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Otherworlds Friends & Enemies

Index
Beasts
● Cattis
● Constructs
● Cyclops
Celestials
Chimeras
Dragon
Elementals
● Bombara
Humanoids
● Bandit
● Goblin
● Orc
Undead
● Ghost
● Ghoul
● Vampire
● Zombie

Bandit Level: 1
Health: 5 Attack: 10 +Spray-Fire Defense: 6 Armor: 2
Strength: 4 Dexterity: 4 Toughness: 4
Intelligence: 1 Wisdom: 4 Resolve: 4
Skills: +1d6 Athletics, +Edge Perception, +Edge Survival
Weakness: Fire Resistance: Daggers, Machine Guns

Equipment
Machine Gun, x3 daggers, x1 grenade, protective face mask (filters gas, protects against blind)
Description: Bandits are the scum of society, banding together to overwhelm others with their
numbers and weapons.
Tactics: Hostile Group - Bandits are hostile and are seeking treasure above all else. They work
best in teams and will attempt to flank their enemies. They aren’t trained military however, so
while they are dangerous, they aren’t the best of the best of strategies either.

Bandit Variants
Grenade (+0.25 Level): +3d6 explosive damage. Range 40 feet. Limit once per day. This
variant may be added additional times.
Rocket Launcher (+1 Level): +4d6 explosive damage. Range 100 feet. Limit once per day.
Bombara Level: 1
Health: 6
Attack: 14 (bite), 10 +3d6 (bombs away)
Defense: 7 Absorb: 5
Speed: 0 (Float: 3)
Affinity: Fire Weakness: Ice Resistance: Wind

Strength: 2 Dexterity: 2 Toughness: 6


Intelligence: 1 Wisdom: 4 Resolve: 5

Bite (Action): Melee - 14 + 1d6 slashing damage.


Bombs Away! (Action): Attacks up to 3 enemy units facing in one direction. Each attack is
equal to 10 + 3d6 and deals explosive fire damage.
Self-Destruct (Action/Passive): This unit will choose to self-destruct when at 2 or less Health
and is within enemy range or whenever it dies. This is considered an attack equal to 10 + 5d6
explosive fire damage in a 5x5 area from where this unit died.

Tactics: Monstrous Pack


Medium Elemental

(Cattis family)

Bladenboro Level: 8
A Legend Among The Mountains!
Bladenboro is a very large, black furred cattis creature that lives among the mountains. It is said
to resistant to all the elements and its very gaze is powerful enough to kill any mortal. It preys on
the less fortunate and is in command of a vanity of cattis.

Health: 40
Attack: 14
Defense: 11 +evade
Speed: 8 (Jump: 16)

Strength: 8 Dexterity: 14 Toughness: 4


Intelligence: 4 wisdom: 4 Resolve: 6

Dark Vision
Resistance: Acid, Fire, Ice, Lightning, Poison, Wind Immune: Intimidation
Crit Scratch (Action): Make a melee attack. Roll 1d6 and continue rolling d6 until a 6 is rolled,
add them all up for your total.
Gaze of Death (Action): Enemy unit makes a Resolve (Influence) or Wisdom (Perception)
check with a difficulty of 13 (their choice). If they fail, their Health becomes 0 and they must
make a death check.
Tactics: Monstrous Pack
Large Beast

Cattis Level: 1.5


Monster cats
Cattis come in many shapes and sizes, but are roughly the size of wolves and even more
viscous!

Health: 7
Attack: 12
Defense: 8 +evade
Speed: 8 (Jump: 12)

Strength: 5 Dexterity: 11 Toughness: 2


Intelligence: 2 Wisdom: 3 Resolve: 3

Dark Vision
Weakness: Daggers, fire Resistance: N/A
Crit Scratch (Action): Make a melee attack. Roll 1d6 and continue rolling d6 until a 6 is rolled,
add them all up for your total.
Gaze of Death (Action): E

Tactics: Monstrous Pack


Medium Beast

Chimeras Level:
Health: 25 Attack: Defense: Armor:
Strength: 16 Dexterity: 4 Toughness: 10
Intelligence: 1 Wisdom: 5 Resolve: 4

Skills: +1d6 Athletics

Catapult Level: 4
Durability: 65 Armor: 15 Speed: 2 (When pushed by a total of 6+ STR) Capacity: 1 (Operator)
1 (Loader/Optional)
Boulder Launch: Ranged Attack – 6d6 bludgeoning damage. Range: 100 feet. Hits a 3x3 area.

Flaming Boulder: Ranged Attack – 6d6 bludgeoning damage. Range: 100 feet. Hits a 3x3
area. All targets within the 3x3 area take 3d6 burn damage once impact has been made, and at
the beginning of their turn, if they are still within the radius. (+2 CR)
Heavy Load: The Catapult takes 2 turn points to reload. Most catapult squads will have a
designated loader that will load the catapult after being fired.
Celestials
Angel Level: 7
Health: 30 Armor: 7 Speed: 5 (Flight: 12)
Attack: 14 lightning and frost damage (arc sword)
Defense: 11 Armor: 7 Guard: 7
Speed: 7 +Flight (14)

Strength: 7 Dexterity: 7 Toughness: 7


Intelligence: 7 Wisdom: 7 Resolve: 7

Archangel Level: 49
Health: 77
Attack: 18 lightning and frost damage (arc sword)
Defense: 13 Armor: 7 Guard: 20
Speed: 7 +Flight (17)

Strength: 7 Dexterity: 11 Toughness: 7


Intelligence: 7 Wisdom: 7 Resolve: 11

Skills: +2d6 Athletics, +2d6 Astrana, +2d6 Influence


Divine Intervention (Reaction): Negate an action. Limit 3 times per day.
Gold Showers (Action): With a slash of an arc sword you can have the celestial plane open in
the sky and rain down a golden shower of swords that attacks all. Make a ranged attack,
attacking all enemies. If an enemy is underneath cover, count that cover as absorb with a
standard building having an absorb of 10.

