Baddies (Typical and Specialized)
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Baddies (Typical and Specialized)
This section is a resource for gamemasters. Here you'll find a list of statistics for generic "baddies", both typical and specialized, to throw at your players at varying levels of play. The list currently includes a typical entry for all listed racial packages, but is constantly being updated, so check by the Recent Updates thread of the Development section often to see if any new entries have been made.
Note that these entries are intended to reflect anonymous archetypes which you may flesh out as you choose. For entries reflecting specific individuals for use in adventures, see the Non-Player Characters section.
The entries, found in the table of contents below, are organized as follows;
HP: Entry's hit point total
CP: Entry's total character points
LVL: Entry's level
ATK: Entry's Attack modifier
DEF: Entry's Defense modifier
END: Entry's Endurance modifier
MAG: Entry's Magic modifier
RES: Entry's Resistance modifier
SWT: Entry's Swiftness modifier
TEC: Entry's Technosavvy modifier
LCK: Entry's Luck modifier
Abilities
All abilities, listed by name.
First paragraph includes physical attacks followed by magical attacks and utility powers.
Second paragraph includes physical defenses followed by defensive utility powers, then magical healing/magical resistances.
Third paragraph includes movement modes.
Fourth paragraph includes Technological and Lucky abilities, if any.
Fifth paragraph includes granted abilities, if any.
Ability Paths
Ability paths completed, if any.
Weaknesses
Weaknesses, if any.
Note that all "typical" examples begin with 5 in Attack, Defense, Endurance, Magic, Resistance, and Swiftness before racial modifications. Typical entries are only given the abilities required by their racial package, making them best suited to gamemasters who want a baseline example to modify according to their needs. For fully fleshed out enemies, seek out more specialized examples by their level in the table of contents below.
TABLE OF CONTENTS
Angel (Earth), Typical
Angel (Eldritch), Typical
Angel (Fire), Typical
Angel (Ice), Typical
Angel (Light), Typical
Angel (Lightning), Typical
Angel (Shadow), Typical
Angel (Water), Typical
Angel (Wind), Typical
Anubian, Typical
Anubian Sun Guard, 1st Level
Cog, Typical
Demon, Typical
Demon Beserker, 1st Level
Dhampir, Typical
Doll, Typical
Doll Guardian, 1st Level
Dragon, Typical
Dwarf, Typical
Dwarf Warrior, 1st Level
Elf, Typical
Elf Archer, 1st Level
Fairy, Typical
Gargoyle, Typical
Gnome, Typical
Gnome Minstrel, 1st Level
Goblin, Typical
Goblin Skulk, 1st Level
Grasslander, Typical
Grasslander Defender, 1st Level
Graveborn (Human), Typical
Graveborn Hunter, 1st Level
Guardian Beast, Typical
Human Archer, 1st Level
Human Bard, 1st Level
Human Druid, 1st Level
Human Enchanter, 1st Level
Human Fencer, 1st Level
Human Illusionist, 1st Level
Human Knight, 1st Level
Human Mage, Typical
Human Martial Artist, 1st Level
Human Necromancer, 1st Level
Human Ninja, 1st Level
Human Outlander, 1st Level
Human Scout, Typical
Human Sorcerer, 1st Level
Human Swordsman, 1st Level
Human Thief, 1st Level
Human Warrior, Typical
Imp, Typical
Khamele, Typical
Khamele Sentinel, 1st Level
Kitsune, Typical
Kitsunemimi, Typical
Kitsunemimi Illusionist, 1st Level
Merfolk, Typical
Minotaur, Typical
Mummy, Typical
Mummy Guardian, 1st Level
Nekomimi, Typical
Nekomimi Ninja, 1st Level
Ororyu, Typical
Phoenix, Typical
Revenant (Human), Typical
Spirit, Typical
Succubus, Typical
Succubus Temptress, 1st Level
Tusceni, Typical
Vampire, Typical
