

Advancement

Lunacy (5 points): The Sun Spirit may treat moonlight as though it were sunlight. When using Solar Intensification with moonlight instead, the Sun Spirit deals 1d6 Cold damage (Magic Power included) instead of Light damage. The Sun Spirit gains Cold Resist 1. The Sun Spirit gains an Advanced Specialty.

Refraction (15 points): When a spray that deals Light damage passes within 10 meters of the Sun Spirit (Muscle-Area is applied), it may change the direction of that part of the spray as an immediate action. The Sun Spirit gains three Advanced Specialties.

Bonewalker

Bonewalker.png

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  1     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.

Shadow

Shadow.png

The shadow is a particularly peculiar creature: it appears as a mere perfectly black silhouette on some surface that's illuminated by a particular light source.

Shadows are quite smart, and can speak. They do not need to eat.

Shadow
Elite   —   25 points
AD  4     GD 4     Will 1     HP  2     Toughness 4
Accuracy  1     Save DC 5     Magic Power 2
Stealth 2     Perception 1     Agility 2
Descriptors  [ Living ], [ White ]
Movement  31 meter land speed with 4 meter jump.
Size  1 meter     Reach 1 meter
Weight N/A
Basic Specialties  Stubborn, Offensive, Sturdy, Well-Rounded, Brutal
Advanced Specialties  Avoider, Aggressive, Stealthy
Extras  Fast

The shadow travels along a surface, and cannot travel to surfaces that are further away than its jump distance, or to surfaces that are not illuminated by its light source. If the shadow's surface is obscured by some closer surface, it is shunted to the nearest surface, if one exists within jumping range: if none exist, it is slain. If the shadow's light source is extinguished, it is slain. The shadow cannot occupy a surface more than 100 meters from its light source or beyond its Dim light range, whichever is shorter. If the shadow touches a different light source, it can stop being attuned to its previous light source in favor of this one.

It being shunted by things that obscure it, weapon and unarmed attacks simply shift it a distance equal to the attacker's reach in the direction of the attacker's choice, without need for attack or damage rolls.

The shadow cannot hold things, being essentially two-dimensional, but it can make attacks with its melee Magic-Damage Deathly Grasp, which deals 1d6+3 Cold damage (Magic Power included).

Advancement

Hide in Corpse (5 points): The Shadow can attune itself to a dead creature, despite it not projecting light. When a light appears within 1 meter of the corpse, the Shadow may attune itself to that light as an immediate action. The Shadow gains an advanced specialty.

Emergency Light (10 points): As a standard action that inflicts 1d6+2 damage to the Shadow, it may create a light source which emanates bright light out to 10 meters at its current location. The light source disappears after 3 rounds. The Shadow gains two Advanced Specialties.

Claw Mound

Claw Mound.jpg

The claw mound is a shambling mass of claw bones.

Claw mounds and scuttling claws survive on a diet of bones. They are not particularly smart, and can only speak sign languages.


Claw Mound
Elite   —   44 points
AD  4     GD 5     Will 1     HP  3     Toughness 5
Muscle 4     Accuracy  2     Save DC 4     Magic Power 0
Stealth 0     Perception 1     Agility -2
Fear Response  Frenzy
Descriptors  [ Bony ], [ Undead ], [ White ]
Movement  20 meter land speed with 0.5 meter jump. 10 meter swim speed with 5 meter sink.
Size  4 meters     Reach 1.5 meters
Carrying Capacity 160 kilograms      Weight 1440 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Offensive, Brutal, Sturdy
Advanced Specialties  Ungrabbable, Aggressive, Sturdy
Extras  Big

Claw mounds have an essentially unlimited number of "hands", and its unarmed attacks deal 1d6+4 damage (Muscle included). For every wound it takes, a scuttling claw is flung 15 meters in a random direction. By moving onto the claw mound, the scuttling claw may merge with the mound to heal 1 of the mound's wounds. As a lesser action, the claw mound may inflict 1 wound on itself, and choose the direction to fling the created scuttling claw.

The claw mound's penalties for using additional weapons decrease to -1 per weapon.

Claw mounds cannot hear. They get -1 to Perception in bright light.