Guardian Angel Level: 21


Health: 44
Attack: 17 lightning and frost damage (arc sword)
Defense: 13 Armor: 7 Guard: 20
Speed: 7 +Flight (17)

Strength: 7 Dexterity: 7 Toughness: 7


Intelligence: 7 Wisdom: 7 Resolve: 11

Skills: +2d6 Athletics, +2d6 Astrana, +2d6 Influence


Angelic Defense (Reaction): Teleport to any location adjacent to another unit and redirect any
attack or effect to you.

Cyclops Level:
Health: 45 Attack: 18 Defense: 12 Armor: 3 (natural)
Strength: 16 Dexterity: 4 Toughness: 10
Intelligence: 1 Wisdom: 5 Resolve: 4
Skills: +Edge Perception
Weakness: Axes, Fire, Greatswords, Heavy Weapons Resistance: Any other damage.
Eye Beam (Action): Make a ranged attack targeting up to six enemies. 15 + 3d6 explosive fire
damage.
Slam (Action): Melee Attack - 15 +Knockdown (if this attack deals 6 or more damage, it knocks
the enemy down). This attack targets a 30x50 feet radius in front of the Cyclops.
Equipment
Giant Club

Demon Level:
Health: 25 Attack: Defense: Armor:
Strength: 16 Dexterity: 4 Toughness: 10
Intelligence: 1 Wisdom: 5 Resolve: 4

Skills: ++Athletics
Affinity: Fire Weakness: Axes, Greatswords, Holy Resistance: Any other damage.

Cloakodile Level: 6
Swamp Lurking
These massive crocodiles are named after their camouflaging ability.

Health: 55
Attack: 14
Defense: 2 Armor: 10 (natural)
Speed: 2 (Swim: 8)

Strength: 15 Dexterity: 3 Toughness: 10


Intelligence: 0 Wisdom: 5 Resolve: 5

Dark Vision
Resistance: Dark, Earth, Wind, Fire Immune: Intimidation
Camouflage (Action/Boost): Conceal this unit. For an enemy unit to see the Cloakodile, they
need to succeed a Wisdom (Perception) check with a difficulty of 13.
From The Jaws (Passive): This unit gains +2d6 when attacking enemies who have failed a to
spot it with a Wisdom (Perception) check. If this attack deals damage, the enemy unit becomes
grappled in the Cloakodile’s jaws.

Tactics: Monstrous
Large Beast
Elementals Level:
Health:
Attack:
Defense:
Speed:

Strength: 2 Dexterity: 6 Toughness: 2


Intelligence: 4 Wisdom: 4 Resolve: 3

Skills
Nimble, Charm Resistance, Sleep Resistance

Elf Level:
Strength: 2 Dexterity: 6 Toughness: 2
Intelligence: 4 Wisdom: 4 Resolve: 3

Skills
Nimble, Charm Resistance, Sleep Resistance

Equipment
Rapier: 5/--/1 1d6 pierce damage
Combat Rifle: 6/6/7
Pistol: 4/5/4

Genie Level:
Three Wishes
Health:
Strength: Dexterity: Toughness:
Intelligence: Wisdom: Resolve:
Skills: ++Astrana
Truesight, Flight

Ghost Level:
Trap Setter
Health:
Strength: Dexterity: Toughness:
Intelligence: Wisdom: Resolve:
Skills: +Astrana
Weakness: Holy, Magic Resistance: Physical
Darkvision, Flight
Ghost Drain (Action): Attack an adjacent enemy unit draining their Health and Astral by 1d6.
Ghosting (Movement/Reaction): This unit may move through obstacles. As a reaction, the
ghost may reduce all physical damage done onto it.
Giant Level:
Carrying A Big Stick
??
Health: 60 Attack:
Strength: 20 Dexterity: 2 Toughness: 12
Intelligence: 1 Wisdom: 3 Resolve: 4
Skills: +Athletics, +Survival
Weakness: Axe, Fire, Greatsword, Heavy Resistance: Dagger
Big Swing: With a giant’s club, this creature swings in a 30x40 foot.
Big Stick Energy:

Ghoul Level:
Flesh Eater
???
Health: 3
Attack:
Defense: 6 +Evade
Strength: 8 Dexterity: 4 Toughness: 4
Intelligence: 1 Wisdom: 6 Resolve: 2

Skills: ++Stealth
Ghouls just wanna have fun:
Weakness: Fire, Swords Resistance: Staves

Giant Animals (x4 Level)


X8 Health, x4 Attack, Increase difficulty checks by +6.

