BT-Constructs

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0 Familiar: Cat
Int: None Perc: Shared w/Master Lang: None
Hab: Various Disp: Instructed
Rep/Weak: 8 / - Init: 12 Move Spd: 12 Fort: - (-) Will: - (-)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 3 (10) 2d 1 (8) 1 - 7
Weak Point: None
Unique Skills
[Familiar]
Please refer to the 'Characteristics of Familiars' for more information.
[Feline Finesse]
Can pass through narrow gaps, etc. Physical ability is the same as an ordinary housecat.
Loot
None

This creature is primarily an instrument meant to lend assistance to Sorcerers. While they tend to avoid conflict, a familiar may need to engage in melee, which is where the above statistics come into play. In addition, the appearance of the familiar may change with permission from the Game Master.
The Familiar's Master is allowed to use the Familiar's MP as though it were his own. The Familiar needs to be in physical contact with the Master, and recovers MP at the same rate as the Master.
In addition, if the PC has any levels in the Sorcerer class, they automatically know the lore and value of any given monster, so long as they have a Familiar. A Monster Knowledge check is still required in order to determine the monster's Weakness.

Characteristics of Familiars[edit | edit source]

  • A Familiar has no HP. Instead, the Familiar's Master takes all damage dealt.
  • A Familiar takes no damage from falling (no matter the height).
  • A Familiar uses the Fortitude and Willpower scores of its Master.
  • A Familiar shares the same means of perception as the Master (including Darkvision). Anything one sees, the other does as well.
  • If the Master is unconscious, the Familiar may not perform any action that would move it away from its Master.
  • If the Master dies, the Familiar disappears.
  • A Familiar may only have 1 Master. If the Familiar is treated cruelly, it may leave its Master.
  • A Familiar has no free will of its own.

0 Familiar: Bird
Int: None Perc: Shared w/Master Lang: None
Hab: Various Disp: Instructed
Rep/Weak: 8 / - Init: 13 Move Spd: 30 (Flying) Fort: - (-) Will: - (-)
Fighting Style Accuracy Damage Evasion Defense HP MP
Beak 2 (9) 2d - 1 2 (9) 0 - 5
Weak Point: None
Unique Skills
[Familiar]
Please refer to the 'Characteristics of Familiars' for more information.
[Avian Agility]
Capable of flight. Physical ability is that of a normal bird.
[Flight]
A Bird Familiar receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
None

A construct that is often seen in the company of spellcasters, it uses the same statistics as the cat familiar. Because of it's flight capability, it can be used as a very effective scout. The exact type of bird varies from spellcaster to spellcaster, but typically the familiar is of a smaller species of bird, such as crows and pigeons. If knocked out while flying, a bird familiar will lose altitude, but does not receive falling damage.
In addition, if the PC has any levels in the Sorcerer class, they automatically know the lore and value of any given monster, so long as they have a Familiar. A Monster Knowledge check is still required in order to determine the monster's Weakness.

0 Familiar: Frog
Int: None Perc: Shared w/Master Lang: None
Hab: Various Disp: Instructed
Rep/Weak: 8 / - Init: 10 Move Spd: 5 / 10 (Swimming) Fort: - (-) Will: - (-)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tongue 1 (8) 2d - 2 2 (9) 0 - 10
Weak Point: None
Unique Skills
[Familiar]
Please refer to the 'Characteristics of Familiars' for more information.
[Amphibious Avoidance]
Can be tucked into a pocket to avoid a wide range of effects. Physical capability is equal to that of a normal frog.
Loot
None

A construct that is often seen in the company of spellcasters, it uses the same statistics as the cat familiar. A frog familiar is the only familiar able to explore underwater, and is small enough to hide inside of a pocket at a moment's notice. By hiding, it cannot be targeted by either magic or melee, ensuring it stays around for quite a while.
In addition, if the PC has any levels in the Sorcerer class, they automatically know the lore and value of any given monster, so long as they have a Familiar. A Monster Knowledge check is still required in order to determine the monster's Weakness.

1 Ghast
Int: Servant Perc: Magic Lang: None
Hab: Ruins, Forest, Ancient Ruins Disp: Instructed
Rep/Weak: 5 / 10 Init: 9 Move Spd: 15 Fort: 2 (9) Will: 2 (9)
Fighting Style Accuracy Damage Evasion Defense HP MP
Arm 3 (10) 2d + 2 2 (9) 0 14 -
Weak Point: Physical Damage +2 pts.
Unique Skills
None
Loot
2 - 9 None
10+ Magic-tinged Stone (250G)

A lost soul bound to a shadow, Ghasts live a sorry existence. Originally thought to have been created during the Durandal period, Ghasts continue to spawn and thrive today in the shadows of civilization. The reason for their creation has been forgotten to time, though their extremely gaunt frame and pitch-black body is difficult to forget. Ghasts are not known to be solitary, so if one is seen others are sure to follow. Occasionally, Ghasts will be summoned by Barbarous carrying magical stones. These stones are given to the rank and file by a Drake, who keeps close the secret of manufacturing.

1 Renguard
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 7 / 12 Init: 7 Move Spd: 16 Fort: 2 (9) Will: 2 (9)
Fighting Style Accuracy Damage Evasion Defense HP MP
Electric Bolt 3 (10) 2d-2 2 (9) 0 12 -
Weak Point: Thunder Damage +3 pts.
Unique Skills
[Linking]
As a Major Action, a Renguard can attach itself to another Renguard in order to increase offensive power. Each Linked Renguard gives the boosted Renguard a +1 bonus to Accuracy and +3 damage. Up to 4 Renguards can be Linked to another in this way, for a total bonus of +4 Accuracy and +12 damage (so a 7 (14) Accuracy, dealing 2d+10 damage). After the boosted Renguard attacks, all Links are disconnected.
Loot
2 - 9 None
10+ Old Recording Device (100G)

These small robots were simple security, designed for use during the Al Menas period. Sporting four short legs with wheels coming off a flat body, these robots will first attempt to drive away intruders using a simple warning in the Magitech language, but will resort to electric shocks is this warning is not heeded.

Renguards, while small, can swarm a guarded area in a short time, and will often link to each other in order to drive away larger intruders. Though they reduce the number of attacks when doing so, the intensity of the attacks becomes much larger. Unprepared adventurers have been killed by underestimating the power of linked Renguards.