Scuttling Claw
Common   —   8 points
AD  4     GD 3     Will 0     HP  1     Toughness 4
Muscle -2     Accuracy  2     Save DC 4     Magic Power -1
Stealth 2     Perception 0     Agility 2
Fear Response  Frenzy
Descriptors  [ Bony ], [ Undead ], [ White ]
Movement  30 meter land speed with 2 meter jump. 15 meter swim speed with 5 meter sink.
Size  0.5 meters     Reach 0.5 meters
Carrying Capacity 2.5 kilograms      Weight 3 Kilograms
Basic Specialties  Offensive, Sturdy
Extras  Quick

The unarmed attacks of scuttling claws deal 1d6-1 damage (Muscle included), but each claw only has one hand. If a spawned scuttling claw would put you over your point limit, it dies.

Scuttling claws cannot hear. They get -1 to Perception in bright light.

Advancement

Clawtillery (10 points): When the claw mound uses a lesser action to throw a scuttling claw, it may fling the claw up to 60 meters. The claw mound gains two Advanced Specialties.

Burning Hands (10 points, and 1 point per claw): The claw mound and the scuttling claws can choose to deal Heat damage with their unarmed attacks. When they do, anything wounded by the attack is lit on fire. The claws gain a Basic Specialty. Both the claw mound and the scuttling claws become [ Orange ].

Reaper

Reaper.jpg

The Reaper is a large bone centipede which prefers to walk partially upright.

Reapers live on a diet of bones. Reapers are quite smart, and can speak.


Reaper
Paragon   —   100 points
AD  4     GD 6     Will 1     HP  3     Toughness 4
Muscle 2     Accuracy  2     Save DC 4     Magic Power 0
Stealth 3     Perception 2     Agility 5
Fear Response  Frenzy
Descriptors  [ Bony ], [ Undead ], [ White ]
Movement  66 meter land speed with 5 meter jump. 66 meter swim speed with 5 meter sink.
Size  2 meters     Reach 2 meters
Carrying Capacity 40 kilograms      Weight 80 Kilograms
Basic Specialties  Physical Evasion, Stubborn, Offensive, Brutal, Sturdy
Advanced Specialties  Ungrabbable, Aggressive 2, Stealthy 2, Perceptive 2, Sturdy
Extras  Fast

The reaper's four foremost legs are vicious scythelike claw weapons, which deal 1d6+3 Physical damage (Muscle included).

It can use its mandibles as a "hand", which is not surprising since the mandibles are made out of human fingers.

The reaper's penalties for using additional weapons decrease to -1 per weapon.

Reapers get a +2 bonus to Stealth against non-injured creatures except while it is in bright light.

When a Reaper kills a victim, the resulting explosion of body parts makes an attack against AD with an accuracy of +2 against each other creature in a 5 meter spray for 1d6+2 Physical damage (Muscle included).

Advancement

Death's Messenger (25 points): When a creature dies, if the Reaper is aware of it, the Reaper may, as an immediate action, teleport to its corpse. The Reaper gains an Advanced Specialty and becomes [ Purple ].

Facestealer (25 points): When the Reaper kills a creature or teleports to the corpse of a creature, it may assume the appearance and voice of that creature, as a Decent Disguise. If the creature is larger than the Reaper, the Reaper's appearance reverts when it enters a space that larger creature could not occupy. The Reaper gains an Advanced Specialty.

Extruder

Extruder.jpg

The extruder is a ribcage and a tail. It moves by growing ribs from its spine and adding to its tail to maintain a height of up to 2 meters off the ground; this holds it in place well enough that it can travel up walls and ceilings. Only the tail part is actually part of the creature; the remainder of the ribcage is merely detritus.

Extruders live on a diet of bones. Extruders are not particularly smart, and cannot speak. Extruders get -1 to Perception in bright light.


Extruder
Paragon   —   65 points
AD  6     GD 6     Will 1     HP  2     Toughness 5
Muscle 1     Accuracy  2     Save DC 4     Magic Power 0
Stealth 1     Perception 1     Agility 0
Fear Response  Frenzy
Descriptors  [ Bony ], [ Undead ], [ White ]
Movement  31 meter land speed with 2 meter jump. 11 meter burrow speed. 31 meter swim speed with 5 meter sink.
Size  1 meter     Reach 3 meters
Carrying Capacity 20 kilograms      Weight 30 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Offensive, Brutal, Sturdy
Advanced Specialties  Avoider 2, Ungrabbable, Aggressive, Stealthy, Sturdy
Extras  Fast

The extruder has only one "hand", but deals 1d6+2 damage with unarmed attacks (Muscle included), and when it successfully wounds a creature with an unarmed attack, that creature takes another 1d6+3 damage (Muscle included) at the beginning of its next turn from growing bones, as it is held in place until someone can shatter the (now detritus) bones holding it steady (Toughness 4, 1 HP).

