Monsters of Eden: Antagonists

The Spirits of Eden campaign setting is a mostly peaceful world. The threats of goblin brigands and kobold raiders and orc marauders that exist in other universes are rare in Eden, and often handled. Dragons are scarce, aberrations rare and hidden, strictly-evil humanoids few and far between. But the world still contains evil. Hiding in the heart of every creature is the capacity for it. All they need is motivation. All they need is a desire, an ambition to sin, or even a lapse of reason, however momentary, to begin a dark march. There are creatures that don’t even need that – they are only monsters, capable only of destruction. That is the tragedy of their birth.

One warning to prospective DMs and players is that the creation of a page of Antagonists does not come with the assumptions that creatures on the other monster pages are not capable of antagonism themselves. The creatures below can be sometimes be reasoned with and friendly. They are just, more often than not, at cross purposes with the players. The creatures in other monster articles are just as capable of evil as anyone else, and DMs shouldn’t restrict themselves to this page when coming up with encounters. As well, DMs shouldn’t ignore this page when coming up with allies or patrons for the player characters. Many of the creatures here are actually unaligned.

Spawn of Septinum

The planet of Eden is half in shadows, shadows that can only be perceived by looking down at them from the Forlorn Void of space. These shadows are a boundary, a waypoint. Passing through them, which is believed to be physically impossible, would lead to Septinum, the Hells Beneath All Creation. A vast cavernous wasteland, where the sky is a black maw filled with rocky teeth, its tunnels lead to vast plains and farms of withered plants, underground infernos, rivers of metal-tasting water and castles and fortresses of hellish iron.

Almost as if a mockery of Adel’s society, Septinum exists as a series of kingdoms ruled by devilish spirits and beasts, where other spirits, humanoids and creatures toil, live and sometimes even love and play in a strange, harsh society. It takes a special kind of creature to survive in the wastes – tough, malicious, cunning, and stalwart. The one rule is to use others and know when to be used.

The creatures of Septinum respect their own, sometimes unwritten rules for society. They have many kingdoms, baronies and other nations in the gargantuan expanse of Septinum. These are often established very far removed from each other and as such they rarely war with one another. The King or Queen of one part of Septinum usually commands such a large space, much of it uninhabited, that there’s no real dispute between it and other Kings or Queens. They do war with other denizens of the underground – unruly devils from an older world, or the remnants of the Drow race, or the aberrations and monsters that plague their underground homes.

But when these creatures escape to Adel, things become different. The society of Septinum is one in which nearly every creature has great power and an ability to harm. Picking a fight with anyone could be painful, and nobody in Septinum can afford to remain injured for long. But in Adel, fewer people are equals to these mighty beasts. Many find some measure of peace and merely hide, but most of them take to robbing, killing or in some cases even eating the creatures of the surface. Many become mythical in nature, silently dreaded until a hero comes along…

The most numerous Spirits, and also the ruling class of Septinum, are the Ashura. All other creatures in Septinum are under the power of the Ashura, who are said to be as numerous as Iomadi are in Adel. Ashuras have many shapes and powers, and while some Ashura are deadlier than others, some more civil and servile than others, all are powerful. Ashura have two types of nomenclature. Adelian daemonologists gave them common names such as “Malevolent Slayer” or “Fang of Despair” but anyone trained in the Religion skill knows their real names. Ashura with intelligence of 8 or higher refer to themselves first by their personal names (they are individuals after all) and secondly by their Supernal categories (Hiranyaksha, Kaitabh, etc). They never use Adelian nomenclature – and find it insulting.

The Ashura listed below are the most common battle-ready Ashura, known among them as the warriors and wizards of their race. Many Ashura are somewhat-harmless citizens – for these, you can tweak the Human monster blocks in the Monster Manual, adding the Spirit and Devil keywords and perhaps adding Resist 5 to Fire and Necrotic damage.

The Devils in the Monster Manual are not Ashuras, though they exist alongside the Ashura. These devils came from an older world, and do battle with the Ashura to re-establish their dominance. They are often enslaved, and so may appear as allies to the Ashura in battles.

Rakshasas are also denizens of Septinum and live within Ashura society. Some are “gentlemen” or “noble ladies” and others thugs and assassins, but in Septinum, there’s a thin line between those categories anyway. Rakshasas are relatively low in number compared to Ashura, but very deadly and respected.

All non-Humanoid Spirits with intelligence of 8 or higher can assume humanoid form as though by “Change Shape.” (MM) They have only a single alternate form unless otherwise noted and cannot take the shape of a unique individual.

Ashura Black Shard

A glowing black and purple crystal mined out of the caverns of Septinum, and sometimes found in caverns in Adel as well, Kaitabhs are actually brittle gemstone spirits infused with dark powers. They have limited intelligence but can follow orders from other Spirits, and their magical senses work much like a normal creature’s would. Spirits can consume them to restore their own auras.

Kaitabhs are often rough and sharp, and one edge at least is sharp enough to slash with.

Ashura Black Shard (Kaitabh) Level 2 Minion
Small Shadow Animate (Spirit, Devil) XP 31
Initiative +5; Perception +6; Darkvision, Blindsense 5
HP 1; minions take no damage from missed attacks
AC 15; Fortitude 13, Reflex 16, Will 10
Fly 6 (Hover)
[MB] Shard Scythe (Standard; AW) @Weapon
+6 vs AC; 4 damage.
[S] Shard Absorption
Any Spirit adjacent to a Kaitabh can take a minor action to reduce the Kaitabh to 0 HP and spend a healing surge.
Evil; None
Skills: Perception +6
Str 6 (-1) Dex 18 (+5) Wis 10 (+1)
Con 10 (+1) Int 4 (-2) Cha 10 (+1)

Hooks

•A small mining village falls under seige after uncovering a vast underground chamber with dozens of Kaitabhs.

Ashura Winged Imp

Looking like black-skinned, yellow-eyed, bat-winged humans, as though a reversed cherub, Iyonnu are svelte and often behave rather sensually to tempt other people, particularly arcanists, into taking them as servants or companions. They have long black hair and wear very little clothing, which is often black as their own skin. Iyonnu tend to be short in size, around that of a Cuporo or Dwarf, but well-proportioned to this height.