2 Oak Golem
Int: Servant Perc: Magic Lang: None
Hab: Various Disp: Instructed
Rep/Weak: 8 / 12 Init: 9 Move Spd: 9 Fort: 5 (12) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Arm 4 (11) 2d 2 (9) 2 23 -
Weak Point: Fire Damage +3 pts.
Unique Skills
None
Loot
2 - 8 None
9+ Enchanted Oak Branch (200G)

Oak Golems are made from oak wood. They are humanoid, with a short and stocky form. Having one constructed takes a long time, between acquiring the materials and performing rituals to infuse those materials with mana.
In addition, if the PC has any levels in the Conjurer class, they automatically know the lore and value of the Oak Golem. A Monster Knowledge check is still required in order to determine the Oak Golem's Weakness. It can be given simple instructions, like "move to that spot", "attack that target", or "attack anything that approaches".

2 Ghast Lurker
Int: Servant Perc: Magic Lang: None
Hab: Unknown Disp: Instructed
Rep/Weak: 5 / 11 Init: 8 Move Spd: 15 Fort: 4 (11) Will: 3 (10)
Fighting Style Accuracy Damage Evasion Defense HP MP
Smash 4 (11) 2d+4 3 (10) 1 18 -
Weak Point: Physical Damage +2 pts.
Unique Skills
None
Loot
2 - 8 None
9+ Magic-tinged Stone (250G)

A Ghast that has survived long enough to grow to the size of a normal human. While a few have been found to be independent, most Ghast Lurkers will remain under the control of their masters.

2 Creeping Coin
Int: None Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 10 / 13 Init: 9 Move Spd: 10 (Flying) Fort: 2 (9) Will: 2 (9)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 3 (10) 2d-1 2 (9) 2 10 -
Weak Point: Magic Damage +2 pts.
Unique Skills
[Mimicry]
A Creeping Coin can choose to appear as though it was an ordinary gold coin. Its true form cannot be detected by the normal eye, but Sense Magic will reveal the truth.
[Flame Breath / 3 (10) / Fort / Half]
A Creeping Coin may vomit a fireball directed towards a single target. The fireball travels to a range of 5m, and deals 2d+2 Fire-type damage.
Loot
2 - 9 None
10+ Old Gold Coin (100G)

A magical creature that looks a lot like a gold coin, Creeping Coins are usually found in groups of 20 or more. Careless adventurers will often approach piles of these monsters and get burned for their greed. However, there may be actual gold coins mixed in with the monsters, and those coins may be worth a significant amount of Gamels.

3 Gargoyle
Int: Servant Perc: Magic Lang: None
Hab: Ancient Ruins Disp: Instructed
Rep/Weak: 9 / 14 Init: 12 Move Spd: 15 / 30 (Flight) Fort: 4 (11) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 5 (12) 2d + 4 5 (12) 3 26 -
Weak Point: Bludgeoning Damage +3 pts.
Unique Skills
[Camouflage]
A Gargoyle can choose to appear as though it was stone. Its true form cannot be detected by the normal eye, but Sense Magic will reveal the truth. A Danger Sense check with a value of 12 or higher will let the PC know there is something amiss, however.
[Flight]
A Gargoyle receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
2 - 7 Sharp Stone (20G)
8+ Enchanted Stone (250G)

A variety of golem with both claw and wing, a Gargoyle is a beast of stone animated by a long-lost magic. Gargoyles were famous guardians of the Durandal period, and most seen today are still following instructions given to them from that time. While Gargoyles seem to act as though they are living beings, they can choose to camouflage themselves as stone, taking advantage of unaware and careless adventurers.

3 Chest Mimic
Int: Servant Perc: Magic Lang: None
Hab: Ancient Ruins Disp: Instructed
Rep/Weak: 10 / 14 Init: 10 Move Spd: 8 Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Arm 4 (11) 2d + 4 3 (10) 4 25 -
Weak Point: Accuracy +1
Unique Skills
[Double Attack]
A Chest Mimic can make two Arm attacks each round, though each attack requires its own Accuracy check.
[Capture]
If a Chest Mimic successfully hits with both attacks from Double Attack, the target is captured and automatically hit each successive round.
Removing the capturing arms requires an (Adventurer Level + Strength modifier) Check. This check may be made by another person as well. If successful, the target is not captured anymore.
[Mimicry]
A Chest Mimic can choose to appear as though it was an ordinary treasure chest. Its true form cannot be detected by the normal eye, but Sense Magic will reveal the truth. A Danger Sense check with a value of 12 or higher will let the PC know there is something amiss, however.
Loot
2 - 6 None
7 - 11 Magical Wood (200G)
12+ High-quality Magical Wood (500G)

A Chest Mimic has the appearance of an old, weather-beaten chest, often found in ruins as a guard for real treasure. Able to extend and retract both arms and legs, there are some who think it is a form of golem. If a Chest Mimic remains still, it is often mistaken for a plain treasure chest, and careless adventurers will blunder right into their trap.

3 Loam Puppet
Int: Servant Perc: Magic Lang: None
Hab: Ancient Ruins Disp: Instructed
Rep/Weak: 12 / 15 Init: 10 Move Spd: 10 Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Arm 4 (11) 2d + 4 4 (11) 2 34 -
Weak Point: Accuracy +1
Unique Skills
[Mud Body]
Bludgeoning weapons treat the Loam Puppet's Defense as 5 points higher. In addition, a Loam Puppet is immune to criticals from edged weapons, Earth-type damage, and magic.
Loot
2 - 7 None
8+ Enchanted Clay (250G)

A golem made from clay, it is the hopes and desires of its creator given form. Typically standing around 1m, a Loam Puppet is often humanoid in shape, though it really can be any shape the creator wishes. However it looks, there are no additional benefits from changing its appearance. Having one constructed takes a long time, between acquiring the materials and performing rituals to infuse those materials with mana.

In addition, if the PC has any levels in the Conjurer class, they automatically know the lore and value of the Loam Puppet. A Monster Knowledge check is still required in order to determine the Loam Puppet's Weakness. It can be given simple instructions, like "move to that spot", "attack that target", or "attack anything that approaches".

3 Kuga
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 10 / 13 Init: 11 Move Spd: 15 Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Smash 5 (12) 2d+3 4 (11) 4 28 -
Weak Point: Thunder Damage +3 pts.
Unique Skills
[Mechanical Body]
The Kuga is immune to criticals from edged weapons.
Loot
Always Iron (20G)
2 - 8 None
9+ Crude Magitech Components (100G)

A prototype bipedal magitech machine, the Kuga is a relic of the Al Menas society. Sporting little in the way of arms and armor, Kugas were rarely operated as-is, but were kept in storage until they could either be outfitted or scrapped.

