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Endbringer MinionsEdit

(Version 1.03 - Last Modified: 11/15/2007)Edit
All artwork owned and copyrighted by Wizards of the Coast






IntroductionEdit

All power comes to an Endbringer from his god, but that power is not infinite and ending the world is not an easy task. For assistance, an Endbringer can turn to its legion of loyal minions that it can summon through a magical ritual. These minions are not simple followers or cultists that an Endbringer attracts on a regular basis, but special warriors that are utterly devoted to the Endbringer and will follow any order without hesitation. Although often powerful all on their own, these minions can be further enhanced with the addition of magical shells that transform them into powerful abominations.


Bringer of SacrificeEdit

Illustration by Daarken. ©1995-2006 Wizards of the Coast, Inc.


The Bringer of Sacrifice is a direct servant of an Endbringer and have dedicated to serving the Endbringer fulltime. Unlike most minions that either live their own lives until needed or those that run errands for the Endbringer, the Bringer of Sacrifice serves at the right hand of the Endbringer and travels with him wherever he goes. This can make the Endbringer more conspicuous, but the Bringer of Sacrifice can greatly aide the Endbringer with its special abilities.


Racial StatisticsEdit

  • Racial Type: Humanoid - Human
  • Alignment: Diabolic, they have no morals and will not hesitate to perform any task given to it by its Endbringer master.
  • Attributes:
    • I.Q.: 11 (3D6)
    • M.E.: 17 (4D6+3)
    • M.A.: 11 (3D6)
    • P.S.: 7 (2D6)
    • P.P.: 7 (2D6)
    • P.E.: 10 (3D6)
    • P.B.: 7 (2D6)
    • Spd: 10 (3D6)
  • Size: Same as Humans.
  • Weight: Same as Humans.
  • S.D.C.: 20
  • Hit Points: 31 (PE attribute x2 +3D6)
  • Natural Armor Rating: 4
  • Horror Factor: 8, from the crazed look in their eyes when they are wearing their ceremonial garb.
  • P.P.E.: 14 (4D6)
  • I.S.P.: 51 (ME attribute x3)
  • Psionic Powers: Bio-Regeneration, Deaden Pain, Psychic Surgery, and Telepathy. The Bringer of Sacrifice is treated as a minor psychic.
  • Natural Abilities:
    1. Sacrifice Specialist: The minion specializes in performing sacrifices for magical purposes and when they perform a sacrifice the victim generates four times their current amount of PPE. Normally, a sacrifice only generates two times the victim's current amount of PPE.
    2. Limited Range: The Bringer of Sacrifice must remain within 50' (15.2 m) of the summoning Endbringer per level of experience. If the minion exceeds that range, it immediately dies and the Endbringer takes 4D6 points of damage directly to hit points in feedback damage.
    3. Ritual of Summoning: The ritual required to summon the minion requires $3000 worth of materials, 300 PPE, and three hours to cast the spell. An Endbringer must be at least 3rd level to perform the ritual.
    4. Minion Traits: A minion will follow all instructions and commands given to it by the Endbringer that summoned. Minions are immune to mind control and possession and take double damage from holy weapons.
  • Experience Level: 3rd level
  • Skills of Note:
    • Interrogation Techniques (52%)
    • Prowl (48%)
  • Bonuses: +1 to save vs. psionics and +1 to save vs. insanity.
  • Attacks per Melee: 3 attacks per melee (3 from Bringer of Sacrifice)
  • Combat Abilities: Automatic Parry, Basic Attacks, Choke, Critical Strike (20), Grab, Strike, Dodge, Parry, Simultaneous Attack, Maintain Balance, Roll with Punch / Fall / Impact, and Move.
  • Damage:
    • Punch: 1D4
    • Kick: 1D6
  • Weapons:
    • Axe: +2 to strike, inflicts 1D6 points of damage per regular strike.
  • Appearance: The Bringer of Sacrifice looks like a sullen person, as if all their energy had been drained and they were exhausted. Bringers of Sacrifice do not like to go out in public and they prefer to wear heavy robes at all times, but they will follow their Endbringer anywhere and will wear anything they are commanded to.


Callow BelieverEdit

Illustration by Joshua Hagler. ©1995-2006 Wizards of the Coast, Inc.


Drawn to the depths of teenage anxiety, Endbringers can find a nearly endless supply of followers, willing and eager to belong to anything greater then themselves. Endbringers offer these youths opportunities and power they could not believe possible, however, the price is eternal servitude. These young minions are not skilled warriors, but what they lack in physical abilities they make up for with magical talents.


Racial StatisticsEdit

  • Racial Type: Humanoid - Human
  • Alignment: Diabolic, they have no morals and will not hesitate to perform any task given to it by its Endbringer master.
  • Attributes:
    • I.Q.: 10 (3D6)
    • M.E.: 14 (4D6)
    • M.A.: 7 (2D6)
    • P.S.: 7 (2D6)
    • P.P.: 7 (2D6)
    • P.E.: 18 (4D6+4)
    • P.B.: 7 (2D6)
    • Spd: 10 (3D6)
  • Size: Same as Humans.
  • Weight: Same as Humans.
  • S.D.C.: 25
  • Hit Points: 43 (PE attribute x2 +2D6)
  • Natural Armor Rating: 4
  • Horror Factor: 6, from the crazed look in their eye when they are wearing their ceremonial garb.
  • P.P.E.: 45 (PE attribute +6D6+6)
  • Magic Powers: The Callow Believer knows the following invocation spells: Blinding Flash, Darkness, Energy Bolt, Fear / Horror Factor, Paralysis: Lesser, and See the Invisible.
  • Natural Abilities:
    1. Ritual of Summoning: The ritual required to summon the minion requires $2000 worth of materials, 200 PPE, and two hours to cast the spell. An Endbringer must be at least 2nd level to perform the ritual.
    2. Minion Traits: A minion will follow all instructions and commands given to it by the Endbringer that summoned. Minions are immune to mind control and possession and take double damage from holy weapons.
  • Experience Level: 2nd level
  • Skills of Note:
    • Prowl (48%)
  • Bonuses: +2 to save vs. magic, +2 to save vs. pain, +2 to save vs. disease, +2 to save vs. toxins, and +6% to save vs. coma / death.
  • Attacks per Melee: 3 attacks per melee (3 from Callow Believer) or 2 magical attacks per melee.
  • Combat Bonuses: +1 to strike, +3 to dodge, and +1 to parry.
  • Combat Abilities: Automatic Parry, Basic Attacks, Choke, Critical Strike (20), Grab, Strike, Dodge, Parry, Simultaneous Attack, Maintain Balance, Roll with Punch / Fall / Impact, and Move.
  • Damage:
    • Punch: 1D4
    • Kick: 1D6
  • Appearance: Drawn exclusively from the ranks of older teenagers in high school, Callow Believers often appear as "Goths" and outcasts in their schools and continue to dress the same when directly serving an Endbringer. However, they do not associate with traditional "Goth" teenagers and continue to be loners.


Devoted OneEdit

Illustration by Ben Templesmith. ©1995-2006 Wizards of the Coast, Inc.


The typical Endbringer minion, a Devoted One is a simple Human being that has, for whatever reason, become so devoted to an Endbringer and the Endbringer's god, that the person's independence will power has been completely destroyed. Although one of the weakest minions available to an Endbringer, their Human appearance and large numbers, provides a versatility that Endbringers with more demonic-looking minions often lacks. Armed with only a wickedly curved knife, basic Devoted Ones are often used as cannon fodder to soften up an Endbringers enemies before more powerful abominations are used. Another important feature of a Devoted One is his or her ability to merge with an Abomination Shell, which reduces the length and cost of a ritual to create the shell.


