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Tenebridaemon Solitary, Large, Stealthy, Planar Grinding Mandibles (d10+1 damage 1 piercing) 16 HP 3 armor Special Qualities: Immune to acid and poison, Resistant to cold, electricity and fire, Flies Tenebridaemons are daemonic researches, each on a personal assignment to gather new knowledge for their masters. Their insectoid form is meant to protect it, as their research often takes them far beyond the protection of their home world. The light from their shells makes them hard to hit, granting -1 ongoing to Hack n' Slash and Volley. Instinct: To gather knowledge for Abaddon
- Unleash a hellacious noise
- Disguise itself as a powerless humanoid
- Dazzles enemies with its reflective exoskeleton
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Shaitan Stonecutter Solitary, Large, Planar Great Axe (b[2d10+3] damage 3 piercing) 16 HP 3 armor Forceful Special Qualities: Can see in the dark, Immune to Acid, Tremorsense, Burrows Shaitan stonecutters usually push physical boundaries, testing so called undefetable opponents in battle and testing if a wall really is unbreakable. Shaitans deal +1 damage while on teh ground and -2 damage to flying or swimming opponents. Instinct: To push boundaries
- Shape metal
- Sink its opponents into stone
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Shaitan Horde, Large, Intelligent, Planar Scimitar (d6+2 damage) 7 HP 2 armor Forceful Special Qualities: Can see in the dark, Immune to Acid, Tremorsense, Burrows Shaitans are genies of the earth. Able to swim through dirt and rock, they easily move around in their homes on the elemental plane. Shaitans are greedy and rebellious of nature, prone to testing out rules by seeing what happens if they break them. Shaitans deal +1 damage while on teh ground and -2 damage to flying or swimming opponents. Instinct: To push boundaries
- Shape metal
- Sink opponents into stone
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Rhandolph Solitary, Organized, Intelligent Daggers (b[2d10] damage 2 piercing) 12 HP 3 armor Close There's the proper scum and villains of the slums we all know about. Stinking, honorless buggers with unconcerned about the well being of others. Some of them commit crimes to make a living, others for the fun of it. And then there is this motherhugger. Rhandoplh never shows up alone in a fight, and if he gets surprised he's easy to scare away – but it's damn sure he'll be back with others. He is not in the underworld out of necessity. He does not enjoy the thrill of the crime. He enjoys making you suffer. He'll take verything you have, destroy all that you love just to satisfy his hunger for misery. I bet some people would pay a hefty sum to have Randolph's head on a spike. Instinct: to lay an ambush.
- Stab them in the back.
- Call for the help of ruffians.
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Flind Flindbar Fighter Solitary, Intelligent Flindbar (b[2d10] damage) 16 HP 3 armor Close The flindbar is essentially a metal nunchaku, but was in days past invented by a flind. The weapon is often favored by flinds who like to get into melee and masters of the flindbar can be quite vicious in a brawl. Instinct: To lead the tribe
- Laugh
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Flind Horde, Intelligent, Cautious Sawn-Off Shotgun (d6+2 damage) 7 HP 3 armor Close, Forceful, Reach Occasionally among gnolls, flinds are born. Larger, stronger and smarter than their average kin, flinds are considered blessed by the gnoll deities. So blessed in fact that any male flind is heralded as an honorary female, attaining all benefits that entails. Instinct: To lead the tribe
- Laugh
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Huecuva Group, Stealthy, Divine, Devious, Intelligent, Construct Furious Claws (d6+2 damage) 12 HP 0 armor Close Special Qualities: Undead Huecuvas a clerics who turned against the core tenets of their faith. Their resentment against having been abandoned by their deity combined with the divine energy already invested in them allows them to go on. Being self-assured enough in life to wholly ignore their god's commands, they tend to be very arrogant and many are dangerously unhinged. It's aura of blasphemy gives -1 ongoing to using divine powers. Instinct: To rage against its former faith
- Create an aura of blasphemy
- Disguise itself as a living being
- Infects people with a disease causing the weak and shaky debilities
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Infectious Ooze Solitary, Small suffocation (d10 damage) 20 HP 0 armor Close, Ignores Armor Special Qualities: able to take any form. Blub blub Instinct: to spread
- Covers and converts
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Gnoll Horde, Intelligent, Cautious Sawn-Off Shotgun (d6+2 damage) 3 HP 2 armor Close, Reach Special Qualities: Can see in the dark Gnolls are nocturnal humanoids with many physical traits resembling that of hyenas, creatures they often live with. Gnoll culture is often extremely matriarchal, with female gnolls being both bigger and stronger than the males, whom they often push around at their leisure. Instinct: To protect tribe
- Laughs