3 Gorghan
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 10 / 14 Init: 9 Move Spd: 10 Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Drill 2 (9) 2d+8 4 (11) 4 42 -
Weak Point: Physical Damage +2 pts.
Unique Skills
[Mechanical Body]
The Gorghan is immune to criticals from edged weapons.
Loot
Always Iron (20G)
2 - 8 None
9+ Crude Magitech Components (100G)

Developed from the base Kuga, the Gorghan is a machine designed not for combat, but excavation. To this end, one hand is outfitted with a massive drill, and armor is added in order to protect from flying rubble. However, in combat this drill can be used to deliver a massive blow, giving the Gorghan a method to protect itself from attackers. The other hand is a manipulator, allowing the Gorghan to perform small, precision work.

3 Nezha
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins, Seabed Disp: Instructed
Rep/Weak: 10 / 14 Init: 10 Move Spd: 15 / 15 (Swimming) Fort: 5 (12) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 5 (12) 2d+3 4 (11) 4 21 -
Weak Point: Physical Damage +2 pts.
Unique Skills
[Underwater Aptitude]
A Nezha is able to move in water without penalty.
[Alarm]
As a Major Action, a Nezha can sound a loud alarm, alerting all within the area (50m indoors, 100m underwater).
Loot
2 - 8 None
9+ Underwater Magitech Components (180G)

A Nezha is a 1m long construct, able to move both in and out of water. While physically it resembles a snake, the garish red or yellow coloring it has sets it apart. These robots are responsible for patrolling specific routes known only to their long-lost masters, and are able to move both on land and in water in order to make their rounds. It can even patrol through narrow spaces, due to its snake-like body.

When an intruder is found, the Nezha will attack with its powerful bite. If the intruder proves to be a formidable opponent, the Nezha will set off a loud alarm, drawing allies to its position.

3 Obsidian Dog
Int: Servant Perc: Magic Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 10 / 14 Init: 13 Move Spd: 15 Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 6 (13) 2d+3 5 (12) 3 27 -
Weak Point: Accuracy +1
Unique Skills
[Camouflage]
An Obsidian Dog can choose to appear as though it was stone. Its true form cannot be detected by the normal eye, but Sense Magic will reveal the truth. A Danger Sense check with a value of 12 or higher will let the PC know there is something amiss, however.
[Continuous Attack]
If an Obsidian Dog successfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.
Loot
2 - 8 Small Gems (100G)
9+ Enchanted Gems (250G)

A type of autonomous stone statue, Obsidian Dogs are often found in ruins guarding various objects and places. Able to sit silently next to actual statues, an Obsidian Dog is able to surprise any would-be thieves and looters. However, once it begins to move, it is almost indistinguishable from a real animal.

4 GAR-UI
Int: Servant Perc: Magic Lang: None
Hab: Ancient Ruins Disp: Instructed
Rep/Weak: 10 / 14 Init: 12 Move Spd: 20 Fort: 7 (14) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Gun 6 (13) 2d + 3 5 (12) 4 35 -
Weak Point: Thunder Damage +3 pts.
Unique Skills
[Double Attack]
The GAR-UI can make two Gun attacks each round, though each attack requires its own Accuracy check.
[Gun Specs]
The GAR-UI's Gun holds 3 bullets, and has a range of 15m. Once the magazine is empty, the GAR-UI must take a Major Action to replicate ammunition and reload its gun before firing again.
[Mechanical Body]
The GAR-UI is immune to criticals from edged weapons.
Loot
Always Iron (20G)
2 - 5 Bullet x10 (25G)
6 - 8 Crude Magitech Components (100G)
9+ Magitech Components (300G)

Bipedal magitech robots, a GAR-UI unit stands about 2m tall. Seemingly built for security, they are often found among ruins of the Al Menas civilization. When entering combat, a GAR-UI transforms each hand into a gun to fire upon intruders. These guns, however, cannot be scavenged and used after the GAR-UI is defeated.

4 Flabby Golem
Int: Servant Perc: Magic Lang: None
Hab: Ancient Ruins Disp: Instructed
Rep/Weak: 10 / 14 Init: 13 Move Spd: 8 Fort: 7 (14) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Arm 7 (14) 2d + 5 5 (12) 2 45 -
Weak Point: Physical Damage +2 pts.
Unique Skills
None
Loot
2 - 8 None
9+ Gamels (1d x 200G)

Crafted from flesh, a Flabby Golem appears to be a simplified modeling of a human. Standing about 2-3m tall, it is a hideous sight to behold. Magicians rarely use Flabby Golems as receptacles to hold treasure, and as such will roll on the table for loot as normal. If a Flabby Golem is constructed in sight of the adventurers, such background circumstances cannot be considered and any loot rolls will be automatically treated as "None".

In addition, if the PC has any levels in the Conjurer class, they automatically know the lore and value of the Flabby Golem. A Monster Knowledge check is still required in order to determine the Flabby Golem's Weakness.It can be given simple instructions, like "move to that spot", "attack that target", or "attack anything that approaches", or complex instructions to the extent that such could be understood by young children.

4 Blob
Int: None Perc: Magic Lang: None
Hab: Dungeons Disp: Hostile
Rep/Weak: 10 / 14 Init: 10 Move Spd: 3 Fort: 11 (18) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Ram 5 (12) 2d + 3 4 (11) 0 50 -
Weak Point: Fire Damage +3 pts.
Unique Skills
[Engulf / 7 (13) / Fort / Negated]
Each target hit by a Blob needs to roll a Fortitude Check or be engulfed by the Blob. They may not move or take an Action, and each round they receive an additional 2d + 1 magic damage. Each round, an engulfed character is entitled to another Fortitude Check to free themselves.
[Soft Body]
Bludgeoning weapons treat the Blob's Defense as 5 points higher. In addition, Thrown weapons deal no damage.
[Acidic Body]
When you attack or receive an attack from a Blob, that weapon or armor will melt into nothing after 24 hours. This can be avoided by washing the affected weapon or armor with alcohol or wine within 24 hours.
Loot
Always Jelly-like Material (100G)
2 - 11 None
12+ Mini-Blob (1,500G)

A Blob is a translucent, light-green jelly that is highly acidic (able to dissolve metal). Originally the result of a magical experiment gone wrong, it now divides itself to increase its population. Occasionally, it is possible to treat the site of division of a Blob in order to neutralize its acidity. In doing so, one can take a mini-blob as a pet.

