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Kobold Dracomancer Horde, Small, Magical, Intelligent, Hoarder Dragon bolt (d6+2 damage) 3 HP 2 armor Close, Forceful, Ignores Armor, Far Kobold dracomancers call upon their draconic lineage to power their magic, bending the elements based on the colour. Instinct: To protect tribe
- Set up traps
- Use elementalism
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Kobold Envenomer Group, Small, Devious, Intelligent Venomedge Gun (b[2d6] damage) 10 HP 2 armor Close, Near Kobold envenomers are tough kobold warriors, trained to get close enough to enemies to weaken them with their venom. Their weapon is a piece of kobold ingenuity, coating and launching small serrated arrowheads. Instinct: To protect tribe
- Set up traps
- Inject shaky venom
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Allip Group, Devious, Amorphous Psychotic flailing (d6 damage) 13 HP 3 armor Close, Ignores Armor Special Qualities: Mind wracked with madness, Undead Allips are the unstable ghosts of people who were quite insane when they died. Their maddened souls not flitter about, infecting others with their own deranged mental state. The poor souls have little to no comprehension of what's going on, their instabilities only exasperated by death. Instinct: To act out its insanity
- Babble madly
- Inflict confusion with a touch
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Homunculus Solitary, Tiny, Devious, Construct Tiny claws (d6-2 damage) 16 HP 0 armor Hand Special Qualities: Flight, Construct A homunculus is a small flesh and blood construct animated by a mage as a personal assistant. The being is wholly dependant on the existence of its master and if that link shatters, they go of the deep end. Instinct: To serve master
- Communicate with master
- Inject anaesthetic venom
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Gelatinous Cube Solitary, Large, Devious, Amorphous Acidic push (d8 damage 2 piercing) 19 HP 1 armor Special Qualities: Transparent A slime monster shaped into a cube, perfectly sized for many underground hallways. It is completely mindless, subsisting on whatever grime, pest and adventures blunder into it. Instinct: To feed
- Engulf food
- Paralytic slime
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Grick Solitary, Stealthy Beak (d10 damage) 12 HP 4 armor Close Gricks are opportunistic predators. Despite their look, their flexible hide is very thick and durable, often to the surprise of those who try to fight them off. Gricks don't feed on each other, but besides that does not seem to care for one another in any capacity. Instinct: To feed
- Camouflage itself
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Manticore Group, Large Jagged bite (b[2d8+2] damage) 10 HP 0 armor Manticores a fierce and fearless predators. They attack either by savaging their prey with teeth and claws, or flinging their less damaging but piercing spines from their tail. Little dissuades them once they've decided something is going to be their launch. Instinct: To feed
- Launch Spikes
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Assassin Vine Group, Large, Stealthy, Devious Strangling vine (d6 damage) 10 HP 1 armor Reach Assassin vines a sneaky plants that grapple and crush anything that gets too close in order to feed upon their nutrients. The most efficient tactic is to run away, as the plant has no means of moving away from where it is rooted. Instinct: To feed
- Grapple
- Camouflaged among plants
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Corpse Prophet Solitary, Large, Divine, Devious, Intelligent, Construct Malformed appendage (d8+2 damage 1 piercing) 26 HP 1 armor Reach Special Qualities: Undead Corpse prophets are sacred beings in churches that revere undeath. Created not by mortal necromancers but by their deity itself, the corpse prophet rises only from the most accomplished of teh faithful, fighting the enemies of the church with divine wrath and necrotic fury. Instinct: To serve its deity
- Bring down divine wrath
- Infectious attacks
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Leukodaemon Group, Large, Devious, Intelligent, Hoarder, Planar Unholy rifle (d6 damage 3 piercing) 14 HP 3 armor Special Qualities: Empowers diseases Leukodaemons directly serve the Hoseman of Pestilence, working as biological warfare specialists of the daemonic horde. They have no mercy, spreading plague and contagion in order to secure victory for teh daemons. Instinct: To spread pestilence
- Unleash a plague swarm
- Viral attacks