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Elite guard of Lady Tibia Solitary, Intelligent, Cautious Sword (b[2d10] damage) 12 HP 4 armor Close It's one of loyal guardians of lady Tibia Teine. They guard the Control Center, The skeleton making golem and the Lady herself. Decked out with metal plate armor and has authority to order around all the guards of Blackstone. Instinct: To protect what belongs to Teine family
- Organize and orders the guards
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Half constructed black skeleton Horde, Small, Organized hands (d6 damage) 3 HP 0 armor Close Usually the processes of making black skeleton fails in being being destroyed and the soul released, but sometimes it happens and the bones are half animated. The souls is half bound and can sometimes influence the living. Instinct: Cling to the living
- Grab and drag people
- Wails of the soul half bound to bones
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Ikarza the right hand of snake god Solitary, Huge, Divine Giant jaws (d10+7 damage 2 piercing) 20 HP 2 armor Reach, Ignores Armor Ikarza is the right hand of ancient god of snakes. Long ago worshiped by lizardmen and brother to the Ukarza (left hand). It's spend his thousands of years by guarding one of the last temples of the snake god. Recently he's been woken up by death of his sister "Ukarza" and seeks revenge. The two serpents hold the second moon inplace in the city of Blackstone where it's influence is hidden in pocket dimension. The snake is 10m long and the mouth can easily fit a cart. It's radiant scales are of red color and as hard as metal. Instinct: Guard the snake god family
- Channel the divine power
- Use underworld to sneak up
- Shred creatures/objects by rubbing his scales against them
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Ruby 'Clot' Guardian Solitary, Large, Magical, Divine, Intelligent Crystalline Fist (d10+2 damage 1 piercing) 22 HP 6 armor Reach This foul creature can be found at important junctures within the Ruby Caverns, such as the East Atrium. Rumor has it that the Sapphire Guardian guards the West as well. Instinct: Patrol the Ruby Caverns
- Stand guard over its domain
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Rocks Fall Solitary, Huge, Magical, Divine, Intelligent, Planar, Construct, Terrifying, Amorphous Rocks... Falling (b[2d12+9] damage) ∞ HP ∞ armor Reach, Forceful, Ignores Armor, Far Special Qualities: Assa'ole Gee Emm, annihilates dickheads, who screwed the pooch Seriously guys, come on, I can't believe I have to explain it to you further, It's like you guys are asking for punishment. Instinct: Everyone dies.
- It's over
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A Little Ol' Mob Horde, Huge, Organized, Intelligent Torches and Pitchforks (w[2d6] damage) 11 HP 0 armor Reach Special Qualities: Too much for one man to control Something went wrong, someone did something bad, The Media got wind of it and blew it all out of purportion, and now people are rioting in the streets burning stalls and wagons, barricading parts of the town and whatnot. Instinct: Stick it to The Man
- Chewing up the scenery
- Rally for the Cause
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Draconico Aurak Solitary, Small, Magical palla di fuoco (d10+2 damage) 12 HP 4 armor Close, Ignores Armor Creati dalla corruzione delle uova dei draghi d'oro, sono i più potenti tra i draconici. Abilissimi nell'uso della magia. Alla loro morte il corpo esplode rilasciando l'energia magica da essi posseduta, che devasta tutto ciò che gli è intorno nell'arco di qualche metro. Non possono volare. Instinct: Servire un padrone draconico
- Usare la magia per incapacitare un avversario
- Esplodere in una vampa di energia magica
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Draconico Baaz Horde, Small, Devious lance e spade (d4 damage) 3 HP 2 armor Close I più deboli e i più malvagi tra i draconici, generati dalle uova dei draghi di ottone. Alla loro morte il corpo diventa di pietra anche fino a un'ora, incastrando la lama dell'avversario, per poi tramutarsi in polvere. Instinct: Servire il proprio padrone draconico
- Sfruttare la superiorità numerica per sopraffare un avversario.
- Disarmare un avversario tramutandosi in pietra una volta morti.
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Netherkech Horde, Small, Stealthy, Magical, Organized Dive-bomb, claws (d6 damage 2 piercing) 3 HP 1 armor Close, Far Special Qualities: Wings, shadow shift The Netherkech flutter about in the caves, unseen by your eyes. The constant flapping heralds the coming of not just one but many more. The Kech, feast upon the thoughts of their prey before inevitably ending it's existence. Quickly they strike , not with strength but with numbers. As soon as you see one they melt away into the darkness, like a candle flickering in the dead of night. You hear screeching and the fluttering and flapping grows louder until a new figure appears before you. This encounter is about to get a whole lot more interesting. Instinct: To sow seeds of madness
- Harvest Thoughts
- Predict movements before they occur
- Darkness, Confusion, Illusions
- Summon Undead Liege
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Guardian of Dankquechepee Solitary, Huge, Magical, Intelligent Bite and constrict (d10+5 damage 2 piercing) 24 HP 2 armor Reach, Near Special Qualities: Can drop skin for bones +1 armor The Guardian of Dankquechepee is a ancient and wise being who is now corrupted by Mensab. It is a large green serpent with frills at the top, it can cast earth spells and can burrow around as a defensive or offensive maneuver. Instinct: To consume and destroy
- Tunnel
- Earth Magic