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The No-Faced Ones Group, Stealthy, Intelligent, Terrifying Duel Sharp Kukri Knives (b[2d8] damage 1 piercing) 6 HP 3 armor Close, Near Special Qualities: Blending - Allows a No-Faced one to change there look, attacker must Defy Danger (Wisdom) to notice them. There are rumours in the grand cities lies a secret organisation that puts even the assassins' guild's best to shame. The No-Faced Ones are a small group of assassin's who have gained a reputation for killing targets at any time without ever being caught. It's rumoured they are able to kill a target and flee by blending into the crowd. The rare few who do get away, tell rumours of how they are able to change there face, hence the name No-Faced Ones. Instinct: To kill a target, To blend in to the background, To prove oneself in Combat
- Strike without notice.
- Manipulate the face with Illusion magic
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Elder Metsuah Solitary, Divine, Magical, Intelligent, Cautious broadsword (w[2d10+4] damage) 18 HP 1 armor Close The high priest of the gods of plenty, justice, and death. A surprisingly powerful man. Instinct: to prove the superiority of the three gods
- call upon his authority
- cast a spell of the three gods
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Snake Highpriest Solitary, Magical, Divine, Terrifying Poison blast (d10+2 damage) 14 HP 4 armor Close, Reach, Far Special Qualities: Snake hybrid Instinct: Do as the snake desires
- Curse
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Snake cultist Group, Stealthy, Intelligent Dagger (d6 damage) 6 HP 2 armor Close Instinct: Serve the snake
- Stab
- Poison fever
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Cranium Rat Horde, Tiny, Magical, Organized, Intelligent Bite(alone), Magic Missile(in small groups), Fireball(in big groups) (d6-2 damage) 3 HP 0 armor Near(bite), Far(spells) Cranium rats become more intelligent as they gather in bigger groups. A single cranium rat is no more intelligent than a normal rat, but gather a group and they gain mental abilities like telepathy, telekinesis and spellcasting. They live in the same places you would usually find rats. The only visible difference between a cranium rat and a normal rat is that you can see a part of the cranium stick out the top of a cranium rats head. Instinct: To defend its kind
- It gathers with its kin to grow in power and intelligence
- Casts spells like a wizard.
- It gains access to more powerful spells as it joins together with others of its kind.
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Grim Wolf Mother Solitary, Huge Claws and Teeth (d10+4 damage) 24 HP 1 armor Reach, Forceful As Grim Wolves prepare to give birth, they gradually grow to almost twice their usual size. After the cubs are born, the mother maintains this size for a month to protect her offspring until they can are mature enough to leave the den. Guided by instinct, this monster will protect her children with everything she has, attacking any interlopers with great violence and desperation. Beware! Instinct: To protect its young
- Eviscerate
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Vicious Lynx Group, Small Claws and Teeth (d8 damage) 8 HP 1 armor Close Lynx born near deposits of magical power, whether natural or manmade, mature into Vicious Lynx. Vicious Lynx develop a thick layer of tough fur that can deflect damage away from its body. They most often hunt in pairs, with solitary Vicious Lynx and groups of three occasionally sighted. Instinct: To hunt for prey
- Pounce
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Unseen Osprey Solitary, Small Talons (d10 damage 1 piercing) 10 HP 0 armor Close Osprey born near deposits of magical power, whether natural or manmade, mature into Unseen Ospreys. So called because their immense speed can make them difficult to see with the naked eye. Unseen Osprey are about the same size as their unmagical counterparts, but their talons stand out as larger and sharper, bearing a number of vicious barbs. Instinct: To hunt for prey
- Divebomb
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Vile Hare Horde Solitary, Tiny Feet (d10-2 damage) 35 HP 0 armor Hand, Reach Special Qualities: At >20 HP, Feet do d8-2 damage, At >10 HP, Feet do d6-2 damage, At >5 HP, Feet do d10 damage Snowshoe hare born near deposits of magical power, whether natural or manmade, mature into Vile Hares. These monstrous rabbits don't grow as much in size as they do in vicious temperament. The hares travel in roving packs of up to hundreds, denuding grasslands and breeding furiously. Fortunately, unless their offspring is born near a magic deposit, they develop into regular rabbits. Unfortunately, Vile Hares will usually eviscerate and consume any offspring that do develop into regular rabbits. Instinct: To breed
- Surround
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Vile Hare Horde, Tiny, Organized Feet (d4-2 damage) 3 HP 0 armor Hand Snowshoe hare born near deposits of magical power, whether natural or manmade, mature into Vile Hares. These monstrous rabbits don't grow as much in size as they do in vicious temperament. The hares travel in roving packs of up to hundreds, denuding grasslands and breeding furiously. Fortunately, unless their offspring is born near a magic deposit, they develop into regular rabbits. Unfortunately, Vile Hares will usually eviscerate and consume any offspring that do develop into regular rabbits. Instinct: To breed
- Beatdown
- Shriek