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The White Dragon Solitary, Huge, Terrifying Giant teeth (b[2d12+5] damage 2 piercing) 20 HP 2 armor Reach, Forceful Special Qualities: Gigantic The white dragon is an albino crocodile that is believed to have existed in these swamps long before the overworld burned. Its mouth is so large, four grown men could comfortably lay down inside it--that is, until it started chewing. The white dragon only rises every few months, when it grows hungry. This may seem like a good thing, except that the reason it stays dormant for so long is because of the amount it eats in the short time it is awake. Instinct: To eat, then sleep
- Rise from the depths
- Swallow groups whole
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Necroworm Solitary, Large, Terrifying, Amorphous Grasping Teeth (d10+2 damage 2 piercing) 23 HP 2 armor Special Qualities: Mutation The necroworm does not kill the things it devours, but integrates them into its own biology, harvesting their bodies' power and potential for its own existence. Through several layers of its mucusy skin, one can see the bodies of all that the horror has devoured. Instinct: Consume the living
- Devour for assimilation
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Iridix Solitary, Huge, Stealthy, Magical, Intelligent, Hoarder, Terrifying Spray Acid (d12+5 damage 2 piercing) 24 HP 5 armor Reach, Forceful, Near Special Qualities: Difigured Iridix is a disgraced dragon that has been exiled beneath the earth for his near defeat. He is greatly disfigured, missing an eye, a wing, and a rear leg. He has adapted, however, and seeks to gather the legions of the underworld to himself, that he may some day return to the overworld and reclaim his honor. Instinct: To rule
- Demand respect
- Feign defeat
- Transfer decay
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Burne Solitary, Magical, Divine, Organized, Intelligent, Hoarder fire bolt (b[2d10] damage) 18 HP 4 armor Close, Ignores Armor, Near, Far Burne is a retired adventurer who has been made liege and protector of the town. He holds the title of 'His most worshipful mage' He watches for and protects the town from evil. Instinct: to protect from evil
- build a fortified castle
- cast a Wizard spell
- call for reinforcements
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Rufus Solitary, Organized, Intelligent, Cautious, Hoarder sword, crossbow (b[2d10+2] damage 1 piercing) 12 HP 3 armor Close, Forceful, Near Special Qualities: impervious to poison Rufus is an adventuring companion of Burne and leader of Burne's Badgers, a force of veteran warriors and is the commander of the local Militia. Instinct: to lead
- tactically command his men
- call for reinforcements
- quaff a healing potion
- use magic dust to disappear
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Burne's Badgers Group, Organized, Intelligent, Cautious spear, sword, crossbow (b[2d8] damage 1 piercing) 6 HP 2 armor Close, Reach, Near These mercenaries were all brigands for a time, but decided that there was better pay and less risk serving Burne and Rufus, who took them prisoner and then spared them. Loyalty is good and morale is high. They have had some action against other marauders, receive top money, and spend an ample amount of off duty time drinking and carousing at the inn. Instinct: to get paid
- to guard, defend, or kill for coin
- to call for reinforcements
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Group, Organized, Intelligent, Cautious (b[2d8] damage 1 piercing) 6 HP 2 armor Close, Reach, Near These mercenaries were all brigands for a time, but decided that there was better pay and less risk serving Burne and Rufus, who took them prisoner and then spared them. Loyalty is good and morale is high. They have had some action against other marauders, receive top money, and spend an ample amount of off duty time drinking and carousing at the inn. Instinct:
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BOSS: Undead Giant Thing Solitary, Huge, Magical, Planar, Terrifying Breath of Death, Crush with its body (d12+5 damage) 24 HP 4 armor Reach, Forceful, Ignores Armor, Far Special Qualities: Formless shadows and foul flesh, bound in a monstrous body and unworldy gaze, will scare you away if you look too close. A spawn of the black gates, some say. But to be honest, there is scarcely anyone who can tell the true tale. Maybe children of Death itself, maybe only the dark tribute of an overambitious necromancer to the world. A towering abomination with stumpy legs and arms of some sort, sticking out of a monstrous mass of foul, ever moving flesh, bone and otherworldly intestines. If you recognize something like an eyeless head. With something like an opening mouth. Run. Fast. Though it might be far too late. The breath of this monster will rust your armor, devour everything it touches, will crawl underneath everythingworldly you thought it could protect you. If the exhaled miasma of death and ravage touches you, it will eat the skin of your flesh, the flesh of your bones, eat everything away it touches, till nothing else then your soul might be left. Maybe your safe then. But propably not. Instinct: To exterminate every living thing.
- Crushes down with its body
- Exhale a miasma of death
- Scares mortal minds with visions of imminent death.
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BOSS: Mage Troll Solitary, Huge, Magical, Intelligent, Cautious Bash with its giant shield. Release absorbed magic. (d12+5 damage) 24 HP 5 armor Reach, Forceful, Ignores Armor, Near, Far Special Qualities: Swallow magic, negating all effects., Shield itself, negating damage with the shield. You know trolls, right? Those dumb, huge giants in the swamps and hills, caves and mountains. Well, this one is different, dont meet them unprepared. Maybe dont meet them at all, if you are no bad-ass fighter dude. Because your mage wont help you with this one, no Sir. The Mage Troll might be as huge as its brethren and carries everywhere this large shield. You might want a siege weapon for that one, because normal weapons? Please, what do you want to do with a sword against a massive wall of stone and steel. At least the shield might be vulnerable to magic while the Mage Troll is not. It's a greedy fellow, always looking for the sweet scent of magic and he will meet your spells with open arms. Or mouth. You tried a fireball against it? Get out of the way or the blast of vile chaos-magic will kick you off your feet. You tried a healing spell, while standing next to him? Even if you are not crushed by the shield in the next splitseconds, you will feel worse after what the Mage Troll did to your... "healing"-magic. Stay away from this guy. Instinct: to absorb and cast magic.
- Use heroe's magic against them.
- Absorb Magic and Spells.
- Turns your magic to devestating chaos.