Giant Bat Level:Level:


Bating Up
???
Health: 23
Attack:
Defense: 6 +Evade
Strength: 8 Dexterity: 4 Toughness: 4
Intelligence: 1 Wisdom: 6 Resolve: 2

Skills: ++Acrobatics, ++Stealth

Giant Crab Level:


Health: 5 Attack: Defense: Armor:
Strength: 16 Dexterity: 4 Toughness: 10
Intelligence: 1 Wisdom: 5 Resolve: 4
Skills: ++Athletics

Giant Spider Level:


Webs We Weave

Kobolds Level:
Health: 23
Attack:
Defense: 6 +Evade
Strength: 8 Dexterity: 4 Toughness: 4
Intelligence: 1 Wisdom: 6 Resolve: 2

Skills: ++Acrobatics, ++Stealth

Gnoll Level:
Cackle and tackle
Carnivores and war-like hyena humanoids.
Health: 13
Attack:
Defense: 6 +Evade
Strength: 8 Dexterity: 4 Toughness: 4
Intelligence: 1 Wisdom: 6 Resolve: 2

Skills: ++Acrobatics, ++Stealth


Gnome Level:
Health: 5 Attack: Defense: Armor:
Strength: 16 Dexterity: 4 Toughness: 10
Intelligence: 1 Wisdom: 5 Resolve: 4

Skills: ++Athletics

Goblin Chargers Level:


Enemies: Masuki (masked) Goblins, Goblin Chargers (goblins tortoises)
Health – 10/10/10
Speed – 2.

Multi-Attack: 3 (x2 Bow and Arrow, x1 Melee Attack) Bow and Arrow – ranged attack up to 60
ft. 11 + 1d6. Whack – melee attack. 12 + 1d6. +2. Thump – melee attack check. 12. 2d6
damage. (CR: +1)

Strategy: Goblin chargers rush straight into battle, with three goblins riding the tortoise. Two
goblins will use bow and arrows until they are within melee range, while the one holding the
reigns, will only use the club when he gets into melee range. Be sure to stay out of range, since
this unit will attack three times. They will use Whack at melee range unless the defending target
appears heavily armored, in which case they will use Thump.

Gorgon Level:
Set In Stone
Health:
Strength: Dexterity: Toughness:
Intelligence: Wisdom: Resolve:
Skills: +Astrana
Darkvision, Flight

Harpy Level:
Health: 5 Attack: Defense: Armor:
Strength: 16 Dexterity: 4 Toughness: 10
Intelligence: 1 Wisdom: 5 Resolve: 4

Skills: ++Athletics
Hydra Level:
Health: 5 Attack: Defense: Armor:
Strength: 16 Dexterity: 4 Toughness: 10
Intelligence: 1 Wisdom: 5 Resolve: 4

Skills: ++Athletics

Kobold Level:
Trap Setter
Kobolds are pesky little creatures that stand around 2.5 feet tall. They have fur covering their tall
wolf-like ears and tail. They have bright yellow eyes that help them peer through darkness. They
live in small packs and are often led by a larger kobold known as a chieftain.
Health: 3 Attack: Defense: Speed:
Strength: 1 Dexterity: 4 Toughness: 2 Intelligence: 1 Wisdom: 2 Resolve: 2
Skills: ++Craft, +Perception
Weakness: Fire Resistance: Dagger
Trap Set: At the beginning of an encounter a Kobold will have a trap set for their foes. The traps
location isn’t known by the PCs.
-Springjaw Trap: 14 slashing bleed damage. The damaged unit is immobilized until a Wisdom
+ Craft check with a difficulty of 10 is made.
-Trip Rope:
-
Pick Axe: +2 Attack
Dagger: +1 Attack, can be thrown.
Lich Level:
Health: 5 Attack: Defense: Armor:
Strength: 16 Dexterity: 4 Toughness: 10
Intelligence: 1 Wisdom: 5 Resolve: 4

Skills: ++++Astrana

Manticore Level:
Health: 5 Attack: Defense: Armor:
Strength: 16 Dexterity: 4 Toughness: 10
Intelligence: 1 Wisdom: 5 Resolve: 4

Skills: ++Athletics

Minotaur Level:
Tempered
Health: 18
Attack: 18
Defense: 8 Armor: 6
Strength: 12 Dexterity: 0 Toughness: 8
Intelligence: 0 Wisdom: 2 Resolve: 2
Skills: ++Athletics, ++Craft, ++Survival
Bull Crit (Passive): Whenever this unit has 6 or less Health, its dice explode on Attack rolls
with the result of 4+.

Mummy Level 0.25


Binded By The Darkness
Health: 1
Attack: 10
Defense: 2
Strength: 3 Dexterity: 0 Toughness: 2
Intelligence: 0 Wisdom: 2 Resolve: 0

Skills: ++Astrana
Weakness: Fire, Sword Resistance: Wind
Wrap It (Action): Make a ranged grapple check up to 60 feet away. The difficulty is equal to 11.

Tap It (Action): Gain +2d6 attack when attacking a grappled enemy.

Variants
+1 Rotting Touch (Action): Make a melee attack. This attack deals death damage and causes
the enemy to make an Intimidation check with a difficulty of 13.
+? Spellwrapped (Passive): This unit becomes immune to magic and can cast a spell that’s
been inscribed on its wrappings. The spell counts as 1 Level per Tier Level in the Skill Tree it
belongs to.
+1 Scarab Infested (Passive): Whenever this unit dies, it becomes a swarm of scarabs that
immediately gets to take its turn.

