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Elemental Wizard Solitary, Magical, Devious, Intelligent Create Lighting (b[2d8+2] damage 1 piercing) 12 HP 4 armor Close, Forceful, Near, Far Wizard that can create and manipulate the elements. Instinct: Manipulate elements
- Use elements
- Create fire beings
- Drown with water
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Ogre Chief Horde, Large, Organized, Cautious Giant Spiked Club (d8+4 damage) 11 HP 2 armor Forceful The ogre chief stands a head taller than all the others. All across its body are pelts and hides from many different creatures. Between all this patchwork armor you can make out massive scares from many battles. Two large teeth jut from its lower jaw, both are long and yellowed. Long his waist line are skulls of many different creatures. Hanging from one larger skull through the eye socket is a knife to him, a sword to you. He has at his side a giant club covered in thick knobs. Instinct: to control everything weaker
- pounding
- Roars loudly
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Brando Oreborn Group, Organized, Intelligent, Hoarder Fists (d8+2 damage) 10 HP 0 armor Close, Forceful Brando was a thick-necked orc miner who lost his leg in a cave-in and grew to rely on his cunning as a union leader. He might not be able to reach you, but he knows someone who can. Instinct: To Monopolize
- Threaten mass action
- Shout for "the boys"
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Ogre Group, Large clubbing (d6+2 damage) 10 HP 0 armor Forceful, Near The ogre stands tall and muscly, often wearing the pelt or skins of its previous meal. It's disheveled and grotesque look is only slightly worse than its temper. Enraged this creature will smash the nearest threat, otherwise its stupidity will usually be its undoing. Instinct: To eat anything smaller than it
- Swings violently at the nearest threat
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Conjuration Wizard Solitary, Magical, Intelligent, Cautious Conjure Arrows (b[2d10] damage) 12 HP 7 armor Close, Reach, Near, Far A wizard that specializes in Conjuration magic. It can create objects for attack (such as arrows from it's wand or hand weapon) or things to protect itself (such as a shield or a wall). Instinct: Create to fight
- Conjuration Magic
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Possessed Dog Horde, Small, Stealthy, Organized Bite (b[2d6] damage) 7 HP 0 armor Close, Near The dogs were common around the city, especially the meat packing district, but something changed the night of the riot. There red eyes shown out of the ally on the first patrol of the second watch. I could not decide which f it was a rat or a dog. That howl chilled my bones and soon it’s larger brethren bounded down the street. I barely made it back to the watch house before being overtaken. Instinct: To feed
- Feeds the on the flesh of the weak.
- Trip
- Howl
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Roark, Half-Orc Warboss Solitary, Organized, Intelligent, Cautious, Terrifying Roark's Battleaxe (b[2d10+4] damage 3 piercing) 16 HP 4 armor Close, Forceful, Ignores Armor Special Qualities: Hangs the ears of his greatest foes round his neck like trophies. Instinct: To destroy
- Savagely kill enemies with terrifying strength.
- Call on his warband for support.
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Crab Person Slave Group Claws (d8 damage) 6 HP 3 armor Close Special Qualities: Slave Lowest of all in the Yellow City are the crab-people, who live outside the city in the mangroves and the rocks called the Topaz Islands, and are not permitted to enter the city proper except in servitude. They are barely intelligent things, but strong and tough, and they are sometimes forced to do manual labour or simple tasks, on pain of death or torture and for scant reward. They are undoubtedly unfortunate and pathetic beings, very meek of character, though the people of the city think of them as the reincarnated souls of criminals and breakers of taboo, and deserving of their miserable lot. They do not generally have names, though those in employment are often daubed with paint to signify who is their master. Instinct: Obey
- Serve
- Defend
- Endure