Iyonnu are more than happy to escape from Septinum, where they’re practically at the bottom of society, and head to Adel where many arcanists and priests are more than happy – or ignorant – enough to take them in. Iyonnu get bored easily and suggest horrible things for their masters to do, trying to present it as logical advice. They like to prey on older wizards, who are often hermitic, desperate for the company of a beautiful girl or boy, and susceptible to suggestion and paranoia. Because the Iyonnu’s aura can help people be more confident and athletic than they normally would, they are seen as more useful than dangerous. Iyonnu are treated as respectable companions in major cities by the high class socialites, and often decorated with many jewels and beautiful clothing. These tend to be good pets – they are too enamored with being pampered to do any misdeeds.

In a pinch, an Iyonnu can use forbidden magic to summon a larger Ashura, and bind itself to its service if its other master has failed to protect it. Iyonnu are very loathe to do this – it means going back to Septinum in chains.

Ashura Winged Imp (Iyonnu) Level 3 Skirmisher
Medium Shadow Humanoid (Spirit, Devil) XP 150
Initiative +5; Perception +8; Darkvision
Helpful Imp Aura 3: Whenever the Iyonnu attacks, allies in the aura have combat advantage against the target until the end of the Iyonnu’s next turn. At the start of the Iyonnu’s turn, one ally in the aura gains a +2 bonus to its next skill check before the end of the Iyonnu’s next turn.
HP 36; Bloodied 18
AC 19; Fortitude 13, Reflex 17, Will 17
Speed 6, Fly 5 (Hover)
[MB] Claw (Standard; AW) @Necrotic
+6 vs AC; +10 if making an opportunity attack; 2d6+5 necrotic damage. If this attack is made as an opportunity attack and it hits, the Iyonnu slides the target 1 square and knocks it prone.
[R] Blinding Dust (Standard; 4-6)
Ranged 5; +8 vs Fortitude; the target is blinded (save ends).
[C] Mischievous Hex (Standard; 4-6)
Close Burst 5; One creature in burst; +8 vs Will; Whenever the target takes a move or standard action, it provokes an opportunity attack (save ends).
Unaligned; Common, Primordial, Supernal
Skills: Perception +8, Arcana +7, Bluff +7, Diplomacy +7
Str 11 (+1) Dex 18 (+5) Wis 13 (+3)
Con 14 (+3) Int 13 (+2) Cha 14 (+2)

Hooks

•An influential politician takes an Iyonnu as a pet, and it begins to whisper some horrid things in its ears.

Ashura Mithral Doll

Danavas are gold, bronze or silver-skinned people with hair of a contrasting color and eyes that seem as though jeweled if one stares hard enough. They dress lightly, and with a mind for their tails – from just above the buttocks grow four chains ending in large daggers. The Danava can control the size of these chains, and also their movement. If it grows its tail to curve around its front, and seizes it, it can wield the tails as weapons – and it does, with deadly precision and fury. Danava always on the hunt, often for something someone else wants. They love the thrill of battle and the sight of many bodies in the dance of combat.

Ashura Mithral Doll (Danava) Level 4 Soldier
Medium Shadow Humanoid (Spirit, Devil) XP 175
Initiative +6; Perception +7; Darkvision
Steel Resolve aura 3; For each ally in the aura, the Danava has a +1 bonus to attack and damage rolls.
HP 47; Bloodied 23
AC 19; Fortitude 17, Reflex 15, Will 13
Saving Throws +1
Speed 7 (See Also “Spirit’s Agility”)
[MB] Chain-Blades (Standard; AW) @Weapon
Reach 2; +8 vs AC, two attacks; 1d4+5 per attack. If both attacks hit, the target falls prone and is slowed until the end of the Danava’s next turn.
[C] Iron Grasp (Standard; 5-6) @ Weapon
Close Burst 5; One creature in burst; +8 vs AC; the Danava pulls the target to a square adjacent to it and makes a basic attack against it. If at least one attack was successful, the target is grabbed (until escape). The target takes 5 damage whenever it attempts to escape the grab.
[C] Iron Chain Sweep (Standard; 5-6) @Weapon
Close Blast 5; Each enemy in blast; +8 vs AC; 2d4+5 damage and the target falls prone.
[S] Spirit’s Agility (Move; At-Will) @Teleportation
The Danava teleports 5 squares. It can teleport this way even if it has grabbed a creature, and the creature is teleported along with it.
Evil; Common, Supernal
Skills Perception +7, Athletics +11, Acrobatics +9
Str 19 (+6) Dex 15 (+4) Wis 10 (+2)
Con 15 (+4) Int 12 (+3) Cha 12 (+3)

Hooks

•A King of Septinum is slighted when an Ashura noblewoman refuses to marry his son, and she flees into Adel to hide among its people, with Danavas hot on her trail.

Ashura Pillar of Shadow

The barrier maidens of Septinum, Pillars of Shadow are overwhelmingly female, though a few rare male ones do exist, and their main purpose is in a support or commanding role. They can cast rituals of up to the 10th level and their long range attacks make them excellent support to the Danava.

Physically, like almost all Ashura, Andhaka resemble people in most all respects. Andhakas are dressed in long, open-shouldered dresses with detached sleeves, often bearing the marks of whatever infernal city they hail from or the Ashura noble they serve. They have black or stark white skin, and sometimes even in combination, along with hair of the contrasting color. Andhaka may some times look like beautiful young ladies, and at other times as horrible crones – it depends on the individual’s tastes as well as the whims of its master, if any. Male Andhaka are said to look nothing like the females. Most Andhaka control shadows, but there is said to be very rare Andhakas who control ice.

Andhaka wear blindfolds around their pale eyes, though they can see (just not quite well) and many small crystal pillars, the size of a pen, float about them. These shards of their power are the weapons they command, joining into different shapes, or appending themselves to a surface to create barriers.

