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Desperate Bandit Group, Intelligent Pitchfork (d8 damage) 6 HP 0 armor Close A desperate craftsman, driven by poverty to banditry. Prefers not to fight, but will when cornered. Instinct: Food and money
- Charge desperately
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Magisleech Horde, Tiny, Devious Bite (d4-2 damage) 3 HP 0 armor Hand Special Qualities: Drains magic from victims Instinct: to devour magic
- Attach to victim
- Drain magic
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Spearwood Troglodyte Artifact Bearer Group, Magical, Organized ancient elven artifact (b[2d8] damage) 10 HP 1 armor Close, Ignores Armor The Spearwood is filled with the ruins of an ancient elven civilization of the distant past. In some of these ruins, not many but some, lie ancient artifacts. These artifacts are imbued with great power and some say have a will of their own. The trogs of the Spearwood seem to have a knack for stumbling across them. When they do the resultant foe is nothing to scoff at. Instinct: to spread it's kind Instinct: to spread it's kind
- Command it's brethren effectively
- make use of it's artifact's abilities to sow havoc
- bellow for reinforcements
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Arcane Guardian Group, Large, Construct, Amorphous Crushing fists (b[2d6+4] damage 2 piercing) 18 HP 6 armor Forceful Special Qualities: Various mechanical appendages., Made out of enchanted marble and truesteel "What are those? Those are the arcane guardians, honey. Now don't get too close! It's said that they can crush a grown man with a single punch of their enormous hands. What are they for? Well, to uphold the law, of course. These walking mountains of enchanted marble and steel chase down and capture all the bad people around town, darling. So do behave now, sweetie, will you?" Instinct: To uphold law in their districts.
- Crush them!
- To hinder them with the help of the various attachments.
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Steenhond Group, Huge, Construct, Amorphous Crushing swipe (d8+5 damage) 17 HP 4 armor Reach, Forceful, Near Special Qualities: Can phase through rock The Steenhound is a stone golem shaped like a cross between lion and dog. It protects holy sites, wizard-towers, or wherever else its creators set it to post. It often lies in wait as part of the edifice or bas-relief of some temple door or archway, leaping from its spot to attack strangers. It is not especially intelligent but can talk and demand answers before it permits entry. It can bind itself to rock and become one with the surface. In this way it can 'leap' into the side of a cliff and reappear on the other side. Instinct: Protect the temple
- Bark with dusty gale
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Frozen Warrior Group, Cautious, Hoarder Rusty Swords (b[2d8+2] damage) 10 HP 6 armor Close A garrison of scouts from a long forgotten empire. Their remains have been twisted by the hag's weird magicks and set up as ice sculptures around her lair who jump to defend should the alarm sound. Instinct: To guard
- Hack, slash, and bash
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Minogor Solitary, Huge, Intelligent, Hoarder, Construct Brute strength (d10+5 damage 2 piercing) 24 HP 1 armor Reach, Forceful, Near, Far Special Qualities: Constructed by an ancient race to hunt and consume magic. The Minogor is a towering, bipedal, humanoid monster. Standing at nearly 14 feet (4 metres), the Minogor dwarfs all other humanoid species. Its skin is thick, leathery, and covered in fur. Its face resembles that of a bull, very similar to that of a 'standard' Minotaur. The exception is the large, white, seemingly blind eye in the centre of its forehead. Minogors eschew using weapons, instead using their massive, powerful hands to punch and grab their enemies, or to hurl objects in the environment. They typically wear very rough, blood covered hides, typically torn from animals who have wandered into their territory. The Minogor is fiercely territorial, incredibly cunning and intelligent, but it is unable to speak. Minogors consume magic and those who use it. Their third eye is completely blind, but can pick up magic from kilometres away. Upon sensing magic, a Minogor will relentlessly hunt it. If a wizard or other magic user is nearby, the Minogor will attempt to knock the user out and take it back to its lair, where it will slowly drain and consume its victims magical essence. Once the victims magic has been completely drained, the Minogor will then tear the victim apart and consume its flesh. If the source of the magic is an item, the Minogor will take the magic item back to its lair and slowly drain all magic from the item, rendering it completely mundane. Depending on the Minogor, a Minogor lair could contain dozens of enchanted items that it is planning on consuming, or a pile of useless items. Due to their obsession with hunting magic, they exist across multiple worlds, accidentally being teleported through magical portal. Minogors can last for years without feeding on magic, but the longer it has gone, the more fevered and desperate it will become until its hunger has been sated. Minogors are mono-gendered and asexual. Instinct: To hunt and consume magic, and those who use it.
- Sense magic
- Consume magic
- Resist Magic. Any direct damage inflicted by magic is reduced by 25%
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