Advancement

Greater Ribcage (50 points): The Extruder gets +4 meters to reach, and its rib-growing can maintain a height of up to 4 meters. Wounded creatures take another 1d6+4 damage (Muscle included) at the beginning of each of their turns spent held in place, not only the first one. It gains two Advanced Specialties.

Wormholes (50 points): As a move action, the Extruder can create an extradimensional space with two entry points on surfaces the Extruder can visualize within 8 meters, then move half of one of its move speeds. If the Extruder imagines a surface where there isn't one, the action is wasted. The entry points are barely wide enough for the Extruder (0.6 meters). The interior of the extradimensional space is 5 meters deep, and the Volume Ratio is 100. The space is dispelled when the Extruder creates a new one. It gains two Advanced Specialties and becomes [ Purple ].

Trask

Trask.jpg

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
AD  2     GD 6     Will 1     HP  3     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.

Ghostmaster

Ghostmaster.jpg

A ghostmaster is a strangely hunched humanoid skeleton with exceptionally long arms and fingers.

Ghostmasters feast on a diet of bones. Ghostmasters are quite smart, and can speak.

Ghostmaster
Legend   —   305 points
AD  7     GD 6     Will 1     HP  2     Toughness 4
Muscle 0     Accuracy  2     Save DC 4     Magic Power 2
Stealth 3     Perception 4     Agility 4
Fear Response  Frenzy
Descriptors  [ Bony ], [ Undead ], [ White ]
Movement  50 meter land speed with 1 meter jump. 15 meter swim speed with 5 meter sink.
Size  1 meter     Reach 8 meters
Carrying Capacity 10 kilograms      Weight 30 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Offensive, Sturdy, Powerful
Advanced Specialties  Avoider 2, Ungrabbable 2, Aggressive 2, Stealthy 3, Perceptive 3
Extras  Destructive 5

As a standard action, the ghostmaster can create an illusion in a 6 meter radius Muscle-Area area anywhere it can see: this illusion lasts until the ghostmaster creates a new illusion. As a move action, the ghostmaster can move its current illusion up to 25 meters in the direction of its choice, and also animate or otherwise change the illusion for a round. If another creature moves into the area of the illusion (the illusion moving to surround the creature does not count), or begins its turn in the illusion, the ghostmaster may make a melee Magic-Damage attack against that creature for 1d6+3 Cold damage (Magic Power included). As a lesser action, the ghostmaster may create rasping or whispering voice sounds from the illusion, or the sounds of screeching or rattling chains.

If the ghostmaster's current illusion is ever more than 200 meters from itself, the illusion disappears and the ghostmaster must create a new one.

The illusion is bound to the ghostmaster. It can be an illusion of anything the Ghostmaster can imagine, can block vision, but cannot be so bright as to generate bright light out to more than 10 meters.

The ghostmaster's illusions deal 1 less damage in bright light.

Advancement

Larger Illusion (60 points): The Ghostmaster's illusion can occupy an area with a radius of up to 10 meters. It gains an Advanced Specialty.

Transposition (150 points): As a standard action, the Ghostmaster may swap locations with its illusion. It gains two Advanced Specialties and becomes [ Purple ].

Bone Monstrosity

Bone Monstrosity.png

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  7     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.

Thought Parrot

Parrot.png

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.

Forbidding Tome

Forbidding Tome.png

The forbidding tome is a sort of magic item, given sentience with the assistance of a purple gem, which must be kept inserted for it to think. People who are touching the book see an imaginary creature unique to the tome, like a skull with a spike through its forehead, or a cartoon fairy; the tome can use its imaginary creature to emote or point out interesting pages in itself.