Ashura Pillar of Shadow (Andhaka) Level 4 Controller
Medium Shadow Humanoid (Spirit, Devil) XP 175
Initiative +4; Perception +2; Blindsense 5
Devil Barrier aura 5; allies in the aura have a Resist 2 to all damage.
HP 44; Bloodied 22
AC 16; Fortitude 14, Reflex 16, Will 20
Speed 5, Fly 5 (Hover)
[MB] Shard Glaive (Standard; AW) @Weapon
Threatening Reach 2; +8 vs AC; 2d4+5 damage.
[A] Gloom Pillar (Standard; AW) @Necrotic, Zone
Burst 1 Within 10 Squares; +8 vs Reflex; 2d4+5 necrotic damage. The burst creates a zone of shadowy flames until the end of the Andhaka’s next turn. Creatures in the zone take 5 necrotic damage at the start of their turns and lose line of effect to creatures outside the zone.
[R] Djofu (Standard; 5-6) @Necrotic
A shadow wraps around the enemy; Ranged 10; +10 vs Fortitude; 1d6+5 necrotic damage and the target takes ongoing 5 necrotic damage and loses line of sight to all creatures (save ends both).
[C] Unison Pillars (Standard; Encounter) @Lightning, Necrotic, Zone
Prerequisite: Two Andhaka must be within 2 squares of each other.
Both Andhaka become dazed until the end of the attacking Andhaka’s next turn. Close Burst 4; Each enemy in burst; +10 vs Fortitude; 2d10+5 necrotic and lightning damage. The burst creates a zone until the end of the Andhaka’s next turn. Enemies in the zone can’t make attacks other than basic attacks.
Sustain Minor: The zone persists.
Unaligned or Evil; Common, Supernal, Primordial
Skills Religion +8, Arcana +8, Insight +7
Str 11 (+2) Dex 14 (+4) Wis 11 (+2)
Con 12 (+3) Int 12 (+3) Cha 19 (+6)

Hooks

•A portal to Septinum opens and a group of Andhaka and Danavas are tasked with destroying a village near the portal and building a shrine that can maintain the rift open.

Ashura Fang of Despair

Large snake-like beasts, Agashura are dangerous creatures that live to feed. Agashura can span twenty feet in length and half as wide and tall, making them utterly enormous. Their smooth scales glimmer with beautiful colors of which they have some control, since they can shed their skin with about an hour’s preparation to change their color. Their auras make them seem as though wreathed in fire, an effect they can suppress in order to blend with the jungle and forests where they often escape to from Septinum.

In Septinum, they are predators of the wastes, but in Adel, they are often kings of the food chain. This strikes their ego as being an incredibly convenient arrangement. Ashura tend to attract smaller snakes like vassals to a king. They form huge nests out of surrounding vegetation or materials from ruined villages. Agashura’s preferred meals are animals for their taste, but they also enjoy the way humanoids squirm and cry.

Ashura Fang of Despair (Agashura) Level 6 Elite Brute
Huge Natural Beast (Spirit, Reptile, Devil) XP 500
Initiative +4; Perception +8; Darkvision
HP 152; Bloodied 76
AC 19; Fortitude 22, Reflex 15, Will 21
Resist 5 Fire, Cold, and attacks that target AC
Saving Throws +2
Speed 7, Climb 5
Action Points 1
[MB] Bite (Standard; AW)
Reach 3 (Reach 4 if attacking from a higher elevation than the target); +10 vs AC; 1d10+6 damage and the target has a -2 penalty to attack rolls until the end of the Agashura’s next turn.
[M] Constrict (Free 1/Round; AW)
Trigger: The Agashura hits with its Bite attack; +8 vs Reflex; 6 poison and fire damage. The target is pulled into the Agashura’s square and is grabbed (until escape). It has a -2 penalty to checks made to escape. The Agashura can move at half its speed with a target grabbed as a move action without having to make an attack. It can grab only one creature of its size or smaller at a time.
[C] Ashura Frenzy (Standard; At Will) @Poison, Fire
Close Burst 2; Each enemy in burst you can see; +10 vs AC; 1d12+6 poison and fire damage and the Agashura shifts 2 squares. It can shift through enemy squares this way, and if it does so, the enemy is pushed to the nearest unoccupied square outside the Ashura’s space.
[R] Sumu (Standard; 5-6) @Poison, Fire
The Agashura spits burning, essence-infused ichor upon an enemy; Ranged 10; +8 vs Reflex; 2d6+6 poison and fire damage and the target is weakened until the end of the Agashura’s next turn.
Evil; Supernal
Skills Perception +8, Insight +8, Endurance +15, Bluff +11, Stealth +9
Str 22 (+9) Dex 12 (+4) Wis 10 (+3)
Con 25 (+10) Int 10 (+3) Cha 16 (+6)

Hooks

•In the course of a night, a farmer loses all of his cattle and crop, and the only clue is a rare snake wandering his garden, one often unseen outside the forest…

Ashura Hollow Wraith

Large, hovering, tattered black cloaks with masks like animal skulls (often those of cattle and horses) and skeletal hands stretching out of shadowy sleeves, Kashipu are mysterious, largely unintelligent beings said to be formed from the pain of lost souls. Kashipu are found naturally in Septinum. They wander in odd packs, ignoring all other life forms as they march across the wastes. It is said if an Iyonnu approaches a Kachipu, it can convince the creature to serve a master, and cause it to break off from its march.

Kashipu are greatly valued for their rare ability to open portals between Septinum and Adel. 5 Kashipu can open a portal for about 5 minutes each day. 10 Kashipu can open a portal that lasts for about an hour. Multiple Kashipu are always needed for this endeavor and it always exhausts the ability of all Kashipu to open portals for that day, but each Kashipu also has a minor ability for directing teleportation through itself that comes in handy in the battlefield.

Kachipu have nothing under their cloaks. They are made of shadow and the cloak is their skin, the skull is their face, and the skeletal hands just float in place. People nonetheless do wonder about them.

Ashura Hollow Wraith (Kashipu) Level 7 Brute
Large Shadow Humanoid (Spirit, Devil) XP 300
Initiative +3; Perception +8; Darkvision
HP 60; Bloodied 30
AC 17; Fortitude 21, Reflex 15, Will 15
Resist 5 All Damage
Fly 6 (Hover, Altitude Limit 3)
[MB] Claws (Standard; AW)
Reach 2; +12 vs AC, 1d10+6 damage
[C] Black Spark (Standard; AW) @Necrotic
Close Blast 3; Each creature in blast; 2d8+6 necrotic damage
[C] Vacuum Heart (Standard; Encounter) @Teleportation
Close Burst 10; Each ally in burst; the target is teleported to a square of its choice within 5 squares of the Kashipu.
Unaligned; None
Skills Perception +8
Str 22 (+9) Dex 10 (+3) Wis 10 (+3)
Con 13 (+4) Int 06 (+1) Cha 08 (+2)

Hooks

•Local authorities become greatly distressed when they hear eyewitness accounts of a march of Kachipu, in the local area, moaning and wailing and tramping through.

Ashura Crystal Monolith

Built out of Kaitabhs, Malatabhs are brittle, but larger and stronger constructs which are used as sentries. Malatabhs patrol the fortresses of Ashura armies and the palaces of Ashura and Rakshasa nobles.