4 Ghast Knight
Int: Servant Perc: Magic Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 7 / 13 Init: 11 Move Spd: 8 Fort: 7 (14) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 6 (13) 2d+8 5 (12) 2 32 -
Weak Point: Physical Damage +2 pts.
Unique Skills
None
Loot
2 - 6 None
7 - 11 Magic-tinged Stone (250G)
12+ Dense Magic Jewel (700G)

These Ghast Knights have been trained to use weapons, and still retain some martial prowess from when they were once alive. Now able to fight and move efficiently, their understanding of commands has grown as well. Lately, there's been rumors of a Ghast Knight commanding other Ghasts as well...

4 Barringer
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 11 / 15 Init: 12 Move Spd: 15 Fort: 7 (14) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Smash 5 (12) 2d+2 5 (12) 5 30 -
Weak Point: Bludgeoning Damage +3 pts.
Unique Skills
[Work Light]
The Barringer constantly sheds light in a 10m radius around itself.
[Discharge / 5 (12) / Will / Half]
The Barringer unleashes a wave of electricity, attacking up to 5 characters within a 3m radius. This shockwave deals 2d Lightning-type damage.
[Mechanical Body]
The Barringer is immune to criticals from edged weapons.
Loot
Always Iron (20G)
2 - 5 None
6 - 8 Crude Magitech Components (100G)
9+ Magitech Components (300G)

A large magitech machine, the Barringer was designed to supply power to other magitech constructs and industrial machines on-site. They are often found around other magitech robots and large machines because of this.

5 Stone Servant
Int: Servant Perc: Magic Lang: None
Hab: Dungeons Disp: Instructed
Rep/Weak: 11 / 15 Init: 13 Move Spd: 18 Fort: 13 (20) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Arm 8 (15) 2d + 6 6 (13) 7 38 -
Weak Point: Accuracy +1
Unique Skills
[Double Attack]
A Stone Servant can make two Arm attacks each round, though each attack requires its own Accuracy check.
[Stone Body]
A Stone Servant is immune to criticals from edged weapons and all magic damage, with the exception of pure Energy-type damage.
Loot
2 - 5 None
6 - 12 Enchanted Stone (250G)
13+ Mithril (2,600G)

A golem made from stone, it is a fearsome creature to encounter. Typically standing around 2m, a Stone Servant appears as a great humanoid, their form carved entirely out of stones. Some Durandal-era Stone Servants may rarely have mythril worked into their body, and were capable of receiving rather complex instructions from their creators. However, there is currently no one known to have the skill to create such works, and the few animate Stone Servants from that time continue to follow their ancient constructor's instructions, disregarding anything and anyone else.

Having one constructed takes a long time, between acquiring the materials and performing rituals to infuse those materials with mana. Such construction is incredibly difficult, and is rarely seen in modern times.

In addition, if the PC has any levels in the Conjurer class, they automatically know the lore and value of the Stone Servant. A Monster Knowledge check is still required in order to determine the Stone Servant's Weakness. It can be given simple instructions, like "move to that spot", "attack that target", or "attack anything that approaches".

5 DOOM
Int: Servant Perc: Magic Lang: None
Hab: Ancient Ruins Disp: Instructed
Rep/Weak: 11 /15 Init: 12 Move Spd: 20 Fort: 8 (15) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Machine Gun (Chassis) 9 (16) 2d + 5 7 (14) 6 40 -
Cannon (Turret) 7 (14) 2d + 10 8 (15) 3 30 -
Sections: 2 (Chassis / Turret) Main Section: None Weak Point: Thunder Damage +3 pts.
Unique Skills
  • Chassis

[Large]
Unless the Chassis of the DOOM is reduced to 0 HP or less, the Turret may not be engaged in melee combat.
[Anti-Personnel Missile / 6 (13) / Fort / Negated]
Once per turn, as a Major Action, the DOOM may fire this attack and hit up to 20 targets on the battlefield within a 6m radius, dealing 15 Physical damage. This ability can only be used twice per combat.

  • Chassis/Turret

[Ammunition]
The DOOM's Machine Gun holds 6 bullets, and has a range of 10m, while the Cannon has a 30m range and 1 shot. Once the magazine is empty, the DOOM must take a Major Action to replicate ammunition and reload its guns before firing again.
[Hawk Eye & Precise Shot]
Attacks fired into a battlefield cannot misfire. The DOOM can attack characters in front of it that are outside the battlefield or under cover.
[Mechanical Body]
The DOOM is immune to criticals from edged weapons.

Loot
Always Iron (20G)
2 - 7 None
8 - 10 Magitech Components (300G)
11+ Rare Magitech Components (900G)

The DOOM series of magitech robots were used during the Al Menas era as large-scale combat machines. Built with four legs and a rotating turret, they can move rather quickly and fire at moving targets without trouble. If one manages to disable a DOOM unit, they would likely find highly technical magitech components that cannot be replicated. These components could fetch a good amount of money to the right buyer.

5 Deck Chest Trap
Int: Servant Perc: Magic Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 9 / 13 Init: 12 Move Spd: 14 Fort: 8 (15) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Smash 7 (14) 2d+6 6 (13) 6 34 -
Weak Point: Accuracy +1
Unique Skills
[Twin Strike & Double Attack]
A Deck Chest Trap can make two Smash attacks each round with each hand, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.
[Capture]
If a Deck Chest Trap successfully hits via Double Attack, the target is captured and automatically hit each successive round.

Removing the capturing arms requires an (Adventurer Level + Strength modifier) Check. This check may be made by another person as well. If successful, the target is not captured anymore.
[Mimicry]
A Deck Chest Trap can choose to appear as though it was an ordinary piece of furniture (chests, bookcases, doors, etc). Its true form cannot be detected by the normal eye, but Sense Magic will reveal the truth. A Danger Sense check with a value of 15 or higher will let the PC know there is something amiss, however.

Loot
2 - 5 None
6 - 9 Magical Wood (200G)
10+ High-quality Magical Wood (500G)

A stronger version of a Chest Mimic, the Deck Chest Trap can disguise itself as a variety of ordinary furniture, such as bookcases, doors, beds, etc. While magic can immediately find out if there is one of these clever beasts in hiding, trained adventurers also have a bit of a "sixth sense" about such monsters. Carelessly wandering through dungeons, however, will only allow these monsters to surprise the unwary.

