-
Hired Thugs Horde Shitty weapons (d6+2 damage) 3 HP 1 armor Close Instinct: to do what we're told
- Ambush them
- Gang up on them when they are alone
- Scatter like dogs when morale is broken
-
Prototype ZM-4 Solitary, Huge, Cautious, Construct, Amorphous Electro-Punch (b[2d10+7] damage 3 piercing) 27 HP 5 armor Reach, Forceful, Near, Far Special Qualities: Thunderbolt Iron Construction, Magitek Cores [5], Piloted Instinct: F0LLOW DIRECT1VE
- Encase the master in Iron
- Throw them around like ragdolls
- Blast them with powerful arcs of Electricity
- Crush them underfoot
-
Perfect Knight Group, Devious, Amorphous Marble Weapons (d6+4 damage) 17 HP 4 armor Close, Forceful Instinct: Prevent intrusion
- Guard the treasures of the Peerless Star
- Petrifying Curse
-
Watuni Cultist Group, Stealthy, Devious, Intelligent, Cautious Poison Spray (Weak + Shaky) (d8+2 damage) 6 HP 2 armor Close, Near Special Qualities: See in the Dark Hissing dark secrets to their brethren, their mystic gestures and shinny bulging eyes give little of their intentions away. Although their tattered cloaks obscure their features, these humanoids are covered in protective scales which should give them just enough projection from any "Heroes" to bring their master plans to fruition. Their Poison Spray Causes "Weak" then "Weak and Shaky" debilities, and if untreated with antivenom, complete Blindness in 2 days. Instinct: Cunningly Serve
- Spring Trap
- Use Poison
- Cast Darkness
- Escape
-
Watuni Guardian Group (2), Large Halberd or Falchion & Shield (d8+1 damage) 14 HP 5 armor Forceful, Reach, Near Special Qualities: Act in Concert, Selfless, Honour Bound, Devine Regeneration If you thought that stopping the ritual was going to be as easy as knifing the cloaked figure weaving glowing runes in the air, think again. These hulking monsters - half human, half snake, aren't gonna let you get anywhere near their inner sanctum. Whether projecting an entrance or the ceremony itself these guardians always come in pairs who will act with ferocity and uncanny timing that make you think their minds are linked, because well they are. Instinct: Protect the Nest
- block, guard or stall
- defend or interrupt
- give advantage to partner
-
Watuni Spy Solitary, Magical, Stealthy, Organized Wickedly Poisoned Daggers (d10 damage 2 piercing) 12 HP 6 armor Close Special Qualities: Sees in the Dark, Lighting Fast The Snake Priesthood's glassy eyes and forked tongue. These snakey humanoids move silently in the dark, and are protected by their scaly smooth skin, lucky for you there was only one. Unlucky it'll be back with it's friends, and now they know your secrets. Instinct: to spread lies and absorb truth
- impersonate humanoids
- disapear into the shadows
- i'll be back with my friends, at night while you're sleeping
-
Qa'Tor Commander Solitary, Large, Magical, Divine, Organized, Intelligent, Cautious, Terrifying Giant Obsidian Curved Sword (b[2d12+4] damage 3 piercing) 22 HP 6 armor Reach, Forceful, Messy Special Qualities: Amphibious, Plated Scales, Enormous mass of muscle, Glyph of Protection, Glyph of Dread Instinct: to Lead for the Covenant
- Sit back until absolutely necessary
- Take Hold of an area and never back down
- Tear them to bloody shreds
- Ride Ka'rm into battle