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Thieve's Guild Brute Group, Organized, Intelligent Blackjack (d8 damage) 6 HP 1 armor Close Some thieve's guilds search the streets for the most talented youths they can find, then train them in the subtle arts of pick-pocketing, lockpicking, and cloak-and-dagger combat. Others just go to a tavern, throw around some gold, and take any fool willing to smash someone's face. Instinct: To profit
- Rough someone up
- Gang up on a victim
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Khitishi Bodyugard Group, Organized, Intelligent, Cautious Arming Sword (d6 damage) 6 HP 3 armor Close The highest job any non-magician in Khitish can reasonably aspire to is to become one of the personal bodyguards of the Magocracy. The relative luxury this offers comes with a high price, however - personal autonomy. The thorns that wrap around the skin of these bodyguards not only serve to deter hand-to-hand attackers, but also sink into their hosts flesh at the first sign of disobedience. Though not particularly deadly on their own, these bodyguards are extremely adept at protecting their masters and foiling attempts to disrupt spells, making the already-deadly mages that much worse. Instinct: To protect the magocracy
- Form up to protect their Master
- Form a phalanx
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Torrador Elite Solitary, Intelligent, Cautious Martial Arts (b[2d10] damage 1 piercing) 12 HP 2 armor Close Special Qualities: Incredible Speed and Agility The elite forces of Torrador have always been somewhat unique in their approaches to combat. While they obviously could wield any of the wide variety of weapons available across Iaslios, these soldiers have honed their bodies into perfect instruments of marital arts. While only lightly armored and completely unarmed, one must manage to evade their lightning quick strikes or prevent them from dodging all but the fastest of swings to defeat them. Instinct: To protect Torrador
- Evade a slow attack
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Gorgulos Nexx Solitary, Large, Magical, Devious, Intelligent, Terrifying Paralysing touch. (d6 damage) 20 HP 4 armor Ignores Armor Special Qualities: He has maggots the size of potatoes in his chest cavity. Gorgulos Nexx is extremely horrifying to behold, but he's less dangerous than his mate because of his decreased mental ability. He can't really comprehend what's going on, but he lives in bliss as long as he's filthy. Instinct: To spread the cult of Duvan'ku.
- Wallows in filth like a pig in mud.
- On contact, the victim is paralysed until they can free themselves.
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Eizethrat Nexx Solitary, Large, Magical, Stealthy, Devious, Intelligent, Terrifying Paralysis on contact. (d8 damage) 24 HP 4 armor Ignores Armor Special Qualities: She has a small group of undead foetuses to do her bidding. Eizethrat Nexx is one of the Twin Inquisitors. She can't move and neither can her mate, due to obesity. They are absolutely disgusting. They use their servitors to do literally all of their work, but their flesh is enough to paralyse by touch alone. Instinct: To spread filth with her mate.
- Praises filth and rot.
- Convince someone to touch her.
- On contact, the victim is paralysed until they can escape.
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Sentient tree Solitary, Huge, Intelligent Arms (d12+7 damage) 24 HP 1 armor Reach, Forceful Special Qualities: Made of wood The elves brought the trees to live, is what humans say. The truth is the they have always been there. Listening. Watching. But hey, ignorance is bliss, right? Instinct: Protect the natural order
- Blend in with the forest
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Great Jaggi Group, Large, Organized Claws, Tail, Ram (b[2d8] damage 1 piercing) 10 HP 1 armor Great Jaggi's distinctive feature is its frill and the lavender scales with the crimson and tangerine overrides on the frills and the abdomen part, but also the furs that grow on its neck and along the back down to the middle tip of the tail. Great Jaggi's muzzle are particularly thinner and much more wrinkly than the other Bird Wyverns. While the tail has some barbs on each sides, they are notably blunt and definable even used for its tail whip attacks. Great Jaggi, along with the Great Baggi, may attack other boss monsters instead of focusing solely on the hunter, indicating a highly competitive and intelligent demeanor. It can also call its pack of Jaggi to its aid at any time with a loud, resonating roar. Being a larger and more powerful dominant male of Jaggi and Jaggia, it is considered by players to be the boss of these monsters. Its alpha status is much more prominent than that of previous Dromes, as it features many of the characteristics of full-fledged boss monsters — the ability to become enraged, limping when weak, and having a breakable part. One should note that the Great Jaggi can be summoned by the Qurupeco at the Deserted Island, Sandy Plains and the Misty Peaks. Instinct: To feed
- Hunt in pack
- Attack Order Barks
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Gore Magala Solitary, Huge, Stealthy, Devious, Terrifying Claws, Spore bombs (b[2d8+5] damage) 20 HP 5 armor Reach, Ignores Armor, Near Special Qualities: Deafening Roar, Frenzy state, Spore bombs Gore Magala is a very unique wyvern, sharing traits and similarities to that of the Elder Dragons, possessing six limbs, including the clawed wings on its back. Though, its overall appearance and stance resembles a quadrupedal wyvern like the Nargacuga. Its body is covered in dark exoskeleton plates, with notable features including the hidden feelers that are folded alongside its face, the lack of visible eyes and fanged jaws that are actually parts of its external armor plates. The other unique part is its wings, which are covered in jet-black fur that resemble a tattered and ragged cape. The claws on its wings are extremely prehensile, and even seem to possess opposable thumbs. They are used for grabbing, help at running and maintaining stability. When not engaged in combat, Gore Magala tends to cloak its body with its wings by latching them onto its back. The pollen-like scales of Gore Magala are used to understand their environment and leave behind a trail that Gore Magala uses to see both predators and prey by heat. As Gore Magala's senses increase and become better from these scales, its color under its wings will slowly change and get brighter. When its sense are at their highest peak, two feelers will poke out from its head and it will release large amounts of scales into the air. The hairs will darken the sky as if an eclipse was in the area and it will begin to walk on all six. This state is known as the Frenzy State. Instinct: To Infect
- Spread the frenzy
- Leave a trail
- Bombard
- Shed skin
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Lurker Solitary, Humanoid, Magical, Intelligent, Planar, Terrifying claws (d12+5 damage) 24 HP 4 armor Reach, Forceful, Near Special Qualities: watery stealth, spits acid A horrifying cross of a fish, a squid, and an angry warrior, the Lurker hides in the pools of water dotting Mora's library. It assaults those unfortunate enough to cross its path without warning, jumping from the murky depth. Instinct: to ambush and consume
- ensares unlucky adventures
- ambushes from the deep
- grabs adventures with tentacles from their mouth