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Bodak Solo Reckless Blows (d10 damage) 16 HP 0 armor Close The soul and the body are intrinsically tied together, only separating in death. But what happens when that connection is broken prematurely? A bodak is born. Bereft of a soul, these undead husks constantly wander to replace it. If their soul was merely stolen, absolution for these pitiful beings can be found through helping them recover it. But if the soul was destroyed, only putting the creature to death will help, as otherwise it will furiously tear any living being apart, desperate to try and take their life energy to fill their hollowness. Instinct: To regain a soul
- Drain essence with a glance
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Mind Flayer Thrall Group, Stealthy, Divine, Devious, Organized, Intelligent, Construct Hand weapon (d6 damage) 12 HP 0 armor Close Special Qualities: Maggot-like larva surgically implanted in skull Captives whose brains have been removed and devoured by mind flayers are often used as hosts. The mind flayers surgically implant a larval parasite into the skull cavity. The mind flayer can now command the thrall, and experience the world through its sense organs. Instinct: to execute the orders of its master
- Advance robotically
- Infiltrate another faction and gather intel
- Allow the master to see through its eyes
- Telepathically alert the master of danger
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Efreeti Bladestorm Solitary, Large, Magical, Intelligent, Planar, Evasive Twin Heated Scimitars (b[2d10]+1 damage 1 piercing) 16 HP 2 armor Bladestorms are veteran skirmishers, excelling at darting in and out of dangerous situations. They are especially effective against non-fire creatures, using their internal heat and showers of sparks from the blades to keep opponents at bay, giving them room to work their art. Instinct: To dominate
- Emit searing heat
- Alter size
- Grant wishes
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Wildwuchsbulle Solitary, Large, Construct, Terrifying Hörner und Ranken (b[2d10+4] damage) 24 HP 1 armor Forceful Special Qualities: , Instinct: ein Revier verteidigen
- auf etwas zustürmen
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Lord Falgott Solitary, Intelligent, Hoarder Twohanded Longsword (d10+2 damage) 20 HP 3 armor Close, Forceful Instinct: to defend his territory
- defend the family
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Vrokarheim Garrison Horde, Intelligent, Cautious Halberd, Sword, Musket (b[2d8]+1 damage 1 piercing) 6 HP 3 armor Close, Reach The elite troops of Vrokarheim are equiped with halberds, swords and last but certainly not least an unique weapon that seems to fire tiny projectiles at an incredible speed with the use of some sort of alchemical reaction. Instinct: Follow orders
- March into battle
- Attack as one
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Marsher Group, Large, Devious, Organized Trample (d4 damage) 14 HP 1 armor Used by the Vrokarheim Guard to patrol crowded plaza's and events, these long-necked mammals with tall legs and amphibian features orginally inhabited the quagmire to the east. Both able to wade through deep water and reach the occasional lonely tree for sustenance. They are able to produce a high pitched noise to alert the herd to incoming danger, the guards of Vrokarheim have trained them to perform this noise on command to alert nearby patrols. Instinct: To survive
- Wade through both crowds and water
- Protect its rider from harm
- Produce a deafening high-pitched scream to call for help
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Nightsworn Death Knight Solitary, Magical, Intelligent, Cautious, Terrifying Serrated truesteel blade (b[2d10+2] damage 1 piercing) 20 HP 4 armor Close Special Qualities: Ghastly visage Even the greatest of good can still be corrupted. A band of knights once rode out to slay an ancient evil, but they never returned. Now their mind has been altered and they zealously fight to protect the dead from the expansion of the living. They aren't evil. They don't enjoy killing. But it has to be done so the evil known as "life" can be stopped. Instinct: Protect the underworld from the living
- Smother life and magic nearby
- Slowly drain all life and magic from subject
- Turn incorporeal or return to a solid form