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Skeleton Soldiers Group, Organized, Construct (d8+2 damage) 14 HP 2 armor Close, Forceful Special Qualities: It will perish if it leaves the aura of the place of power Instinct: To defend the place of power
- To defend for eternity
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Knights of the Southern Order Horde, Organized, Intelligent, Cautious Longsword (b[2d6] damage 2 piercing) 3 HP 6 armor Close Instinct: Enforce the Peace
- Attacks as a unit
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Dwarven Berseker Solitary Battle-Axe (b[2d10+4] damage 1 piercing) 12 HP 0 armor Close, Forceful, Reach The Dwarven Berserker is tattooed with symbols of past triumphs. Instinct: To defeat the worthy
- Rage
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Knight Commander Solitary, Cautious Longsword (b[2d10] damage) 12 HP 6 armor Close Instinct: Instill Order
- Order the Faithful
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Centipede Leeches Horde, Small Biting (d6+2 damage 1 piercing) 3 HP 0 armor Close Instinct: To drain blood
- Drains life
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Mordacai Solitary, Large, Divine, Intelligent, Planar, Construct vicious claws (d10+2 damage) 26 HP 1 armor Forceful Special Qualities: born of the gray realm Marco's dire gray wolf, born of the death Goddess Instinct: to serve it's master
- move with incredible grace and speed
- call upon deathly magic
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Escaped Craven Spirit Horde, Intelligent, Planar, Terrifying, Amorphous Soul-chilling Touch (d6 damage) 10 HP 1 armor Close, Ignores Armor Special Qualities: Incorporeal Form, Faces of Horror The gates of Death are said to be impervious. Most of the time this is the case, but sometimes cracks or rents form, sometimes slowly over the years and so subtly that it takes a while before Death even notices. Sometimes a great rift is made in some act of hubris or accident. Whatever way, many souls of the dead resent being beyond the gates and even after aeons will still claw their way out if given the opportunity, ready to try (and fail) to return to the land of the living. But during that time that they are free for they can wreak all sorts of havoc, for they seek flesh to become more 'alive' but instead create shambling horrors, other times they lash out of the living, jealous of what they have - or seek to finish business that they could not while alive. Most of the time however they are so alienated from their time beyond the gates that all they feel is numbness once they arrive - memories provide the only warmth they can feel and they have none... for the moment. Instinct: To Return to Life
- Possess a corpse and 'resume' life
- Steal a memory from the living.
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Marco Diafino Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder Hevron's Silver Fist (w[2d8] damage) 12 HP 2 armor Close, Reach, Near A canny wizard, most dangerous on his home turf Instinct: to seek pleasure and plenty
- cast a low-key level spell
- offer a gift, bargain, or trade
- activate a magical ward
- reveal a magical trap, curse, or binding
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Massive Bladderwort Horde, Small, Stealthy, Terrifying Ensnare and break down (d6 damage) 3 HP 1 armor Close Special Qualities: Filled with bones that certainly look humans The bladderwort living in The Dark Mire are not well known, predominately because they have a tendency to digest anyone who see them. Instinct: To trick, then ensnare
- Enzymatic digestion
- Entrance with beautiful flowers