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Skull Knight Group, Cautious Black Sword (d8 damage 2 piercing) 14 HP 4 armor Close when a paladin falls from grace and then dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. A Skull Knight is a skeletal warrior clad in fearsome plate armor. Beneath its helmet, one can see the the bare skull and gaping eye sockets. A Skull Knight also attracts and commands lesser undead, bet these minions are but worthless tools in the eye of a Skull Knight. Instinct: To serve the Powers Below.
- Lurk in the night.
- Call on undead servants.
- Slay any who dare challenge it.
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Sally Solitary, Intelligent, Hoarder Stomach Acid (d10 damage) 12 HP 0 armor Close, Ignores Armor, Near Special Qualities: Projectile stomachs Sally can fire multiple stomachs that can digest her enemies at long range. If you can get close enough to land a hit, though, she doesn't have much in the way of armor. Instinct: Digest people without touching them.
- Ingest humanoids with projectile stomachs.
- Attack from the shadows, avoid the light.
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Chaos Giant Solitary, Huge, Magical, Planar Crushing grasp (d10+7 damage 2 piercing) 24 HP 4 armor Reach, Forceful, Near Instinct: Persue renlentlessly
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Abenteurer Group, Magical, Intelligent, Cautious, Hoarder Schwert (b[2d8] damage) 6 HP 2 armor Close Ein einfacher Abenteurer, der in Dungeons geht um Loot zu sammeln und Monster zu töten. Instinct: Löse Probleme und töte Monster
- Erschlage etwas Böses
- Einfache standartzauber (Feuerstrahl)
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Serak, ancient mad Satyr mage Solitary, Magical, Stealthy, Intelligent, Planar Reality warp ray (w[2d10] damage) 12 HP 4 armor Close, Reach, Ignores Armor, Near, Far Sarek has traveled the material plane for a long time, longer than even a Satyr should have. He has been a practitioner of magic all the time, but eventually the demonic voices behind the magic lured him into a craving for more power. He is not evil as such, but now he is a servant to evil demonic powers he cannot escape or betray. He uses his fey charisma to lead more features to approach the demons for more magical power. He is very slender and wears expensive garments. He often disguises himself as a human and often performs as a bard to get along well. He is well mannered and persuasive. If in combat, he is covered in chaotic symbols. Instinct: Follow the voices in his head
- Coax others to use magic
- Use magical disguise and persuasion to get what you want
- Release chaos magic and warp reality around it's target
- Travel through fey gates long distances with a few strides
- Cover yourself in flickering chaotic symbols that hurl enemies away or hurt them
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Follower of Tsah Group, Divine, Devious, Intelligent Bare hands in a frenzy (d6+2 damage) 10 HP 0 armor Close The followers of Tsah worship the snake god on the tunnels of a small mountain. They often beat their drums to call up a fog then surrounding the mountain and also the beast of Tsah, an enormous whirling mass of long snakes attacking from the fog like tentacles. The followers usually wear simple, white clothes and are very slender. They don't own much other great and don't eat or drink. They just pray and worship their god and he sustains them via Divine means. Instinct: Pray to Tsah
- Best the drums and call the fog
- Awaken the fog and it's beast
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Dwarf pirate Horde, Stealthy, Organized, Intelligent Enter knife, hook hand or crossbow (d6 damage) 3 HP 1 armor Close A group of dwarves has taken up piracy. They are a vicious lot and don't care much for dwarven habits like loyalty and honor. They plunder, they steal, they torch and don't care much for their victims. But they care for drinking, fighting and carousing. And where there's one, there are always more. The dwarves look unkempt, even for any dwarf standard. They have filthy hair or are shaved bald. All sport some kind of beard, but not the elaborate ones dwarves usually have. They are mostly shaggy. They wear some light armor, enter knives or other small blades and a light crossbow. Some have hooks for a hand which they use for disarming opponents. Some also are using gulps of rum to spit flaming blasts or they outright throw burning bottles at they enemies. Instinct: Plunder and torch
- Drink some rum and spit s blast of fire
- Fight dirty
- Ring the ship bell
- Throw a burning bottle of rum
- Disarm with hand hook
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Uruk Warmaster Solitary, Devious, Intelligent Horn bow (b[2d8] damage 1 piercing) 16 HP 3 armor Close, Far Usually commanding the troops from the backline it will also try to pick off isolated foes with its bow. Still capable of close combat if needed. Instinct: Eliminate does of the Empire
- Command the troops
- Call in reinforcements
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Uruk foot soldier Horde, Organized, Intelligent, Cautious Flachion (d6+4 damage) 7 HP 6 armor Close, Forceful Heavy infantry of the Uruk empire Instinct: Follow orders of the Uruk lord
- Fight in formation
- Call up berserkers
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Uruk Berserker Group Great sword (d8+4 damage 1 piercing) 10 HP 0 armor Close, Forceful, Reach, Near Need for one purpose, to destroy the relms of men. Instinct: Smash kill gore
- Ignore a mortal wound
- Clear the immediate area of foes
- Go into a berserk rage