Vampire Predator, 1st Level
Werewolf, Typical
Wolf Demons, Typical
Xether, Typical
Yaip, Typical
Yeti, Typical
Last edited by Captain Peanut Butter on Mon Aug 17, 2009 7:26 pm; edited 84 times in total
Re: Baddies (Typical and Specialized)
EARTH ANGEL, TYPICAL
HP: 14
CP: 30
LVL: 1
ATK: 4*
DEF: 4*
END: 7
MAG: 7
RES: 4*
SWT: 4*
TEC: 0
LCK: 0
* ATK, DEF, and RES reduced by 1 to meet minimum attributes for SWT
Abilities
Earth Attack
Energy Immunity (Earth)
Burrow, Flight
Ability Paths
None
Weaknesses
None
Re: Baddies (Typical and Specialized)
ELDRITCH ANGEL, TYPICAL
HP: 10
CP: 30
LVL: 1
ATK: 3
DEF: 3
END: 5
MAG: 7
RES: 7
SWT: 5
TEC: 0
LCK: 0
Abilities
Eldritch Attack, Enhance Magic
Energy Immunity (Eldritch)
Flight
Ability Paths
None
Weaknesses
None
Re: Baddies (Typical and Specialized)
FIRE ANGEL, TYPICAL
HP: 6
CP: 30
LVL: 1
ATK: 7
DEF: 5
END: 3
MAG: 7
RES: 3
SWT: 5
TEC: 0
LCK: 0
Abilities
Fire Attack, Enhance Weapons
Energy Immunity (Fire)
Flight
Ability Paths
None
Weaknesses
None
Last edited by Captain Peanut Butter on Sat Jun 13, 2009 8:11 am; edited 1 time in total
Re: Baddies (Typical and Specialized)
ICE ANGEL, TYPICAL
HP: 2
CP: 30
LVL: 1
ATK: 5
DEF: 5
END: 1
MAG: 7
RES: 7
SWT: 5
TEC: 0
LCK: 0
Abilities
Death Attack
Seal Soul, Death Attack Immunity
Flight
Ability Paths
None
Weaknesses
None
Re: Baddies (Typical and Specialized)
LIGHT ANGEL, TYPICAL
HP: 6
CP: 30
LVL: 1
ATK: 3
DEF: 5
END: 3
MAG: 7
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
Light Attack
Heal Hit Points Alpha, Resurrection
Flight
Ability Paths
None
Weaknesses
None
Re: Baddies (Typical and Specialized)
LIGHTNING ANGEL, TYPICAL
HP: 10
CP: 30
LVL: 1
ATK: 5
DEF: 3
END: 5
MAG: 7
RES: 3
SWT: 7
TEC: 0
LCK: 0
Abilities
Lightning Attack
Energy Immunity (Lightning)
Climb, Flight
Ability Paths
None
Weaknesses
None
Re: Baddies (Typical and Specialized)
SHADOW ANGEL, TYPICAL
HP: 8
CP: 33 (30 Starting + 3 Weakness)
LVL: 1
ATK: 5
DEF: 5
END: 4
MAG: 7
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
Silence, Stealth
No Defense Abilities
Shadow Jump, Flight
Ability Paths
None
Weaknesses
Honor Code (Honesty); minor. RACIAL
Re: Baddies (Typical and Specialized)
WATER ANGEL, TYPICAL
HP: 10
CP: 30
LVL: 1
ATK: 3
DEF: 5
END: 5
MAG: 7
RES: 7
SWT: 3
TEC: 0
LCK: 0
Abilities
Water Attack
Energy Immunity (Water)
Swim, Flight
Ability Paths
None
Re: Baddies (Typical and Specialized)
WIND ANGEL, TYPICAL
HP: 2
CP: 30
LVL: 1
ATK: 5
DEF: 5
END: 1
MAG: 7
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
Wind Attack
Enchanted Cloak, Energy Immunity (Wind)
Flight
Ability Paths
None
Weaknesses
None
Re: Baddies (Typical and Specialized)
ANUBIAN, TYPICAL
HP: 10
CP: 30
LVL: 1
ATK: 7
DEF: 5
END: 5
MAG: 1
RES: 7
SWT: 5
TEC: 0
LCK: 0
Abilities
Khopesh
Exorcise Spirit, Seal Soul
Ability Paths
None
Weaknesses
None
Re: Baddies (Typical and Specialized)
DEMON, TYPICAL
HP: 10
CP: 30
LVL: 1
ATK: 7
DEF: 3
END: 5
MAG: 7
RES: 3
SWT: 5
TEC: 0
LCK: 0
Abilities
Death Attack, Silence, Stealth
No Defense Abilities
Flight
Ability Paths
None
Weaknesses
None
Re: Baddies (Typical and Specialized)
DHAMPIR, TYPICAL
HP: 8
CP: 45 (30 Starting + 15 Weakness)
LVL: 1
ATK: 7
DEF: 5
END: 4
MAG: 15
RES: 7
SWT: 7
TEC: 0
LCK: 0
Abilities
Vampire Bite, Drain Life, Animate Vampire, Mind Control, Silence, Stealth
Death Attack Immunity
Flight
Ability Paths
None
Weaknesses
Blood Hunger; moderate. RACIAL
Frailty In Sun; moderate. RACIAL (Adds +1 END)
Need To Feed; moderate. RACIAL
Re: Baddies (Typical and Specialized)
DOLL, TYPICAL
HP: 14
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 5
DEF: 5
END: 7
MAG: 5
RES: 10
SWT: 3
TEC: 0
LCK: 0
Abilities
No Attack Abilities
