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Elemental Lord Solitary, Huge, Magical, Stealthy, Divine, Intelligent, Hoarder, Planar elemental spells (b[2d12+9] damage) 30 HP 4 armor Reach, Forceful, Ignores Armor, Near, Far Special Qualities: Flies, immune to favored element Instinct: invade the material world
- bend favored element to its will
- Strike an unbelievable bargain
- summon elemental minions
- grant wishes for a steep price
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Revenant Solitary, Intelligent (d10+2 damage) 20 HP 0 armor Close, Forceful A revenant is a vengeful spirit that has possesed its own corpse. Now undead and constantly aware of where their target is, the revenant will not stop until either its soul has been forcefully dragged into the afterlife or it finally gets its revenge. Everything else is just a temporary delay. Instinct: To get revenge
- Sense target
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Revenant Heralds Group, Large Pecking (d6 damage) 18 HP 0 armor Reach Strange swarms of undead birds that seem to appear whenever a revenant is created. They seem only interested only in seeing the revenant's cause fulfilled, no matter what it is. As soon as the revenan has been satisfied, the heralds disapear again, though no one knows to where. Instinct: To eat the living and the dead
- Distract
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Duergar Assassin Group, Small, Stealthy, Intelligent, Hoarder Poison Dagger (d8 damage 2 piercing) 6 HP 1 armor Close, Near Special Qualities: Can see in the dark While you are engaged by their brethren, ensnared by one of their traps or just stumbling through the darkness of their caves, the Duergar assassins will see you, but you will never see them coming. Instinct: to backstab
- Attack from the shadows
- Meld into the shadows
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Duergar Runecaster Group, Small, Stealthy, Magical, Organized, Intelligent, Cautious Chisel (d8 damage 1 piercing) 6 HP 1 armor Close, Reach Special Qualities: Can see in the dark The Duregar revere the powerful runes these runecasters chisel into stone, for they give them a deciding advantage in any dark and narrow space. Pray to never meet them in the deep caverns they call their home! Instinct: to protect their own
- Glyph of Warding
- Negate light
- Turn invisible
- Summon protectors
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N Solitary, Magical, Divine, Devious, Organized, Intelligent, Cautious, Planar, Construct Reality Damage (b[3w[3d10+4] damage) 22 HP 7 armor Close, Forceful, Ignores Armor, Near, Far Special Qualities: Immune to magic; Regrows limbs; Consumed memories Instinct: to help others forget
- Wipe the slate clean
- Open the minds of the weak
- Shatter an environment
- Call upon his flock
- Consume the past
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Ghoul Packleader Solitary Claws (d10+2 damage 1 piercing) 20 HP 0 armor Close, Forceful Special Qualities: Infectious While just as feral as your common ghoul, the packleader has developed an animalistic cunning that allows it to gain some measure of control over its degenerate fellows. This makes them very dangerous. Instinct: Eat the living and the dead
- Dig
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Ghoul Horde, Undead Claws (d6+2 damage) 11 HP 0 armor Close Special Qualities: Infectious Ghouls are living beings that have been transformed into undead beasts. Some ghouls were created through dark magic, but most modern ghouls were infected by other ghouls, which slowly transformed them. The process causes the mind to degenerate, making the ghouls become feral animals. Instinct: To eat the living and the dead
- Dig
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Duergar Group, Small, Stealthy, Intelligent, Hoarder Battle axe (d8 damage 1 piercing) 6 HP 2 armor Close Special Qualities: Can see in the dark Duergar, also known as gray dwarves, are a subterranean race. They are close kin to dwarves, but with a diabolic taint to their blood. They now carve out their existence in the Underdark, often near volcanoes. Their kinship to surface dwarves can be compared to that of the drow to surface elves. Instinct: to show no mercy
- Trap an unsuspecting victim
- Set an ambush