Racial StatisticsEdit

  • Racial Type: Humanoid - Human
  • Alignment: Diabolic, they have no morals and will not hesitate to perform any task given to it by its Endbringer master.
  • Attributes:
    • I.Q.: 7 (2D6)
    • M.E.: 10 (3D6)
    • M.A.: 7 (2D6)
    • P.S.: 11 (3D6)
    • P.P.: 14 (4D6)
    • P.E.: 10 (3D6)
    • P.B.: 7 (2D6)
    • Spd: 10 (3D6)
  • Size: Same as Humans.
  • Weight: Same as Humans.
  • S.D.C.: 20
  • Hit Points: 24 (PE attribute x2 +1D6)
  • Natural Armor Rating: 4
  • Horror Factor: 6, from the crazed look in their eye when they are wielding the knife and wearing their ceremonial garb.
  • P.P.E.: 14 (4D6)
  • Natural Abilities:
    1. Magical Vessel: The minion is an easy vessel for abomination shells reducing the cost in dollars and PPE for any ritual to add an Abomination Shell to the minion by half. An Endbringer can also graft an extra abomination shell onto a minion of this type.
    2. Simple Minion: The magic required to bond a Devoted One is very weak, so each Devoted One counts as half a Minion for purposes of the total number of Minions that an Endbringer can control.
    3. Ritual of Summoning: The ritual required to summon the minion requires $500 worth of materials, 50 PPE, and one hour to cast the spell. An Endbringer must be at least 1st level to perform the ritual.
    4. Minion Traits: A minion will follow all instructions and commands given to it by the Endbringer that summoned. Minions are immune to mind control and possession and take double damage from holy weapons.
  • Experience Level: 1st level
  • Skills of Note:
    • Interrogation Techniques (48%)
    • Prowl (66%)
  • Attacks per Melee: 3 attacks per melee (3 from Devoted One)
  • Combat Bonuses: +1 to strike, +2 to dodge, and +1 to parry.
  • Combat Abilities: Automatic Parry, Basic Attacks, Choke, Critical Strike (20), Critical Strike - Behind, Grab, Strike, Dodge, Parry, Simultaneous Attack, Maintain Balance, Roll with Punch / Fall / Impact, and Move.
  • Damage:
    • Punch: 1D4
    • Power Punch: 2D4 (counts as two attacks)
    • Kick: 1D6
  • Weapons:
    • Knife: +4 to strike and +3 to parry, inflicts 1D6 points of damage per regular strike and 2D6 points of damage per power strike (counts as two attacks), and the knife can be thrown a maximum of 100' (30.5 m) with a bonus of +4 to strike.
  • Appearance: The appearance of a Devoted One varies greatly, as they can come from any walk of life on Earth, but there is always a hint of something in their face and especially their eyes, a combination of exultation and insanity. Although it may be well concealed, all Devoted Ones carry a magical knife.


Feculus, Sewer LordEdit

Illustration by Jeremy Spears. ©1995-2006 Wizards of the Coast, Inc.


Feculus is a strange being. Most Endbringers believe that it is some kind of alien intelligence trapped somewhere in the megaverse and that when they "summon" it as a Minion, they are creating a fragment of the intelligence and then placing that fragment under their control. This could be possible, but in any case, Feculus is a strange, slime-like creature, able to contort its body into impossible shapes and engulf targets much larger than itself. Feculus is also a powerful sorcerer, making it a welcome addition to any Endbringer's forces.


Racial StatisticsEdit

  • Racial Type: Supernatural Creature - Major
  • Alignment: Diabolic, it has no morals and will not hesitate to perform any task given to it by its Endbringer master.
  • Attributes:
    • I.Q.: 11 (3D6)
    • M.E.: 10 (3D6)
    • M.A.: 10 (3D6)
    • P.S.: 14 (4D6) *
    • P.P.: 14 (4D6)
    • P.E.: 24 (5D6+6)
    • P.B.: 3 (1D6)
    • Spd: 40 (1D4x10+10)
  • PS is considered supernatural
  • Size: Usually shaped like a roughly humanoid shaped blog of slime, roughly 4' (1.2 m) tall, but it can stretch to be as tall as 8' (2.4 m).
  • Weight: 250 lbs (113.4 kg)
  • S.D.C.: 260 (5D6x10+80)
  • Hit Points: 118 (PE attribute x3 +13D6)
  • Natural Armor Rating: 14
  • Horror Factor: 16
  • P.P.E.: 272 (PE attribute x3 +2D6x10+130)
  • Magic Powers: Feculus knows the following invocation spells: all spells from levels 1 to 6 plus Agony, Constrain Being, Globe of Silence, Heal Self, Minor Curse, Negate Magic, Sickness, Summon & Control Canines, Summon & Control Rodents, Wisps of Confusion, and X-Ray Vision. This minion has a spell strength bonus of +2.
  • Natural Abilities:
    1. Manipulate Shape: Feculus can temporarily squish, mold, and disperse its physical form. This means it can pour itself though a crack under a door, through a keyhole, down a drain pipe, or squeeze through bars, chains, ropes, etc. The minion can also disperse itself over a large area to remain virtually unseen until it reforms its body. Any change in its shape requires one melee action and but the change requires no concentration to maintain.
    2. Engulf: Feculus can completely engulf an object in an attempt to incapacitate or suffocate it. In order to engulf a target, the minion requires a melee attack and must successfully grapple the target. If the grapple is successful, Feculus can then pull the target into its body. Once trapped inside, the target will be unable to breathe and will begin to suffocate. For a typical Human, dizziness occurs within one minute, unconsciousness in two minutes, and death within 4D4x10 seconds thereafter. In order to break free of the minion, the engulfed object must make a PS attribute check against Feculus. If the target succeeds, it will be immediately ejected from the minion's body. People outside the minion can help those inside only by killing Feculus or convincing it or its Endbringer master to order Feculus to release the object it has engulfed. Feculus can engulf an object with a mass up to its maximum carrying weight.
    3. Damage Resistant: Reduce all damage dealt to the minion by two points, to a minimum of 0 points of damage. An attack that is a volley, such as a volley of missiles, has this reduction applied only once to the volley, not to each object in the volley.
    4. Unique: An Endbringer can only control one minion of this type at any given time.
    5. Ritual of Summoning: The ritual required to summon the minion requires $13,000 worth of materials, 1300 PPE, and 13 hours to cast the spell. An Endbringer must be at least 13th level to perform the ritual.
    6. Minion Traits: A minion will follow all instructions and commands given to it by the Endbringer that summoned. Minions are immune to mind control and possession and take double damage from holy weapons.
  • Experience Level: 13th level
  • Skills of Note:
    • Prowl (26% +60% in the sewers)
  • Bonuses: +5 to save vs. magic, +5 to save vs. pain, +5 to save vs. disease, +5 to save vs. toxins, and +18% to save vs. coma / death.
  • Attacks per Melee: 7 attacks per melee (7 from Feculus) or 2 magical attacks per melee.
  • Combat Bonuses: +1 to strike, +2 to dodge, and +1 to parry.
  • Combat Abilities: Automatic Parry, Basic Attacks, Choke, Critical Strike (18-20), Critical Strike - Behind, Grab, Strike, Dodge, Parry, Simultaneous Attack, Maintain Balance, Roll with Punch / Fall / Impact, and Move.
  • Damage: The base damage for the slam attack is 1D4. Damage is increased according to the supernatural strength of the minion.
    • Restrained Slam: 1D6
    • Slam: 1D8
    • Power Slam: 2D8 (counts as two attacks)
  • Appearance: Feculus, the Sewer Lord usually appears as a vaguely Human shaped pile of brown and dirty slime. When stationary, Feculus can easily be confused for a pile of refuse, and he is vertually undetectable in a dirty sewer, hence his name. Feculus has a pair of large eyes and a mouth at the top of its body, but it can easily pull these features into its body, rendering them undetectable. Feculus does not need its eyes to see and has no apparent ears to hear with, but it does need its mouth to speak or cast spells, so its mouth is often exposed in combat.