5 Rigaqua
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 11 / 15 Init: 13 Move Spd: 15 / 20 (Swimming) Fort: 7 (14) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 7 (14) 2d+5 6 (13) 5 40 -
Weak Point: Thunder Damage +3 pts.
Unique Skills
[Twin Strike & Double Attack]
A Rigaqua can make two Weapon attacks each round, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.
[Underwater Aptitude]
A Rigaqua is able to move in water without penalty.
[Mechanical Body]
The Rigaqua is immune to criticals from edged weapons.
Loot
Always Iron (20G)
Always Underwater Magitech Components (180G)
2 - 9 Crude Magitech Components (100G)
10+ Magitech Components (300G)

A magitech machine designed for underwater movement, the Rigaqua's streamlined chassis allows it to move and fight underwater with ease. Dealing with even one while underwater will be a difficult task.

5 Improved Familiar: Cat
Int: Average Perc: Shared w/Master Lang: Arcana
Hab: Various Disp: Instructed
Rep/Weak: 10 / - Init: 15 Move Spd: 12 Fort: - (-) Will: - (-)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 8 (15) 2d+8 8 (15) 5 - 17
Weak Point: None
Unique Skills
[Improved Familiar]
Please refer to the 'Characteristics of Improved Familiars' for more information.
[Feline Finesse]
Can pass through narrow gaps, etc. Physical ability is the same as an ordinary housecat.
Loot
None

An improved version of the standard Cat Familiar. While there are a lot of similarities, improvements made not only give the familiar a will of its own, but also allow it to speak the Arcana language as well.

Characteristics of Improved Familiars[edit | edit source]

Improved Familiars have all of the same characteristics of normal Familiars, as listed under "Characteristics of Familiars", with one exception. Improved Familiars do not have "•A Familiar has no free will of its own." Instead, Improved Familiars have the following:

  • Improved Familiars have their own free will, and can communicate via the Arcana Language.
  • The Master may cast spells as though they were in the location of the Improved Familiar, using the sight of the Familiar to direct the spell. In this case, both the Master and Familiar must spend their Major Action to cast a spell.

5 Improved Familiar: Bird
Int: Average Perc: Shared w/Master Lang: Arcana
Rep/Weak: 10 / - Init: 16 Move Spd: 30 (Flying) Fort: - (-) Will: - (-)
Fighting Style Accuracy Damage Evasion Defense HP MP
Beak 7 (14) 2d+6 7 (14) 4 - 18
Weak Point: None
Unique Skills
[Improved Familiar]
Please refer to the 'Characteristics of Improved Familiars' for more information.
[Avian Agility]
Capable of flight. Physical ability is that of a normal bird.
[Flight]
A Improved Bird Familiar receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
None

An Improved Familiar in the guise of a bird. Conversation between the Master and Familiar is now possible, but outside of that bond, this is just an ordinary bird.

5 Improved Familiar: Frog
Int: Average Perc: Shared w/Master Lang: Arcana
Rep/Weak: 10 / - Init: 13 Move Spd: 5 / 10 (Swimming) Fort: - (-) Will: - (-)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tongue 7 (14) 2d+5 6 (13) 4 - 21
Weak Point: None
Unique Skills
[Improved Familiar]
Please refer to the 'Characteristics of Improved Familiars' for more information.
[Amphibious Avoidance]
Can be tucked into a pocket to avoid a wide range of effects. Physical capability is equal to that of a normal frog.
Loot
None

An Improved Familiar that looks like a frog. Able to communicate with its Master, the Familiar still prefers to hide in pockets when entering dangerous areas or when attacked. Not counting the bond with its Master, this appears to just be an ordinary frog.

7 Queen DOOM
Int: Servant Perc: Mechanical Lang: None
Hab: Ancient Ruins Disp: Instructed
Rep/Weak: 13 / 17 Init: 13 Move Spd: 18 Fort: 13 (20) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Machine Gun (Chassis) x2 11 (18) 2d + 8 8 (15) 6 50 -
Main Battery (Turret) x2 8 (15) 2d + 12 10 (17) 3 30 -
Sections: 4 (Chassis x2 / Turret x2) Main Section: None Weak Point: Thunder Damage +3 pts.
Unique Skills
  • Queen DOOM

[Ammunition]
The Queen DOOM's Machine Gun holds 6 bullets, and has a range of 10m, while the Main Battery has a 30m range and 1 shot. Once the magazine is empty, the Queen DOOM must take a Major Action to replicate ammunition and reload its guns before firing again.
[Hawk Eye & Precise Shot]
Attacks fired into a battlefield cannot misfire. The Queen DOOM can attack characters in front of it that are outside the battlefield or under cover.
[Mechanical Body]
The Queen DOOM is immune to criticals from edged weapons.
[Protective Shield Deployment]
When the Queen DOOM takes Physical or Magical Fire-, Water-, Wind-, Earth-, or Thunder-type damage, a protective shield forms around it, nullifying any subsequent attacks of the same element. The Queen DOOM may form a new shield automatically when hit, but loses the effect of any previous shields in doing so.

  • Chassis

[Large]
Unless one Chassis of the Queen DOOM is reduced to 0 HP or less, neither Turret may not be engaged in melee combat. If both Chassis are destroyed, reduce each Turret's Evasion by -4.

Loot
Always Iron (20G)
2 - 9 Magitech Components (300G)
10 - 12 Rare Magitech Components (900G)
13+ Mysterious Magitech Components (2,400G)

A huge weapon made solely for combat, the Queen DOOM is a marvelous relic from the Al Menas civilization. Armed with a machine gun on each arm and two shoulder-mounted cannons, a Queen DOOM races across the battlefield on its eight legs to destroy anything in its way. Each weapon is independently operated, and so the Queen DOOM has four attacks each round, firing off an incredible amount of artillery at their target.

As with the DOOM series, the Queen DOOM units are made with fabulously rare magitech materials. If one can defeat a Queen DOOM without destroying these materials, they can command stunningly high prices.