Medium Undead

Ogre Level:
It’s All Ogre
Health: 20
Attack: 10
Defense: 2
Strength: 3 Dexterity: 0 Toughness: 2
Intelligence: 0 Wisdom: 2 Resolve: 0

Skills: ++Athletics
Resistance: Physical (non greatswords) Weakness: Greatswords

Skull Bash

Ooze Level:
Gooey and Gluey
Health:
Attack:
Defense: 6 +Evade
Strength: 8 Dexterity: 4 Toughness: 4
Intelligence: 1 Wisdom: 6 Resolve: 2

Skills: ++Acrobatics, ++Stealth


Amorphous Body (Passive):
Slime Whip (Action):
Gluey (Level 1): +1d6 to grapple checks.
Hellitan (Level 3): +Fire Affinity, +2d6 fire damage

Orc Level:
Health: 25 Attack: 16 +Execute Defense: 11 Armor: 5
Strength: 8 Dexterity: 6 Toughness: 8
Intelligence: 2 Wisdom: 3 Resolve: 8
Great War Axe: 8/--/1 +Swing
Orc Armor: +5 Armor
Unyielding: Roll 5+
Phoenix Level:
Health: 25 Attack: 16 +Execute Defense: 11 Armor: 5
Strength: 8 Dexterity: 6 Toughness: 8
Intelligence: 2 Wisdom: 3 Resolve: 8
Great War Axe: 8/--/1 +Swing
Orc Armor: +5 Armor
Unyielding: Roll 5+

Penguin Bear Level:


Health: 25 Attack: Defense: Armor:
Strength: 16 Dexterity: 4 Toughness: 10
Intelligence: 1 Wisdom: 5 Resolve: 4

Skills: ++Athletics

Satyr Level:
Health: 5 Attack: Defense: Armor:
Strength: 16 Dexterity: 4 Toughness: 10
Intelligence: 1 Wisdom: 5 Resolve: 4

Skills: ++Athletics

Sea Monster Level:


Health: 130 Speed: 4 (Swim: 9) Attack: 16 Defense: 9 Armor: 4 (natural)
Strength: 16 Dexterity: 7 Toughness: 14
Intelligence: 5 Wisdom: 8 Resolve: 5
Skills: +4 Perception, Darkvision 60ft.
Hold Breath: The serpent can hold its breath for 1 hour.
Siege Monster: The serpent deals double damage to structures.
Multi-Attack: 2 (Bite, Constrict. The same target cannot be attacked)
Bite: Melee – 14. Reach 20 ft. 18 piercing damage.
Constrict: Melee – 14. Reach 10ft. 13 bludgeoning damage. Must succeed a grapple check
Strength (Athletics) with a difficulty of 13.

Siren Level:
Health: 5 Attack: Defense: Armor:
Strength: 16 Dexterity: 4 Toughness: 10
Intelligence: 1 Wisdom: 5 Resolve: 4

Skills: ++Athletics

Soldier Level:
Health: 5 Attack: Defense: Armor:
Strength: 16 Dexterity: 4 Toughness: 10
Intelligence: 1 Wisdom: 5 Resolve: 4

Skills: ++Athletics

Swarms
Health: 13 Attack: Defense: Armor:
Strength: 3 Dexterity: 4 Toughness: 10
Intelligence: 1 Wisdom: 5 Resolve: 4

Skills: ++Athletics

Unicorn Level:
Health: 13 Attack: Defense: Armor:
Strength: 3 Dexterity: 4 Toughness: 10
Intelligence: 1 Wisdom: 5 Resolve: 4

Skills: ++Athletics

Witch Level:
Health: 13 Attack: Defense: Armor:
Strength: 3 Dexterity: 4 Toughness: 10
Intelligence: 1 Wisdom: 5 Resolve: 4

Skills: ++Athletics

Wizard Level:
Health: 25 Attack: Defense: Armor:
Strength: 16 Dexterity: 4 Toughness: 10
Intelligence: 1 Wisdom: 5 Resolve: 4

Skills: ++Athletics

Dark Entities
Creatures of shadow and great power that live within the nether realm. They work as arbiters,
seeing that those that enter the nether plane stay there. It is also the job of the Dark Entities to
judge the character of those whose lives have been lost, and select the few capable of
becoming a reaper.

When a dark entity finds such a person, they will bestow upon them a fraction of their power,
allowing them the ability to take the lives of those that would take more lives. This is the goal of
a reaper.
Derkeckt Level: 40
Health: 65
Attack: 30
Defense: 24 Armor: 6 +Evade (gain edge when making Defense roll)
Speed: 6
STR: 13 DEX: 13 TOU: 13 INT: 13 WIS: 13 RES: 13
Skills: +5 Craft, +5 Influence
Weakness: Energy Immune: Burn, Frost, Poison, Status Effects Affinities: Death
Blade Rain (Action): Ranged Attack Check – 16. Inflict 13 + 6d6 piercing bleed damage. This
attack may target any number of targets within 200 feet.
Darkvision (Passive): Targets cannot conceal from Derkeckt.
Drop The Moon (Action): Ranged Attack Check – 16. Inflict 10 + 6d6 damage. That target then
loses halve of their health rounded up. (Action)
War Mantle (Boost): Covers Derkeckt's body in an aura of fire. Whenever a target becomes
adjacent to you, or you become adjacent to a target, inflict that target with 6d6 burn damage.
(Boost)
Chains of War (Boost): Consume 2 AST to add +1 range to any melee attack you make. You
may stack this up to as many times as your Wisdom.
Darkvision (Passive): Derkeckt can see In the darkness as well as see concealed targets.
Epic Actions (Passive): Up to six times per day Derkeckt may do one of the following: Gain an
additional turn point that may be used for an action, reduce all elemental damage done onto this
target, ignore a status effect, or reduce damage from any source by 50%.
Equipment
Derkeckt's Warblade: 13/0/1 +Bleed
Darker Than Black Armor: +Evade +6 Armor
“Let darkness be your shield and sword.”