Filth RatEdit

Illustration by Kari Christensen. ©1995-2006 Wizards of the Coast, Inc.


Most minions have but one purpose or specialty, but the Filth Rat serves two important roles for an Endbringer. Firstly, a Filth Rat is a strong combatant, providing decent stats for a low level minion and secondly, a Filth Rat can be used as a traveling PPE Battery. Filth Rats provide excellent protection for spell-casting Endbringers that wish to wage into combat, but still be protected from enemies that might try to direct their focus against the Endbringer. Unfortunately, Filth Rats have animal level intelligence, and while they can understand orders from the Endbringer that summoned them, they are not sentient beings in any way.


Racial StatisticsEdit

  • Racial Type: Animal - Rat, Supernatural Creature - Minor
  • Alignment: Effectively anarchist, animal level intelligence limits the relevance of alignment.
  • Attributes:
    • I.Q.: 4 (1D6)
    • M.E.: 7 (2D6)
    • M.A.: 7 (2D6)
    • P.S.: 17 (3D6+6)
    • P.P.: 18 (5D6)
    • P.E.: 11 (3D6)
    • P.B.: 7 (2D6)
    • Spd: 18 (5D6)
  • Size: 2' (0.6 m) long for the Filth Rat's body and an additional 1' (0.3 m) for the tail.
  • Weight: 35 lbs (15.9 kg)
  • S.D.C.: 40 (1D6x10)
  • Hit Points: 47 (PE attribute x3 +4D6)
  • Natural Armor Rating: 8
  • Horror Factor: 10
  • P.P.E.: 44 (PE attribute x3 +3D6)
  • Natural Abilities:
    1. Living PPE Battery: The Endbringer that summoned the Filth Rat can access its PPE as if it was a PPE Battery, but the rat must be within 100' (30.5 m) of the Endbringer per level of experience. The rat regains PPE at the usual rate.
    2. Simple Minion: The magic required to bond a Filth Rat is very weak, so each Filth Rat counts as half a Minion for purposes of the total number of Minions that an Endbringer can control.
    3. Ritual of Summoning: The ritual required to summon the minion requires $2000 worth of materials, 200 PPE, and two hours to cast the spell. An Endbringer must be at least 2nd level to perform the ritual.
    4. Minion Traits: A minion will follow all instructions and commands given to it by the Endbringer that summoned. Minions are immune to mind control and possession and take double damage from holy weapons.
  • Experience Level: 4th level
  • Skills of Note:
    • Prowl (72%)
  • Attacks per Melee: 4 attacks per melee (4 from Filth Rat)
  • Combat Bonuses: +4 to strike and +6 to dodge.
  • Combat Abilities: Critical Strike (20), Strike, Dodge, Simultaneous Attack, Maintain Balance, Roll with Punch / Fall / Impact, and Move.
  • Damage:
    • Bite: 2D4+2
    • Power Bite: 4D4+2 (counts as two attacks)
  • Appearance: The Filth Rat appears to be a giant, diseased rat; its fur is matted and patchy and it has red rimmed eyes.


GatekeeperEdit

Illustration by Kari Christensen. ©1995-2006 Wizards of the Coast, Inc.


Like the Bringer of Sacrifice, the Gatekeeper is a direct servant of the Endbringer, but he specializes in summoning spells. Gatekeepers generally travel with the Endbringer to quickly summon new allies for the Endbringer when they are needed. However, the Gatekeeper's usefulness is more limited than most minions, as it has few abilities and powers beyond the large number of summoning spells that it knows, but it also shares these summoning spells with the Endbringer, which greatly increases its usefulness for spell-focused Endbringers.


Racial StatisticsEdit

  • Racial Type: Humanoid - Human
  • Alignment: Diabolic, they have no morals and will not hesitate to perform any task given to it by its Endbringer master.
  • Attributes:
    • I.Q.: 14 (4D6)
    • M.E.: 11 (3D6)
    • M.A.: 10 (3D6)
    • P.S.: 7 (2D6)
    • P.P.: 7 (2D6)
    • P.E.: 14 (4D6)
    • P.B.: 7 (2D6)
    • Spd: 11 (3D6)
  • Size: Same as Humans.
  • Weight: Same as Humans.
  • S.D.C.: 30
  • Hit Points: 42 (PE attribute x2 +4D6)
  • Natural Armor Rating: 4
  • Horror Factor: 7, from the crazed look in their eyes when they are wearing their ceremonial headdress.
  • P.P.E.: 222 (PE attribute x3 +5D6x10)
  • Magic Powers: The Gatekeeper knows the following invocation spells: Energy Bolt, Paralysis: Lesser, Summon & Control Canine, Summon & Control Rodents, Summon Shadow Beast, and Summon & Control Entity. This minion has a spell strength bonus of +1.
  • Natural Abilities:
    1. Summoning Specialist: The minion specializes in performing summoning spells and rituals. All summoning spells and rituals cast by the Gatekeeper cost only 25% of their normal PPE and have double their normal duration.
    2. Limited Range: The Gatekeeper must remain within 50' (15.2 m) of the summoning Endbringer per level of experience. If the minion exceeds that range, it immediately dies and the Endbringer takes 4D6 points of damage directly to hit points in feedback damage.
    3. Ritual of Summoning: The ritual required to summon the minion requires $8000 worth of materials, 800 PPE, and eight hours to cast the spell. An Endbringer must be at least 8th level to perform the ritual.
    4. Minion Traits: A minion will follow all instructions and commands given to it by the Endbringer that summoned. Minions are immune to mind control and possession and take double damage from holy weapons.
  • Experience Level: 8th level
  • Attacks per Melee: 4 attacks per melee (4 from Gatekeeper)
  • Combat Bonuses: +2 to strike, +2 to parry, and +2 to dodge.
  • Combat Abilities: Automatic Parry, Basic Attacks, Choke, Critical Strike (20), Grab, Strike, Dodge, Parry, Simultaneous Attack, Maintain Balance, Roll with Punch / Fall / Impact, and Move.
  • Damage:
    • Punch: 1D4
    • Kick: 2D4
  • Appearance: The Gatekeeper has very tanned skin, almost a bronze colour. The Gatekeeper has a slight build and tends to wear traditional Meso-American ritual clothing, with a large headdress. The Gatekeeper has a slight crazed look in his eyes.


Great MotherEdit

Illustration by Ian Edward Ameling. ©1995-2006 Wizards of the Coast, Inc.


The Great Mother is a powerful combat minion. It has few special abilities, but it is a true monster in combat, easily surpassing most of the other minions in pure combat. The main problem with this minion is its monstrous appearance and size, which severely restricts its use by the Endbringer. Most Great Mothers are kept close to the Endbringer for defense and where they can be kept out of sight, but when they can be kept hidden for most of a trip, they can be used for strikes on heavily defended targets or on raids against other Endbringers where their appearance will pose no problem.


