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Dwemer Spider's (3) Group, Small, Magical, Construct Metal Armaments (d6 damage) 10 HP 3 armor Close Special Qualities: Machine - Machine Stuff, Built to Defend and Patrol Dwemer Spiders are smaller machinations created by the dwemer that patrol and defend the majority of their ruins. They have 6 steel legs and spew steam out as they move around. The dome on the top of them glows with lightning that spews out of their soul gems. Instinct: attack on sight
- Ambush - Waits until many of its counterparts can attack at once.
- Lightning Bolt - Blasts a target with a bolt of lightning. This is the first attack from this creature all the time.
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Festrog Horde, Devious, Organized, Construct, Terrifying, Amorphous Bite, Claws (b[2d4+4] damage) 14 HP 1 armor Close, Forceful Special Qualities: Comes back to life if not burned after 2 hours, It's jaws can open 4 times as much as a normal human A festrog is an undead abomination spawned when a creature is killed by a massive release of negative energy (perhaps due to planar bleeding, the destruction of a potent artifact, or even certain magical attacks by powerful undead), and then mutilated by an outside force, such as the scavenging of wild animals. Sometimes called dog-ghouls for their ability to run on all fours, the name often causes opponents to misinterpret this creature's abilities and grossly underestimate its intelligence, for the festrog is in fact a rather canny monstrosity. Festrogs inhabit remote areas near places where they were slain. It's not uncommon for a tribe of festrogs to share territories with ghouls. Most festrogs gather in small bands, based on whatever loose affiliations they might recall from when they were alive, and choose dwellings in sunless areas easily defended with group tactics. Like ghouls, they tend to skulk about graveyards, though they prefer ones with tombs and mausoleums so they can hide during the day. They hunt nocturnally in packs, preferring open areas like plains, farmlands, or open forests where they can track down prey with few places for it to run or hide. These packs wander semi-nomadically, often traveling miles beyond their dwellings in pursuit of mortal flesh. Instinct: To spread disease
- Hunt in packs, Spread Disease
- Spreads diesase upon bite
- Howl
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Mad Hunters Group, Intelligent, Hoarder Sharp skinning-knives, bow. (b[2d8+2] damage 1 piercing) 6 HP 1 armor Close, Near, Far Special Qualities: Can use Bola, Lasso, traps. The mad followers of The Poacher. Mostly wildlings, tribesmen, sometimes outcast slavers & criminals, which at some point left their home. Some escaped the law, searched a new home for their cruel, restless minds and fascination for hunting special prey. Some heared stories of the Poacher, about his skills and his 'work'. Adoring they follow him, as long as they can, trying to gain his favor, without intervening his hunt and holding strangers at bay which want to approach the poacher. Instinct: to hunt, kill, keep strangers away
- Hunting everything, eating all flesh.
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'The Poacher' Solitary, Magical, Intelligent Long knife, unique bow (b[2d10] damage 1 piercing) 12 HP 1 armor Close, Near, Far Special Qualities: Very agile & quick., Sneaks up from behind in the twilight. The Poacher is crual human being, with mind and body disfigured by wild blood magic and witchcraft he encountered on his hunts in the deepest wildernis. Sincen then he began a much more horrible and vicious style of his craftsmen-ship. He loves to hunt all interesting or unique prey, especially the more intelligent ones which can show pain. He loves to catch and skin them alive, giving the skins to his kind of mad followers and assistants which follow him out of the wilderness sometimes. Primitive and cold-harted enough to enjoy the work of the Poacher, wearing the "presents" of their 'chief' with great pride. But they always keep their distance to him. He doesnt like company at all in the end. Scares the prey. Instinct: to hunt, skin & collect
- Marksman with the bow.
- Weakening-poisoned knife.
- Backstab
- Camouflage-light-armor.
- Uses Bloodmagic to paralyze.
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BOSS: The Poacher Solitary, Magical, Intelligent Long knive, unique bow. (b[2d10] damage 1 piercing) 12 HP 1 armor Close, Near The poacher is crual human being, with mind and body disfigured by wild blood magic and witchcraft he encountered on his hunts in the deepest wildernis. Sincen then he began a much crueler, vicious Instinct: to hunt, skin & collect
- Seize control with blood magic.
- Uses own blood to paralyze foes from afar.
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BOSS: Dark-Dwarf Commander Solitary, Small, Intelligent, Planar, Terrifying Runed Doom-Hammer (b[2d10+4] damage) 12 HP 3+1 armor Close, Forceful Special Qualities: The shadows of the Realm of Darkness twist their once worldly appearance. Inhabitants of the Realm of Darkness. Came into to mortal world when the Great Dark Crystals was destroyed and the Great Shadow Beast Souleater broke out and opened the portal. Once mortal dwarfes, long ago banished from the mortal world, when their kingdom beneath the earth grew too mighty for even the gods. Now crooked and twisted by the eternal darkness beyond the portal, scarred and angry on all the mortal world and eager to take back, what they once lost. Instinct: to regain the kingdom beneath.
- Hammer-swing, Hammer-Throw, Ground-Slam.
- From the Realm of Darkness
- Shield
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Dark-Dwarf Hornblower Solitary, Small, Planar, Terrifying Stunning shout, Mace (d10 damage 1 piercing) 16 HP 1 armor Close Special Qualities: The shadows of the Realm of Darkness twist their once worldly appearance. Inhabitants of the Realm of Darkness. Came into to mortal world when the Great Dark Crystals was destroyed and the Great Shadow Beast Souleater broke out and opened the portal. Once mortal dwarfes, long ago banished from the mortal world, when their kingdom beneath the earth grew too mighty for even the gods. Now crooked and twisted by the eternal darkness beyond the portal, scarred and angry on all the mortal world and eager to take back, what they once lost. Blows the Doom-Horn to call forth more Dark-Dwarves. Instinct: to call reinforcements from the Dark Portal
- Blow the Doomhorn
- From the Realm of Darkness
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Dark-Dwarf Group, Small, Cautious, Planar, Terrifying Spears, Maces, Crossbows (b[2d8] damage) 6 HP 5 armor Close Special Qualities: Can form a shield-wall, The shadows of the Realm of Darkness twist their once worldly appearance. Inhabitants of the Realm of Darkness. Came into to mortal world when the Great Dark Crystals was destroyed and the Great Shadow Beast Souleater broke out and opened the portal. Once mortal dwarfes, long ago banished from the mortal world, when their kingdom beneath the earth grew too mighty for even the gods. Now crooked and twisted by the eternal darkness beyond the portal, scarred and angry on all the mortal world and eager to take back, what they once lost. Instinct: to regain their lost kingdom beneath the mountains and mortal lands.
- Attack in Formation
- Impenetrable Aura of Darkness
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Salamandro Group, Stealthy, Hoarder Karambit knife (d8 damage) 10 HP 2 armor Close Special Qualities: Spray forth flames Salamdros are desert dwelling reptile creatures. They prey on mammals, like camels, jackals... or humans. Instinct: To eat human flesh
- Charm someone
- Spray forth flames
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Buffarantula Solitary, Large, Stealthy, Terrifying Mandibles (d10+4 damage) 16 HP 1 armor Forceful Special Qualities: Impale someone, Overwhelming appearance Buffalanturas are huge tarantulas the size of a Buffalo. These creatures have horns on their heads which have a hard keratin that help them tunnel through stone and earth. Instinct: To grab prey and take it away
- Burrowing
- Surprise from below