Forbidding Tome
Elite   —   16 points
AD  3     GD 3     Will 0     HP  1     Toughness 5
Muscle -4     Accuracy  0     Save DC 4     Magic Power 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Machine ], [ Pink ], [ Purple ]
Movement  None, and it can't gain any.
Size  0.25 meters     Reach 0.25 meters
Carrying Capacity 0.625 kilograms      Weight 3 Kilograms
Race  Forbidding tome
Classes  Special (Common) x5, Adept 1
Basic Specialties  Pick 5
Advanced Specialties  Pick 1

It has no hands. While closed, the tome cannot cast its spells, but recharges its expended charges. While open, the tome can cast, but not recharge. The tome's time to recharge resets when it casts a spell. Opening or closing the tome is a lesser action, but the tome cannot open or close itself. In order to cast spells of colors other than purple, the forbidding tome needs gems of the appropriate color(s).

Forbidding tomes do not need to perform the non-vocal casting actions of spells.

Forbidding tomes have their implanted gems on their covers.

Forbidding tomes are quite smart, can speak, and know every language. They eat a diet of souls, but cannot get more than a -1 penalty to Toughness for hunger.

Forbidden Options

The Forbidding Tome cannot be given any classes that don't directly or indirectly have Adept as a prerequisite, except for Adept itself.

Warp Tiger

Warp tiger with flexible bones.jpg

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  1     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.

Sound Mole

Sound Mole.jpg

The sound mole is an unusually large mole with small purple eyes.

Sound moles are not particularly smart, can speak, and know every language.

Sound Mole
Elite   —   41 points
AD  5     GD 5     Will 1     HP  2     Toughness 5
Muscle 2     Accuracy  1     Save DC 5     Magic Power 1
Stealth 2     Perception 1     Agility 3
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Purple ]
Movement  40 meter land speed with 1 meter jump distance. 40 meter swim speed with 5 meter sink distance. 80 meter burrow speed.
Size  1 meter     Reach 1 meter
Carrying Capacity 40 kilograms      Weight 90 kilograms
Basic Specialties  Physical Evasion, Stubborn, Offensive, Brutal, Sturdy
Advanced Specialties  Avoider, Aggressive, Sturdy, Stealthy, Perceptive
Extras  Quick, Might & Magic

Sound moles can use their two ferocious frontal digging claws as "hands", dealing 1d6+2 damage with unarmed attacks (Muscle included).

It can also let loose with a Loud Heavy Magic-Damage Muscle-Area Shout attack, which makes an attack for 1d6 Noise damage (Magic Power included) against each creature or unattended object in a 90 degree 50 meter conical blast; creatures wounded by the Shout are flung back 2 meters per wound.

Sound moles can only see one-quarter as far as normal due to their exceptionally poor eyesight.

Advancements

If it gets either of the following advancements, the Sound Mole becomes Paragon tier.

Displacer Beast (20 points): By speaking in a calm drone as a Standard AND Move action, the sound mole can swap positions with the contents of a region that's the same size within 60 meters. If a creature is in that space, it may make a Will Save. If any creature in the region succeeds on the Will Save, the effect is canceled; otherwise, all creatures and unattended objects in the region teleport to the sound mole's location, while the sound mole simultaneously teleports to the region. The sound mole gains an Advanced Specialty.

Brain Delver (20 points): The sound mole becomes moderately intelligent. When the sound mole successfully wounds a creature with an unarmed attack, it may force the creature to lose one class level of that creature's tier, if it has any, as well as the corresponding number of specialties and reduction in point cost. The creature chooses which class level and specialties to lose, and may later relearn the same or a different class level in its place, no sooner than one hour after being brain delved. The sound mole gains an Advanced Specialty.

Living Idea

Living Idea.png

The living idea has no physical form; rather, it is a thought that lives on in the mind of one creature at a time.

The living idea is quite intelligent, can speak, and knows every language. It does not need to eat.

Living Idea
Paragon   —   85 points
AD  4     GD 4     Will 4     HP  N/A     Toughness N/A
Accuracy  3     Save DC 7     Magic Power 1
Stealth 3     Perception 3     Agility 5
Descriptors  [ Living ], [ Purple ]
Movement  N/A
Size  N/A     Reach N/A
Weight N/A
Basic Specialties  Stubborn, Slippery Wit, Offensive, Well-Rounded, Powerful
Advanced Specialties  Determined 2, Aggressive 2, Stealthy 2, Perceptive 2
Extras  Quick

The living idea can perceive using that creature's senses, with its own Perception. Spells that force a Will Save may target the living idea instead of the host, if the caster so desires.