Racial StatisticsEdit

  • Racial Type: Supernatural Creature - Major Aztecal
  • Alignment: Diabolic, it has no morals and will not hesitate to perform any task given to it by its Endbringer master.
  • Attributes:
    • I.Q.: 16 (3D6+5)
    • M.E.: 10 (3D6)
    • M.A.: 10 (3D6)
    • P.S.: 33 (6D6+12) *
    • P.P.: 20 (4D6+6)
    • P.E.: 24 (5D6+6) *
    • P.B.: 3 (1D6)
    • Spd: 18 (5D6)
  • PS and PE are considered supernatural
  • Size: Usually stands 10' (3 m) tall, but that is with the snake body coiled around the base of the creature, it is actually 20' (6.1 m) long from head to the tip of the tail.
  • Weight: 750 lbs (340.2 kg)
  • S.D.C.: 330 (6D6x10+120)
  • Hit Points: 114 (PE attribute x3 +12D6)
  • Natural Armor Rating: 14
  • Horror Factor: 15
  • P.P.E.: 48 (PE attribute x2)
  • Natural Abilities:
    1. Poison: Being bit by one of the five snake heads injects the victim with a virulent poison that stiffins the victim's muscles and slows the reflexes. If the target fails a save vs. non-lethal poison, he takes a penalty of 1D4 on his PP attribute and a -1 penalty on all combat rolls. A target can be affected by the poison once per melee round and it lasts for one minute.
    2. Ritual of Summoning: The ritual required to summon the minion requires $12,000 worth of materials, 1200 PPE, and 12 hours to cast the spell. An Endbringer must be at least 12th level to perform the ritual.
    3. Minion Traits: A minion will follow all instructions and commands given to it by the Endbringer that summoned. Minions are immune to mind control and possession and take double damage from holy weapons.
  • Experience Level: 12th level
  • Bonuses: +5 to save vs. magic, +5 to save vs. pain, +5 to save vs. disease, +5 to save vs. toxins, and +18% to save vs. coma / death.
  • Attacks per Melee: 8 attacks per melee (8 from Great Mother), but five attacks must be bites from the snake heads.
  • Combat Bonuses: +4 to strike, +4 to dodge, and +4 to parry.
  • Combat Abilities: Automatic Parry, Basic Attacks, Choke, Critical Strike (18-20), Critical Strike - Behind, Grab, Strike, Dodge, Parry, Simultaneous Attack, Maintain Balance, Roll with Punch / Fall / Impact, and Move.
  • Damage: The base damage for the claw attack is 1D6 and the base damage for the snake bite is 1D4. Damage is increased according to the supernatural strength of the minion.
    • Snake Bite: 5D6 + Poison
    • Restrained Claw Attack: 2D8
    • Claw Attack: 5D8
    • Power Claw Attack: 1D8x10 (counts as two attacks)
  • Appearance: A Great Mother is a monstous minion with the lower body of a snake and the upper body of a female humanoid. The minion has two powerful arms that end in long, clawed hands, but one of its most prominent features is five long snakes growing out of its upper back.


HatcheteerEdit

Illustration by Daarken. ©1995-2006 Wizards of the Coast, Inc.


The Hatcheteer is often the most basic follower for those that attract Humans and they are one of the easiest to conceal in normal society. Even after being summoned, most Hatcheteers continue to lead their normal lives until they are called upon to serve their Endbringer master. All Hatcheteers are armed with a wicked looking hatchet that they know how to instinctively use to deadly effect. In addition, each Hatcheteer is given a ceremonial outfit by his or her Endbringer to represent their unwavering devotion to the Endbringer. Although they can come from any walk of life, most Hatcheteers were originally laborers or farm works that would not cause much disruption if they disappeared, but most continue to work at their day jobs, while serving the Endbringer at night.


Racial StatisticsEdit

  • Racial Type: Humanoid - Human
  • Alignment: Diabolic, they have no morals and will not hesitate to perform any task given to it by its Endbringer master.
  • Attributes:
    • I.Q.: 7 (2D6)
    • M.E.: 7 (2D6)
    • M.A.: 7 (2D6)
    • P.S.: 14 (4D6)
    • P.P.: 10 (3D6)
    • P.E.: 11 (3D6)
    • P.B.: 7 (2D6)
    • Spd: 10 (3D6)
  • Size: Same as Humans.
  • Weight: Same as Humans.
  • S.D.C.: 15
  • Hit Points: 26 (PE attribute x2 +1D6)
  • Natural Armor Rating: 4
  • Horror Factor: 6, from the crazed look in their eye when they are wielding the hatchet and wearing their ceremonial garb.
  • P.P.E.: 14 (4D6)
  • Natural Abilities:
    1. Simple Minion: The magic required to bond a Hatcheteer is very weak, so each Hatcheteer counts as half a Minion for purposes of the total number of Minions that an Endbringer can control.
    2. Ritual of Summoning: The ritual required to summon the minion requires $500 worth of materials, 50 PPE, and one hour to cast the spell. An Endbringer must be at least 1st level to perform the ritual.
    3. Minion Traits: A minion will follow all instructions and commands given to it by the Endbringer that summoned. Minions are immune to mind control and possession and take double damage from holy weapons.
  • Experience Level: 1st level
  • Skills of Note:
    • Prowl (48%)
  • Attacks per Melee: 4 attacks per melee (4 from Hatcheteer)
  • Combat Bonuses: +1 to strike, +2 to dodge, and +1 to parry.
  • Combat Abilities: Automatic Parry, Basic Attacks, Choke, Critical Strike (20), Critical Strike - Behind, Grab, Strike, Dodge, Parry, Simultaneous Attack, Maintain Balance, Roll with Punch / Fall / Impact, and Move.
  • Damage:
    • Punch: 1D4
    • Power Punch: 2D4 (counts as two attacks)
    • Kick: 1D6
  • Weapons:
    • Hatchet: +3 to strike and +3 to parry, inflicts 2D4 points of damage per regular strike and 4D4 points of damage per power strike (counts as two attacks), and the hatchet can be thrown a maximum of 50' (15.2 m) with a bonus of +2 to strike.
  • Appearance: A Hatcheteer appears as a normal person when dressed in regular, civilian clothes, although they are often quiet and aloof, but when they wear the ceremonial robes given to them by their Endbringer, their faces twist and contort into masks of rage and hatred. However, what a Hatcheteer is wearing has no effect on their combat abilities.


Hungry ChupacabraEdit

Illustration by David Hudnut. ©1995-2006 Wizards of the Coast, Inc.


A favorite of Endbringers for their good strength and agility, the Hungry Chupacabras are a regular among Endbringers that want relatively small minions that are still capable in combat. These supernatural dogs are vicious and will eat anything they kill, leaving behind little to identify their victims. Although they will never be confused with a regular dog in regular light, these minions can easily be confused with a large dog at night or in poor lighting. One of the main benefits of a Hungry Chupacabra is that it can be summoned in large numbers, only requiring half of a regular minion slot for each one summoned.


