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Rot Witch (Root) Solitary, Magical, Intelligent, Planar, Terrifying Miasma Cloud (1D8 damage) 12 HP 1 armor Far Special Qualities: Made from twisted Root The Rot Witch is a particularly bothersome Root, not for the damage it inflicts; but because of its ability to keep its allies up and moving even after unloading a full clip in to them. Instinct: Hunt Humans
- Miasma Spores - Any non-root creature within Near distance takes 1D4 damage per action until they move away.
- Healing Spores - The Rot Witch hurls a packet of Healing Spores at the nearest Root ally; healing them for 1D6.
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Rot Wart (Root) Group, Small, Planar, Terrifying Tactical explosion (d8+2 damage) 6 HP 0 armor Near Special Qualities: Explosive Gas, Made from twisted Root These gaseous mushrooms charge anyone near by with a shrill shriek before detonating on top of them, to terrible results! Instinct: Hunt Humans
- Explosion - If the Rot Wart is detonated before reaching their target, deal Tactical Explosion damage to everything withing Near range to it.
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Juggernaut (Root) Solitary, Planar, Terrifying, Intelligent Gatling Gun (b[1d10+2] damage) 12 HP 2 armor Close, Forceful, Near Special Qualities: Made of twisted Root Hulking and covered in metal, the Juggernaut is a force to be reckoned with. While it takes a few moments to work its Gatling-gun up to full speed, when it does the Juggernaut tears through walls and flesh with equal abandon. Instinct: Hunt Humans
- Gatling Gun Spin-up -The Juggernaut deals an additional 1D4 ranged damage for each consecutive round using Volley. Bonus die reset any time the Juggernaut does not use Volley.
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Hunter (Root) Solitary, Intelligent, Planar, Terrifying Swirling Blades 12 HP 1 armor Close Special Qualities: Made of Twisted Root The Hunter is a troublesome Root, using its two swords to deflect bullets fired at it straight on. Its white tabard marks it out from the crowd, often dyed red from its myriad previous opponents. Should you cross paths with one, it's best hoped that you brought a friend or two to take shots at it while it's distracted. Instinct: Attack Humans
- Deflect - The Hunter will choose a target, any Volley attacks against it do no damage unless the Hunter has used Hack and Slash on its previous action. The Hunter targets the last character to damage it and moves toward them.
- Sword Dance - The Hunter makes three Hack and Slash attacks against a single target
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Hulk (Root) Solitary, Intelligent, Terrifying, Planar Cleave (d10+4 damage 1 piercing) 16 HP 2 armor Close, Forceful Special Qualities: Made of Twisted Root The Hulk is a dangerous opponent, especially in close quarters. Its armor repels bullets like hail off a cars hood, along with its hearty disposition this can make a fight with a Hulk long-winded and costly. Instinct: Attack Humans
- Charge - The Hulk charges an entity, dealing 1D4 per distance traveled
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Howler (Root) Solitary, Magical, Intelligent, Planar, Terrifying Close Special Qualities: Made of Twisted Root The Howler isn't dangerous in its self, but what it brings to the fight. When engaged in battle, the Howler will call out, summoning its allies to its aid and empowering them in their fight. Instinct: Attack Humans
- Summon Root Devil - The Howler moves to the Far distance and summons 1d4-1 Root Devils
- Howl - All Root in Far distance gain +1 to Hack and Slash
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Hollow (Root) Horde, Small, Planar Stabbing Daggers (b[2d4+2] damage) 3 HP 0 armor Close Special Qualities: Made of twisted Root Hollow are the smallest and weakest of the Roots troops, creatures made from twisted Burls and stitched cloth. They resemble fairy tale creatures of old yet their stabbing little knives tell a different story! Instinct: Attack Humans
- Charge! - Move to Close in one turn regardless of distance
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Flame Devil (Root) Group, Magical, Intelligent, Planar, Terrifying Flaming Axes (d8+4 damage) 6 HP 1 armor Close, Forceful Special Qualities: Made of twisted Root Flame Devils are a sight, Root literally burning its self to better attack the denizens of other realms; a Pyrrhic victory at best for the individual. Rolling away is the best option if they get close, their sap catches things on fire easily and can be hard to put out. Instinct: Attack Humans
- Burning Axes
- Burning Sap - If the Flame Devil lands a melee attack on a player, the player burn for 1d4-2 for three rounds, reducing the number of rounds by one for each unit of Distance the player moves.
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Defiler (Root) Solitary, Magical, Devious, Planar, Terrifying, Intelligent Spore Cloud (d8 damage) 12 HP 1 armor Close, Ignores Armor, Near Special Qualities: Made of twisted Root The Defiler is a potent menace, throwing spore pods at anything it sees. The Defiler rarely travels along, constantly supported by a cadre of Root Devils that keep enemies at bay. The spores and fungus growing along its body look too much like shredded flesh for most peoples comfort; best to put them down quickly. Instinct: Attack Humans
- Miasma Spores - If a player successfuly Hack and Slashes the Defiler, they take 1D4-1 damage from spores floating about the Defiler.
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Assassin (Root) Solitary, Stealthy, Intelligent, Planar, Terrifying Snipe (b[2d12] damage 1 piercing) 12 HP 1 armor Close, Far Special Qualities: Made of twisted Root Assassins are The Roots more advanced ranged troops, using a rifle to pick off targets from afar. Swathed in a cloak that seems to ripple and distort their forms, Assassins can take more than a few bullets before their glamour is destroyed and their actual position revealed. Instinct: Attack Humans
- Mirage Cloak - Any Volley attempts on the Assassin fail on a 7-9