8 Rock Golem
Int: Servant Perc: Magic Lang: None
Hab: Labyrinths Disp: Instructed
Rep/Weak: 13 / 18 Init: 8 Move Spd: 10 Fort: 11 (18) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist (Right) 10 (17) 2d+14 7 (14) 12 45 -
Fist (Left) 10 (17) 2d+14 7 (14) 12 45 -
Sections: 2 (Right / Left) Main Section: None Weak Point: Energy Damage +3 pts.
Unique Skills
  • Rock Golem

[Rock Body]
The Rock Golem is immune to criticals from edged weapons and all non-Energy-type Magic damage.
[Aimed Attack]
When attacking, the Rock Golem can gain a +2 bonus to Accuracy, but receives a -4 penalty to damage dealt when doing so.

Loot
2 - 8 Magic-tinged Stone (250G)
9+ Mythril (2,600G)

Rock Golems are humanoid constructs built entirely out of rocks of various sizes, and stand menacingly around 3m tall. Their construction allows them to ignore criticals from a number of different sources, pure energy being one of the few things to actually seriously damage the construct.
In addition, if the PC has any levels in the Conjurer class, they automatically know the lore and value of the Rock Golem. A Monster Knowledge check is still required in order to determine the Rock Golem's Weakness. It can be given simple instructions, like "move to that spot", "attack that target", or "attack anything that approaches".

8 Sinker House
Int: Low Perc: Magic Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 14 / 18 Init: 8 Move Spd: 5 Fort: 10 (17) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Drill 12 (19) 2d+7 3 (10) 7 60 -
Weak Point: Physical Damage +2 pts.
Unique Skills
[Triple Attack]
A Sinker House can attack the same target three times in one action with its Drill. Each attack requires its own Accuracy Check.
[Room Rotation]
Once per turn, as a Minor Action, the Sinker House can flip itself 180 degrees, swapping the floor and ceiling. All non-flying characters will fall 5m (taking fall damage) and will fall prone. This ability cannot be used in consecutive turns.
[Floor Softening]
The Sinker House can make the floor soft and difficult to walk on. Characters standing on the floor will receive a -2 penalty to Evasion, but any character falling on a softened floor will take no damage.
[Floor Ignition / 10 (17) / Will / Half]
The Sinker House sets the floor on fire, dealing 2d-2 Fire-type damage to all characters standing on it.
[Floor Lubrication]
The Sinker House soaks the floor and makes it slippery, giving all characters on the floor a -2 penalty to Accuracy. Additionally, any character standing on the floor at the end of their turn must make an (Adventurer level + Agility modifier) check against a value of 13, falling prone if they fail this check.
[Mimicry]
A Sinker House can choose to appear as though it was an ordinary room. Its true form cannot be detected by the normal eye, but Sense Magic will reveal the truth.
Loot
2 - 6 None
7 - 10 High-quality Magical Wood (500G)
11+ Top-quality Magical Wood (3,600G)

A monster that mimics a small traveler's hut, room, or other such building, the Sinker House is deceptively dangerous. Fitting in an area usually around 5m in height, width and depth, the Sinker House can be attacked through the floor or walls. The house can create a large conical drill to attack the inhabitants, changing the floor to make it more dangerous for the inhabitants all the while.

While the Sinker House is often seen as a small hut, it can actually appear as any kind of room, both indoor and outdoor, in order to trap victims inside. However, these rooms do appear to be slightly distorted, and this distortion can give away the Sinker House's mimicry. Additionally, Gargoyles and other flying creatures find the interior quite welcoming, which only makes it all the more dangerous for unaware adventurers.

9 War DOOM
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 14 / 18 Init: 14 Move Spd: 18 Fort: 14 (21) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Machine Gun (Chassis) x2 12 (19) 2d+10 9 (16) 9 60 -
Main Battery (Turret) 9 (16) 2d+20 11 (18) 6 40 -
Sections: 3 (Chassis x2 / Turret) Main Section: None Weak Point: Thunder Damage +3 pts.
Unique Skills
  • War DOOM

[Ammunition]
The War DOOM's Machine Gun holds 6 bullets, and has a range of 10m, while the Main Battery has a 30m range and 2 shots. Once the magazine is empty, the War DOOM must take a Major Action to replicate ammunition and reload its guns before firing again.
[Mechanical Body]
The War DOOM is immune to criticals from edged weapons.

  • Chassis

[Large]
Unless one Chassis of the War DOOM is reduced to 0 HP or less, the Turret may not be engaged in melee combat. If both Chassis are destroyed, reduce the Turret's Evasion by -4.
[Anti-Personnel Missile / 12 (19) / Fort / Negated]
Once per turn, as a Major Action, the War DOOM may fire this attack and hit up to 20 targets on the battlefield within a 6m radius, dealing 20 Physical damage. This ability can only be used twice per combat.

  • Turret

[Hawk Eye & Precise Shot]
Attacks fired into a battlefield cannot misfire. The War DOOM can attack characters in front of it that are outside the battlefield or under cover.
[Protective Shield Deployment]
When the War DOOM takes Physical or Magical Fire-, Water-, Wind-, Earth-, or Thunder-type damage, a protective shield forms around it, nullifying any subsequent attacks of the same element. The War DOOM may form a new shield automatically upon hit, but loses the effect of any previous shields in doing so.

Loot
Always Iron Ingot (100G)
2 - 8 Rare Magitech Components (900G)
9+ Mysterious Magitech Components (2,400G)

A massive machine made solely for war, the War DOOM was the pinnacle of the DOOM series of robots. Built during the Al Menas period, these machines were mass-produced and sent to fight innumerable battles. With a cannon the size of a human torso, anti-personnel missiles, and a pair of machine guns, its offensive power is unmatched. Additionally, it retains the protective shielding from the Queen DOOM models as well, giving it substantial defenses. A true killing machine.

10 Alchemy Tooth
Int: Animal Perc: Magic Lang: None
Hab: Forest, Ruins, Csve Disp:
Rep/Weak: 14 / 17 Init: 14 Move Spd: 18 Fort:12 (19) Will: 13 (20)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 14 (21) 2d+9 11 (18) 10 68 -
Weak Point: Physical Damage +2 pts.
Unique Skills
[Golden Disease / 15 (22) Fort / Negated]
If the Alchemy Tooth hits with their Bite attack, the target must immediately make a Fortitude check. If they fail to resist, they immediately receive an extra 2d Disease-type damage, as well as an additional 1d Disease-type damage at the end of each round. As the disease deals damage, golden spots spread from the wound, eventually turning the whole body gold. If the target dies from this disease, after 24 hours their entire body is stiff gold, and the character cannot be resurrected.