Racial StatisticsEdit

  • Racial Type: Animal - Canine, Supernatural Creature - Minor
  • Alignment: Effectively anarchist, animal level intelligence limits the relevance of alignment.
  • Attributes:
    • I.Q.: 3 (1D6)
    • M.E.: 10 (3D6)
    • M.A.: 7 (2D6)
    • P.S.: 18 (4D6+4)
    • P.P.: 18 (5D6)
    • P.E.: 11 (3D6)
    • P.B.: 7 (2D6)
    • Spd: 26 (4D6+12)
  • Size: 3' (0.9 m) long
  • Weight: 55 lbs (24.9 kg)
  • S.D.C.: 50 (1D4x10 +20)
  • Hit Points: 47 (PE attribute x3 +4D6)
  • Natural Armor Rating: 10
  • Horror Factor: 10
  • P.P.E.: 14 (4D6)
  • Natural Abilities:
    1. Simple Minion: The magic required to bond a Hungry Chupacabra is very weak, so each Hungry Chupacabra counts as half a Minion for purposes of the total number of Minions that an Endbringer can control.
    2. Ritual of Summoning: The ritual required to summon the minion requires $5000 worth of materials, 500 PPE, and five hours to cast the spell. An Endbringer must be at least 5th level to perform the ritual.
    3. Minion Traits: A minion will follow all instructions and commands given to it by the Endbringer that summoned. Minions are immune to mind control and possession and take double damage from holy weapons.
  • Experience Level: 5th level
  • Skills of Note:
    • Prowl (74%)
  • Attacks per Melee: 5 attacks per melee (5 from Hungry Chupacabra)
  • Combat Bonuses: +6 to strike, +5 to dodge, +2 to parry, +3 to roll with punch, fall, or impact, and +5 to maintain balance.
  • Combat Abilities: Critical Strike (20), Strike, Dodge, Parry, Simultaneous Attack, Maintain Balance, Roll with Punch / Fall / Impact, and Move.
  • Damage:
    • Bite: 1D6+3
    • Power Bite: 2D6+3 (counts as two attacks)
    • Claw Strike: 1D4+3
  • Appearance: A Hungry Chupacabra looks like a emaciated, hairless dog. Covered in wrinkles, the Chupacabra's purple-pink body is hard and leathery and its head is dominated by its massive mouth filled with razor-sharp teeth.


Lord of SacrificesEdit

Illustration by Mitch Cotie. ©1995-2006 Wizards of the Coast, Inc.


The Lord of Sacrifices is a powerful addition to Endbringers that focus on magic and rituals. Although similar to the Bringer of Sacrifice, this minion is even stronger and provides a huge increase in the PPE made available when the minion performs a sacrifice for an Endbringer. The human-like Aztecal, is also a moderate psychic and spell caster, although its primary focus is non-combat support for the Endbringer, not combat.


Racial StatisticsEdit

  • Racial Type: Supernatural Creature - Minor Aztecal
  • Alignment: Diabolic, has no morals and will not hesitate to perform any task given to it by its Endbringer master.
  • Attributes:
    • I.Q.: 13 (3D6+2)
    • M.E.: 18 (4D6+4)
    • M.A.: 11 (3D6)
    • P.S.: 11 (3D6)
    • P.P.: 11 (3D6)
    • P.E.: 20 (4D6+6)
    • P.B.: 7 (2D6)
    • Spd: 10 (3D6)
  • Size: Same as Humans.
  • Weight: Same as Humans.
  • S.D.C.: 35
  • Hit Points: 58 (PE attribute x2 +5D6)
  • Natural Armor Rating: 6
  • Horror Factor: 12
  • P.P.E.: 90 (PE attribute x2 +2D4x10)
  • Magic Powers: Lord of Sacrifices knows the following invocation spells: Cloud of Smoke, Sense Magic, Levitation, Ignite Fire, Heal Wounds, Cure Illness, and Dispel Magic Barriers. This minion has a spell strength bonus of +1.
  • I.S.P.: 51 (ME attribute x3)
  • Psionic Powers: Bio-Regeneration, Deaden Pain, Psychic Surgery, and Telepathy. The Bringer of Sacrifice is treated as a minor psychic.
  • Natural Abilities:
    1. Sacrifice Specialist: The minion specializes in performing sacrifices for magical purposes and when they perform a sacrifice the victim generates ten times their current amount of PPE. Normally, a sacrifice only generates two times the victim's current amount of PPE.
    2. Limited Range: The Lord of Sacrifices must remain within 50' (15.2 m) of the summoning Endbringer per level of experience. If the minion exceeds that range, it immediately dies and the Endbringer takes 4D6 points of damage directly to hit points in feedback damage.
    3. Bonded Return: If the minion is destroyed, the cost of summoning a new Lord of Sacrifices is reduced to 25% of its normal cost for the next 24 hours. This includes materials, PPE, and time.
    4. Ritual of Summoning: The ritual required to summon the minion requires $7000 worth of materials, 700 PPE, and seven hours to cast the spell. An Endbringer must be at least 7th level to perform the ritual.
    5. Minion Traits: A minion will follow all instructions and commands given to it by the Endbringer that summoned. Minions are immune to mind control and possession and take double damage from holy weapons.
  • Experience Level: 6th level
  • Skills of Note:
    • Interrogation Techniques (74%)
  • Bonuses: +2 to save vs. psionics, +2 to save vs. insanity, +3 to save vs. magic, +3 to save vs. pain, +3 to save vs. disease, +3 to save vs. toxins, and +10% to save vs. coma / death.
  • Attacks per Melee: 4 attacks per melee (4 from Lord of Sacrifices)
  • Combat Abilities: Automatic Parry, Basic Attacks, Choke, Critical Strike (20), Grab, Strike, Dodge, Parry, Simultaneous Attack, Maintain Balance, Roll with Punch / Fall / Impact, and Move.
  • Damage:
    • Punch: 1D4
    • Kick: 1D6
    • Bite: 2D4
    • Power Bite: 4D4 (counts as two attacks)
  • Appearance: The Lord of Sacrifices has the body of a healthy Human, but the head of a bird of prey with an oversized beak.


MecatlEdit

Illustration by E. M. Gist. ©1995-2006 Wizards of the Coast, Inc.


The Mecatl is a simple minion, built for combat and scouting missions. Commonly used during the early careers of an Endbringer, the Mecatl cannot hold its own against the more powerful minions, but with the addition of abomination shells, its power can be increased.


Racial StatisticsEdit

  • Racial Type: Supernatural Creature - Minor Aztecal
  • Alignment: Effectively anarchist, animal level intelligence limits the relevance of alignment.
  • Attributes:
    • I.Q.: 4 (1D6)
    • M.E.: 7 (2D6)
    • M.A.: 7 (2D6)
    • P.S.: 13 (2D6+6)
    • P.P.: 24 (4D6+10)
    • P.E.: 13 (3D6+2)
    • P.B.: 5 (2D4)
    • Spd: 7 (2D6) on land and 40 (1D4x10+10) flying
  • Size: 4' (1.2 m) long, with a wingspan of 5' (1.5 m).
  • Weight: 40 lbs (13.6 kg)
  • S.D.C.: 21 (6D6)
  • Hit Points: 20 (PE attribute +2D6)
  • Natural Armor Rating: 6
  • Horror Factor: 11
  • Natural Abilities:
    1. Ritual of Summoning: The ritual required to summon the minion requires $1000 worth of materials, 100 PPE, and one hour to cast the spell. An Endbringer must be at least 1st level to perform the ritual.
    2. Minion Traits: A minion will follow all instructions and commands given to it by the Endbringer that summoned. Minions are immune to mind control and possession and take double damage from holy weapons.
  • Experience Level: 4th level
  • Skills of Note:
    • Prowl (72%)
  • Attacks per Melee: 3 attacks per melee (3 from Mecatl)
  • Combat Bonuses: +5 to strike, +5 to parry, and +5 to dodge.
  • Combat Abilities: Critical Strike (20), Strike, Dodge, Simultaneous Attack, Maintain Balance, Roll with Punch / Fall / Impact, and Move.
  • Damage:
    • Bite: 2D4
    • Power Bite: 4D4 (counts as two attacks)
  • Appearance: The Mecatl is a multi-segmented snake with a bony head and large fangs in its large mouth. The creature has a thick body and two feathery, black wings.