Specialty: War
Appearance: Derkeckt's form is of a humanoid that stands 10 feet tall, heavily guarded in black
armor from head to toe, where not even its eyes may be seen. Underneath the darkness,
shades of crimson red metal can be seen close to Derkect.

Personality: Diligent, Focused, Easy to anger


Story: Derkeckt is a diligent dark entity, always staying on top of its division. Derkeckt see's it
being their priority to maintain balance through conflict, especially at a massive scale. When
humanity wages war against each other, Derkeckt and its reapers are there to end it as soon as
possible, or to make a judgment of completely ridding one side of the conflict if it seems to upset
the balance of the multiverse.

Skills
Tier 1
Darkvision: Derkeckt can see In the darkness as well as see concealed targets.
War Mantle: Covers your body in an aura of fire. Whenever a target becomes adjacent to you,
or you become adjacent to a target, inflict that target with TLd6 burn damage. (Boost)
Tier 2
Dark Armor: +2 Armor while equipped with cloth, light, or medium armor.
Tier 3
Blade Rain: Ranged Attack Check – Wisdom. Inflict Wisdom + TLd6 piercing bleed damage.
This attack may target any number of targets within 200 feet. (Action)
Chains of War: Consume 2 AST to add +1 range to any melee attack you make. You may
stack this up to as many times as your Wisdom.
Darker Armor: +3 Armor while equipped with cloth, light, or medium armor. (Must have “Dark
Armor” skill)
Tier 4
Darkest Armor: +4 Armor while equipped with cloth, light, or medium armor. (Must have
“Darkest Armor” skill)
Drop The Moon: Ranged Attack Check – Wisdom. Inflict 10 + TLd6 damage. That target then
loses half of their health rounded up. (Action)
Tier 5
Darker Than Black: +5 Armor while equipped with cloth, light, or medium armor. (Must have
“Darkest Armor” skill)

Nekros Level 40
Health: 99
Attack: 13
Defense: 13 Armor: 6 Absorb: 3
STR: 13 DEX: 13 TOU: 1 INT: 13 WIS: 13 RES: 1
Skills
Skill Proficiencies: +5 Silver Tongue, +5 Stealth
Weakness: Energy Immunities: Burn, Frost, Poison, Status Effects Affinities: Death
Epic Actions (Passive): Up to six times per day Nekros may do one of the following: Gain an
additional turn point that may be used for an action, reduce all elemental damage done onto this
target, ignore a status effect, or reduce damage from any source by 50%.
Darkvision (Passive): Nekros can see In the darkness as well as see concealed targets.
Turn to Death: Melee touch attack check – 13. If successful the target must make a Resolve
check (13), if they fail they die. If they succeed they are inflicted with 6d6 death damage.
Dark Salvation (Action): Any number of targets within 60 feet. make a resolve check (6), if
they fail they die, and resurrect as a zombie with the following stats: Zombie: Health – 13 Attack
– 13 Defense – 0 (6/0/0/0/0/0)
Make An Entrance (Passive): Whenever initiative begins, Nekros free of action may use “Dark
Salvation.”

Equipment
Will of Nekros: Adds +Death to the weapon. Once that weapon kills a target, that target
becomes a zombie under your command. (Weapon Upgrade)
“You gotta be kidding me kid, you seriously aren't happy?! I think the whole bones and no skin
thing really suits you. Adds a bit a backbone to your character!”
Specialty: Finality
Appearance: Nekros where's a vibrant purple cloak with hood, and a light purple mask. He
stands at 5”7, making him by far the smallest of the dark entities.
Personality: Arrogant, Charismatic, Loves to be amused
Story: Nekros is the only entity who wasn't originally a dark entity, instead, he was the first ever
reaper to become a dark entity, and he did so by performing exceptionally well. During the
falling out of the last dark entity in charge of handling the nether plane, Tenebris, the bringer of
darkness, reluctantly put Nekros in charge, as he is the most qualified.

Tier 1
Darkvision: Allows you to see In the darkness as well as see concealed targets.
Touch of Death: Whenever you kill a target, roll 1d6. In the result of 6+ that target becomes a
zombie.

Tier 2
Raise Dead: Consume 3 AST to make a Resolve check; Resolve + TL + 1d6 [15]. If successful,
raise a dead target as a zombie companion. You may not use Raise Dead more than once per
target.

Tier 3
Grasp of Death: Whenever you kill a target, roll 1d6. In the result of 6+ that target becomes a
zombie. (Must have “Touch of Death” skill)
Turn to Death: Melee touch attack check – Wisdom. If successful the target must make a
Resolve check (13), if they fail they die. If they succeed they are inflicted with TLd6 death
damage.

Tier 4
Clutch of Death: Whenever you kill a target, roll 1d6. In the result of 4+ that target becomes a
zombie. (Must have “Grasp of Death” skill)
Dark Salvation: Any number of targets within 60 feet. Consume 4 Astral per target, those
targets make a resolve check (6). If they fail, they die, and resurrect as a zombie under your
command with the following stats:
Zombie: Health – 13 Attack – 13 Defense – 0 (6/0/0/0/0/0)

Tier 5
Animate Dead: Consume X AST to make a Resolve check against any number of dead targets;
Resolve + X + 1d6 [20] If successful, raise a dead target as a zombie companion. You may not
use Command Dead more than once per target.

