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Dretch Horde, Small, Intelligent, Planar Filthy claws (w[2d4] damage) 3 HP 1 armor Close Special Qualities: Immune to electricity Many people expect that their life will be a cakewalk after making a favourable deal with Hell. But those on the other side are watching. Should the damned soul prove itself useless and without worth, they will be granted the body of a lowly dretch upon arriving, before being kicked out to fend for themselves until they can prove themselves worthy of more important forms. As a result, most dretches are eager to please, hoping to earn the goodwill of the overlords. Instinct: To earn Hell's grce
- Wallow pitifully
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Drow Venomslayer Solitary, Devious, Intelligent, Cautious Envenomed Crossbow (b[2d8+2] damage 1 piercing) 12 HP 3 armor Close, Near Experienced drow venombolters are promoted to this rank and often lead operations of importance. Instinct: To secure revenge for teh drow empire
- Create clouds of darkness
- Venom causes target to fall asleep
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Drow Venombolter Horde, Devious, Intelligent, Cautious, Hoarder Envenomed Crossbow (b[2d4] damage 1 piercing) 3 HP 2 armor Close, Near Drow venombolters are the basic soldiers of the drow empire. Despite having adopted more mordern weaponry in recent times, they still favour crossbows as it allows them to utilize a variety of poison and venoms. A strong sedative is the most popular. Instinct: To secure revenge for the drow empire
- Create clouds of darkness
- Venom causes target to fall asleep
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Fungal Crawler Horde, Small, Devious Nibble (d4 damage) 3 HP 3 armor Close Special Qualities: Part plant Fungal crawlers are an ancient insectoid species. No one knows when it happnened, but sometimes in the ancient plants, the species was gradually infected with a strange fungi. Over many generations, the two kinds fused and now they are one species. Primarily scavengers, fungal crawlers aggressively defend their home and are popular pets with denizen of the underworld. Instinct: To eat
- Leap at enemies
- Sicken with a bite
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Troglodyte Horde, Intelligent Primitive spear (d6 damage) 3 HP 2 armor Close, Reach Special Qualities: Darkvision Troglodytes are the degenerate descendants of a group of bipedal lizards called xulgaths. They have lost much of their former glory, now forced to eke out a living at the edge of civilizations, often taken as slaves by others. They emit a noxious stench, a natural adaptation to help fend off predators. Instinct: To protect tribe
- Stink to high heavens
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Monoculus Stoneguard Group, Small, Stealthy, Magical, Construct Stalactite Maw (d8+2 damage) 6 HP 3 armor Close Special Qualities: Chimera Monoculus Stoneguards are drow creations, artificial lifeforms formed by alchemists and fleshcrafters. They are deployed as borderguards and a first line of defence, using weaponry that gives them an advantage against other horrors of the deep. Instinct: To guard drow territory
- Emit a flash of light from its eye
- Stony hide
- Hurl lightning
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Chomp Fish Horde Bite (d6+2 damage) 3 HP 2 armor Close Special Qualities: Aquatic Chomp Fish are aggressive piscine creatures who bite anything and everything that steps into their waters, except others of their kind. Instinct: To eat
- Lurk in water
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Imp Group, Tiny, Stealthy, Devious, Intelligent, Planar Imp claw (d6-2 damage) 6 HP 0 armor Hand Special Qualities: Flight Imps are the children of devils. Yet unburdened by any actual duties in the infernal realms, imps instead focus on getting an education and enjoying life. Sometimes, a little bit too much. Instinct: To have fun
- Disguise itself as an animal
- Can turn invisible
- Cause shakyness with its venom
- Communicate telepathically
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Ranger Wild Lord Solitary, Intelligent Rifle (d10+2 damage 4 piercing) 12 HP 1 armor Close, Near, Far Supreme masters of the wilderness, wild lords a completely attuned to the natural world, channeling that power into every task they do. Animals fighting alongside them gain +3 damage and +3 armour. Instinct: To protect the wilds
- Work with beasts
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Ranger Hunter Group, Intelligent Rifle (d8 damage 4 piercing) 6 HP 1 armor Close, Near, Far The hunters are trained rangers, who have learned to turn their skills towards a more predatory focus. As a result, they shoot with the precision of an eagle. Any beast fighting with them gains +2 damage and +2 armour. Instinct: To protect the wild
- Work with beasts