Compatible with Dragonbane RPG.

The Mizrak are short humanoids with fishlike heads, only with almond-shaped eyes. They are often mistaken for Lizard Folk, Frog Kin, or Fish Kin. However, they have long since evolved to function normally on land. Many are being born without gills in the present time. They embrace an advanced tribal culture led by 3-5 Elders. While the more learned Mizrak become Arcanists or Sages, some fall back on the old ways of Animism or Witchcraft. (Necromancy and Demonology are strictly forbidden in the Mizrak culture due to their long history with such practices.)

Little is known about the Mizrak history. Some scholars claim they are not from this plane at all, but rather are refugees from a long-forgotten war in another dimension. The elders have been known to consort with strange godlike beings on another plane of existence, but the exact nature of these entities is known only to them. They will only call upon the entities for assistance in the most dire of circumstances.

It is forbidden for Mizrak to interact with cultures outside of their own. The Elders will go to great lengths to avoid conflict with outsiders, but none are welcome to stay in the Mizrak’s territories for more than a day or two at most. Defenders will often pursue non-violent means of disuading interlopers before weapons are drawn. Most Mizrak speak their own language and have a basic grasp of common tongues. They seem to communicate with one another almost telepathically.

Mizrak Defender:

Movement: 8                        Damage Bonus: +1d4

Typical Armor:  3 (Scale Mail)  HP: 10

Skills:  Awareness 12, Evade 14, Spear 12, Sword 12.

Typical Weapon: Short Spear (Thrown up to 20m, 1d10 piercing damage) or Longsword. (2d8 slashing damage)

Mizrak Arcanist: (Elementalists)

Movement: 8                        Damage Bonus: None

Typical Armor:  None              HP: 8 WP:: 14

Skills:  Awareness 12, Evade 14, Elementalism 12

Typical Spells:

  1. Arcane Bolt
  2. Rank: 1
  3. Prerequisite: Elementalism
  4. Requirement: Word, gesture
  5. Casting Time: Action
  6. Range: 20 meters
  7. Duration: Instant

The spell sends a bolt of violet energy from your hand or focus at the target. The arcane bolt can be dodged or parried as a ranged attack. The arcane bolt inflicts 2D6 damage on a hit. Each power level beyond the first increases the damage by D6 or creates another bolt that hits another target within range.

  • Pillar (See Core Rules or Book of Magic)
  • Frost (See Core Rules or Book of Magic.)
  • Dispel (See Core Rules or Book of Magic.)

The Mizrak High Elder

Description:

Resistance:

Ferocity: 2 Size: Medium
Movement: 10 Armor: 2 (Magical Scale Mail)   HP: 18

MONSTER ATTACKS

D6 Attacks:

1: Horrifying Visage: The elder projects a terrifying illusion of itself causing anyone within 20 meters with line of sight to the elder to make a fear check.

2: Arcane Volley: With the wave of his hand, the Elder unleashes three Arcane Bolts (each Level 1) toward up to three targets within range.

3: Summon Mizrak Defender: The Elder opens a portal that produces 3 Defenders. If this result is rolled again, only 2 Defenders appear. After that, only one appears each time this result comes up. The Defenders act on the same initiative as one another. They do not act on the turn they are summoned.

4: Attempt Mind Link: The Elder chooses one sentient creature within 10 meters and attempt to negotiate telepathically. Make an Opposed WIL roll. (Elder has a 12 WIL) if successful, the Elder breaks through and floods the target’s mind with images of its tribe, feelings of peace and prosperity, as well as a will to end all hostilities with the target.

5: Stunning Shout: Any creature capable of hearing within 6 meters must make a WIL roll or be stuck in place until the end of their turn. During this time they may not move, fight, cast, or even speak.

6: Summon Piscolodaemon: The Elder calls through a portal to an incomprehensible shadow realm to a Piscolodaemon, a frightening being from the far reaches of nightmare. (Roll a random demon from the Core Rulebook.) It lasts for 2d4 turns and acts on its own initiative. It may not act on the turn it is summoned. The only difference is this creature is unaffected by anything that would cause extra damage to a demon due to the Eldritch nature of the being.