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Crypt Walker Solitary, Intelligent, Terrifying Claws (d10 damage) 12 HP 0 armor Close, Near Special Qualities: Long tongue, Jaw can split and open wide The crypt walker was cause by radiation fallout. These unlucky souls sought shelter underground but the radiation was able to seep through over time. They have developed lower jaws that can split open and some are big enough to envelope a whole human head. They also have elastic tongues that can shoot out and wrap around an extremity to pull their victim closer. Their skin is pale white. They are very agile and can run on all fours to close distance to an enemy. Instinct: Kill
- Tackle
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Zombie Dog Group, Small, Terrifying Bite (d8 damage) 14 HP 1 armor Close Special Qualities: Rotting Flesh This dog has died and become a zombie. It is able to poison through its bite. Damage doesn't affect it until its dead. He shots or destroying the brain is an instant kill. Instinct: Feed
- Rend Flesh
- Poison
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Crystal Beacon Group, Intelligent, Construct Spotlight (d8 damage 1 piercing) 6 HP 2 armor Close, Reach, Far Special Qualities: Crystal-Clear Instinct: To create light
- Illuminate the dark
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Jādukara Lukekaige Solitary, Magical, Stealthy, Organized, Intelligent Ribboned Glaive (d10 damage) 16 HP 4 armor Close, Ignores Armor, Far The Viscerian sorcerer who usurped his sister's empire now rules like Scar from the lion king. The empire is nothing to be proud of, but his vainglorious rule persists simply because no worthy challenger has toppled him. His sister serves as a hollow slave for his own amusement. Instinct: Tyranny, Glory, Supplication
- Control others with Sorcery
- Personal, Fear-based Illusions
- The stone in his crown allows him various manipulative powers
- Mind Control
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Father Gabriel Solitary, Magical, Divine, Intelligent, Cautious, Hoarder Telekinetic throwing (w[2d10+2] damage) 18 HP 5 armor Close, Reach, Far Leader of the Arbor sect of the Silver Dragon cult, and one of the only survivors of The Purge, Gabriel forsook his God for another, and will stop at nothing to get revenge. Instinct: Usurp divine authority
- Gradually mutate while unleashing power
- Call on the amulet for aid
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Stenvätte hövding Solitary, Small, Stealthy, Intelligent Hövdingspjut (d10 damage) 12 HP 1 armor Close, Reach Stenvättehövdingen finns hos alla stenvättestammar, lite större än de andra, lite starkare och lite smartare har gjort att denna vätte styr med hjärnhand över sina undersåtar. Den vaktar alla de ting som de hämtat från omnejden och använder sina undersåtar för att skydda sig själv. Instinct: att äga allt i omnejd
- Sitter på sin skatt och beordrar sina undersåtar
- Kallar på gömda stenvättar
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Ellipsian Agent Group, Stealthy, Magical, Devious, Intelligent, Hoarder Pendulum Flail (d4 damage) 6 HP 2 armor Close Instinct: to observe and report.
- Pass along a message.
- Hide in plain sight.
- Before Their Time: Heal 1d6, aging as long as it would take to do so. -1 max HP each time.
- If something happens to them, the church will know it.
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Silver Centaur Group, Large, Organized, Intelligent bolos and hooves (d8 damage) 14 HP 1 armor Near Special Qualities: Immune to disease Operations at the mines have released minerals which have turned plants silver. The centaurs of the plains above the mines eat the grass. Their "manes" & tails are silver, the skin of their human halves are blue. They are immune to disease, but are susceptible to seizures which temporarily immobilize them but from which they emerge with prophetic visions. They view the encroachment of goblinoids into their land as a plague which must be expunged. Instinct: to purify.
- Have a seizure in a moment of stress
- Sound the horn
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Dog Handler Solitary, Intelligent Whip (d10 damage) 12 HP 1 armor Close, Near The dog handlers are required to go into the wild and domesticate the dogs themselves. They must live with them to earn their trust. This has caused to change in some way to adapt to life in the wild. Most come back gruesome from fights with other dogs and learning to fend for themselves. Instinct: Command Dog
- Whip