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Akul'Tarash Solitary, Huge, Magical, Divine, Intelligent, Hoarder, Planar, Terrifying Punch/ spell (b[2d12+9] damage 1 piercing) 24 HP 4 armor Reach, Forceful, Ignores Armor, Far Special Qualities: Instinct: to protect its trasure and to destroy anyone who tries to claim it
- Heavy melee hits, with dark magic spells
- Darkness blast - surrounds the room in darkness
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Goblin Cabal Group, Small, Stealthy, Magical, Intelligent Chaotic flame (d8 damage) 14 HP 1 armor Close, Ignores Armor, Far Instinct: Summons Demons
- Summon a lord
- heal the lord
- buff the lord
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Corrupted Goblins Horde, Small, Organized, Terrifying Shanks (b[2d4] damage 1 piercing) 7 HP 0 armor Close Special Qualities: putrefying Instinct: Feed
- Swarm
- Rise the swarm
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Crab Beast Mother Solitary, Huge Tentacles and Pincers (d10+7 damage) 24 HP 3 armor Reach, Forceful A massive crab like beast that wades in the water and doesn't seem to move. It lives in caves and feeds off strange magical energies. It will defend its hive and its children to the death. Instinct: To Crush Intruders
- Defend its hive
- Try to crush its enemies
- Spit disease at the enemy
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Brineman Captain Pelin Group, Divine, Devious, Organized, Intelligent Bastard Sword (b[2d6+6] damage 1 piercing) 6 HP 3 armor Close, Forceful Instinct: To serve R'glz
- Call 1d4-1 Brinemen
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Brineman Captain Pelin Group, Divine, Devious, Organized, Intelligent Bastard Sword (b[2d6+6] damage 1 piercing) 6 HP 3 armor Close, Forceful Instinct: To serve R'glz
- Call 1d4-1 Brinemen
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Bone Devil Solitary, Planar Demoniac chains (b[2d10] damage) 12 HP 3 armor Close, Far Bone devils appear as skeletons wrapped in chains. They will relentlessly seek escaped souls and ignore everything else if possible. If confronted they are ruthless. Instinct: Shreds
- Retrieves souls
- Devil from hell dimension
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Magma Golem Solitary, Construct Smash (d10+2 damage 2 piercing) 12 HP 3 armor Close, Forceful Special Qualities: Relentless, Immune to fire damage Magma golems are powerful magical automatons created from the raw material of magma. Hard rock on the outside with a core of lava inside; they may breathe fire. Custom Move: When a magma golem breathes his mystic fire at you, ROLL+WIS. On a 10+, you find suitable cover. On a 7-9, you dodged but choose 1 anyway: Your weapon melts on your hand. Your armor burns and leaves you breathless for a while(-1 on all rolls until you next make camp) Say goodbye to your backpack. On a 6-, take 2d6 in fire damage. Instinct: Incinerates
- Guards
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Jolter Group, Small, Devious, Organized Paralyze, whip, claw, bite, constrict. Kind of like a jolteon + a tentacool (1d6+2] damage 1 piercing) 6 HP 1 armor Close Special Qualities: Electricity/Paralysis Quick, Devious, Cunning. The Jolters are not to be meddled with... As fast as lightning they blink from tree to tree, avoiding line of sight. They close in with deft speed and paralyze their foes with their electrically charged whip-like appendages. They are about the size of a dog and have fur static coats of gold with brown stripes. Instinct: To hunt
- Electrocute, Lash
- PARALYSIS
- holds tentacles up in the air, and lightning sizzles similar to a teslacoil.