Ashura Crystal Monolith (Malatabh) Level 12 Minion
Large Shadow Animate (Spirit, Devil) XP
Initiative +12; Perception +12; Darkvision, Blindsense 10
HP 1; minions take no damage from missed attacks
AC 20; Fortitude 18, Reflex 24, Will 20
Fly 6 (Hover)
[MB] Shard Scythe (Standard; AW) @Weapon
+15 vs AC; 7 damage.
[C] Shard Eruption (Standard; AW) @Necrotic
Close Blast 5; Each creature in blast; +13 vs Reflex; 6 necrotic damage.
[S] Reinforcements
A Malatabh can, as a standard action, raise an alarm, making a horrible noise that can be heard for up to 500 feet (100 squares) in all directions, and also calling four to eight additional Malatabhs which appear immediately in any unoccupied squares within 10 squares of the Malatabh. These act last in the initiative in any order. The called Malatabhs cannot use their “Reinforcements” power during the encounter, and no other Malatabhs can use their “Reinforcements” powers after the first time a Malatabh uses it during the encounter.
Evil; None
Skills: Perception +12
Str 10 (+6) Dex 22 (+12) Wis 10 (+7)
Con 12 (+7) Int 7 (+4) Cha 10 (+7)

Ashura Malevolent Slayer

Humanoid beings with dark skin, golden eyes, pale hair and a thirst for blood, Hiranyakshas walk the darkest paths of Adel, challenging whoever they meet to fight to the death. Their weapons are over-large and ornate but wielded with deadly accuracy. They don’t dress any one way but are fond of cloaks and other clothing which might logically get in their way in a fight – but it never does, as their skill is that great.

Hiranyakshas are said to be devils outcast from Septinum, too reckless even for the otherworldly evils that haunt the Hells Beneath All Creation. Hiranyakshas follow no rules but their own. They have little spark of kindness and will not spare somebody they can kill. They do value their lives somewhat more than other Ashura, and are capable of surrender and complying to terms, but only when thoroughly broken to the point that they can no longer conceive of fighting. They are most often seen wandering the wilderness, seemingly like any other traveler, until the urge to kill and the smell of blood call to them.

Rarely, a Hiranyaksha can be seen in servitude to another creature, as a bodyguard or assassin. But more likely, they are the ones calling the shots, often with groups of monstrous humanoids threatened into servitude, or in charge of beasts that they have tamed into obedient killers. If they are organized as such, they have some overarching goal – perhaps killing a person for a grudge, or obtaining some powerful legendary weapon.

Ashura Malevolent Slayer (Hiranyaksha) Level 13 Elite Soldier
Medium Shadow Humanoid (Spirit, Devil) XP 1600
Initiative +21; Perception +10; Darkvision
HP 220; Bloodied 110
AC 27; Fortitude 25, Reflex 23, Will 23
Resist 5 Fire, Cold, and attacks that target AC
Saving Throws +2
Speed 7
Action Points 1
[MB] Dark Reach (Standard; AW) @Weapon
Reach 2; +18 vs AC; 2d10+8
[M] Double Strike (Standard; AW) @ Weapon
The Hiranyaksha makes two basic attacks against the same or different targets.
[R] Dragging Wake (Standard; 5-6)
Ranged 20; +16 vs Reflex; 2d6+8 damage and the target is pulled to a square adjacent to the Hiranyaksha.
Miss: Half damage and the target is pulled 5 squares.
[S] Spirit’s Agility (Minor; AW)
The Hiranyaksha shifts 2 squares.
[S] Blood Fury (Free When First Bloodied; Encounter)
The Malevolent Slayer’s weapon splits into two, allowing it to make an extra attack with its Dark Reach and Double Strike powers until the end of the encounter. It rolls saving throws at the start and end of its turns.
Evil; Common, Supernal
Skills Athletics +15, Acrobatics +17, Intimidate +16, Insight +15
Str 19 (+10) Dex 23 (+12) Wis 18 (+10)
Con 17 (+9) Int 15 (+8) Cha 20 (+11)

Hook

•A venerable man on the run from a Hiranyaksha encounters the players, and tells them his story – he was once a legendary swordsman who defeated the Ashura in combat but spared its life, and it now hunts him for one final duel.

Ashura Burning Wing

The most majestic and lovely of the Ashura, so much so that their shadowy origins in the Hells Beneath All Creation are disputed by certain spirit scholars in Adel, the Surapads are battle generals and courtiers among their race. Surapads are light tan or orange skinned humanoids with blonde or red hair and as per their Adelian nomenclature, fiery wings. The wings can be suppressed, and they become instead four tiny red gems which float behind the Surapad’s back. When they are released, the wings burn into four large fire-feathering wings.

Surapad often dress in military uniform, with jackets, insignias, shoulder-pads, and hats. They can conjure swords out of flame and control it to shoot at enemies, so they are never without weapons. While most Ashura can claim to look rather presentable, Surapads are the ones most prim among their race.

Surapads have an intimate relationship with their monarchs. It is tradition that a new Queen or King must personally search for and find a Surapad to join it, and that Surapad becomes its general. The Surapad of the former monarch is released from servitude in a show of respect, and the new Surapad accompanies its monarch in taking command.

They are rare sights by the standards of the Ashura race, with only three or four in any given army, but they never completely die of violence, even if the taboo is broken and they are killed. They will simply be reborn out of the molten core of Septinum some time later. Surapads only die of very old age, an age so advanced their fiery hearts cease burning, and they are snuffed out where they stand by the cold winds of the wasteland.

Most Surapad love a challenge and may confront creatures in duels purely for amusement.