Volturboo Level: 40
Health: 600
Attack: 30
Defense: 0 +Evade
Speed: 13
STR: 13 DEX: 13 TOU: 13
INT: 13 WIS: 13 RES: 13
Skills +5 Influence, +5 Stealth
Weakness: Energy Immunities: Burn, Frost, Poison, Status Effects Affinities: Death
Darkvision: Derkeckt can see In the darkness as well as see concealed targets.
Spectral Flight: Additionally to flight, Volturboo has the ability to ghost when moving free of
action. Additionally Volturboo may ghost as a reaction to reduce physical damage by 50% as
many times as it wishes.
Possession: Enter into a ghostly form and travel up to 130 feet towards a target. Make a
Resolve (Influence) check. 13 (Influence) + 1d6 > Resolve (Influence) + 1d6. If successful, gain
control of the target. When that target would take their turn, you would do so instead. At the end
of that turn, the target may make another 13 (Influence) check to attempt to break free of the
possession. While possessing a target, your body is in a ghostly form inside of the the
possessed target. If that possessed target takes damage, you will not. You may cancel the
possession at any time. (Action)
Epic Actions: Up to six times per day Volturboo may do one of the following: Gain an additional
turn point that may be used for an action, reduce all elemental damage done onto this target,
ignore a status effect, or reduce damage from any source by 50%.

Tier 2:
Flight: You gain flight.

Tier 3:
Spectral Flight: Additionally to flight, you gain the ability to ghost when moving free of action.
Additionally you may ghost as a reaction to reduce physical damage by 50%, at the cost of 4
AST.

Tier 4:
Possession: Enter into a ghostly form and travel up to your speed towards a target. Make a
Resolve (Influence) check. Resolve (influence) + 1d6 > Resolve (Influence) + 1d6. If successful,
gain control of the target. When that target would take their turn, you would do so instead. At the
end of that turn, the target may make another Resolve (Influence) check to attempt to break free
of the possession. While possessing a target, your body is in a ghostly form inside of the the
possessed target. If that possessed target takes damage, you will not. You may cancel the
possession at any time. (Action)

Tier 5:
Volturboo's Gift: Raise a target’s attribute to 12, and half another stat of theirs. This skill may
only be applied to one stat at a time. (Action)
“Come now mortal, may we guide you to the peace you've forever longed for.”

Specialty: Passage
Appearance: Ghostly in appearance, Volturboo floats around in a massive bulbous form the
size of a 20x30 foot room. His head appears to have two ghostly horns, one on each side and
his eyes are large, green, and lack pupils or any distinction.
Personality: Lovable, Parental, Rule abiding
Story: Volturboo has been around like most dark entities for centuries. Volturboo takes his task
of passing lost souls very seriously and genuinely enjoys it.
Summoning A Dark Entity: Resolve + Astrana + TL > 20+ (May do this as soon as a pact is
created and is no longer Tier 5)

Kiyznernus Level: 40
Health: 42
Attack: 42
Defense: 19 Armor: 6 +Evade
Speed: 6
STR: 13 DEX: 13 TOU: 13 INT: 13 WIS: 13 RES: 13

Skills
Skill Proficiencies: +5 Acrobatics, +5 Influence
Weakness: Energy Immunities: Burn, Frost, Poison, Status Effects Affinities: Death
See The Unseen: Kiyznernus can see In the darkness as well as see concealed targets.
Flight: This target has the ability to fly.
Repel Darkness: Gain +2d6 when defending against or making a check against dark spells.
Spells that do not require a roll are automatically canceled. Such spells are cast by demons,
reapers, and witches.
Trap in Shadow: A target that's in ghost form or in a shadow form becomes stuck in that form
for the next minute or until Kiyznernus breaks concentration. (Action)
Shadow Slay: Kiyznernus may deal damage to demons and living dead as if they had no
affinities, immunities, or resistances.
Epic Actions: Up to six times per day Kiyznernus may do one of the following: Gain an
additional turn point that may be used for an action, reduce all elemental damage done onto this
target, ignore a status effect, or reduce damage from any source by 50%.

Equipment
Kiyznernus' Fellsword: 13/0/1 +Reduce the damaged target's health by 50%
“Let darkness be your shield and sword.”

Specialty: Woe
Appearance: Much like Derkect; Kiyznernus stands 10 feet tall, with large folded bat-like wings
that he uses to for flight. Having long talons, legs, razor teeth, red eyes, and two long horns
angled back, Kyznemus resembles something much like a bat-dragon humanoid.

Personality: Mysterious, Imposing, Dauntless


Story: Kiyznernus is the dark entity in charge of the “Wraiths.” Wraiths are Reapers whose sole
purpose is to locate and exterminate other reapers who have abandoned their code, or to
eliminate other renegade dark forces. Wraiths gain a set of skills to allow this and are of the
smallest division among all of the dark entities because of the extreme qualifications needed to
hunt the powerful. Kiyznernus tends to not make pacts with those that have not already
experienced being a reaper for at least a hundred years.

Skills

Tier 1
See The Unseen: Kiyznernus can see In the darkness as well as see concealed targets.
Flight: This target has the ability to fly.

Tier 2
Shadow Slay: You may deal damage to demons and living dead as if they had no affinities,
immunities, or resistances.

Tier 3
Repel Darkness: Gain +2d6 when defending against or making a check against dark spells.
Spells that do not require a roll are automatically canceled. Such spells are cast by demons,
reapers, and witches.
Trap in Shadow: A target that's in ghost form or in a shadow form becomes stuck in that form
for the next minute or until you break concentration. (Action)

Tier 4

Tier 5
Anything below this line is just random ideas, notes, and other currently non-official writings.
Decima and None

Two sister dark entities with a fallen third sister. Decima and None, together are in charge of
lifespan, method of death, and form of rebirth (if any). While most souls go to their respective
planes, Decima and None can choose to deny any person to this and rebirth them, as a means
to continue balance. A fallen hero for example, may be reborn into an inspiring dire lion that
leads the next hero to a triumphant battle, or perhaps an evil crook, into a lich lord, that causes
death and destruction, but sets himself up for impending doom.