Light Armor, Death Attack Immunity, Energy Immunity (Eldritch and Fire)
No Movememnt Modes
Ability Paths
None
Weaknesses
Limited Free Will; moderate. RACIAL
Last edited by Captain Peanut Butter on Tue Jun 16, 2009 2:43 am; edited 1 time in total
Re: Baddies (Typical and Specialized)
DRAGON, TYPICAL
HP: 10
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 5
DEF: 3
END: 5
MAG: 10
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
Bite, Claws, Eldritch Attack, Fire Attack, Breath Weapon, Enhance Magic
Enhance Resistance
Flight
Ability Paths
None
Weaknesses
Soul Tether (Hoard); moderate. RACIAL
Re: Baddies (Typical and Specialized)
DWARF, TYPICAL
HP: 14
CP: 30
LVL: 1
ATK: 5
DEF: 5
END: 7
MAG: 3
RES: 5
SWT: 5
TEC: 0
LCK: 0
Abilities
Warhammer
Energy Immunity (Eldritch)
Burrow
Ability Paths
None
Weaknesses
None
Re: Baddies (Typical and Specialized)
ELF, TYPICAL
HP: 6
CP: 30
LVL: 1
ATK: 5
DEF: 5
END: 3
MAG: 7
RES: 5
SWT: 5
TEC: 0
LCK: 0
Abilities
Bow And Arrow, Rapier, Eldritch Attack
AWareness
No Movement Modes
Ability Paths
None
Weaknesses
None
Re: Baddies (Typical and Specialized)
FAIRY, TYPICAL
HP: 6
CP: 30
LVL: 1
ATK: 5
DEF: 3
END: 3
MAG: 7
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
Earth/Fire/Wind/or Water Attack (by season), Fairy Ring
Energy Immunity (same as attack above)
Flight
Ability Paths
None
Weaknesses
None
Re: Baddies (Typical and Specialized)
GARGOYLE, TYPICAL
HP: 10
CP: 37 (30 Starting + 7 Weakness)
LVL: 1
ATK: 7
DEF: 5
END: 5
MAG: 7
RES: 5
SWT: 8
TEC: 0
LCK: 0
Abilities
Claws, Stealth
No Defense Abilities
Flight
Ability Paths
None
Weaknesses
Stone By Day; severe. RACIAL
Re: Baddies (Typical and Specialized)
GNOME, TYPICAL
HP: 6
CP: 30
LVL: 1
ATK: 5
DEF: 5
END: 3
MAG: 7
RES: 5
SWT: 5
TEC: 0
LCK: 0
Abilities
Enchanting Presence, Stealth, Master Artificier
No Defense Abilities
No Movement Modes
Ability Paths
None
Weaknesses
None
Re: Baddies (Typical and Specialized)
GOBLIN, TYPICAL
HP: 10
CP: 30
LVL: 1
ATK: 7
DEF: 6
END: 5
MAG: 3
RES: 3
SWT: 6
TEC: 0
LCK: 0
Abilities
Club, Knockout Punch, Strong Attack
No Defense Abilities
No Movememnt Modes
Ability Paths
None
Weaknesses
None
Re: Baddies (Typical and Specialized)
GRASSLANDER, TYPICAL
HP: 6
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 7
DEF: 5
END: 3
MAG: 5
RES: 10
SWT: 5
TEC: 0
LCK: 0
Abilities
Staff
Photosynthesis, Energy Immunity (Earth)
No Movmement Modes
Ability Paths
None
Weaknesses
Fire Vulnerability; moderate. RACIAL
HP: 6
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 7
DEF: 5
END: 3
MAG: 5
RES: 10
SWT: 5
TEC: 0
LCK: 0
Abilities
Staff
Photosynthesis, Energy Immunity (Earth)
No Movmement Modes
Ability Paths
None
Weaknesses
Fire Vulnerability; moderate. RACIAL
Last edited by Captain Peanut Butter on Tue Jun 16, 2009 2:44 am; edited 1 time in total
Re: Baddies (Typical and Specialized)
GRAVEBORN (HUMAN), TYPICAL
HP: 6
CP: 40 (30 Starting + 10 Weakness)
LVL: 1
ATK: 9
DEF: 5
END: 3
MAG: 9
RES: 7
SWT: 9
TEC: 0
LCK: 0
Abilities
Bite, Claws, Poison Attack, Propagate Curse
Death Attack Immunity
Burrow
Ability Paths
None
Weaknesses
Flashbacks; moderate. RACIAL (Adds +2 End)
Hungry Dead; moderate. RACIAL
Re: Baddies (Typical and Specialized)
GUARDIAN BEAST, TYPICAL
HP: 10
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 9
DEF: 5
END: 5
MAG: 3
RES: 5
SWT: 8
TEC: 0
LCK: 0
Abilities
Bite, Claws
Awareness, Mental Barrier
No Movement Modes
Ability Paths
None
Weaknesses
Non-Humanoid; moderate. RACIAL
Re: Baddies (Typical and Specialized)
HUMAN WARRIOR, TYPICAL
HP: 12
CP: 30
LVL: 1
ATK: 8
DEF: 6
END: 6
MAG: 3
RES: 3
SWT: 4
TEC: 0
LCK: 0
Abilities
Option A: The Swordsman