If the living idea's current host comes into contact with another creature (through an unarmed attack or a melee spell that requires an attack roll, for example), the living idea can use an immediate action to force the touched creature to make a Will save. If it fails the save, the living idea is transferred to that creature.

The living idea can choose to obscure, disguise, or fabricate all sensory data about one creature from the host, and changing which creature to obscure takes a standard action. Obscuring a creature consists of making that creature undetectable. Disguising a creature consists of changing its appearance (both visual and thermosympathetic), the sounds it makes, and its scent. Fabricating a creature consists of generating a false, potentially animated image of a creature in an unoccupied location, with sound and smell as well. Any of these falsehoods may be detected as though they were bluffs.

The living idea's current host can choose to give over control of its body to the living idea, by specifying an amount of time, from 1 to 15 minutes, in advance, as a standard action. During that time, the living idea's AD, GD, Accuracy, Stealth, Perception, Magic Power, Agility, and skills are used instead of the host's own, and the host acts on the living idea's turn, using the living idea's actions.

If the living idea remains in a dead host for one hour or more, it dies.

Advancement

Voice of Insinuation (20 points): As a standard action, the Living Idea can force its host to spend a lesser action speaking a phrase of the Living Idea's choice. One creature who can hear this phrase of the Living Idea's choice must make a Will Save or have the Living Idea transfer into its mind. The Living Idea gains an Advanced Specialty.

Battlefield of the Mind (50 points): The Living Idea possesses a convex extradimensional space with no entry points, totaling 30000 cubic meters in volume. When the Living Idea would transfer itself to another host, it may instead force that new creature to teleport into the extradimensional space: the creature chooses where in the space it arrives. Any creature in this extradimensional space can teleport to an open region within 2 meters of the Living Idea's host by taking a standard action to think and succeed on a Will Save with +2 to the DC. A creature that escapes the extradimensional space in this way can't be forced back into it for 24 hours.

The Living Idea detects everything inside its extradimensional space, but cannot transfer itself to the mind of a creature in the space. If there are no creatures inside its extradimensional space, it may reshape the space with 24 hours of concentration.
The Living Idea gains two Advanced Specialties.

Basilisk

Basilisk.jpg

This appears to be a chicken-headed snake.

Basilisks are not particularly smart, can speak, and know every language.

Basilisk
Paragon   —   124 points
AD  4     GD 5     Will 5     HP  4     Toughness 5
Muscle 2     Accuracy  3     Save DC 8     Magic Power 0
Stealth 0     Perception 0     Agility -2
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Purple ], [ Green ]
Movement  75 meter land speed with 0.5 meter jump. 7 meter teleport speed. 25 meter swim speed with 2 meter sink.
Size  2 meters     Reach 1.5 meters
Carrying Capacity 40 kilograms      Weight 480 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Stubborn, Offensive, Sturdy
Advanced Specialties  Determined 2, Aggressive 2, Sturdy 2, Super-Determined
Extras  Big

The basilisk has one "hand", its beak, and deals 1d6+3 damage with unarmed attacks (Muscle included). If it successfully wounds a creature to 0 or less health, that creature is teleported into a small extradimensional space with a microscopic entry point on one of the basilisk's scales, barely large enough to fit the creature. All of the basilisk's extradimensional spaces are bound to the basilisk. The basilisk's extradimensional spaces are filled with stone toxin instead of air: as the creature is turned to stone, the basilisk digests its essence, and when the creature in one of the spaces is completely petrified the space is dispelled.

At the beginning of each creature's turn, if that creature can see the basilisk, it must make a Will Save or be stunned for 1 round. The DC increases by 1 if less than 10 meters away.

Advancement

Force Gaze (30 points): As a standard action, the Basilisk may attempt to compel a chosen creature to look at it. The creature must be able to hear the Basilisk speak: if it does, it must pass a Will Save with -2 to the DC or spend a move action on its next turn trying to get to a place where it can see the Basilisk. The Basilisk gains another Advanced Specialty.

Majestic Wings (30 points): The Basilisk grows two chicken wings, which add +14.5 meters to its jump distance. If it takes a standard action at the beginning of its turn, it may stop in the air in mid-jump at some point during its turn. It then falls at the end of its turn. The Basilisk gains another Advanced Specialty.

Extradimensional Cephalopod

Extradimensional Cephalopod.jpg

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  2     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  3     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.