Reaper Skill
Vortex Cut: Pulls targets 30ft. closer

Devourer Level 6
Health: 58 Attack: 13 Defense: 16 Armor: 3
Strength: 13 Dexterity: 5 Toughness: 13
Intelligence: 13 Wisdom: 13 Resolve: 13
Skills: ++ Astrana, ++Influence
Immunity: Status Effects Resistance: Death Weakness: Energy
Skill Proficiencies: +13 Astrana, +13 Perception (Sense)
Consume: Male a melee touch attack check – 13. If successful, the defending target receives
the +immobilized status effect and begins to being devoured. At the end of their turn, they may
resist by making a Strength (Athletics) check with a difficulty of 13. For every round their fail,
beginning with their first turn, they must make a Death Check. If they fail, they are consumed
into the bottomless void of the creature. Even if the creature would die, there would be nothing
to remain of what’s devoured.

Void Field: All spells cast within 60 feet of the Devourer are negated.

Strategy: Moves towards the closest enemy, attempting to devour them. Should their be
multiple enemies in sight, the Devourer will fearlessly attack, going after the weakest or slowest
of the group.

Memoria Level: 5
Health: 180 Attack: 0 Defense: 0 Armor: 0 Speed: 2
Strength: 0 Dexterity: 2 Toughness: 6 Intelligence: 10 Wisdom: 10 Resolve: 2

Skills: ++Astrana
Immune: Blight, Death, Grapple, Poison
Defenseless: Memoria cannot roll for defense.
Copy Attack: Whenever Memoria takes damage, it projects a mirror image of the attacker. The
image looks to be a figure made of translucent color. The attack is copied, sending it right back
at the attacker. Attack, damage, and other effects are all copied. This happens immediately after
Memoria takes damage.
Deathtouch: The gelatin like composition of the Memoria, is perplexing and poisonous.
Whenever a Memoria makes physical contact with a target, that target must make a Toughness
check (13). If they fail, they die.
“Memoria are large octopus shaped like creatures that are about 10ft. Tall. These creatures
scuttle slows, strafing side to side. Their texture resembles that of a jellyfish, being semi-
translucent.”

Lost Lizard Level: 5


5 ft. tall lizards that stand on their hind legs. They have long viscous claws and feed off of the
living and the dead.
Health: 24
Attack: 15
Defense: 10 Armor: 4
Strength: 9 Dexterity: 12 Toughness: 8
Intelligence: 0 Wisdom: 5 Resolve: 5
Skill Proficiencies: +5 Stealth, +3 Perception
Multi-Attack: 2
Deep Claws: This target deals 3 + 2d6 damage.
Acid Spit: Make a ranged attack check – 6. If successful, deal 6 + 2d6 acid damage to the
target. (Action)
Camouflage: This target becomes concealed. (Movement)
Dead Ancient: You see an elongated purple toned alien that you've never seen before. This
alien has been dead for some time. (The ones with investigation notice the sword listed below)
Elicrum Sword: (Action) 1/0/1 Make an attack check with this weapon. If successful this
weapon inflicts 20 damage to the target.

Invincisaurus Level: 60
Health: 200
Attack: 30
Defense: 18 Armor: 6
Speed: 6
Strength: 30 Dexterity: 5 Toughness: 30
Intelligence: 1 Wisdom: 8 Resolve: 8

Skills
Proficiencies: +6 Perception
Epic Actions (3): Gain an additional attack, ignore a status effect, or reduce damage done by
50%
Multi-Attack: This target can make three attacks per turn. Two claw attacks and one bite
attack.
Resistances: Burn, Bludgeon, Pierce
Immune: Status Effects, Poison
Siege: This target deals double damage to structures.
Terrify: Whenever this target is spotted, the opposing target must make an intimidation check
[12]. If they fail, they become intimidated; unable to move closer to this target and lose edge
while attacking this target. A target that's intimidated may make a Resolve (Influence) check at
the beginning of each of their turns to end the intimidation.
Bite: Melee attack – 18. Deal 6d6 piercing damage.
Claw: Melee attack – 20. Deal 4d6 slashing damage.
Tail: Melee attack – 16. Deal 5d6 bludgeon damage. +Knockdown (Reaction)
Stomp: Melee attack – 12. 10d6 bludgeon damage. Whenever this target moves on top of a
target, it may attack using “Stomp” free of action. It cannot remain standing on top of an
occupied space.
Wild Breath: Ranged attack – 13. 30 foot cone. Affected targets make a toughness check [10
+1d6]. If they fail, roll 1d6 and inflict the following based on the result. (1: Blind 2: Stun 20 3:
Sleep 4: Poison 6 5: Petrify 6: The target's health is reduced to 0.)
Invincible: Whenever this targets health reaches 0; roll 1d6. In the result of 2+ this target's
health becomes 1.
Kraken Level: 45
Health: 68
Attack: 23
Defense: 10 Armor: 10
Speed: 1 (4 swim)
STR: 14 DEX: 4 TOU: 17
INT: 1 WIS: 8 RES: 17