Ashura Burning Wing (Surapad) Level 14 Elite Controller
Medium Shadow Humanoid (Spirit, Devil, Fire) XP 2000
Initiative +10; Perception +17; Darkvision
Regeneration 10 (if the Surapad takes Cold damage, Regeneration is negated until the end of the Surapad’s next turn)
Smoldering Influence (Fire) aura 1; If a creature in the aura suffers fire damage, it takes ongoing 5 fire damage (save ends).
Fiery Suppression (Fire) aura 3; Allies in the aura have Resist 5 Fire.
HP 224; Bloodied 114
AC 28; Fortitude 24, Reflex 25, Will 25
Resist 10 Fire
Saving Throws +2
Speed 7, Fly 7
Action Point 1
[MB] Flame Burst Sword (Standard; AW) @Weapon, Fire
+20 vs AC; 1d10+7 fire damage and each creature adjacent to the target takes 7 fire damage.
[R] Aura Spark (Standard; AW) @Fire
Ranged 10; +18 vs Reflex; 2d6+7 fire damage and push 1.
[M] Fiercesome Slash (Standard; 4-6) @Weapon, Fire
+20 vs AC; 3d10+7 fire damage and the target is dazed (save ends).
[C] Great Burning Monarch (Standard; 4-6) @Fire
Close Blast 5; Each creature in burst; +18 vs Reflex; 3d10+7 fire damage and the target is pushed 5 and falls prone.
Miss: Half damage and the target is pushed 2 and falls prone.
[S] Phoenix Restoration
When the Surapad is first bloodied, it recovers one of its used powers. When it is first reduced to 0 HP, it can spend a healing surge as an immediate interrupt and regains 14 extra hit points. It recovers all of its powers and has a +2 bonus to damage rolls until the end of the encounter.
[S] Hellfire Control
Surapad’s fire damage bypasses resistance to Fire damage, and treats immunity to fire damage as being Resist 10 to fire damage (which it does not ignore).
Evil or Unaligned; Common, Supernal
Skills Perception +17, Insight +17, Diplomacy +16, History +19, Athletics +15
Str 17 (+10) Dex 16 (+10) Wis 20 (+12)
Con 15 (+9) Int 24 (+14) Cha 18 (+11)

Hooks

•A deposed monarch of Septinum approaches the PCs to ask for them to brave Septinum in search for its old Surapad companion in the hopes it might want to spend its newfound freedom with its old friend again.

Ashura Maddening Eye

Of the Ashura, few are as bizarre as the Aryaman. Aryaman are strange humanoids with dark or pale skin and contrasting hair, like many other Ashura. They tend to dress in long robes and patchworks of clothing. However, from their heads, eyestalks trail interspersed with their often messy, long hair. These eyestalks, like strange ornaments dangling with the hair, give great psychic potential to them.

Aryaman’s magic can sway emotions. They can control minds and turn people against each other. Even other Ashura beware the Aryaman, however useful they might be, due to their strange powers. Aryaman often say that they cannot help but control people’s minds, because if they don’t use their powers, it drives them mad. How true this is, no one knows – Aryaman can be quite erratic. They may sometimes act vulnerable and afraid, or maddened and cackling, or even strangely artificial and “normal.” Aryaman tend to carry flails as a basic weapon but rarely use them.

Ashura Maddening Eye (Aryaman) Level 15 Controller
Medium Shadow Humanoid (Spirit, Devil) XP 1200
Initiative +10; Perception +12; Darkvision
Mind-bending Eye (charm) aura 5; Whenever a creature in the aura shifts or slides, the Aryaman decides where the creature moves.
HP 120; Bloodied 60
AC 27; Fortitude 22, Reflex 27, Will 30
Speed 6, Fly 5 (Hover)
[M] Flail (Standard; AW) @Weapon
+20 vs AC; 1d8+8 damage
[R] Paranoid Eyes (Standard; AW) @Psychic, Charm
Ranged 10; +18 vs Will; 1d10+8 psychic damage and the target shifts 2 squares and makes a basic attack against a creature of the Aryaman’s choice.
[R] Seed of Doubt (Standard; 4-6) @Psychic
Ranged 10; +18 vs Will; 2d6+8 psychic damage and the target is treated as unwilling for any effects which require a willing ally, and ignores bonuses to attack rolls and defenses, temporary hit points and extra actions granted by its allies, until the end of the Aryaman’s next turn.
[R] Great Betrayal (Standard; 6) @Charm
Ranged 10; +18 vs Will; the target is dominated and immune to daze and can use any of its powers while dominated (save ends all). The Aryaman can only dominate a single creature at a time this way.
Unaligned; Common, Supernal
Skills Bluff +19, Insight +17, Arcana +18
Str 13 (+8) Dex 16 (+10) Wis 21 (+12)
Con 14 (+9) Int 23 (+13) Cha 24 (+14)

Hooks

•An entire village is in a chaos of paranoia, fear, anger and resentment at each other for entirely imagined slights, and only outside observers could tell something supernatural is at work.

Ashura Bloodletter

The heavy lifters of the Ashura, Gajashura are large, musclebound creatures with elephantine faces and tusks, and large, powerful fists. They dress in vests and short pants that display their awe-inspiring physique to all who would gaze at it, and they are boastful of their strength. Gajashura are rare to see free, most of them being in the servitude of an Ashura noble. They are malicious creatures who would just love to stomp their inferiors just to feel the bones cracking under their feet, but the reality of hierarchy keeps them in check.

Outside of Septinum, Gajashura can be free to be as bad as they want to be. Most Gajashura are male, and they have a fancy for smaller females – and most are smaller than they. They love drink and their greatest wish is to have palaces with great harems like they have seen the Ashura nobles in Septinum gather. But the Ashura nobles gather these through charisma and cunning – whereas Gajashura would rather gather them through brute force.

Ashura Bloodletter (Gajashura) Level 17 Brute
Large Shadow Humanoid (Spirit, Devil) XP 1600
Initiative +10; Perception +11; Darkvision
HP 142; Bloodied 71
AC 29; Fortitude 31, Reflex 25, Will 26
Speed 6
[MB] Slam (Standard; AW)
Reach 2; +20 vs AC; 2d12+8 damage. This damage bypasses all resistances.
[M] Tusks (Free 1/Round; AW)
Trigger: The Gajashura hits with its Slam attack.
The Gajashura makes an attack against the target of the slam attack; +20 vs AC; 2d12 damage and the target is sent hurtling through the air, pushing it 4 squares, but this movement ignores difficult, blocking or hindering terrain as long as the Gajashura has line of sight to the square it is pushing the target into. The target falls prone at the end of the forced movement.
Evil; Common, Supernal
Skills Religion +9, History +9
Str 22 (+14) Dex 15 (+10) Wis 17 (+11)
Con 25 (+15) Int 12 (+9) Cha 10 (+8)

Hooks

•A pair of Gajashura brothers wander into a town challenge the villagers to find somebody who can best them in strength, or else they will take all their women and food.

Ashura Grand Noble

Ashura are ruled by Sundas. The nobles who rule the kingdoms of the Ashura, Sunda are the most powerful, beautiful, and refined of the Ashura. There is only ever one ruling Sunda, and other Sunda are shunned or driven away or imprisoned by the current lord to prove this point.

They dress in the best and most colorful and bejeweled robes and dresses, their skins the most smoothest and perfect pigments. They make concubines of other Ashura (who are quite willing to love the noble in exchange for not having to work or fight) and sometimes of creatures from Adel. Some even have vast harems of men or women, though they always pick one spouse above all, with whom they make a successor.