Greatsword, Strong Attack, Razor Edge, Greatrazor, Enhance Weapons
Heavy Armor
No Movement Modes
Option B: The Archer
Bow And Arrow, Strong Attack, Sniper's Eye, Archery, Enhance Weapons
Light Armor
No Movement Modes
Option C: The Martial Artist
Fists of Fury, Strong Attack, Nunchaku
Sixth Sense, Awareness
No Movement Modes
Ability Paths
Fighter (Greatsword and Heavy Armor) - Option A
Fighter (Bow And Arrow and Light Armor), Archer - Option B
Martial Artist (Nunchaku) - Option C
Weaknesses
None
Re: Baddies (Typical and Specialized)
HUMAN MAGE, TYPICAL
HP: 6
CP: 30
LVL: 1
ATK: 0
DEF: 5
END: 3
MAG: 10
RES: 5
SWT: 2
TEC: 0
LCK: 0
Abilities
Option A: The Sorcerer
Eldritch Attack, Enhance Magic, Blast Struggle, Contingency (Eldritch Attack autocombines with Enhance Magic)
Enhance Resistance
No Movement Modes
Option B: The Druid
Earth Attack, Water Attack, Wind Attack, Fire Attack, Enhance Magic
No Defense Abilities
No Movement Modes
Option C: The Enchanter
Enchanting Presence, Suggestion, Mind Control, Enhance Magic, Telepathy
No Defense Abilities
No Movement Modes
Option D: The Necromancer
Seance, Animate Pawn, Animate Skeleton, Animate Mummy, Animate Graveborn
No Defense Abilities
No Movement Modes
Option E: The Illusionist
Silence, Stealth, World Of Illusion, Enhance Magic
Awareness
No Movement Modes
Ability Paths
Blast Mage - Option A
Elemental Disciple - Option B
Puppetmaster - Option C
Necromancer - Option D
Illusionist - Option E
Weaknesses
None
Re: Baddies (Typical and Specialized)
HUMAN SCOUT, TYPICAL
HP: 10
CP: 30
LVL: 1
ATK: 4
DEF: 3
END: 5
MAG: 8
RES: 5
SWT: 5
TEC: 0
LCK: 0
Abilities
Option A: The Thief
Pick Pocket, Set Trap, Silence, Stealth
Disable Trap
No Movement Modes
Option B: The Bard
Pick Pocket, Enchanting Presence, Silence Stealth, Sonic Attack
No Defense Ability
No Movement Modes
Option C: The Ninja
Claws (or Shuriken), Ninjitsu, Silence, Stealth
Awareness
No Movement Modes
Ability Paths
Thief - Option A
Bard - Option B
Ninja - Option C
Weaknesses
None
Re: Baddies (Typical and Specialized)
IMP, TYPICAL
HP: 10
CP: 38 (30 Starting + 8 Level)
LVL: 1
ATK: 5
DEF: 5
END: 5
MAG: 11
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
World of Illusion, Possession, Suggestion
Absorb Magic
Flight
Ability Paths
None
Weaknesses
Sustained By Magic; moderate. RACIAL
Planar Bound; minor. RACIAL
HP: 10
CP: 38 (30 Starting + 8 Level)
LVL: 1
ATK: 5
DEF: 5
END: 5
MAG: 11
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
World of Illusion, Possession, Suggestion
Absorb Magic
Flight
Ability Paths
None
Weaknesses
Sustained By Magic; moderate. RACIAL
Planar Bound; minor. RACIAL
Re: Baddies (Typical and Specialized)
KHAMELE, TYPICAL
HP: 10
CP: 38 (30 Starting + 8 Weakness)
LVL: 1
ATK: 7
DEF: 7
END: 5
MAG: 7
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
Rapier, 1 magical attack (based on cycle)
Sixth Sense
Swim
Ability Paths
None
Weaknesses
Honor Code (Protect Good/Oppose Evil); moderate. RACIAL
Power Restriction (Can only activate Rapier and magical attack selected when protecting good or opposing evil); minor. RACIAL
HP: 10
CP: 38 (30 Starting + 8 Weakness)
LVL: 1
ATK: 7
DEF: 7
END: 5
MAG: 7
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
Rapier, 1 magical attack (based on cycle)
Sixth Sense
Swim
Ability Paths
None
Weaknesses
Honor Code (Protect Good/Oppose Evil); moderate. RACIAL
Power Restriction (Can only activate Rapier and magical attack selected when protecting good or opposing evil); minor. RACIAL
Re: Baddies (Typical and Specialized)
KITSUNE, TYPICAL
HP: 8
CP: 37 (30 Starting + 7 Weakness)
LVL: 1
ATK: 5
DEF: 5
END: 4
MAG: 11