Primeval LarvaEdit

Illustration by Colin Fix. ©1995-2006 Wizards of the Coast, Inc.


An ancient creature of raw power, a Primeval Larva normally resides in the deep places of the world, hidden from sight, but an Endbringer knows how to call one into his service. Ancient Larva are known for their large, gaping maw and powerful psionic abilities, but they lack intelligence. These minions are far more suited for mindless destruction than careful strategies, so they are often teamed up with more intelligent minions to help guide them in an Endbringer's operation. Another important facet of a Primeval Larva is its ability to accept Abomination Shells, allowing an Endbringer to create powerful abominations for a fraction of what it would normally cost.


Racial StatisticsEdit

  • Racial Type: Supernatural Creature - Major
  • Alignment: Diabolic, they have no morals and will not hesitate to perform any task given to it by its Endbringer master.
  • Attributes:
    • I.Q.: 6 (1D6+3)
    • M.E.: 24 (5D6+6)
    • M.A.: 7 (2D6)
    • P.S.: 27 (6D6+6)
    • P.P.: 15 (3D6+4)
    • P.E.: 28 (5D6+10)
    • P.B.: 3 (1D6)
    • Spd: 26 (4D6+12)
  • Size: 10' (3.1 m) long
  • Weight: 850 lbs (385.6 kg)
  • S.D.C.: 260 (4D6x10+120)
  • Hit Points: 123 (PE attribute x3 +11D6)
  • Natural Armor Rating: 14
  • Horror Factor: 16
  • P.P.E.: 30 (1D4x10)
  • I.S.P.: 152 (ME attribute x3 +3D4x10)
  • Psionic Powers: Bio-Manipulation, Ectoplasm, Invisible Haze, Mind Block, Mind Bolt, Nightvision, See the Invisible, Telekinesis, Telekinetic Force Field, Telepathy, and Transfer ISP. A Primeval Larva is treated as a master psychic.
  • Natural Abilities:
    1. Magical Vessel: The minion is an easy vessel for abomination shells reducing the cost in dollars and PPE for any ritual to add an Abomination Shell to the minion by half. An Endbringer can also graft an extra abomination shell onto a minion of this type.
    2. Ritual of Summoning: The ritual required to summon the minion requires $11,000 worth of materials, 1100 PPE, and eleven hours to cast the spell. An Endbringer must be at least 11th level to perform the ritual.
    3. Minion Traits: A minion will follow all instructions and commands given to it by the Endbringer that summoned. Minions are immune to mind control and possession and take double damage from holy weapons.
  • Experience Level: 11th level
  • Skills of Note:
    • Prowl (55%)
  • Bonuses: +7 to save vs. insanity, +5 to save vs. psionics, +7 to save vs. magic, +7 to save vs. pain, +7 to save vs. disease, +7 to save vs. toxins, and +26% to save vs. coma / death.
  • Attacks per Melee: 6 attacks per melee (6 from Primeval Larva)
  • Combat Bonuses: +1 to strike, +2 to dodge, and +1 to parry.
  • Combat Abilities: Automatic Parry, Basic Attacks, Choke, Critical Strike (20), Critical Strike - Behind, Grab, Strike, Dodge, Parry, Simultaneous Attack, Maintain Balance, Roll with Punch / Fall / Impact, and Move.
  • Damage:
    • Claw Strike: 1D4+12
    • Restrained Bite: 1D4
    • Bite: 3D6+12
    • Power Bite: 6D6+12 (counts as two attacks)
    • Tail Slap: 1D8+12
  • Appearance: An Ancient Larva appears as a large segmented worm with a tooth-filled maw and two spindly arms. Although the front of its body, near the head is much larger than its tail section, the creature is very fast and agile.


Razorwire ArtistEdit

Illustration by Ben Templesmith. ©1995-2006 Wizards of the Coast, Inc.


"I love the slick, scratchy sound of barbed wire sliding under the skin."


Most minions think of themselves as loyal servants of a great and powerful person, the Endbringer, if they even think of it at all, but this minion views himself as an artist being given the the opportunity to paint a masterpiece by the Endbringer. Powerful, deadly, and utterly insane, the razorwire artist revels in inflicting pain and suffering. Armed with a whip made of sharp razorwire, the minion grows stronger as a battle progresses and it continues to inflict more and more pain on those around it.


Racial StatisticsEdit

  • Racial Type: Humanoid - Human
  • Alignment: Diabolic, they have no morals and will not hesitate to perform any task given to it by its Endbringer master.
  • Attributes:
    • I.Q.: 10 (3D6)
    • M.E.: 14 (4D6)
    • M.A.: 10 (3D6)
    • P.S.: 20 (4D6+6)
    • P.P.: 17 (4D6+3)
    • P.E.: 17 (3D6+6)
    • P.B.: 7 (2D6)
    • Spd: 11 (3D6)
  • Size: Same as Humans.
  • Weight: Same as Humans.
  • S.D.C.: 70
  • Hit Points: 76 (PE attribute x2 +8D6)
  • Natural Armor Rating: 12
  • Horror Factor: 10, from the scarred skin and razorwire entwined around the minion's body.
  • P.P.E.: 14 (4D6)
  • Natural Abilities:
    1. Sadist: For every 20 points of damage inflicted by the Razorwire Artist during a single encounter, it gains a cumulative +1 to all combat rolls, +1 to all damage rolls.
    2. Ritual of Summoning: The ritual required to summon the minion requires $8000 worth of materials, 800 PPE, and eight hours to cast the spell. An Endbringer must be at least 8th level to perform the ritual.
    3. Minion Traits: A minion will follow all instructions and commands given to it by the Endbringer that summoned. Minions are immune to mind control and possession and take double damage from holy weapons.
  • Experience Level: 8th level
  • Skills of Note:
    • Interrogation Techniques (62%)
    • Prowl (58%)
  • Bonuses: +1 to save vs. magic, +1 to save vs. pain, +1 to save vs. disease, +1 to save vs. toxins, and +5% to save vs. coma / death.
  • Attacks per Melee: 6 attacks per melee (6 from Razorwire Artist)
  • Combat Bonuses: +6 to strike, +5 to dodge, and +6 to parry.
  • Combat Abilities: Automatic Parry, Basic Attacks, Choke, Critical Strike (18-20), Critical Strike - Behind, Grab, Strike, Dodge, Parry, Simultaneous Attack, Maintain Balance, Roll with Punch / Fall / Impact, and Move.
  • Damage:
    • Punch: 1D4+5
    • Power Punch: 2D4+5 (counts as two attacks)
    • Kick: 1D6+5
  • Weapons:
    • Razor Wire Whip: +8 to strike and +8 to parry, inflicts 2D6+5 points of damage per regular strike and 4D6+5 points of damage per power strike (counts as two attacks), and the whip can be used to attack targets at Long Melee Range, but it cannot be used on targets at Grappling Range.
  • Appearance: Razorwire Artists appear as powerfully built Humans, often with shaved heads and threadbare clothing. They often entwine their body with razorwire, both sharp and dull wire, so their skin is usually bleeding from many tiny cuts, leaving their clothes bloodstained and their skin scarred.


Ruin SifterEdit

Illustration by Lucio Parrillo. ©1995-2006 Wizards of the Coast, Inc.