Proficiencies: +Aquatic, Darksight


Multi-Attack: 8
Epic Actions (3): Gain an additional attack, ignore a status effect, or reduce damage done by
50%
Resistances: Frost Weakness: Shock
Immune: Status Effects, Poison
Siege: This target deals double damage to structures.
Terrify: Whenever this target is spotted, the opposing target must make an intimidation check
[12]. If they fail, they become intimidated; unable to move closer to this target and lose edge
while attacking this target. A target that's intimidated may make a Resolve (Influence) check at
the beginning of each of their turns to end the intimidation.
Tentacle Arms: The Kraken has eight arms, each allowing it to gain an additional attack or
grapple action. An arm may be severed and/or destroyed by taking 20 damage. A Kraken will
normally flee if its losing the fight, and half of its tentacles are gone.
Tentacle Wrap: This target gains edge when making a grapple check.
Constrict: Whenever this Kraken grapples a target, that target takes 5d6 daze damage.
Ink Cloud: Free of action the Kraken can shoot an ink cloud out up to 70 feet by 30 feet cone.
Everything within the cloud automatically is concealed. The Kraken will use this to try and
escape.
Jet: Once per round the Kraken free of action can move backwards up to 200 feet in a straight
line. This does not provoke opportunity attacks.

Kadairan Brawler Level: 9


Health: 32
Attack: 15 +Knockdown (fist)
Defense: 9 +Evade Guard: 4/4 Absorb: 2 Armor: 10 (natural)
Speed: 5
STR: 9 DEX: 8 TOU: 8 INT: 3 WIS: 3 RES: 5
Skills +Acrobatics, ++Athletics, ++Entertain, ++Fists, +Perception
Discipline: 2
Shelled Exterior: This unit has natural armor that is decreased upon taking damage. After this
unit’s natural armor is reduced to 0; this target takes double damage.
Kadair Natural Armor: +5 Armor per Tier Level
Riot Fist (Action): Make a melee attack. In the result of a critical, you may attack again.

Rampart: +1d6 ballistic resistance (Reaction)


Pummel (Action): Make a melee attack check. If successful, deal TLd6 bludgeon damage to
the target.
Break The Path (Action): Harnessing all of your energy energy, you're able to surge with a
deadly outburst of power, striking all foes in your path. Melee attack every target in a vertical
line up to 60 feet. This is considered one attack.
Battle Awareness: While in combat, gain +2 perception and +2 acrobatics.
Tempered Guts: This target cannot be knocked prone, intimidated, or speed reduced for the
next 10 minutes. Limit once per day.

Equipment
Hardened Knuckles: 6/0/0 +Parry
Brawler Garb: +2 Absorb +Boost: +1 STR

Swordsman Level:
Health: 17/1 Attack: 17 Defense: 9 +Evade Armor: 1
Strength: 7 Dexterity: 11 Toughness: 3 Intelligence: 6 Wisdom: 7 Resolve: 8
Nimble: Gain edge on Dexterity (Acrobatics) checks.
Resistance: Charm, Sleep
Okiramonu: 7/--/4 (Medium - Katana)
Torupia Bow: 7/1/7 Spray-Fire: 3 (Small – Bow)
Reward for saving the people of the land of fire – Good luck symbols (Turtle shell, sapphire,
bamboo, amber, dragonfly)

Kitsune Level:
Strength: 2 Dexterity: 5 Toughness: 3 Intelligence: 3 Wisdom: 4 Resolve: 5
Skills
Nimble, Cure, Astral Protection

Equipment
Rapier: 5/--/1 1d6 pierce damage
Combat Rifle: 6/6/7
Pistol: 4/5/4

Leviathan Level: 24
Health: 182 Attack: 18 Defense: 13 Armor: 10 Speed: 4 (Swim: 7)
Strength: 15 Dexterity: 7 Toughness: 14
Intelligence: 1 Wisdom: 7 Resolve: 11
Skills: +10 Perception
Immune: Bludgeoning, Intimidation, Frost, Shock, Stun, Piercing, Slashing
Amphibious: The leviathan can breathe air and water.
Flowing Movement: The leviathan's movement is not hindered by difficult terrain and its
movement cannot be restrained, even by magical effects.
Bite: Melee Attack - 20 piercing damage.
Claw: Melee Attack – 16 slashing damage.
Tail: Melee Attack – 18 bludgeoning damage.
Intimidating Presence: Difficulty 20.
Steam Breath (Action): Deals 21 frost damage and then 21 burn damage to all targets within a
170ft. cone.
Swallow (Action): 20 acid damage.
Control Water
Epic Actions: 3

Zombie Level:
A Thriller Killer
Health: 3
Attack: 13
Defense: 4
Speed: 2
Strength: 8 Dexterity: 2 Toughness: 0
Intelligence: 0 Wisdom: 0 Resolve: 0

Skills: +Stealth
Zombie Bite:

Brain Jar Level: 6


Health: 50
Attack: 15 (unarmed), 17 100% lightning damage (thunderstruck)
Defense: 7 Armor: 10
Speed: 0 (float: 2)
Strength: 5 Dexterity: 3 Toughness: 5
Intelligence: 13 Wisdom: 0 Resolve: 8
Darkvision, Immune: Poison, Psychic, Time magic, Weakness: Acid
Skills: Astrana (+1d6), Technology (+1d6)
Noxious Gas (Action): All enemy units within 50 feet are inflicted with 2d6 poison (they don't
roll).
Mass Hallucination (Action): All enemy units must make a Resolve check with a difficulty of
13. If they fail, they must roll 1d6 to target this unit and must roll a 6+ in order to discern which
of the Brain Jars is the real one.
Thunderstruck (Action): Ranged magical attack. 17 +1d6 lightning damage.

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