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
Possession, Shapeshift, Stealth
Awareness
No Movement Modes
Ability Paths
None
Weaknesses
Inconcealable Nature; major. RACIAL
HP: 8
CP: 37 (30 Starting + 7 Weakness)
LVL: 1
ATK: 5
DEF: 5
END: 4
MAG: 11
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
Possession, Shapeshift, Stealth
Awareness
No Movement Modes
Ability Paths
None
Weaknesses
Inconcealable Nature; major. RACIAL
Re: Baddies (Typical and Specialized)
KITSUNEMIMI, TYPICAL
HP: 12
CP: 38 (30 Starting + 8 Weakness)
LVL: 1
ATK: 5
DEF: 5
END: 6
MAG: 10
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
Shapeshift
Awareness
No Movement Modes
Ability Paths
None
Weaknesses
Limited Shapechange (Fox-Like); moderate. RACIAL
Big Ears; minor. RACIAL (adds +1 END)
HP: 12
CP: 38 (30 Starting + 8 Weakness)
LVL: 1
ATK: 5
DEF: 5
END: 6
MAG: 10
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
Shapeshift
Awareness
No Movement Modes
Ability Paths
None
Weaknesses
Limited Shapechange (Fox-Like); moderate. RACIAL
Big Ears; minor. RACIAL (adds +1 END)
Re: Baddies (Typical and Specialized)
MERFOLK, TYPICAL
HP: 18
CP: 40 (30 Starting + 10 Weakness)
LVL: 1
ATK: 7
DEF: 5
END: 9
MAG: 7
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
Lance, Shapeshift
No Defense Abilities
Swim
Ability Paths
None
Weaknesses
Call of the Sea; moderate. RACIAL
Limited Shapechange (Humanoid); moderate. (Adds +4 END)
HP: 18
CP: 40 (30 Starting + 10 Weakness)
LVL: 1
ATK: 7
DEF: 5
END: 9
MAG: 7
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
Lance, Shapeshift
No Defense Abilities
Swim
Ability Paths
None
Weaknesses
Call of the Sea; moderate. RACIAL
Limited Shapechange (Humanoid); moderate. (Adds +4 END)
Re: Baddies (Typical and Specialized)
MINOTAUR, TYPICAL
HP: 10
CP: 38 (30 Starting + 8 Weakness)
LVL: 1
ATK: 7
DEF: 5
END: 5
MAG: 7
RES: 5
SWT: 7
TEC: 0
LCK: 2
Abilities
Lance, Contingency (Speed Demon counted as a charge)
No Defense Abilities
Speed Demon
Reroll Attack
Ability Paths
None
Weaknesses
Power Restriction (Speed Demon must be combined with Lance); minor. RACIAL
Sword Vulnerability; moderate. RACIAL
HP: 10
CP: 38 (30 Starting + 8 Weakness)
LVL: 1
ATK: 7
DEF: 5
END: 5
MAG: 7
RES: 5
SWT: 7
TEC: 0
LCK: 2
Abilities
Lance, Contingency (Speed Demon counted as a charge)
No Defense Abilities
Speed Demon
Reroll Attack
Ability Paths
None
Weaknesses
Power Restriction (Speed Demon must be combined with Lance); minor. RACIAL
Sword Vulnerability; moderate. RACIAL
Re: Baddies (Typical and Specialized)
MUMMY, TYPICAL
HP: 6
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 7
DEF: 7
END: 3
MAG: 9
RES: 6
SWT: 3
TEC: 0
LCK: 0
Abilities
Fists of Fury, Earth Attack, Fire Attack
Death Attack Immunity
No Movement Modes
Ability Paths
None
Weaknesses
Slow Moving; moderate. RACIAL
HP: 6
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 7
DEF: 7
END: 3
MAG: 9
RES: 6
SWT: 3
TEC: 0
LCK: 0
Abilities
Fists of Fury, Earth Attack, Fire Attack
Death Attack Immunity
No Movement Modes
Ability Paths
None
Weaknesses
Slow Moving; moderate. RACIAL
Re: Baddies (Typical and Specialized)
NEKOMIMI, TYPICAL
HP: 10
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 5
DEF: 5
END: 5
MAG: 10
RES: 3
SWT: 7
TEC: 0
LCK: 0
Abilities
Claws, Shapeshift, Silence, Stealth
Awareness
Ability Paths
None
Weaknesses
Limited Shapeshift (Cat-Like); moderate. RACIAL
HP: 10
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 5
DEF: 5
END: 5
MAG: 10
RES: 3
SWT: 7
TEC: 0
LCK: 0
Abilities
Claws, Shapeshift, Silence, Stealth
Awareness
Ability Paths
None
Weaknesses
Limited Shapeshift (Cat-Like); moderate. RACIAL
Re: Baddies (Typical and Specialized)