Sundas construct massive palaces with a dark glamour to them, like lavish nightmarescapes to the taste of the hellish inhabitants. Both beautiful and dreadful, as much of the Hells are like, and spanning vast expanses enclosed by high adamantine walls, these house civilians and merchants under the noble’s care, laborers and soldiers, small farms growing hellish fruit, barracks and ramparts and traps manned and unmanned. And at the very height, the hold of the Noble itself. Fighting to it is extremely difficult. Subterfuge is almost necessary to challenge a Noble in its Hold.

The following is a somewhat generic template for a Noble, but they are very individual creatures. You may tweak to use only a single type of damage, such as Poison, add a damaging aura, add a breath weapon or draconic features, or whatever you desire to make your unique Ashura monarch for your players to challenge.

Ashura Grand Noble (Sunda) Level 21 Solo Controller
Medium Shadow Humanoid (Spirit, Devil) XP 16,000
Initiative +15 Perception +13; Darkvision
HP 640; Bloodied 320
AC 33; Fortitude 30, Reflex 32, Will 31
Resist 5 All Damage
Saving Throws +5
Speed 6, Fly 6 (Hover)
Action Points 2
[MB] Royal Sword (Standard; AW) @Weapon
+24 vs AC; 2d8+10 damage
[S] Great Parry (Immediate Interrupt; AW)
Trigger: The Sunda is attacked by a creature within 10 squares.
The Sunda gains a +1 bonus to all defenses against the attack. If the attack is unsuccessful, it can make an attack against the attacker: +20 vs Reflex; 10 damage.
[A] Energy Tide (Standard; AW) @Varies
The Sunda launches a blast of either Fire, Cold, Acid, Lightning or Poison, and all of the damage becomes that of the chosen keyword. Area Burst 2 Within 20 Squares; Each creature in burst; +22 vs Reflex; 2d6+10 damage and the target  is pushed 2 or knocked prone or has ongoing 5 damage (save ends).
[C] Spirit Pressure (Minor; At Will)
Close Burst 5; One enemy in burst; +22 vs Will; the target is Stunned until the end of the Sunda’s next turn. After the first time this power is used in an encounter, it instead causes targets to become slowed and unable to shift until the end of the Sunda’s next turn.
[M] Spirit’s Dance (Standard; 5-6) @Weapon
+24 vs AC; 2d8+10 damage and push 1 and the Sunda can shift 2 squares and repeat the attack against the same or a different target. The Sunda continues to repeat the attack until it misses an attack or has made 3 attacks.
[R] Energy Dragonheads (Standard; 5-6) @Varies
The Sunda launches a dragonhead-shaped projectiles of Fire, Cold, Acid, Lightning or Poison, and all of the damage becomes that of the chosen keyword. Ranged 20; up to three creatures; +22 vs Reflex; 3d10+10 damage and the target suffers a condition of the Sunda’s choice from the following until the end of the Sunda’s next turn: weakened, dazed, blinded.
[A] Globe of Darkness (Standard; 5-6) @Zone
Area Burst 2 Within 20 Squares; this power creates a zone of darkness that remains in place until the Sunda’s next turn. The zone blocks line of sight for all creatures except the Sunda. Any creature entirely in the zone is blinded.
Sustain Minor: The zone persists.
[S] Blood Fury (Immediate Reaction When First Blooded; Encounter)@Zone
The Sunda ends all conditions currently affecting it, and its Globe of Darkness power becomes an At-Will power and it has a +2 bonus to attack and damage rolls until the end of the encounter.
Evil or Unaligned; All languages
Skills Insight +18, Bluff +23, Diplomacy +23, Intimidate +23, Athletics +16, Acrobatics +20, Religion +19, Arcana +19, History +19
Str 13 (+11) Dex 20 (+15) Wis 16 (+13)
Con 19 (+14) Int 18 (+14) Cha 27 (+18)

Hooks

•An Ashura King begins recruiting the most dangerous mercenaries in Adel to help solidify its hold over a hellish throne, and the PCs fear what this concentration of power and talent may bring.

•A new Ashura queen steals the most beautiful woman in a village to begin her own small Harem, prizing quality over quantity, and prompts the PCs to go after her to help the villagers.

The Daityas

Mythological monsters of immense size, the Daityas are Spirits that lack much of a purview and as such, the focus that comes with their purpose and worship. Daityas are what could be called “rebel” Spirits, but their rebellion is against nothing but existence itself, and it is induced by their nature – or lack of it. Daityas were not present during the time of reconstruction after the Cataclysm. What is believed is that Daityas are Spirits formed from the essence of the old world. As such, disconnected from their dead world, they rampage.

Daityas have some semblance of intelligence, enough that other creatures can awaken and somewhat control them. The Abominations of the Monster Manual are all epic level Daityas, and there exists only a single one of each. The following are Daityas for the heroic tier that can serve as incredible encounters. Daityas might be awakened from a place of sealing such as a lost shrine or from the side of a canyon wall by rituals requiring horrible sacrifice.

It is said that in combat with real heroes, the Daityas lose much of their power – a stomp that could crush a mountain may fail to harm the resolve of a true hero. Spirits themselves are reluctant to fight Daityas, as they feel it is something mortals must overcome as fate draws them to it. Daityas are invulnerable to the power of the Greater Spirits, and so even if they wanted to, most True Spirits (as opposed to Ainyu, Rhonnu, etc) cannot kill them.

The following stats are for Daityas who have been weakened by the resolve of a fated hero. When battling anyone else, including people who may be stronger than these stats, but for whom fate hasn’t given any preference, the Daitya is arbitrarily powerful and mostly invincible. If your PCs are stronger but you want to use a lower level Ayida, just increase its level, defenses, and attack bonuses as appropriate.

Ayida, The Mount of Stone

A massive lizard-like being, the Ayida is the Daitya of the Earth. It has a turtle-like body but lacks the shell – instead its scales are very well armored on their own. Its massive legs stomp upon the ground and its long-necked, beaked head takes deadly bites and flings the hapless creatures out of its way. It walks with an awkward gait and breathes a sandstorm down upon its enemies. This Daitya is said to be weakened by a hero that is fighting to save his or her homeland, and that the earth itself will rise up to aid a Hero to climb the Ayida and destroy it.