The Golden Serum earned from defeating an Alchemy Tooth can be used to cure this disease (but not the HP lost). If taken in advance, it will prevent the character from catching this disease for up to 24 hours.
[Continuous Attack]
If an Alchemy Tooth successfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.

Loot
Always Golden Serum (1d x x300G)
2 - 8 None
9+ Golden Scales (600G)

The Alchemy Tooth is a small snake construct that was designed to deliver poisons and diseases through its bite. This particular construct has a bacterium that causes what is called the Golden Disease, as it eventually turns a person's entire body into gold. It is thought that the ancient wizard who created the Alchemy Tooth did so in order to collect creatures, obsessing over anatomy that they could not carve themselves.

While someone with the Golden Disease eventually dies and stiffens into a golden statue, their entire body is not actually gold. However, unscrupulous salesmen will attempt to sell these bodies as golden statues in hopes of duping people out of their hard-earned money.

11 Iron Golem
Int: Servant Perc: Magic Lang: None
Hab: Labyrinths Disp: Instructed
Rep/Weak: 16 / 22 Init: 9 Move Spd: 12 Fort: 14 (21) Will: 14 (21)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist (Right) 12 (19) 2d+18 9 (16) 16 60 -
Fist (Left) 12 (19) 2d+18 9 (16) 16 60 -
Sections: 2 (Right/Left) Main Section: None Weak Point: Energy Damage +3 pts.
Unique Skills
  • Iron Golem

[Iron Body]
The Iron Golem is immune to criticals from edged weapons and all non-Energy-type Magic damage.
[Aimed Attack]
When attacking, the Iron Golem can gain a +4 bonus to Accuracy, but receives a -8 penalty to damage dealt when doing so.

Loot
2 - 7 Enchanted Iron Ingot (680G)
8 - 12 Mythril (2,600G)
13+ Pure Mythril (8,800G)

A massive golem, Iron Golems tower over most adventurers at a whopping 5m tall. Even more dangerous than a Rock Golem, an Iron Golem is not to be trifled with by even the most experienced adventuring party.
In addition, if the PC has any levels in the Conjurer class, they automatically know the lore and value of the Iron Golem. A Monster Knowledge check is still required in order to determine the Iron Golem's Weakness. It can be given simple instructions, like "move to that spot", "attack that target", or "attack anything that approaches".

12 Buckbaird
Int: High Perc: Magic Lang: None
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 18 / 21 Init: 18 Move Spd: 14 (Flying) Fort: 16 (23) Will: 16 (23)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 14 (21) 2d+16 14 (21) 11 77 90
Weak Point: Physical Damage +2 pts.
Unique Skills
[Triple Attack]
A Buckbaird can attack the same target three times in one action with its Tackle. Each attack requires its own Accuracy Check.
[Flight]
A Buckbaird receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Eye Ray / 15 (22) / Will / Negated]
The Buckbaird can shoot one of five different rays from its eye, Target: 1 Character, Range/Shape: 20m/Shot. A character cannot be targeted by more than one Eye Ray.
  1. Paralysis: Those affected reduce both their Dexterity and Agility by -12 points (to a minimum of 0) for 30 seconds (3 rounds). This effect is cumulative.
  2. Sleep: Those affected fall asleep on the spot for 3 hours, and cannot be awoken by normal means. Magical methods need to be compared to the Buckbaird's result to be effective.
  3. Frost: Those affected receive 2d+20 Water/Ice damage.
  4. Brainwash: Those affected will follow the Buckbaird's orders and move to protect it for the next minute (6 rounds). Orders given cannot be harmful to the target.
  5. Rust: Those affected lose all metal objects of A-Rank or lower, including weapons, armor, shields, and ornaments. This includes those magical items from the Al Menas era. S-Rank metal objects, as well as those from the Durandal period and earlier, remain unaffected.
Loot
Always Giant Eyeball (500G)
2 - 8 Crystallized Magical Eye (1,000)
9 - 12 Crystallized Magical Eyes (1d x 1,000G)
13+ Crystallized Magical Eyes (2d x 1,000G)

A giant monster about 1m in diameter, a Buckbaird has one huge eye in the front and a myriad of much smaller eyes around its body. It's covered in a fine black fur, and floats using a mysterious power. The front eye has an incredible magical power, and can fire five different rays at targets in front of it. Due to the structure of the eye, only one ray can be used at a time. In combat, the Buckbaird combines the usage of these rays with incredibly fast tackling attacks, making it dangerous both in melee and at a range.

There are many mysteries about the ecology of the Buckbaird, and it is thought that they are the creation of some mad wizard during the Durandal period. However, their origin is unknown, their diet is unknown, even their thoughts and possible breeding habits are an absolute mystery. What little is known is they enjoy the spaces in underground labyrinths.

12 Evil Index
Int: Low Perc: Magic Lang: Arcana
Hab: Ruins Disp: Hostile
Rep/Weak: 15 / 18 Init: 18 Move Spd: 15 (Floating) Fort: 14 (21) Will: 16 (23)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 14 (21) 2d+11 14 (21) 13 93 116
Weak Point: Fire Damage +3 pts.
Unique Skills
[Truespeech Magic, Spiritualism Magic (Level 10) / Magic Power 15 (22)]
An Evil Index may cast both Truespeech and Spiritualism Magic as a tenth-level Sorcerer and Conjurer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A An Evil Index can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》, 《Metamagic/Targets》, 《Metamagic/Distance》, 《Metamagic/Time》, 《Metamagic/Area》, 《Hawk Eye》 and 《Wordbreak》.
[Double Action]
The Evil Index may take two Major Actions during each of its turns.
Loot
Always Golden Bookmark (1,000G)
2 - 6 Spellbook (500G)
7 - 12 Esoteric Spellbook (1,500G)
13+ Sophisticated Research Data (4,000G)

A strange construct, the Evil Index appears to be an ordinary thick book. However, it can fly through the air and use the sharp fangs that line its binding in order to attack any would-be thieves, appearing to laugh after doing so. It is thought that this is actually a trap monster, built to disguise itself among other books and protect the wizard's home and research from intruders. Numerous spells are written within, and the Evil Index is capable of using these spells in order to protect itself and the wizard's trove.