ORORYU, TYPICAL
HP: 10
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 5
DEF: 5
END: 5
MAG: 10
RES: 3
SWT: 7
TEC: 0
LCK: 0
Abilities
Psychic Attack
No Defense Abilities
Flight
Ability Paths
None
Weaknesses
Sound Vulnerability; moderate. RACIAL
HP: 10
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 5
DEF: 5
END: 5
MAG: 10
RES: 3
SWT: 7
TEC: 0
LCK: 0
Abilities
Psychic Attack
No Defense Abilities
Flight
Ability Paths
None
Weaknesses
Sound Vulnerability; moderate. RACIAL
Re: Baddies (Typical and Specialized)
PHOENIX, TYPICAL
HP: 10
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 5
DEF: 5
END: 5
MAG: 7
RES: 7
SWT: 6
TEC: 0
LCK: 0
Abilities
Contingency (death triggers Resurrection), Fire Attack
Resurrection
Flight
Ability Paths
None
Weaknesses
Reincarnation Weakness; moderate. RACIAL
HP: 10
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 5
DEF: 5
END: 5
MAG: 7
RES: 7
SWT: 6
TEC: 0
LCK: 0
Abilities
Contingency (death triggers Resurrection), Fire Attack
Resurrection
Flight
Ability Paths
None
Weaknesses
Reincarnation Weakness; moderate. RACIAL
Re: Baddies (Typical and Specialized)
REVENANT (HUMAN), TYPICAL
HP: 8
CP: 37 (30 Starting + 7 Weakness)
LVL: 1
ATK: 7
DEF: 7
END: 4
MAG: 7
RES: 7
SWT: 5
TEC: 0
LCK: 0
Abilities
Death Attack
Death Attack Immunity
No Movement Modes
Ability Paths
None
Weaknesses
Unfinished Business; severe. RACIAL (Adds +1 END)
HP: 8
CP: 37 (30 Starting + 7 Weakness)
LVL: 1
ATK: 7
DEF: 7
END: 4
MAG: 7
RES: 7
SWT: 5
TEC: 0
LCK: 0
Abilities
Death Attack
Death Attack Immunity
No Movement Modes
Ability Paths
None
Weaknesses
Unfinished Business; severe. RACIAL (Adds +1 END)
Re: Baddies (Typical and Specialized)
SPIRIT, TYPICAL
HP: 6
CP: 37 (30 Starting + 7 Weakness)
LVL: 1
ATK: 5
DEF: 5
END: 3
MAG: 12
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
Possession, Stealth
No Defense Abilities
Flight
Ability Paths
None
Weaknesses
Unfinish Business; severe. RACIAL (Adds +1 MAG)
HP: 6
CP: 37 (30 Starting + 7 Weakness)
LVL: 1
ATK: 5
DEF: 5
END: 3
MAG: 12
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
Possession, Stealth
No Defense Abilities
Flight
Ability Paths
None
Weaknesses
Unfinish Business; severe. RACIAL (Adds +1 MAG)
Re: Baddies (Typical and Specialized)
SUCCUBUS, TYPICAL
HP: 10
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 5
DEF: 3
END: 5
MAG: 10
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
Enchanting Presence, Deadly Beauty, Shapeshift
No Defense Abilities
Flight
Ability Paths
None
Weaknesses
Need To Feed; moderate. RACIAL
HP: 10
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 5
DEF: 3
END: 5
MAG: 10
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
Enchanting Presence, Deadly Beauty, Shapeshift
No Defense Abilities
Flight
Ability Paths
None
Weaknesses
Need To Feed; moderate. RACIAL
Re: Baddies (Typical and Specialized)
TUSCENI, TYPICAL
HP: 10
CP: 38 (30 Starting + 8 Weakness)
LVL: 1
ATK: 7
DEF: 7
END: 5
MAG: 7
RES: 7
SWT: 7
TEC: 0
LCK: 0
Abilities
Adaptive Attack, Adaptive Magic
Adaptive Defense, Adaptive Resistance
Flight
Ability Paths
None
Weaknesses
Honor Code (Perfectionism); moderate. RACIAL
Power Restriction (Adaptive Defense/Resistance only after being exposed to the attack in question); minor. RACIAL
HP: 10
CP: 38 (30 Starting + 8 Weakness)
LVL: 1
ATK: 7
DEF: 7
END: 5
MAG: 7
RES: 7
SWT: 7
TEC: 0
LCK: 0
Abilities
Adaptive Attack, Adaptive Magic
Adaptive Defense, Adaptive Resistance
Flight
Ability Paths
None
Weaknesses
Honor Code (Perfectionism); moderate. RACIAL
Power Restriction (Adaptive Defense/Resistance only after being exposed to the attack in question); minor. RACIAL
