Erratum Details.



Wisp
The workhorse of the Erratum, while subjected to the same duties of Boki's, couldn't be more different than its 2 legged adversary. Mundane chores such as mining gold and retrieving Ferillium is considerably less tiring for the Wisp thanks in part to its ability to fly. Wisps expend far less energy than Boki's when scouring the lands for new encampments, building new remote outposts in the blink of an eye. The Wisp has a ranged attack and unlike most Erratum, is much stronger than its counterpart.

Hit Points/Luck:   75 - 75
Main Attack:   TBD
Abilities:   Miner - can repair buildings/units - Flying unit

Carver
These demonic imps while small, vicious, and nonthreatening by themselves, can band together in larger numbers and easily overthrow unsuspecting victims. Luckily, cowardice appears to be a prominent characteristic for the Carver, and they quickly retreat at the sight of one of their brethren falling in battle. Although Fallen seek to congregate together, so far only small encampments have been found, with no obvious overall organization.

Hit Points/Luck:   15 - 10
Main Attack:   Grim Axe
Abilities:   Enrage


Drog
Profane champions, Drogs embody all the rage, hatred, and violence of the Erratum. As ravenous and grotesquely opportunistic as the scavengers they resemble, drogs delight in bloodshed, relishing the sounds and sensations of toruture and the smell of death. Most Drogs understand the fact that other creatures find them unpleasant and hideous, but few really care.

Hit Points/Luck:   45 - 10
Main Attack:   Hellforge Hammer
Critical Strike:   Torment
Abilities:   Enrage


Claw Viper
The origin of these demonic monstrosities is cloaked in controversy. Whether they are the victims of a curse of a powerful sorceress or the result of some hell-spawned evolution, these beasts now serve Lord Erratus. Those who choose to hunt these creatures should be warned that they are extremely fast and their touch can sometimes entangle their victims.

Hit Points/Luck:   40 - 10
Main Attack:   Claws
Critical Strike:   Entangle


Erratum Vampire
Being transcendent entities, it is no surprise to see Vampires aligned with the Erratum as well. All is not as it appears however. Once converted, the vampire mysteriously transforms into a permanently cloaked figure and can resume her agendas completely anonymous to her former ties. Her natural ability to suspend victims with her energy drain trance, makes for easy stalking and tormenting of her prey. The vampire still lives a prescribed destiny however, and everyday existance is a gamble.

Hit Points/Luck:   25 - 25
Main Attack:   Energy Drain
Abilities:   Lay Skull Traps - Permanent Cloaked


Vile Archer
The foundations of the Sisters of the Sightless Eye were rocked when their own became tainted and began to take up arms against the surviving Rogues. The least corrupted of these now evil Sisters maintain enough of their wits to use their years of training with the bow to ill effect against any who oppose the will of their new master.

Hit Points/Luck:   50 - 25
Main Attack:   Acid Arrow
Critical Strike:   Flame Arrow


Oblivion Knight
Like their brutish counterparts, these minions of Erratum are comprised of the most mendacious and merciless Sorcerers and Necromancers slain in the Mage Clan Wars. Their thirst for power has followed them to the grave and was easily manipulated by Erratus when creating these dark mages. Wielding the same powers in Wyrmspear as they did in their abyssal plane, they pose a fatal threat to even the most experienced adventurer.

Hit Points/Luck:   60 - 15
Main Attack:   Teeth
Critical Strike:   Bone Spear


Myconid
Although extremely intelligent creatures, Myconids surprisingly dwell in places most sane creatures avoid. The most horrifying thing to most races about the notorious Myconid is not its choice of lairs, but rather its profound seekers that seemingly appear out of nowhere claiming unsuspecting victims.