Multiplicity Golem

Multiplicity golem.jpg

This humanoid is built of steel and cobalt, and has a tendency to be in many places at once.


Multiplicity Golem
Elite   —   31 points
AD  6     GD 4     Will 1     HP  1     Toughness 6
Muscle 0     Accuracy  1     Save DC 5     Magic Power 0
Stealth 1     Perception 1     Agility 0
Descriptors  [ Machine ], [ Purple ]
Movement  25 meter land speed with 2 meter jump. 10 meter swim speed with 30 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 100 Kilograms
Race  Multiplicity golem
Classes  Special (Common) x4, Special (Elite) x4
Basic Specialties  Physical Evasion, Slippery Wit, Offensive, Sturdy
Advanced Specialties  Avoider, Sturdy, Stealthy, Perceptive

As a standard action, the Multiplicity Golem can, for each extant instance of itself, create another instance of itself within 2 meters of that instance. As a move action, the Multiplicity Golem can remove any number of instances of itself less than all of them. All instances share a single HP value, Will-based effects, spell effects, diseases and poisons, but anything which moves an instance moves only that instance. The Multiplicity Golem has only one set of actions with which to act from any of its instances, but if it takes an action that includes movement, all instances may move using the chosen movement speed up to the specified distance.

All of the Multiplicity Golem's instances have the same equipment. If any instance of the Multiplicity Golem drops or loses an item or expends a charge, all other instances lose that item or charge. If any instance of the Multiplicity Golem picks up an item or regains a charge, all other instances of the Multiplicity Golem also gain that item or charge.

Multiplicity Golems live on a Diet of Souls, are quite smart, and each instance can speak one language, chosen upon duplication.

Happy Bunny

Happy bunny.png

A Happy Bunny is a small long-eared mammalian creature with a perpetual grin. It eats and generates joy.

Happy Bunnies are not particularly smart, and can only speak Grassmuncher languages. It starves if it doesn't eat the joy of creatures at least three times per day.

Happy Bunny
Common   —   11 points
AD  6     GD 5     Will 2     HP  1     Toughness 3
Muscle -2     Accuracy  1     Save DC 5     Magic Power -1
Stealth 0     Perception 0     Agility 1
Fear Response  Flee
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Pink ]
Movement  20 meter land speed with 4 meter jump. 10 meter swim speed with 5 meter sink.
Size  0.5 meters     Reach 0.5 meters
Carrying Capacity 2.5 kilograms      Weight 8 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Stubborn, Offensive
Extras  Small

By staring deeply into the eyes of a creature as a standard action, the Happy Bunny can attempt to drain all happiness from it. If the victim fails a Will save the victim's ability to feel happiness is devoured: the creature becomes immune to [ Joy ] effects for 1 hour. This [ Joy ] immunity is bound to the Happy Bunny. The sudden cessation of happiness stuns the creature until the end of the current turn. The Happy Bunny can only use this ability on a creature who it can see and who can see it.

Advancement

If it gets either of the following advancements, the Happy Bunny becomes Elite tier.

Great Despair (5 points): The sudden cessation of happiness from its stare ability stuns for 1 round. The Happy Bunny gains an Advanced Specialties.

Hopper (5 points): The Happy Bunny gets +6 meters to jump distance, +5 meters to its movement speeds, +1 damage with unarmed attacks. The Happy Bunny gains an Advanced Specialties.

Link Elephant

Link elephant.png

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
AD  2     GD 4     Will 2     HP  3     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.

Scaredy-Cat

Scaredy-Cat.jpg

A Scaredy-Cat is a small feline creature with large, wide eyes. It eats and emanates fear.

Scaredy-Cats are not particularly smart, and can only speak Feline languages. It starves if it doesn't eat the fear of creatures at least three times per day.

Scaredy-Cat
Elite   —   29 points
AD  6     GD 5     Will 3     HP  2     Toughness 3
Muscle 0     Accuracy  1     Save DC 6     Magic Power -1
Stealth 0     Perception 0     Agility 5
Fear Response  Flee
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  40 meter land speed with 4 meter jump. 10 meter swim speed with 5 meter sink.
Size  0.5 meters     Reach 0.5 meters
Carrying Capacity 10 kilograms      Weight 8 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Stubborn, Brutal, Offensive
Advanced Specialties  Determined, Aggressive, Sturdy
Extras  Small

At the end of each of its turns, creatures within 10 meters find the Scaredy-Cat Frightening, and it finds them Frightening as well.