Ayida, The Mount of Stone Level 5 Solo Controller
Gargantuan Elemental Beast (Spirit, Earth) XP
Initiative +2 Perception +10
HP 280; Bloodied 140
AC 20; Fortitude 19, Reflex 13, Will 15
Resist 5 All Damage
Saving Throws +5
Speed 7
Action Points 2
[MB] Bite (Standard; AW)
Reach 5; +10 vs AC; 1d12+5 damage and the target is pushed 5 and falls prone after the forced movement.
[A] Stomp (Standard; AW)
The Ayida raises its massive leg to pound an enemy, and draws no opportunity attack for making this attack if an enemy is adjacent; Area Burst 1 Within 5 squares; Each creature in burst; +9 vs Reflex; 2d6+5 damage and the target is pushed 1 and falls prone.
[S] Crush (Free 1/Round; At Will)
Trigger: The Ayida knocks an enemy prone with one of its attacks; Targets the same creature as the triggering attack; +7 vs Fortitude; the target takes 1d6 extra damage and loses a healing surge. If the target has no healing surges remaining, it is reduced to 0 hp.
[C] Breath Weapon (Standard; 5-6)
Close Blast 5; Each creature in blast; +9 vs Reflex; 2d10+5 damage and the target is pushed 3 and blinded until the end of the Ayida’s next turn.
[S] Massive Scope, Extended Battlefield
•The Ayida is an enormous creature. Whenever it moves, it can freely enter enemy spaces. If it does so, creatures who’s squares are about to be invaded can take an immediate interrupt to move 6 squares away. If a creature does not do this, the Ayida deals 2d6 damage to it and pushes it 5 away.
•Creatures adjacent to the Ayida can use the following power:

Climb The Beast
Encounter*
Special: Each creature can use this power once per encounter, and recovers the use of it when the Ayida first becomes bloodied.
Move Action Melee 1
Effect: Roll a DC15 athletics check. If successful, you climb 6 on the Ayida. This movement does not provoke opportunity attacks. While on the Ayida, you gain a climb speed of 3, and have a +5 power bonus to melee and close attack and damage rolls against the Ayida, and your damage with melee and close attacks bypasses the Ayida’s resistance to damage. The Ayida can only attack you with its Bite attack while you are Climbing it. You have Resist 10 to falling damage taken from falling off the Ayida.

[S] Daitya Mettle (Immediate Reaction When First Blooded; Encounter)
The Ayida recovers its Breath Weapon and makes an attack with it as a free action, and all creatures within 10 squares lose 1 healing surge.
Unaligned; None
Skills Perception +10
Str 35 (+14) Dex 10 (+2) Wis 16 (+5)
Con 20 (+7) Int 06 (+0) Cha 10 (+2)

The Sargassian Inquisition

Sargasso’s church inquisition is very real and very well hidden. The Sargassan army is nothing compared to the power that the church wields. Established by Aundarius Volg after the foundation of Sargasso, the Inquisition was tasked with finding occult elements with goals counterproductive to their own. Undead and aberrant cults and the creatures they worshiped were to be eliminated. But as with any good thing, it became perverted. Within the government, suspicion of dangerous terrorists or heretics becomes ever greater.

The Inquisition has great power to follow up on suspicions of heretical action. They can watch targets through various means, tempt them with heretical material to “test” their “loyalty” and should anything be found, they can kidnap, hold indefinitely and torture the target in secret, underground shrines and temples. Whatever the greater spirit Rashine thinks of such actions in his name is unknown – but the Spirit is known to respect all freedom, including the freedom to make great follies.

The current head of the inquisition is the High Priestess of the Church of Sargasso, Leidela Sixtus, a 30-something woman and primary advisor to the young Queen Shiripo. Though much less paranoid than her successors, she still wields the power they carved out for the inquisition just the same, but with a cruel rationality that makes her all the more dangerous.

The Inquisition is not active merely in Sargasso. They stalk the territory of all the nations, snuffing out whatever threats to the Sargassan crown might rise, wherever they rise. Though they have not been successful in infiltrating the governments of other nations (and they have yet to truly try this tactic again, by Sixtus’ own preference), these spies and assassins are dangerous nonetheless.

The Church’s inquisitors are typically level 4-5 (or whatever is appropriate) Clerics or Paladins, with some religiously-inclined multiclassed Rogues and Fighters also in the ranks offering what help they may. However, the following are the truly frightening force behind the Inquisition – spirit creatures they invoke through secret rituals or that they have found and made pacts with in the secluded corners of the world.

Oceanwraiths

Rashine’s most common form is that of a wolf that seems as though made of a solid fluid, a shimmering yet clearly material figure with a sleek appearance. The Oceanwraiths are creatures in the shape of Rashine, created by his worshipers in Sargasso. Oceanwraiths are the only inquisition creature widely known among the Sargassan public – Queen Shiripo is always guarded by some. Oceanwraiths have the intellect of an average person and a host of powers that make them formidable opponents. They are the workhorse spirit of the Inquisition. Despite being insubstantial to attacks, they are solid and can manipulate objects as well as their wolf shape allows them to.

Oceanwraith Level 6 Skirmisher
Medium Elemental Beast (Spirit, Water) XP 250
Initiative +6; Perception +11; Darkvision
HP 49; Bloodied 24
AC 17; Fortitude 16, Reflex 18, Will 18
Resist Insubstantial
Speed 7, Swim 7
[MB] Claws (Standard; AW)
+11 vs AC, 1d10+6 damage. If the Oceanwraith is the only creature adjacent to the target, it deals +2 damage.
[C] Water Blast (Standard; 5-6) @Cold
Close Blast 3; Each creature in blast; +10 vs Reflex; 2d10+6 cold damage and the target is pushed 3 squares.
[S] Rushing Tide (Standard; Encounter) @Teleportation
The Oceanwraith and one creature adjacent to it teleport 8 squares. The creature can be willing or unwilling.
Unaligned; Common, Supernal
Skills Perception +11, Insight +11, Athletics +13
Str 20 (+8) Dex 16 (+6) Wis 17 (+6)
Con 15 (+4) Int 10 (+3) Cha 13 (+4)

The older Oceanwraiths are called Ravagers of Rashine, having survived many battles, and they are used as personal bodyguards for the Queen, High Priestess and High Inquisitors.

