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Coldblooded Killer Group, Intelligent Sharp and shiny (b[2d8+2] damage 1 piercing) 10 HP 1 armor Close, Reach Special Qualities: Snakeman or Lizardman, Coldblooded, Cruel, Venomous spit? Instinct: TO MAKE THEM SUFFER
- Kill someone defenseless
- Feign death
- Attack in tandem
- Constrict them with tail
- Trip and stab them
- Venomous bite
- Taunt and laugh
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Snakeman Burglar Solitary, Stealthy, Devious, Intelligent, Hoarder Poison Darts (d8 damage 1 piercing) 8 HP 0 armor Near, Far Special Qualities: Contortionist, Claustrophilic, Greedy, Venomous spit Instinct: TO STEAL ANYTHING WORTHWHILE
- Avoid detection
- Pick locks and disarm traps
- Take something of value
- Slow them with venom
- Trip them with tail
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Lizardman Marksman Group, Intelligent Heavy Crossbow (b[2d8] damage 2 piercing) 8 HP 0 armor Close, Near Special Qualities: Keen senses, Thermal vision, Vemomous spit, Slow-loading weapon Instinct: TO ENSURE NO ONE ESCAPES
- Spray venom in their face
- Lie in wait
- Trickshot
- Disarm or trip them
- Stalk prey
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Flying Lizardman Group, Small, Intelligent Impaling Spear (d8 damage 2 piercing) 6 HP 0 armor Reach, Near Special Qualities: Flight, Cowardly Instinct: TO ATTACK WITH AN ADVANTAGE
- Become airborne
- Throw spear
- Procure a pointy weapon
- Come down from the sky
- Screech of terror
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Snakeman Cutthroat Solitary, Stealthy, Intelligent Stab in the Back (d10 damage 2 piercing) 10 HP 1 armor Close Special Qualities: Claustrophilic, Contortionist, Venomous spit Instinct: TO KILL THEM IN THEIR SLEEP
- Strike from behind
- Avoid a close call
- Kill someone asleep
- Smash them with muscly tail
- Venomous bite
- Squeeze them with tail
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Servant Horde, Stealthy, Organized, Intelligent Household Goods (d4 damage) 3 HP 0 armor Close Special Qualities: Ordinary person, Specialized skills and knowledge The servant is an ordinary person. A coachman, gardener, nanny, governess (teacher), valet (serves men), lady's maid (serves women), cook, housekeeper (cleans), or butler. Most of them will fight for their own survival, but only one will ever willfully cause harm towards the masters of the manse. They are not above trickery or deceit, and may misinform or spy or feign disloyalty. Given the choice between betraying their lifelong masters or death, they will surely choose death. They will flee from fights. If cornered, they will strike with forks, knives, pots, pans, canes, whips, hoses, paddles, and brooms. Instinct: TO FIGHT FOR SURVIVAL.
- Seek cover or escape
- Feign disloyalty
- Alert the others
- Plead for life
- Choose death
- Attack as a last resort
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World Bearer Solitary, Huge, Intelligent, Construct The Whole World (b[2d10+5] damage) 24 HP 3 armor Reach, Forceful, Ignores Armor, Far Special Qualities: Made of brass, Detachable components, Destructive The world bearer is a humanoid construct worked from brass. Its metal cannot tolerate extreme heat. It appears as a figure from antiquity, with a giant metal-frame globe welded onto its palms. It is over twice as tall as a mortal, and incredibly muscular, with a globe as wide as a human is tall. It can move remarkably fast despite being a construct, as if its joints glowing with heat when it too quickly. The world bearer is incredibly destructive and reckless, breaking walls and valuables with gusto. It is incredibly patient and only reveals itself when absolutely necessary. It does not appear to have an ancestral stone, as the very metal is enchanted with life. It can detach its globe to bowl down enemies from afar. It never stops chasing. Instinct: TO DRIVE AWAY INTRUDERS
- Bowl them over with the world
- Make the ground tremble
- Break free from metal restraints
- Ring the ears with clanging metal
- Reattach a severed limb or piece
- Pulverize them with the globe
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Stone Soldier Group, Construct Stone Strike (d8+2 damage) 17 HP 6 armor Close, Forceful, Reach Special Qualities: Animated by an ancestral stone The stone soldier is a humanoid construct worked from rock. There are multiple variants. Alabaster is the softest, followed by limestone, then marble, granite, and the hardest: basalt. The marble variant is the most common, and comes in many colors. The stats above are for the MARBLE variant. They only animate in the presence of an intruder a few paces away. When one animates, every other stone soldier in the room does so as well, allowing them to fight as a group. They are powered by a soul stone embedded in their body, often the head, which contains the soul of an ancestor. These stones are incredibly valuable gems and about the size of an egg, adorned by ornate carvings. They wield lances, axes, hammers, and swords, though all deal the same damage. Their movements are slow and measured, their joints shifting slowly. It avoids damaging valuables when possible. Instinct: TO PROTECT THE BLOODLINE
- Bring down the rock
- Weather a powerful attack
- Re-position very slowly.
- Defend something valuable
- Find the descendants
- Protect the lineage
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Flesh Blob Intelligent, Amorphous, Terrifying, Solitary, Huge Whack/Absorb (d10+3 damage) 23 HP 1 armor Forceful Special Qualities: Flesh can come together from anywhere on it's body to form as the weapon A Flesh Blob is the final stage of a ghoul. After devouring enough flesh a ghoul gains intelligence[Devourer], but then after a Devourer's engulfed enough souls they then gain a new form. Most of these Blobs can choose to take the image of a heavenly attractive person, so it's easier to lure unsuspecting people to their demise. Once a Blob is close enough to absorb someone, their true form horrifically appears. A mountain of flesh, embedded with the face of every soul they've took, their victim slowly sinks inside. Some more... ambitious Blobs have successfully taken the forms Gods. Their followers unwittingly believe their God has graced them with their presence. "But why do they always need sacrifices" some ask, until they themselves enter the flesh mound of their "God". Instinct: To absorb
- Change their apperance
- Lie and trick
- Absorb people into their flesh