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Crystal Bandit Group, Organized, Intelligent, Cautious Attack 1d8 6 HP 2 armor Close, Ignores Armor A Crystal Bandit is a member of the Reaver Collective charged with figuring out the best applications of crystal mutations to augment humans into more powerful warriors. Many of the test subjects are unwilling. The crystal bandit herself may have small augmentations from applying crystalline waters to herself, but primarily she has attached crystal pieces to herself externally. This is both to help the group scare off intruders and to help in combat, if it happens. Instinct: Protect expirements
- Scare off interlopers
- Call for help
- Crystal blade (d8+2 damage 2 piercing)
- Crystal Plates (+1 armor)
- Crystal Eyes (darkvision)
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Water elemental Solitary, Magical, Devious, Amorphous Concussive wave (d6 damage) 19 HP 3 armor Close, Reach, Near These elementals typically resembled a cresting wave of water. They could easily disappear within a body of water, becoming indistinguishable from all other liquid. Instinct: To create turbulence
- Wash away
- Knock them over
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Attack Dog Horde, Small Bite (d6 damage) 3 HP 0 armor Close A fierecely loyal hound often employed to protect areas or to guard specific resources Instinct: To obey its master
- Drag victims down
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Guard Hyena Group, Small, Organized Bite (d8+4 damage) 6 HP 0 armor Close, Forceful Guard dogs of the Gold Rose Mansion Instinct: Kill intruders
- Track- They have an incredible sense of smell. Get too close and they will never stop tracking you…
- Howl
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Cold Iron Guardian Solitary, Large, Magical Guillotine (d10+2 damage) 24 HP 6 armor Forceful A living suit of armor from the lands of Stalgos. Built by the Stygian Order to guard their Evercrypts, it’s the only living armor in the world constructed from Cold Iron, a metal completely resistant to magic. One wonders though, if the armor is immune to magic, how do they make it move on its own? Instinct: To guard the Rats Nest
- Power Through- The golem has no body, and magic can’t take hold over its form.
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Anything Ooze Group, Small, Magical, Devious, Construct, Amorphous Acid touch (d6 damage) 6 HP 1 armor Close, Ignores Armor Special Qualities: Splits into two new beings if slashed The Anything Ooze was designed to take any reasonable shape asked of it. Requests are made telepathically, via touch. Chairs, tables, simple tools are all reasonable requests. The gnome designer has not worked out all of the problems - The Anything Ooze frequently goes haywire when it doesn't comprehend a request and starts attacking randomly. It's form is acidic when not hardened into a shape and it will also attempt to suffocate attackers. Instinct: Attack, multiply
- Engulf them or their belongings
- Take a useful shape
- Harden; +1 armor
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Kustor Maximus, Attas Venat Solitary, Divine, Intelligent Moon-corrupted spear (b[2d10+4] damage) 12 HP 3 armor Close, Forceful, Reach, Near 7ft tall, armor plated, religious fanatic. Instinct: To relentlessly pursue his quarry.
- Force them into a corner with nowhere to run.
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Bell Keepers Group, Organized, Hoarder, Construct, Amorphous Bell Mace (d8+4 damage) 9 HP 4 armor Close, Forceful Special Qualities: Net launcher, Mechanical- Needs to be blasted apart to die Clockwork soldiers guard the orb chamber. Instinct: Crush intruders to a fine paste
- Guard Gold Rose Manor
- Every strike of the bell mace is a chance for it to raze the alarm
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The Crypt King Solitary, Magical, Planar Lightning Blasts (d12 damage) 16 HP 4 armor Close, Ignores Armor The corpse of a forgotten king, returned to life to guard his treasure. Anyone steals from his golden hoard will face his wrath until the treasure is returned. Instinct: Steal the life of the living
- Guard the ancient treasures of it's homeland
- Sand: It can create sand
- It can walk through walls