The Ruin Sifter is a perfect companion for an Endbringer that explores old ruins to find ancient relics that help on the quest to destroy the Earth. The Ruin Sifter is built to be a quick digger, especially through soft dirt, but even through rock and concrete. The same strong arms and sharp claws also give the Ruin Sifter a powerful claw attack, making it a formidable foe in combat. Unlike many other minions, the Ruin Sifter is not usually kept for long periods of time. They are usually summoned during an expedition to perform some task and then they are dismissed, allowing the Endbringer to summon other, more generally useful minions.


Racial StatisticsEdit

  • Racial Type: Supernatural Creature - Minor Aztecal
  • Alignment: Diabolic, they have no morals and will not hesitate to perform any task given to it by its Endbringer master.
  • Attributes:
    • I.Q.: 10 (3D6)
    • M.E.: 10 (3D6)
    • M.A.: 7 (2D6)
    • P.S.: 18 (5D6)
    • P.P.: 14 (4D6)
    • P.E.: 13 (3D6+2)
    • P.B.: 7 (2D6)
    • Spd: 14 (4D6)
  • Size: Same as Humans.
  • Weight: Same as Humans.
  • S.D.C.: 23 (5D6+5)
  • Hit Points: 24 (PE attribute +3D6)
  • Natural Armor Rating: 4
  • Horror Factor: 10
  • P.P.E.: 14 (4D6)
  • Natural Abilities:
    1. Dig: The Ruin Sifter is built to be able to dig quickly through dirt and rock. In soft dirt and sand, the minion can dig at a rate of 10' (3 m) per minute, through hard and packed dirt, the minion can dig at a rate of 5' (1.5 m) per minute, and through rock and concrete, the minion can dig at a rate of 1' (0.3 m) per minute.
    2. Simple Minion: The magic required to bond this minion is very weak, so each one counts as half a Minion for purposes of the total number of Minions that an Endbringer can control.
    3. Ritual of Summoning: The ritual required to summon the minion requires $3000 worth of materials, 300 PPE, and three hours to cast the spell. An Endbringer must be at least 3rd level to perform the ritual.
    4. Minion Traits: A minion will follow all instructions and commands given to it by the Endbringer that summoned. Minions are immune to mind control and possession and take double damage from holy weapons.
  • Experience Level: 3rd level
  • Skills of Note:
    • Detect Ambush (61%)
  • Attacks per Melee: 4 attacks per melee (4 from Ruin Sifter)
  • Combat Bonuses: +3 to strike, +1 to dodge, and +2 to roll with punch, fall, or impact.
  • Combat Abilities: Automatic Dodge, Critical Strike (20), Strike, Dodge, Parry, Simultaneous Attack, Maintain Balance, Roll with Punch / Fall / Impact, and Move.
  • Damage:
    • Bite: 1D6+3
    • Restrained Claw Strike: 1D4+3
    • Claw Strike: 1D8+3
    • Power Claw Strike: 2D8+3 (counts as two attacks)
  • Appearance: A Ruin Shifter appears to be a slightly slouched Human with bronze-coloured skin, but its face is twisted and demonic looking. A Ruin Sifter has a large mouth filled with sharp teeth and its powerful arms end in very sharp claws.


ScartistEdit

Illustration by Daarken. ©1995-2006 Wizards of the Coast, Inc.


Stretched out on a lonely, cold floor, the Scartist places the red-hot metal cylinder against the skin of his arm. The flesh quickly blackens and burns and another scar has been added to the minion's ever growing repertoire crisscrossing his body. One for every task he's performed for his master.


Scartists begin as normal looking humans, but they quickly brand their bodies using hot irons, cutting, and sometimes any sharp object that comes to hand. While the exact criteria for when a scar is added differs with each Scartist, their bodies quickly become covered. Scartists enjoy the pain of their scars and revel in being hurt, taking both pleasure and power from that pain. This and their powerful psychic talents makes them useful as mid-range minions and as a good basis for powerful abominations that are far tougher and can take advantage of the Scartist's Masochist ability.


Racial StatisticsEdit

  • Racial Type: Humanoid - Human
  • Alignment: Diabolic, they have no morals and will not hesitate to perform any task given to it by its Endbringer master.
  • Attributes:
    • I.Q.: 11 (3D6)
    • M.E.: 23 (3D6+12)
    • M.A.: 10 (3D6)
    • P.S.: 14 (4D6)
    • P.P.: 10 (3D6)
    • P.E.: 11 (3D6)
    • P.B.: 7 (2D6)
    • Spd: 17 (3D6+6)
  • Size: Same as Humans.
  • Weight: Same as Humans.
  • S.D.C.: 60
  • Hit Points: 43 (PE attribute x2 +6D6)
  • Natural Armor Rating: 10
  • Horror Factor: 7, from the self-mutilation scars.
  • P.P.E.: 14 (4D6)
  • I.S.P.: 92 (ME attribute x4)
  • Psionic Powers: Bio-Regeneration, Mind Block, Mind Bolt, Presence Sense, Psi-Sword, Psychic Surgery, See the Invisible, Sense Magic, Summon Inner Strength, and Telepathy, The Scartist is treated as a super psychic.
  • Natural Abilities:
    1. Masochist: For every 20 S.D.C. or 10 hit points lost by the Scartist, it gains +1 to all combat rolls, +1 to all damage rolls (including damage caused by psionic powers), and +1 to its effective level of experience when using a psionic power. These bonuses are cumulative.
    2. Ritual of Summoning: The ritual required to summon the minion requires $6000 worth of materials, 600 PPE, and six hours to cast the spell. An Endbringer must be at least 6th level to perform the ritual.
    3. Minion Traits: A minion will follow all instructions and commands given to it by the Endbringer that summoned. Minions are immune to mind control and possession and take double damage from holy weapons.
  • Experience Level: 6th level
  • Skills of Note:
    • Prowl (45%)
  • Bonuses: +4 to save vs. psionics and +6 to save vs. insanity.
  • Attacks per Melee: 5 attacks per melee (5 from Scartist)
  • Combat Bonuses: +4 to strike, +4 to dodge, +4 to parry, and +2 to roll with punch, fall, or impact.
  • Combat Abilities: Automatic Parry, Basic Attacks, Choke, Critical Strike (19-20), Grab, Strike, Dodge, Parry, Simultaneous Attack, Maintain Balance, Roll with Punch / Fall / Impact, and Move.
  • Damage:
    • Punch: 1D4
    • Power Punch: 2D4 (counts as two attacks)
    • Kick: 1D6
  • Appearance: The Scartist looks like a normal human, if it wasn't for the dead look in their eyes and the self-mutilation marks covering their body. Scartists prefer to enter combat naked, showing off their scars.


SucklingEdit

Illustration by Colin Fix. ©1995-2006 Wizards of the Coast, Inc.


The Suckling is a small creature used for simple assassination missions and to disrupt enemy attacks. The creature combines a powerful bite attack with a powerful poison that can paralyze its target, enabling the Suckling to continue its attacks in peace. Combined with its ability to latch onto a target to allow it to more easily deliver its bite attacks, the Suckling can be a great asset for most Endbringers.