Its unarmed attacks deal 1d6 damage (Muscle included), and on a successful wound the victim's ability to feel fear is devoured: the creature becomes immune to [ Fear ] effects for 1 hour, and the range of the Scaredy-Cat's fear aura increases by 10 meters for 1 round if that creature wasn't already immune to [ Fear ]. This [ Fear ] immunity is bound to the Scaredy-Cat.

Advancement

Feedback (5 points): When the immunity to [ Fear ] effects granted by the Scaredy-Cat ends, that creature finds the Scaredy-Cat Frightening. The Scaredy-Cat gets an Advanced Specialty.

Purr (5 points): As a standard action, the Scaredy-Cat can suppress its fear aura for 1 round. The Scaredy-Cat gets an Advanced Specialty.

Genie

Genie.jpg

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  3     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.

Unicorn

Unicorn.jpg

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
AD  5     GD 4     Will 4     HP  2     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.

Chimera

Chimera.jpg

This large quadruped has three heads.

Each head corresponds to a color, and no two heads on a chimera correspond to the same color.


Chimera Head
Elite   —   36 points
AD  5     GD 5     Will 3     HP  2     Toughness 5
Muscle 1     Accuracy  1     Save DC 5     Magic Power 1
Stealth 0     Perception 2     Agility 5
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  N/A
Size  1 meter     Reach 1 meter
Carrying Capacity 20 kilograms      Weight 50 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Stubborn, Offensive, Sturdy
Advanced Specialties  Determined, Aggressive, Perceptive, Sturdy
Extras  Quick, Might & Magic
Chimera Body
Paragon   —   138 points
AD  4     GD 7     Will 2     HP  3     Toughness 7
Muscle 4     Accuracy  3     Save DC 5     Magic Power 0
Stealth 1     Perception 1     Agility 4
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  82 meter land speed with 6 meter jump. 35 meter burrow speed. 50 meter swim speed with 5 meter sink.
Size  4 meters     Reach 2.25 meters
Carrying Capacity 160 kilograms      Weight 5000 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Stubborn, Offensive, Sturdy
Advanced Specialties  Avoider, Ungrabbable 2, Aggressive 2, Stealthy, Sturdy 2
Extras  Big 2

The chimera's heads act and are targeted separately, but move with the body. Each head has one "hand", its mouth, and deals 1d6+2 damage with unarmed attacks (Muscle included). The body has no "hands" but it deals 1d6+5 damage with unarmed attacks (Muscle included). If the body is slain, or all of the heads are slain, the Chimera dies.

Depending on the color, the head gets different powers:

[ Orange ]: As a standard action, it can breathe a 30 meter, 90 degree conical Muscle-Area blast of fire, which makes a ranged Magic-Damage attack against AD on each creature and unattended object in the area for 1d6+1 Heat damage. Wounded targets are lit on fire.

The head is moderately smart, and can only speak Draconic languages.

[ Pink ]: As a standard action, the head can make itself frightening to any number of other creatures it specifies within 30 meters.

The head is quite smart, and can only speak Feline languages.

[ Purple ]: As a standard action, the head can spit spatial phlegm at a creature, as a ranged Muscle-Damage attack against GD with a range of 30m/100m, for 1d6+3 Physical damage (Muscle included). If the creature is wounded, the Chimera may teleport that creature 5 meters in any direction.

The head is not very smart, but knows and can speak every language.

[ White ]: As a standard action, the head can heal each head, and the main body, for 1 wound each.

The head is moderately smart, and can speak.

[ Blue ]: As a standard action, it can spit lightning at each of three targets within 120 meters, making a ranged Magic-Damage attack against AD for each one. The lightning deals 1d6+1 Electricity damage (Magic Power included), and Stuns on a successful wound.

[ Green ]: As a standard action, the head can change its color to any other color for 1 minute.

Advancement

Fourth Head: The Chimera gains a fourth head, which may be of a color it already has a head for.

Head Regrowth (50 points): As a standard action, the Chimera can regrow a slain head, restoring it to 1 HP and curing it of the dead condition. This inflicts 1 wound on the body. The body gains two Advanced Specialties.