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Fishman warrior Horde, Small Scimitar (d6 damage) 5 HP 0 armor Close Upper part is fish, lower is male, serving the Fishman Captain Instinct: to obey
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Fomóraig Horde, Large, Terrifying Claws (d6+4 damage 2 piercing) 11 HP 3 armor Forceful, Near Special Qualities: Large and corrupted by a vampiric plague A Fomóraig (formerly Fomorian) is a troll or metavariant infected with the HMHVV II strain of the vampiric virus. The effects of infection are extensive, including enlarged limbs, calcification of upper skin levels, massive keratinization of hands and feet, and the formation of subcutaneous deposits of bony “chestnuts.” Glands develop that produce a corrosive, acidic fluid. Keratinized plates develop to cover rudimentary gill structures on each side of the long and muscular neck. . They also gain a moderate allergic reaction to air pollution and a virtually-nonexistent sunlight allergy. Additionally, they enjoy the ability to guard themselves from magical effects. Like victims of the Krieger strain, fomorians do not suffer from chronic essence loss—though they do have the ability to pass their infection on to others. Instinct: To devour
- Rip and tear
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Folas Dagolor Solitary, Stealthy, Devious, Intelligent, Hoarder Dagger (w[2d6] damage) 16 HP 1 armor Close Instinct: to torture
- capturing and torturing
- Manipulation Specialist
- Manipulating People, poisoning and torturing them
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Prophet of The Crushing Wave Solitary, Magical -Claw and (b[2d10] damage) 16 HP 0 armor Close Special Qualities: -Master of water travel, -Prophet of elmental evil Gar Shatterkeel is the water prophet of Elemental Evil and the dour leader of the Crushing Wave cult. He is embittered by a life of suffering at the hands of others. Pirates killed his family when he was young, he was forced into servitude aboard a merchant ship, and then another band of pirates left him to die at sea, where he lost his arm to a shark. Gar sees the elemental power of water as the only thing of value in his life and has gathered others who feel as he does. Gar bears the elemental weapon Drown. His missing arm has been replaced by an artificial limb in the shape of a crab’s claw. As the leader of Olhydra’s cult, he wields her innate magic. Other Crushing Wave cultists sense her power in him and follow him out of fear. Instinct: -Bring the destructive power of water
- -Lead the cult of water
- -Magic of water and lightning
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Shoalar Quanderil Group, Magical, Stealthy, Organized, Intelligent, Hoarder -Dagger attacks (d6 damage) 6 HP 4 armor Close A plump water genasi armed with a jovial manner and biting sense of humor, Shoalar Quanderil seems like the last person one would expect to be a cruel member of a destructive cult. Nevertheless, Shoalar is the captain of a pirate ship that harries the Sword Coast, and a highranking Crushing Wave cultist. He sees Olhydra’s power as a means to making himself as rich as possible. Instinct: -Secretly serve the cult of Water in
- -Terrorize the river
- -Lure enemies into ambushes
- -Spells of utility and water control
- -Call the Crew
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FAthomer Group, Magical, Intelligent -Constrict and drown enemies (d8 damage) 6 HP 0 armor Close Fathomers are cultists who have sealed a pact with Olhydra, Princess of Evil Water. In addition to their spellcasting abilities, fathomers have the ability to transform their bodies into water, taking serpent-like shapes. In their water serpent forms, fathomers gain many of the resistances elemental creatures possess, as well as the ability to grapple and crush their enemies with their watery bodies Instinct: -Crush enemies to death
- -Morph into a serpent of pure water
- -Utility magic
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Crushing Wave Priest Group, Magical, Intelligent -Dagger (d6 damage) 6 HP 0 armor Close cult. Gathering in secretive cabals, they perform dark rituals to glorify Olhydra as the embodiment of water’s destructiveness. They believe that using water to kill their enemies, such as through ritual drowning, earns them Olhydra’s favor. Instinct: -Preach and support the cult
- -Support cultists with magic
- -Spells of ice and manipulation
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Imperial Infantry Group, Intelligent, Cautious Steel Pike (b[2d8] damage 1 piercing) 6 HP 3 armor Close, Near Special Qualities: Call Reinforcements "Any fool can pick up a sword and charge into battle. To emerge alive at the end, that comes from superior training, superior weaponry, and superior leadership." - Infantry Captain Sullivan Vaults. Instinct: to enact the will of the Empire.
- Press the advantage.
- Terrorize the innocent.
- Go toe-to-toe with the enemies of the Empire.
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War Tutor Solitary, Stealthy, Devious, Organized, Intelligent Destructive Command (d8 damage) 12 HP 1 Armor Close, Reach, Far "A fatal flaw in every plan: assuming you know more than your enemy." - Soren, the Imperial Tactician Instinct: to turn the tides of war.
- Create a master plan.
- Unleash a master plan.
- Turn the cogs of war.
- Call upon the Empire's might.
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Aerial Seige-engine Solitary, Huge, Magical, Very Slow, Construct Ordnance (b[2d10+3] damage 2 piercing) 24 HP 5 armor Reach, Ignores Armor, Far Special Qualities: Solar Array, Kinetic Bombardment, Hyperion Armor, Exposed Power Core "We saw it's shadows before we saw it. The size of the Imperial ships covered the entire village in shadow, and it's massive cannons alone were visible from the ground. They moved like foreboding clouds of doom. As they rolled past, we saw the massive metal-works shift and transform, propelling the airships through the skies, leaving a trail of neon green in the skies. We knew not the location of the Empire's ire, but woe be to those that dare stand to these beasts of war." - White Orchid village elder. Instinct: to lay seige from the skies.
- Scorch a large swath of land.
- Obliterate the defenses of a city.
- Act as a symbol of the empire's might.
- Self-destruct violently.