Oceanwraith Ravager of Rashine Level 8 Elite Skirmisher
Medium Elemental Beast (Spirit, Water) XP 700
Initiative +10; Perception +13; Darkvision
HP 90; Bloodied 45
AC 20; Fortitude 18, Reflex 21, Will 18
Resist Insubstantial
Speed 7, Swim 7
[MB] Claws (Standard; AW)
+13 vs AC, 2d6+7 damage. If the Oceanwraith is the only creature adjacent to the target, it deals +3 damage.
[C] Water Blast (Standard; 5-6) @Cold
Close Blast 3; Each creature in blast; +11 vs Reflex 3d6+7 cold damage and the target is pushed 5 squares and falls prone.
[S] Rushing Tide (Standard; 5-6) @Teleportation
The Oceanwraith and one creature adjacent to it teleport 8 squares. The creature can be willing or unwilling.
[S] Guardian
Any ally adjacent to the Oceanwraith has a +2 bonus to AC and Reflex defense. A creature attacked while adjacent to the Oceanwraith takes only half as much damage, and the Oceanwraith takes the other half (without reducing the damage further via its insubstantial resistance).
Unaligned; Common, Supernal
Skills Perception +11, Insight +11, Athletics +13
Str 21 (+8) Dex 18 (+8) Wis 18 (+8)
Con 15 (+4) Int 13 (+5) Cha 14 (+6)

Kashatrya (Steel Spirit)

The mortal peoples’ love of weapons and war influenced the Spirits as well. There are spirits for all concepts, and as such, there are spirits as well for the concept of steel, particularly steel weapons that others wield and command.

Kashatryas are steel spirits that take orders from mortals. The first mortal to make a pact with it are the ones that get to command it. Many Steel Spirits are in the service of the Sargassian Inquisition – it is said they have the most substantial force of them in the world. Kashatryas are odd creatures. They have central bodies of iron shapes, like ovals or cubes, with glowing gems for eyes, with many bladed arms and stiff, immobile wings that sometimes cross in front of them and seem to offer no help in their flight. It is as though they are works of steel art that hover and fight, symbols and emblems given three-dimensional shape and will. Their often abstract shapes hide incredible magic power – it is not merely their bladed limbs that do the real damage.

The most frightening power Kashatryas have is the ability to stifle essence-backed powers used against them.

Kashatrya Level 7 Controller
Medium Immortal Animate (Spirit) XP 300
Initiative +7; Perception +12; Darkvision; Blindsense 5
HP 60; Bloodied 30
AC 21; Fortitude 16, Reflex 16, Will 18
Resist 5 Attacks That Target AC
Fly 7 (Hover)
[MB] Blades (Standard; AW)
Threatening Reach 2; +12 vs AC, 1d10+6 damage
[C] Hymn of Steel (Standard; AW) @Radiant
Close Burst 5; Each enemy in burst; 1d8+6 radiant damage and the target is slowed and cannot shift until the end of the Kashatrya’s next turn.
[R] Hymn of Shackles (Standard; AW) @Radiant
Ranged 10; +10 vs Fortitude; 2d4+6 radiant damage and the target is weakened until the end of the Kashatrya’s next turn.
[C] Countersong (Standard; Encounter) @Thunder
Close Burst 5; Each enemy in burst; +10 vs Will; 2d10+6 thunder damage and the target cannot use encounter or daily powers (save ends).
Unaligned; Common, Supernal
Skills Perception +12, Religion +14, Arcana +14, History +14, Diplomacy +13, Insight +12
Str 12 (+4) Dex 18 (+7) Wis 18 (+7)
Con 14 (+5) Int 22 (+9) Cha 20 (+8)

Much larger are the Kashatrya Superior Weapons, which are quite larger than a person, and unlike their more artful counterparts, seem almost like suits of armor as opposed to symbolic emblems and shapes, though their shapes are still rather abstract in certain ways. These Kashatrya hover ominously and attack with brute force, but seemingly always singing in a strangely beautiful and dire voice.

Kashatrya Superior Weapon Level 10 Elite Soldier (Leader)
Large Immortal Animate (Spirit) XP 1000
Initiative +10; Perception +12; Darkvision; Blindsense 5
HP 160; Bloodied 80
AC 24; Fortitude 18, Reflex 17, Will 20
Resist 5 Attacks That Target AC
Fly 7 (Hover)
[MB] Blades (Standard; AW)
Threatening Reach 3; +15 vs AC, 1d12+7 damage
[C] Hymn of Dire Conflict (Minor; AW)
Close Burst 5;  Allies in the burst have a +2 power bonus to attack rolls until the end of the Kashatrya’s next turn.
[M] Flurry of Blades (Standard; AW) @Radiant
The Kashatrya makes two Blades attacks against the same target.
[R] Spirit Spark (Standard; AW) @Radiant
Ranged 10; +13 vs Reflex; 2d6+7 radiant damage
[C] Countersong (Standard; Encounter) @Thunder
Close Burst 10; Each enemy in burst; +10 vs Will; 2d10+6 thunder damage and the target cannot use encounter or daily powers (save ends). Aftereffect: The target cannot use at-will powers until the end of the Kashatrya’s next turn.
Unaligned; Common, Supernal
Skills Perception +12, Religion +14, Arcana +14, History +14, Diplomacy +13, Insight +12
Str 12 (+4) Dex 16 (+7) Wis 18 (+7)
Con 14 (+5) Int 22 (+9) Cha 20 (+8)

The Eyes of the Vizier

Coming soon…

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Categories: D&D 4e, Fluff/Inspiration, NPCs, RPG | 2 Comments

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2 thoughts on “Monsters of Eden: Antagonists

  1. As usual, I will be adding more things to this article sometime. I just wanted to get it out there for people to see and talk about now. Please enjoy! (Of note, I need to get around to adding Hooks for some of them… and put something for the whole section on Vedaria.)

  2. mikeloop86

    Wow, this was a lot of stuff.

    Ashura’s are an interesting shift from the typical “Evil for the sake of Evil” we’d get from most settings and their versions of “hell.” Going further into that, I like that (from your descriptions) you have in Septinum a “hell-lite,” capable of both being sinister yet not so wholly inhospitable as to prevent adventuring from taking place. This helps avoid the trap I feel WotC fell into when they basically made the Shadowfell an accessible grayscale version of Baator/Hell, essentially creating 2 places for the same type of adventures.

    Ashura’s seriously remind me of the Daedra from the Elder Scrolls series, but IIRC Bethesda pulled from the same myths you did, so no mystery there. I like what you’ve done with them better.

    Ayida looks like an epic monster done right, and I’d love to see you do more monsters that grant player’s battle specific encounter powers to fight them. It’d be great to see you do some very “god of war-esque” special powers that let players rip the heads off of medusa’s and use them against other monsters, or dare I say “kingdom hearts” style trigger powers.

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