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Flind Group, Organized, Intelligent, Cautious Flind-bar (b[2d8+2] damage) 6 HP 3 armor Close, Ignores Armor, Near Similar in appearance to gnolls, flinds are a bit shorter and broader. A typical flind stands seven feet tall and weighs about 390 pounds. Flinds have less of a slope in their skull structure than gnolls and their ears are more rounded. Instinct: to serve the demon lords
- Bypass shields and armor
- Call for reinfocements
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Scum Creeper Horde, Tiny Bite (d6-2 damage) 3 HP 0 armor Hand They have fat, slimy bodies similar to slugs that are grey in color, with sickly white underbellies and pale yellow heads. Tiny hooked legs and suckers on the underbelly allows them to crawl along walls and ceilings. Much like a leech, they have a small sucker-like mouth full of sharp, shearing plates of horn. Instinct: to protect the filth
- Latch on and suck blood
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Norker Horde, Organized, Intelligent, Cautious, Hoarder Bite, Clubs and Slings (d6 damage) 3 HP 4 armor Close, Far These creatures are similar in appearance to hobgoblins, but have a thick and bony exoskeleton, hairless and varied from dark grey to reddish brown. Their three-inch long fangs protrude from their upper lips. Teeth and eyes are yellow. Their breath is foul with bodies equally odorous. Instinct: to expand the tribal lands
- Bounce an attack off armored hide
- Sound the alarm
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Gingerbread Kid Horde, Small, Devious, Hoarder Gumdrop Slingshot (w[2d4] damage) 3 HP 0 armor Close, Near The children of Candyland. They're too young to have a solid sense of danger in their magical, edible home. Instinct: to frolic
- Hide and seek
- Tag! You're it!
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Pop Demon Solitary, Large, Magical, Stealthy, Intelligent, Planar Fisticuffs (d10+2 damage) 24 HP 4 armor Forceful Special Qualities: Natively incorporeal This demon hides out like a mimic as a refreshing beverage. Swallowing this demon allows it to possess you. It has no sense of preservation for the body it inhabits as it is only a means to cause rampant destruction to the material world. Once the body it is possessing is destroyed, it'll revert to it's incorporeal form, unable to harm the material world until it can possess another body. Instinct: to rampage indiscriminately
- Possess the imbiber
- Not my body, not my problem
- Hide as a beverage
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Dinin the Caster Solitary, Magical, Devious, Intelligent, Planar, Amorphous Calming Song (w[2d8] damage) 15 HP 5 armor Close, Ignores Armor, Far Dinin the Caster was a master mage of Menzoberranzan. He was renowned for his ability to defeat foes by making them into friends, further expanding his networks and power. His soul has been trapped in the Triumph of Death painting by Vondir the Creator. Instinct: Confine creatures to Purity Cave
- Entrance a foe
- Project a simulacrum of one of Purity's Masterpieces
- A foe is entranced into calmness
- Know precisely how to tempt a foe
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Garog the Slayer Solitary, Large, Intelligent, Cautious, Construct, Amorphous Mace (d10+4 damage 2 piercing) 23 HP 5 armor Forceful Special Qualities: Stoneskin, as durable as a boulder Garog the Slayer was a champion of the slave pits of Menzoberranzan. This statue was built in honor of his achievement. When activated as a stone golem, the statue tries to incapacitate and capture its enemies in order to keep them in Purity Cave. Instinct: Confine creatures to Purity Cave
- Block the way
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Shadowfang Wolf Solitary, Large, Magical Teeth (d10 damage 1 piercing) 16 HP 4 armor Near The Shadowfang Wolf is a guardian spirit of the ancient woods, bound to protect a mysterious stone altar. Its fur blends into the shadows, and its eyes glow with an eerie, spectral light. Legends say it was once the loyal companion of a powerful druid, now transformed into a supernatural guardian. The creature is fiercely territorial and will attack any intruders with relentless aggression. Beware its haunting howl, which can freeze the bravest warriors in their tracks. Disrupting the altar it guards might be the only way to weaken or banish this fearsome protector. Instinct: Territorial: The Shadowfang Wolf is fiercely protective of its territory, especially around the ancient stone altar it guards.
- Spectral Pounce: Can phase through solid objects momentarily, allowing it to surprise its prey or evade attacks.
- Haunting Howl: Unleashes a terrifying howl that disorients and frightens
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CCRV Bleeding Edge Solitary, Huge, Magical, Devious, Intelligent, Cautious, Hoarder, Construct, Amorphous Cannon fire (b[2d8+7] damage 3 piercing) 31 HP 7 armor Reach, Forceful, Near, Far Special Qualities: Can project a magical shield, Has rudimentary autopilot One of the CCRV (CORRA Conflict Resolution Vessel), Bleeding Edge is a warship that is armed with mundane and magical cannons, a magical shielding system, an arcane grappel (tractor beam), multiple mages and soldiers on board, as well as a rudimentary autopilot system. It is a threat that should not be trifled with, although they will try to resolve conflict through diplomacy before violence, unless appropriately provoked Instinct: Create or preserve value for the Corporation
- Fire cannon bombard
- Cast an appropriate wizard spell
- Fire magical cannon salvo
- Engage the arcane grappel
- Engage the magical shield