Racial StatisticsEdit

  • Racial Type: Supernatural Creature - Minor, Vermin - Insect
  • Alignment: Effectively anarchist, insect-level intelligence limits the relevance of alignment.
  • Attributes:
    • I.Q.: 2 (1D4)
    • M.E.: 7 (2D6)
    • M.A.: 7 (2D6)
    • P.S.: 14 (4D6)
    • P.P.: 14 (4D6)
    • P.E.: 14 (4D6)
    • P.B.: 4 (1D6)
    • Spd: 11 (3D6)
  • Size: 3" (7.6 cm) long
  • Weight: 2 lbs (0.9 kg)
  • S.D.C.: 14 (4D6)
  • Hit Points: 35 (PE attribute +6D6)
  • Natural Armor Rating: 6
  • Horror Factor: 12
  • P.P.E.: 21 (6D6)
  • Natural Abilities:
    1. Incapacitating Poison: The Suckling is capable of delivering a powerful poison that will paralyze the victim for a short time. After each successful bite attack, the target of the attack must make a save vs. non-lethal poison or be paralyzed for one melee round.
    2. Latching Bite: After each successful bite, the Suckling can automatically latch onto the target and remaining attached. While attached, the Suckling automatically deals bite damage with each of its attacks. The Suckling can be ripped off the target with an opposed PS attribute check, but doing so will cause an additional 2D6 points of damage to the creature the Suckling is attached to.
    3. Ritual of Summoning: The ritual required to summon the minion requires $6000 worth of materials, 600 PPE, and six hours to cast the spell. An Endbringer must be at least 6th level to perform the ritual.
    4. Minion Traits: A minion will follow all instructions and commands given to it by the Endbringer that summoned. Minions are immune to mind control and possession and take double damage from holy weapons.
  • Experience Level: 6th level
  • Skills of Note:
    • Prowl (82%)
  • Attacks per Melee: 2 attacks per melee (2 from Suckling)
  • Combat Bonuses: +3 to strike, +3 to dodge, +4 to roll with punch, fall, or impact, and +15 to maintain balance.
  • Combat Abilities: Auto-Dodge, Critical Strike (20), Strike, Dodge, Simultaneous Attack, Maintain Balance, Roll with Punch / Fall / Impact, and Move.
  • Damage:
    • Bite: 2D4 + Incapacitating Poison
    • Power Bite: 4D4 + Incapacitating Poison (counts as two attacks)
  • Appearance: A Suckling looks like a red, softball size and shape, ball, with clearly visible blood vessels running just beneath its skin. The bottom of the creature is rimmed with short, centipede-like legs, and a large tooth-filled mouth on the very bottom of its body.


TecciztecatlEdit

Illustration by David Hudnut. ©1995-2006 Wizards of the Coast, Inc.


The Tecciztecatl is built for combat. The creature has no finesse or subtlety in how it carries out an Endbringer's orders. Although not mindless and quite capable of following fairly complex instructions, the Tecciztecatl prefers to keep things simple and unless instructed otherwise, it will take the easiest and most destructive path to reach its objective as possible.


Racial StatisticsEdit

  • Racial Type: Supernatural Creature - Minor Aztecal
  • Alignment: Diabolic, they have no morals and will not hesitate to perform any task given to it by its Endbringer master.
  • Attributes:
    • I.Q.: 9 (2D6+2)
    • M.E.: 11 (3D6)
    • M.A.: 7 (2D6)
    • P.S.: 24 (4D6+10)
    • P.P.: 11 (3D6)
    • P.E.: 15 (4D6+1)
    • P.B.: 5 (2D4)
    • Spd: 20 (4D6+6)
  • Size: 7' (2.1 m)
  • Weight: 440 lbs (199.6 kg)
  • S.D.C.: 100 (2D6x10+30)
  • Hit Points: 70 (PE attribute x2 +1D6x10)
  • Natural Armor Rating: 16
  • Horror Factor: 14
  • P.P.E.: 14 (4D6)
  • Natural Abilities:
    1. Ritual of Summoning: The ritual required to summon the minion requires $10,000 worth of materials, 1000 PPE, and three hours to cast the spell. An Endbringer must be at least 10th level to perform the ritual.
    2. Minion Traits: A minion will follow all instructions and commands given to it by the Endbringer that summoned. Minions are immune to mind control and possession and take double damage from holy weapons.
  • Experience Level: 10th level
  • Attacks per Melee: 6 attacks per melee (6 from Tecciztecatl)
  • Combat Bonuses: +6 to strike, +1 to dodge, +5 to parry, and +3 to roll with punch, fall, or impact.
  • Combat Abilities: Automatic Parry, Critical Strike (19-20), Strike, Dodge, Parry, Simultaneous Attack, Maintain Balance, Roll with Punch / Fall / Impact, and Move.
  • Damage:
    • Bite: 1D4+5
    • Restrained Claw Strike: 1D4+5
    • Claw Strike: 1D6+9
    • Power Claw Strike: 2D6+9 (counts as two attacks)
    • Body Ram: 1D8
  • Appearance: A Tecciztecatl is a cross between a Human and a hermit crab. Although the minion has arms and the head of a Human, the rest of its body is more like a crab, with several legs that end in sharp talons and a large, protective shell on its back.


Tenochtitlan KingEdit

Illustration by Mitch Cotie. ©1995-2006 Wizards of the Coast, Inc.


The Tenochtitlan King is used as a field commander for a group of Aztecal minions. Smart, and a powerful spell caster, the Tenochtitlan King is able to work independently from the Endbringer that summoned it, and its powerful enhancement effect can make even the weakest Aztecal minions into formidable opponents.


Racial StatisticsEdit

  • Racial Type: Humanoid - Human Aztecal
  • Alignment: Diabolic, they have no morals and will not hesitate to perform any task given to it by its Endbringer master.
  • Attributes:
    • I.Q.: 14 (4D6)
    • M.E.: 11 (3D6)
    • M.A.: 14 (4D6)
    • P.S.: 11 (3D6)
    • P.P.: 10 (3D6)
    • P.E.: 11 (3D6)
    • P.B.: 14 (3D6+3)
    • Spd: 11 (3D6)
  • Size: Same as Humans.
  • Weight: Same as Humans.
  • S.D.C.: 40
  • Hit Points: 64 (PE attribute x2 +12D6)
  • Natural Armor Rating: 4
  • Horror Factor: 8, from the crazed look in their eyes when they are wearing their ceremonial headdress.
  • P.P.E.: 103 (PE attribute x3 +4D6x10)
  • Magic Powers: The Tenochtitlan King knows the following invocation spells: all spells from levels 1 to 6 plus Agony, Heal Self, Negate Magic, and Wisps of Confusion. This minion has a spell strength bonus of +2.
  • Natural Abilities:
    1. Aztecal Enhancement: All other Aztecal minions within 50' (15.2 m) of the Tenochtitlan King receive +4 to PS attribute, +4 to PP attribute, +2 to PE attribute, +10 to Spd attribute, +30 S.D.C., and +1 attack per melee. If multilple Tenochtitlan Kings are within range, these bonuses are cumulative.
    2. Ritual of Summoning: The ritual required to summon the minion requires $12,000 worth of materials, 1200 PPE, and twelve hours to cast the spell. An Endbringer must be at least 8th level to perform the ritual.
    3. Minion Traits: A minion will follow all instructions and commands given to it by the Endbringer that summoned. Minions are immune to mind control and possession and take double damage from holy weapons.
  • Experience Level: 12th level
  • Attacks per Melee: 5 attacks per melee (5 from Tenochtitlan King)
  • Combat Bonuses: +4 to strike, +4 to parry, and +4 to dodge.
  • Combat Abilities: Automatic Parry, Basic Attacks, Choke, Critical Strike (19-20), Grab, Strike, Dodge, Parry, Simultaneous Attack, Maintain Balance, Roll with Punch / Fall / Impact, and Move.
  • Damage:
    • Punch: 1D4
    • Kick: 1D6
  • Appearance: The Tenochtitlan King has very tanned skin, almost a bronze colour. The Tenochtitlan King has a slight build and tends to wear royal Meso-American ritual clothing, with a large headdress. The Tenochtitlan King has a crazed look in his eyes.




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