14 Skyship
Int: None Perc: Magic Lang: None
Hab: Unknown Disp: Instructed
Rep/Weak: 16 / 19 Init: 19 Move Spd: 50 (Flying) Fort: 18 (25) Will: 17 (24)
Fighting Style Accuracy Damage Evasion Defense HP MP
None - - 15 (22) 20 200 -
Weak Point: Fire Damage +3 pts.
Unique Skills
[Flight]
A Skyship receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Passenger / 2]
Ten extra characters can ride a Skyship as a passenger. These passengers can take Major Actions without being penalized for bad footing, and can freely move around on the Skyship. Mounting a Skyship as a passenger is a Major Action, but dismounting is only a Minor Action.
Loot
Always Broken Magical Components x5 (250G)

A small ship that can fly through the sky, a Skyship is a wondrous sight to see soaring through the skies of Raxia. While wreckages have been found buried deep in old ruins around the Terastieran continent, nowadays Skyships are far more common to see formed via the Artificer spell, though they are not quite as durable as the custom-built ones. Able to hold up to 10 passengers along with the captain, a Skyship is surprisingly roomy, and some even have sails in order to take advantage of the wind currents while flying from place to place.

15 Dragon Fortress
Int: Servant Perc: Mechanical Lang: Magitech
Hab: Ruins Disp: Hostile
Rep/Weak: 17 / 20 Init: 22 Move Spd: 20 / 50 (Flying) Fort: 21 (28) Will: 19 (26)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Head) 17 (24) 2d+16 18 (25) 13 78 -
Main Battery (Body) x2 19 (26) 2d+18 16 (23) 11 81 -
Secondary Gun (Wing) x2 20 (27) 2d+16 17 (24) 12 74 -
Claw (Foot) x2 18 (25) 2d+17 17 (24) 10 69 -
Sections: 7 (Head / Body x2 / Wing x2 / Foot x2) Main Section: Head Weak Point: Thunder Damage +2 pts.
Unique Skills
  • Dragon Fortress

[Mechanical Body]
The Dragon Fortress is immune to criticals from edged weapons.

  • Head

[Breath Weapon / 18 (25) / Will / Half]
The Dragon Fortress shoots a volatile mass of energy up to 50m away, exploding upon impact into a 6m radius explosion dealing 2d + 13 damage to up to 20 targets. The type of damage is chosen upon usage between Fire, Water/Ice and Thunder.

  • Body & Wings

[Ammunition]
The Dragon Fortress's Main Battery holds 3 bullets, and has a range of 30m, while the Secondary Gun has a 10m range and holds 6 bullets. Once the magazine is empty, the Dragon Fortress must take a Major Action to replicate ammunition and reload its guns before firing again.
[Hawk Eye & Precise Shot]
Attacks fired into a battlefield cannot misfire. The Dragon Fortress can attack characters in front of it that are outside the battlefield or under cover.
[Volley]
The Dragon Fortress makes an attack with the chosen weapon, with a set Accuracy of 30. 3 bullets must be loaded and used in order to use this ability, and a target may only be hit by one "Volley" each turn.

  • Body

[Giant]
As long as either of the Dragon Fortress Body's HP is 1 or more, the Head cannot be attacked, whether melee or ranged. When either Body section falls to 0 HP or lower, this effect disappears.
[Stalled]
If both Body sections are reduced to 0 HP or lower, the Head receives a -4 penalty to Evasion.

  • Wings

[Flight II]
A Dragon Fortress receives a +2 bonus to Accuracy (only for melee attacks) and Evasion while flying. If one of the Wings falls to 0 HP or lower, this ability cannot be used.

Loot
Always Rare Magical Components (900G)
2 - 6 Unknown Magical Components (2,400G)
7 - 12 Trove of Magical Components (7,600G)
13+ Newly-Discovered Magical Components (25,000G)

A large construct in the shape of a dragon, the Dragon Fortress is a huge machine, measuring around 50m long and 15m high. Able to fly at high speeds, its weapons are able to cause destruction on a massive scale. The interior of the Dragon Fortress is able to hold 10 passengers comfortably, and it was thought that these massive machines were used more to defend against invasions and attempts at declaring war. It is thought to be the top of the line when it comes to mobile defense, and comes outfitted with a wide variety of weapons. However, its whereabouts are unknown, and so the leaders of various regions have sent out teams in order to help find the missing behemoth.

20 Mythril Golem
Int: Servant Perc: Magic Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 19 / 25 Init: 20 Move Spd: 20 Fort: 26 (33) Will: 25 (32)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist (Upper Body) x2 24 (31) 2d+22 23 (30) 30 164 -
Kick (Lower Body) x2 22 (29) 2d+24 22 (29) 30 188 -
Sections: 4 (Upper Body x2 / Lower Body x2) Main Section: None Weak Point: Accuracy +1
Unique Skills
  • Mythril Golem

[Mythril Body]
The Mythril Golem is immune to criticals from edged weapons and all Magic damage. The Mythril Golem's melee attacks are treated as silver weapons.

  • Upper Body

[Aimed Attack]
When attacking, the Mythril Golem can gain a +4 bonus to Accuracy, but receives a -8 penalty to damage dealt when doing so.
[Twin Strike & Double Attack]
A Mythril Golem can make two Fist attacks each round, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.

  • Lower Body

[Stomp]
A Mythril Golem can attack up to 5 targets in the same battlefield with a single Kick. Accuracy and Damage is the same as a normal attack.
[Earthshaker / 25 (32) / Fort / Negated]
The Mythril Golem shakes the ground, and those who fail to resist immediately fall prone.
[Large Body]
As long as either of the Mythril Golem Lower Body's HP is 1 or more, the Upper Body cannot be attacked in melee, and receives a +4 bonus to Evasion against ranged attacks. When both of the Lower Body sections fall to 0 HP or lower, this effect disappears.
[Unsteady Footing]
If either of the Mythril Golem Lower Body sections are reduced to 0 HP or lower, the other section cannot use their "Stomp" or "Earthshaker" abilities.

Loot
Always Mythril (2d x 2,600G)
Always Pure Mythril (1d x 8,800G)

A humanoid golem created entirely out of the magical metal mythril, the Mythril Golem is a 10m tall behemoth. The sheer amounts of mythril required to create one make them incredibly rare to find, though it is assumed they are protecting incredibly valuable treasure whenever one is found. However, the Mythril Golem is one of the most dangerous monsters known to exist in the entirety of Raxia, so defeating one and taking the treasure it guards is much easier said than done.
In addition, if the PC has any levels in the Conjurer class, they automatically know the lore and value of the Mythril Golem. A Monster Knowledge check is still required in order to determine the Mythril Golem's Weakness.