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Juggernaut Construct Solitary, Large, Construct, Amorphous Large, metallic plates (d12+2 damage) 27 HP 6 armor Forceful Special Qualities: It was created to guard something A large metallic humanoid-looking construct with large shields for arms, magically enchanted to guard objects, persons or places. Immune to most physical forms of damage, unless the force is absolutely overpowering. Can be harmed by magical attacks, but they are ineffective. Said to be operated by a magical crystal residing in their back. Instinct: To guard
- Protect
- Crush
- Trample
- Smash
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Undead Adamant Soldiers Group, Devious, Intelligent, Cautious, Hoarder, Terrifying Pikes and Short Swords (b[2d6] damage) 10 HP 3 armor Close Special Qualities: Ancient Flesh Strangely Preserved Soldiers that fled their gods when the gods came to eat them. The gods left them in a small room to starve to death as a bit of a joke. Now, with the new energies in Alruhaa Alshaytan, they have come back to life, hopeless and helpless, to terrified to move from their cave. Instinct: To Avoid Being Eaten by Their Gods
- Attack in Formation
- Instill Dread and Hopelessness
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Automaton Dancer Group, Intelligent, Amorphous Kicks and slicing punches (b[2d8] damage 1 piercing) 13 HP 3 armor Close Automaton Dancers, gone mad from not performing for so long. Instinct: To dance others to death
- Acrobatic Mayhem
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Frogman Horde, Devious, Intelligent, Hoarder Barbed spear (d4 damage 2 piercing) 3 HP 1 armor Close Special Qualities: A sticky tongue With bulging, outward-looking eyes and a vacant, lipless expression one might almost think the Frogmen of the Bogmire are exceedingly stupid. They are, to a point, but they are matched in dull wits with exceptional trickery, nefarious poisons, a fervent belief in their dark gods and clan-kings, and a long, sticky tongue which can snap the weapon out of your hand faster than you'd blink. Instinct: To appease its dark gods
- Ambush trespassers
- poisoned weapons
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BOSS: Evil Ogre Jailer Solitary, Large, Magical, Intelligent, Hoarder Large mace, long, spiky chain. (b[2d10+4] damage 1 piercing) 26 HP 2 armor Forceful, Reach, Near The chief of the Old Prison. Given basic magic powers and impressive strange by its lord it leads the halfogre-jailer with cruel hand and the long, burning chain-whip. Could be that more of the jailers died by his hand then actual prisoners... Instinct: To command.
- Commands the Half-ogre-jailers of the Old Prison.
- Evoke flames on his weapons. +1d4dmg
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Half-Ogre Jailer Group, Large, Hoarder Club/mace and whip. (d8+2 damage) 10 HP 1 armor Forceful, Near Special Qualities: Very fat! Big 10-feet, very fat and smelly ogres, guarding the old prisons of the Fallen City. Where once neat city-guard-soldiers patrolled , now those ragged figures watch over the pityful lot in there. Instinct: to prevent anybody escaping.
- Guards the old prisons.
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Mithril-Golem Group, Magical, Intelligent, Amorphous Long mithril claws & blades (b[2d8] damage 2 piercing) 13 HP 5 armor Close Special Qualities: Gain strength by absorbing liquid mithril of a companion. Behaving like a T1000, its normal form looks mostly humanoid, but not gaining humanlike textures. Its a figure of luqid, shiny mithril, mixed with other precious metals which it is able to absorb and gain advantages from them. Blind their foes, if bright light is shining on them. because they are sooo shiny. Instinct: To slice sb./sth. into pieces, to absorb precious metal.
- Liquid-metal-shapeshifter.
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Murgo, the Dwarven Merchant Group, Small, Stealthy, Devious, Intelligent, Hoarder Zap cannon (d6 damage) 6 HP 1 armor Close, Ignores Armor, Near Murgo Melthier McMarus III is a fine, upstanding gentlemen of noble upbringing, who has traveled to these far0off lands to spread the joy and majesty of Dwarven engineering to the masses of the world. ...pity that he's as likely to sell you a bridge as a mechanised crossbow. Instinct: Cold, hard coin
- Make deals of a questionable nature
- Retrieve a concealed weapon
- Worm his was into the grace of others
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Cloud Spider Group, Large, Stealthy, Terrifying Fangs (d8 damage 1 piercing) 10 HP 3 armor Near, Far Special Qualities: Giant Spider. Blue Carapace. Instinct: Scuttle and attack
- Scuttle
- Ensnare with webs