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Tribal Savage Horde, Organized blowgun (d4 damage) 3 HP 0 armor Close, Far Faces painted in primitive markings, these savages have no qualms about killing intruders. The collections of shrunken heads worn by more powerful members is a testament to that grim fact. Instinct: to defend the tribe
- Blow darts coated in sleeping poison
- Beat drums to draw others of the tribe
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Ermordenung Solitary, Stealthy, Modified Poison Touch/Kiss (d10 damage) 12 HP 0 armor Close Special Qualities: Immune to all forms of poison except another Ermordenungs. The ermordenung cannot touch another living creature without causing it to whither and die causes them endless heartache. They have been forever denied the physical pleasures – the caress of a lover’s hand, the embrace of a close friend, the affectionate hug of a child – that mean so much to mortal men. Their inner suffering and agony has been marshalled to make them cruel and heartless agentsof Ivana. Instinct: Carry out the cruel and heartless orders of Ivana Boritsi without question.
- Draw victim into a deadly embrace and slay the hapless souls with their toxic kiss.
- Use their great physical beauty and overwhelming charisma
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Sadistic Nurse Group, Stealthy, Devious, Intelligent syringe (d4 damage 1 piercing) 6 HP 0 armor Hand These assistants to The Surgeon are donned in blood stained nurses uniforms and reek of decay. Instinct: to dominate
- Control weak minds with firm words
- Inject patient when they least expect it
- Deliver a poison that make your bones feel like jelly
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Atiloc the Crystal Spider Solitary, Large, Intelligent, Planar, Amorphous Razor forelimbs (d10+2 damage 2 piercing) 23 HP 4 armor Near Special Qualities: Any kind of energy weapon is absorbed into its crystalline carapace and redirected at enemies Atiloc is a massive spider-like entity from the quasi-elemental plane of crystal. In shape, it appears to be an arachnid, but is in fact made entirely of quartz-like crystals. Instinct: To protect its lair
- Stalk from the darkness
- Breathe a cone of burning crystal shards
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River Child Group, Small, Stealthy, Devious, Organized, Intelligent, Hoarder Sharp rocks and sticks (d4 damage 1 piercing) 10 HP 0 armor Close, Near Special Qualities: Friend of animals, Can breathe underwater. River children look like human toddlers or small children, frolicking naked near rivers and pools. They are actually trickster spirits that love nothing more than to delight in the pain, suffering, and death of mortals. A favorite tactic is to pretend to drown near the den of a crocodile, or play near a sharp cliff and trip or push the adults who come to save them. If they are spotted for what they are, they will offer truths, such as the location of their treasures, in exchange for performing dangerous dares or playing deadly games with them. Instinct: To laugh at others misfortune.
- Play dangerous games.
- Lure them close to dangerous animals.
- Trade truths for dares.
- Get underfoot hang on.
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Half giant soldier Group, Large, Organized, Intelligent Massive axe (b[2d8+2] damage) 10 HP 2 armor Forceful Half giant soldiers work for their general or chieftan, helping conquer the land in the name of their people. Instinct: To prove it's strength over smaller creatures
- Smash something.
- Blow horn of warning.
- Break free of bonds or impairments.
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Half giant draugr Solitary, Large, Terrifying Massive axe (b[2d10+4] damage 1 piercing) 20 HP 3 armor Forceful, Reach Due to a dark pact, the half giant general returns as a mighty undead warrior shortly after death. A mindless servants of dark forces, it seeks to eradicate all life. Only the most skilled necromancers can hope to tame it. Instinct: To eradicate life
- Strike several foes at once.
- Throw its massive axe.
- Infect with necromantic magic.
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Half Giant General Solitary, Large Massive Axe (b[2d10+4] damage 2 piercing) 16 HP 3 armor Forceful, Reach The half giant general seeks fortune, glory, and conquest, not necessarily in that order. It's made a pact with entities it can not quite comprehend, that will unfortunately result in rather unpleasant effects after death. Instinct: To rule over the land.
- Slash several enemies at once
- Cause someone to cower in fear.
- Return as a half giant draugr when killed.
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Half Giant Berserker Group, Large, Intelligent Pair of axes (b[2d8+4] damage 1 piercing) 14 HP 2 armor Forceful Per tradition, the half giant berserker is paired with a half giant necromancer in a partnership neither of them enjoy. The berserker just wants to finish this rite of passage as quickly as possible, and throw itself into as many glorious battles as it can. Instinct: To crush smaller creatures.
- Fly into a rage
- Charge someone and knock them down
- Fight on as a ghost until its partner is killed.
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Half Giant Necromancer Group, Large, Magical, Intelligent Shadow bolt (d8 damage) 14 HP 1 armor Ignores Armor, Near, Far The half giant necromancer partners with a half giant berserker, a pairing forced on them by tradition and enjoyed by neither of them. It seeks to gain enough power and glory to move to a true position of leadership, and to abandon it's forced partnership. Instinct: To fight for glory and power.
- Weaken with necromantic plague.
- Summon skeletons
- Fight on as a ghost until its partner is killed.