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Brother Smyth Solitary, Magical quarterstaff, hammer (d10 damage) 16 HP 1 armor Close, Reach Special Qualities: assume form of woodland creature When not manning his forge, bellows, and anvil, 'Brother Smyth' is the assistant to the druid of the grove. Though he will never work up very high because of his occupation, he will assume the role of religious adviser to the faithful. Instinct: advises the faithful
- pounds red-hot iron
- entangle with vines that erupt from the earth
- shillelagh
- animal messenger
- speak with animals
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Sentinel Archer Group, Stealthy, Magical, Intelligent longbow (b[2d8+2] damage 2 piercing) 8 HP 2 armor Close, Far The Archer provides long range support by paralyzing its foes and then disabling them with a follow up shot. They travel in groups as described in the Juggernaut description. Instinct: To provide support for its allies
- Attack its foes from afar
- Set up traps
- Disable its foe to call its shot
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Sentinel Juggernaut Group, Magical, Divine, Intelligent, Cautious, Planar cleaving claymore (b[2d10+6] damage 2 piercing) 14 HP 5 armor Close, Forceful, Near The Juggernaut is... well... the Juggernaut of the White Sanctum's Forces. They have enough strength to cleave most foes in two, and have enchanted crystal plate armour. They are insanely powerful and tend to travel in packs of Sentinel forces, generally being composed of two juggernauts, a scout, an archer, and a mage. Instinct: to Slay
- To cleave their enemies in twain.
- Call for support
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Minuteman Solitary, Organized, Intelligent battle axe, crossbow (1d8 damage) 6 HP 1 armor Close, Far By day, militiamen are just tradesmen plying their trade as woodcutters, blacksmiths, tailors, potters, cobblers, etc. But they are available to protect family and village when the local militia is activated. Instinct: to protect and defend
- plies their trade
- sound alarm for militia
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Veteran Solitary, Organized, Intelligent, Cautious longsword, crossbow (1d10 damage) 9 HP 2 armor Close, Near Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. Instinct: to protect family and home
- captain the local miltia
- activate the militia
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Gregog, The False God Solitary, Huge, Intelligent, Terrifying, Arachnid (d10+2 damage 1 piercing) 25 HP 1 armor Reach Special Qualities: Web Wave Spray, Web Wave Pull, Crushing Spider Legs, Spider Fangs, Spider Claws, Spider Venom A Great Spider. Oversized. Greatest of the Sentient arachnids. Instinct: Subjugate others to his Will
- Attack the Apostates
- Spit webbing and pull in prey
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Commoner Horde, Organized, Intelligent, Cautious polearm, flail, or axe; plus dagger (d6 damage) 3 HP 1 armor Hand, Close, Reach Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. They spend their days toiling at their work and desiring a peaceful and mundane life. When threatened, they will defend themselves and may belong to a larger group like a local militia. Armed with polearms, flails, axes, and daggers, and outfitted with ring mail or leathers and shield, commoners can transform into makeshift soldiers. Instinct: to work hard and live in peace
- perform job or duty
- activate with local militia
- defend family and homestead
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Mastiff Group, Small bite (d6 damage) 3 HP Close, Reach To its master, it is a constant companion and protector. Its keen senses warn of the approach of strangers, and its bark is a forewarning to them that threats or attacks will be reciprocated in kind. Instinct: to bark and growl at strangers
- protect its master
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Man from Leng Group, Stealthy, Planar, Terrifying Claws (d8 damage) 8 HP 0 armor Close Special Qualities: Unclean and Foul These eerie denizens travel the universe from their strange homeland of Leng, walking uncontested only when they disguise themselves as humans by wearing loose-fitting robes and wrappings about the head and face. Under these disguises, they have horned brows, clawed fingers, mouths full of tentacles, and crooked goatish legs with cloven hooves. Many scholars have argued over where the otherworldly realm of Leng lies— some believe it can be found among the Outer Planes, while others are convinced it can only be reached via a dimension of dreams. The denizens of Leng can travel to other planes freely, and often do so in strange, black ships, constantly seeking new breeds of slaves or trading rubies for unusual services or magical treasures. At other times, their visits are much more violent, focusing on abducting victims for use as slaves or worse. On Leng, these denizens have long fought a war against that realm’s monstrous spiders, a war that sometimes spills over into other worlds. Instinct: Trade slaves
- Foul saytr disguised as a human
- Drugs and enslaves players
- From the Dreamlands