Re: Baddies (Typical and Specialized)
VAMPIRE, TYPICAL
HP: 8
CP: 45 (30 Starting + 15 Weakness)
LVL: 1
ATK: 7
DEF: 5
END: 4
MAG: 15
RES: 7
SWT: 7
TEC: 0
LCK: 0
Abilities
Vampire Bite, Drain Life, Animate Vampire, Mind Control, Silence, Stealth
Death Attack Immunity
Flight
Ability Paths
None
Weaknesses
Soul Tether (Coffin); moderate. RACIAL
Achilles Heel (Stake Through The Heart); moderate. RACIAL (Adds +1 END)
Sunlight Vulnerability; moderate. RACIAL
HP: 8
CP: 45 (30 Starting + 15 Weakness)
LVL: 1
ATK: 7
DEF: 5
END: 4
MAG: 15
RES: 7
SWT: 7
TEC: 0
LCK: 0
Abilities
Vampire Bite, Drain Life, Animate Vampire, Mind Control, Silence, Stealth
Death Attack Immunity
Flight
Ability Paths
None
Weaknesses
Soul Tether (Coffin); moderate. RACIAL
Achilles Heel (Stake Through The Heart); moderate. RACIAL (Adds +1 END)
Sunlight Vulnerability; moderate. RACIAL
Re: Baddies (Typical and Specialized)
WEREWOLF, TYPICAL
HP: 16
CP: 43 (30 Starting + 13 Weakness)
LVL: 1
ATK: 10
DEF: 5
END: 8
MAG: 10
RES: 5
SWT: 5
TEC: 0
LCK: 0
Abilities
Bite, Claws, Strength of the Wolf
Awareness
No Movement Modes
Ability Paths
None
Weaknesses
Curse of Lycanthropy; moderate. RACIAL
Silver Vulnerability; moderate. RACIAL
Power Restriction (Bite and Claws only with Strength of the Wolf); minor. RACIAL
HP: 16
CP: 43 (30 Starting + 13 Weakness)
LVL: 1
ATK: 10
DEF: 5
END: 8
MAG: 10
RES: 5
SWT: 5
TEC: 0
LCK: 0
Abilities
Bite, Claws, Strength of the Wolf
Awareness
No Movement Modes
Ability Paths
None
Weaknesses
Curse of Lycanthropy; moderate. RACIAL
Silver Vulnerability; moderate. RACIAL
Power Restriction (Bite and Claws only with Strength of the Wolf); minor. RACIAL
Re: Baddies (Typical and Specialized)
WOLF DEMON, TYPICAL
HP: 10
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 5
DEF: 5
END: 5
MAG: 10
RES: 1
SWT: 9
TEC: 0
LCK: 0
Abilities
Shapeshift, Silence, Stealth
Awareness
Climb
Ability Paths
None
Weaknesses
Limited Shapehange (Wolf-Like); moderate. RACIAL
HP: 10
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 5
DEF: 5
END: 5
MAG: 10
RES: 1
SWT: 9
TEC: 0
LCK: 0
Abilities
Shapeshift, Silence, Stealth
Awareness
Climb
Ability Paths
None
Weaknesses
Limited Shapehange (Wolf-Like); moderate. RACIAL
Re: Baddies (Typical and Specialized)
XETHER, TYPICAL
HP: 10
CP: 37 (30 Starting + 7 Weakness)
LVL: 1
ATK: 5
DEF: 5
END: 5
MAG: 8
RES: 7
SWT: 7
TEC: 0
LCK: 0
Abilities
Ice Projectiile
Ice Wall
Ice Walk
Ability Paths
None
Weaknesses
Heat Intolerant; severe. RACIAL (adds +1 MAG)
HP: 10
CP: 37 (30 Starting + 7 Weakness)
LVL: 1
ATK: 5
DEF: 5
END: 5
MAG: 8
RES: 7
SWT: 7
TEC: 0
LCK: 0
Abilities
Ice Projectiile
Ice Wall
Ice Walk
Ability Paths
None
Weaknesses
Heat Intolerant; severe. RACIAL (adds +1 MAG)
Re: Baddies (Typical and Specialized)
YAIP, TYPICAL
HP: 6
CP: 30
LVL: 1
ATK: 7
DEF: 5
END: 3
MAG: 3
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
Claws, Set Trap
Disable Trap
Burrow
Ability Paths
None
Weaknesses
None
HP: 6
CP: 30
LVL: 1
ATK: 7
DEF: 5
END: 3
MAG: 3
RES: 5
SWT: 7
TEC: 0
LCK: 0
Abilities
Claws, Set Trap
Disable Trap
Burrow
Ability Paths
None
Weaknesses
None
Re: Baddies (Typical and Specialized)
YETI, TYPICAL
HP: 14
CP: 30
LVL: 1
ATK: 7
DEF: 3
END: 7
MAG: 3
RES: 5
SWT: 5
TEC: 0
LCK: 0
Abilities
Claws, Rage
No Defense Abilities
Climb
Ability Paths
None
Weaknesses
None
HP: 14
CP: 30
LVL: 1
ATK: 7
DEF: 3
END: 7
MAG: 3
RES: 5
SWT: 5
TEC: 0
LCK: 0
Abilities
Claws, Rage
No Defense Abilities
Climb
Ability Paths
None
Weaknesses
None
Re: Baddies (Typical and Specialized)
ANUBIAN SUN GUARD (1ST LEVEL)
These noble warrior priests guard the sacred cities of the dead, channeling the power of the sun into a powerful sword style.