Hit Points/Luck:   50 - 25
Main Attack:   Seekers


Night Hag
Morbid-minded and wretched to look upon, Night Hags are the witches of the Erratum race, hateful outcasts long shunned for their dark powers and loathsome ways. Terrifying murderesses and greedy soul brokers, Night Hags prey upon mortals while they're most vulnerable. Preferring to kill their prey slowly, haunting their dreams night after night, these hags trap the tormented souls of their victims within dark gems so they might be sold in the infernal markets of the outer planes.

Hit Points/Luck:   100 - 100
Abilities:   Cloud of Obscurity - Mind Worms - Greater Malison - Finger of Death - Mordekaine's Goo


Stygan Doll
Although the Carver Shaman has the power to bring back fallen from the grave, not every casting of this spell returns them as their former selves. Corpses that are too old to be fully restored often rise again as shades of the fallen. The form of a Stygan Doll is very frail and unstable often violently exploding in combat. This serves the Erratum well acting as a sacraficial battering ram, causing havoc and widespread panic. Kill Dolls quickly with ranged units if possible!

Hit Points/Luck:   75 - 75
Main Attack:   Corpse Explosion


Carver Shaman
Only the bravest and smartest of the Fallen attain the coveted training required to rise to the position of Shaman. Their mastery of fire is evident in the balls of flame that they cast to incinerate their enemies. Their magical abilities also allow them to raise their Fallen brethren from the dead, making the Shaman especially dangerous when traveling with large groups of Fallen.

Hit Points/Luck:   25 - 75
Main Attack:   Fireball
Abilities:   Minor Globe of Invulnerability - Abi-Dalzim's Horrid Writing - Misfortune


Summoner
Two-faced is probably the best way to describe the Summoner. Unpredictable and somewhat capricious in nature, other Erratum find this quality to be both aggravating and embarrassing to the entire race. Many Summoners become dancers, storytellers, performers, or other types of artists, often traveling to the Material Plane in disguise to seek out new audiences.

Hit Points/Luck:   75 - 75
Main Attack:   Glacial Spike
Critical Strike:   Blizzard
Abilities:   Mirror Image - Tesla Storm


Greater Shade
Unlike many demons, Greater Shades are incorporeal. When a particularly envious and evil mortal soul is pulled into the Abyss, it is transformed, split apart, and combined with other souls until what emerges is little more than jealous malevolence without the impediment of a physical body. Greater Shades delight in places of death and desolation. Battle-scarred ruins and untended graveyards attract these repulsive creatures.

Hit Points/Luck:   150 - 50
Main Attack:   Bone Spirit
Critical Strike:   Sol's Searing Chain
Abilities:   Oblivion - Mass Teleportation - Power Word Chaos


High Council
Once faithful and generous leaders of their people, High Council have been irrevocably turned to serve the Erratum. Twisted in form and spirit, High Council now take their followers down a darker path. Ruling from the shadows and speaking only through ensorcelled priests, these corrupted holy men abuse their positions and misguide the faithful into attacking those that oppose the Erratum.

Hit Points/Luck:   25 - 50
Main Attack:   Bone Spirit
Critical Strike:   Sol's Searing Chain
Abilities:   Oblivion - Mass Teleportation - Power Word Chaos


Andariel
Birthed directly into the Material Plane from the Abyss, Andariel steals innocent souls to serve as fiery beings with little resemblence to their original form. Andariel can rise to incredible heights of power through her manipulations of these fiery captives whose numbers seem to continually grow. Andariel is the queen of Erratum, serving as governess, advisor, and even lover to Lord Erratus. Her brilliance as a tactician however, makes her the most prized of the Erratum's generals.

Hit Points/Luck:   250 - 150
Main Attack:   Fire Elementals


Demon Maul
When folk whisper frightened tales of the demonic, what most envision is a towering figure of fire and flesh, a horned nightmare armed with a flaming jagged sword scouring through the night in search of its latest victim. The demon these folk fear is the Demon Maul, and that fear is justly placed, for few demons can match the mighty Maul in strength or brutality.

Hit Points/Luck:   300 - 100
Main Attack:   Greater Fireball
Critical Strike:   Aghazim's Horror