-
Elder Ragnaros Priest Solitary, Magical, Intelligent Fire Missile (d10 damage) 12 HP 0 armor Close, Far A High Priest of the faith of Ragnaros. They mostly focus on supporting followers in battle than doing damage themselves. Instinct: spread religion
- Manipulate Fire
- Ensorcell Weapon (+2 damage)
-
Tar Guard Group, Amorphous Scimitar (d8 damage) 9 HP 3 armor Close, Reach Tar Guards are beings that appear in the shape of a human, but dripping of a sticky tar. They are commonly created by powerful wizards from the dessert lands to protect their secret lairs. They have no legs, instead they slink across the ground. A little known secret is they have the ability to elongate any part of their body, allowing them to make an attack from a distance when an opponent may not expect it. Instinct: to guard
- Spit Tar
-
Zirzarlameth the Dread Solitary, Huge, Divine, Magical, Devious, Intelligent, Cautious, Hoarder, Terrifying Claws (d12+6 damage, Ignores Armor) 26 HP 6 armor Reach, Forceful, Near Special Qualities: Wings, Dragonscale Armor, Dread Call Great and magnificent beasts, capable of laying waste to entire regions by themselves, dragons are incredibly powerful and intelligent beings. They are said to have the power of the elements flowing through their veins, and each manipulates the natural world in its own special ways.
As one of the most fearsome predators in the entire world, a Dragon's call can create panic in even the best-defended cities, as people ponder their incoming fiery doom.
Instinct: to Have it All- Bend the Elements to Its Will (erupt a volcano, make the earth shake, create a storm, etc.)
- Breathe Enormous amounts of Fire and Lava
- Swim through the Earth like water
- Create a blast of Wind
- Rend with tooth, tail and Claw
- Manipulate and wait
-
Ronin Solitary, Intelligent, Cautious Katana and tail (b[2d12] damage 2 piercing) 16 HP 5 armor Close, Near These solitary, bipedal reptilians hearken from a feudal land far across the ocean. Their bodies are covered in thick, crimson scales. They are taciturn, eremitical swordsman bound by a harsh code of conduct. They acquire little in the way of material possessions, and seem concerned with nothing other than their oaths, and maintaining the sharpness of their ornate blades. In battle, Ronin utilize a fighting style that employs lethal swordsmanship and the use of their thick, muscular tails. Instinct: Follow the warrior's code
- Fight with honor
- Word is law
- Never let slight go unpunished
- Better to die than to flee
-
Lurker Group, Large, Terrifying Barbed tentacles (d8+4 damage 1 piercing) 10 HP 1 armor Forceful, Reach, Near, Far Special Qualities: Barbed tentacles. Eyes ringing mouth. Foul smell. Lurkers are massive, tentacular monstrosities that haunt severs and water-choked caverns. Their rubbery hide is annoyingly resistant to blade, arrow, and spell. Their barbed tentacles choke, eviscerate, and crush multiple opponents at once. Their most horrifying attribute, however, is the giant maw that has devoured many unfortunate adventurers. Their jaws are strong enough to bite a man in half; the serrated, incurving teeth tear and flay. The eruption of eyes that ring gleam with malice. Worse still, the smell that bubbles from that unholy orifice is known to water eyes and provoke retching. Lore suggests that these abominations were created by an insane sorcerer to protect a fabled treasure. Instinct: Hunt and devour
- Hide in sewers
- Stay submerge and ambush
- Eat their own
- Drown and save for later
-
Ghost Elf Group, Stealthy, Hoarder Curved blades (d8 damage 2 piercing) 6 HP 1 armor Close Thin, angular, and flesh the color of bone. Ghost elves flit and dart like quiet shadows, smiling as their curved blades slash through chain and flesh alike. They make no permanent homes that anyone is aware of. Some think they lurk in hidden caverns, swamps, and high in the mountains. It is rumored that they worship some elder thing slumbering within a block of ice. No one knows what they want, or where they come from, but many believe that they are not elves at all, but something older, and far more terrifying. Instinct: To eviscerate
- Move like a whisper
- Divide and Conquer
-
Charger gang member Group, Intelligent Hammer (d8+2 damage) 10 HP 1 armor Close, Forceful A gang member of The Chargers Instinct:
- bully the public
-
Thug Group, Stealthy, Intelligent Dagger (d6 damage 1 piercing) 6 HP 0 armor Close A standard ruffian who simply wishes to steal some items, then escape the scene. usually traveling in groups so they can split off and meet up after escaping down alleys or across rooftops Instinct: To steal anything it can get its hands on.
- Attack quickly then retreat
- Will use bolos to wrap up persuants legs
-
Guardsmen Group, Organized, Intelligent, Cautious Broad sword (d8+4 damage) 10 HP 5 armor Close, Forceful A basic guardsmen who patrols the city streets and protects the common folk. some fight for honor, and some for a hot meal and a roof. Regardless of their reason, they are well trained and more focused on defense, but not letting this hinder their offense. Instinct: Investigate newcomers
- Uphold the law
- Focus attacks