HP: 10
CP: 30
LVL: 1
ATK: 7
DEF: 5
END: 5
MAG: 4
RES: 4
SWT: 5
TEC: 0
LCK: 0
Abilities
Khopesh, Strong Attack, Sun Style, Fire Attack, Enhance Weapons
Reinforced Hat, Sixth Sense, Exorcise Spirit, Seal Soul
Climb, Wind Walk
Ability Paths
Fighter (Khopesh and Reinforced Hat)
Weaknesses
None
These noble warrior priests guard the sacred cities of the dead, channeling the power of the sun into a powerful sword style.
HP: 10
CP: 30
LVL: 1
ATK: 7
DEF: 5
END: 5
MAG: 4
RES: 4
SWT: 5
TEC: 0
LCK: 0
Abilities
Khopesh, Strong Attack, Sun Style, Fire Attack, Enhance Weapons
Reinforced Hat, Sixth Sense, Exorcise Spirit, Seal Soul
Climb, Wind Walk
Ability Paths
Fighter (Khopesh and Reinforced Hat)
Weaknesses
None
Re: Baddies (Typical and Specialized)
DEMON BERSERKER (1ST LEVEL)
Charging at the forefront of hellish armies, these fiendish soldiers give no quarter and fight to the death.
HP: 10
CP: 30
LVL: 1
ATK: 7
DEF: 3
END: 5
MAG: 8
RES: 3
SWT: 4
TEC: 0
LCK: 0
Abilities
Claws, Strong Attack, Rage, Death Attack, Silence, Stealth
Tough As Nails, Awareness, Absorb Magic
Flight, Shadow Jump
Ability Paths
Savage (Claws)
Weaknesses
None
Charging at the forefront of hellish armies, these fiendish soldiers give no quarter and fight to the death.
HP: 10
CP: 30
LVL: 1
ATK: 7
DEF: 3
END: 5
MAG: 8
RES: 3
SWT: 4
TEC: 0
LCK: 0
Abilities
Claws, Strong Attack, Rage, Death Attack, Silence, Stealth
Tough As Nails, Awareness, Absorb Magic
Flight, Shadow Jump
Ability Paths
Savage (Claws)
Weaknesses
None
Re: Baddies (Typical and Specialized)
DOLL GUARDIAN (1ST LEVEL)
Often created by golem masters as expendable soldiers, a doll guardian may sometimes be encountered as the singular guard for an inexperienced or eccentric wizard. On rare occasions, dolls go rogue, attempting to avoid their former masters (if their master still lives) while uncovering their own destiny.
HP: 12
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 8
DEF: 5
END: 6
MAG: 4
RES: 10
SWT: 2
TEC: 0
LCK: 0
Abilities
Long Sword, Short Sword, Strong Attack, Gladiator, Wind Attack, Enhance Weapons
Light Armor, Shield, Death Attack Immunity, Energy Immunity (Eldritch, Fire, and Wind), Etherealness
Wind Walk
Ability Paths
Fighter (Long Sword and Light Armor)
Weaknesses
Limited Free Will; moderate. RACIAL
Often created by golem masters as expendable soldiers, a doll guardian may sometimes be encountered as the singular guard for an inexperienced or eccentric wizard. On rare occasions, dolls go rogue, attempting to avoid their former masters (if their master still lives) while uncovering their own destiny.
HP: 12
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 8
DEF: 5
END: 6
MAG: 4
RES: 10
SWT: 2
TEC: 0
LCK: 0
Abilities
Long Sword, Short Sword, Strong Attack, Gladiator, Wind Attack, Enhance Weapons
Light Armor, Shield, Death Attack Immunity, Energy Immunity (Eldritch, Fire, and Wind), Etherealness
Wind Walk
Ability Paths
Fighter (Long Sword and Light Armor)
Weaknesses
Limited Free Will; moderate. RACIAL
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