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Bugbear Brute Solitary, Organized A large, primitive axe (b[2d10+4] damage 2 piercing) 16 HP 1 armor Close, Forceful, Near The Bugbear Brute works in conjunction with a squad of Goblin Grenadiers and a Goblin Operative. It's a big ole' hobgoblin with a heavy club or axe or something. You see where I'm going with this. Instinct: To clear a path for the rest of the squad
- Knock them down or force them aside
- Call on the Goblin Operative for assistance with crafty/magical foes
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Thornling Old One Solitary, Large, Devious, Intelligent Use barbs to skewer enemies (d10+2 damage) 10 HP 1 armor Special Qualities: Grows barbs from its skin The Thornling Old One is an ancient being. Leader of the Thornlings in the forest, it is know to pin and then slowly dissect its victims. Instinct: To dissect
- Pin enemies to the ground
- The barbs that the Old One uses to pin its victims cannot be removed, only amputation can free the victim.
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Cyder's Spider Group, Small, Stealthy, Construct Fangs, Stinger (d8 damage) 6 HP 1 armor Close Special Qualities: Paralyzing Stinger , Responds to Cyder the Red Little is known about why Cyder the Red, breed cave spiders in his tower grounds, but after his death a population of them stayed in the Lost Lighthouse. Only leaving occasionally to stalk prey Instinct: hunt prey within the tower grounds
- Spin webs
- Move silent along a web to prey
- Strike with Stinger
- Wrap prey in webs
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Goblin Operative Solitary, Small, Stealthy, Devious, Organized, Intelligent Light crossbow (best[2d8] damage 2 piercing) 12 HP 0 armor Close, Near The Goblin Operative works in conjunction with a squad of Goblin Grenadiers and a Bugbear Brute. The operative is flexible, filling a number of roles in their team. S/he moves ahead of the group, checking for traps and ambushes, opening doors and gates, etc., or monitors the groups flank in order to keep pointy things from getting on the wrong side of the Grenadiers' tower shields. Instinct: To remain hidden until the time is right
- Turn the tables in favor of its team
- Call on the squad for backup
- Apply one of many poisons to a crossbow bolt
- Sneak about, hiding in furniture, barrels, etc.
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Goblin Grenadier Group, Small, Organized, Intelligent, Cautious Pike (d6 damage 2 piercing) 6 HP 4 armor Hand, Reach, Near The Goblin Grenadiers work in conjunction with a Goblin Operative and a Bugbear Brute. They are each outfitted with an (appropriately sized) tower shield, a pike, and some super janky grenades. They're especially deadly when they form a shield wall to cordon off a tight passageway, then lob explosives over their shields. They aren't deaf, but they keep their ears plugged with wax and communicate via head and hand gestures. Instinct: Light the string and put it on the *other* side of the shield.
- Create a shield wall or erect a barricade
- Strike from behind cover
- Lob a grenade (d10 damage)
- Call for backup (Goblin Operative or Bugbear Brute)
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Phor Raayn Marksman Group, Stealthy, Intelligent Firing ze missiles (b[2d8] damage 2 piercing) 6 HP 0 armor Close, Far The marksman is an important member of the privateer crew. The privateers favor a low-cost success over bloodshed and risk, thus opting to overcome their enemies quickly. The marksman's role is incapacitate important targets in the opposing crew, using a bow, blowgun, primitive firearm, or whatever best suits the campaign setting. (Don't think "one-shot kill." Think "excellent chance to dish out debilities.") Instinct: To cripple its foes and take their goods
- Strike at their weakness
- Attack from cover
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Phor Raayn Privateer Group, Intelligent Balanced glaive (Precise) (b[2d8+2] damage 1 piercing) 6 HP 0 armor Close, Reach, Near These outlandishly attired sailors hail from a remote nation elsewhere on the Hi'ai Sea. They are essentially paramilitary pirates. Hence, the goods they sell were likely obtained by force, and some proceeds benefit a rather unseemly nation... but their prices sure are good! Instinct: To control commerce through force
- Strike up a deal
- Single them out and pin them down
- Trip them up with a polearm
- Take their nice things
- Call out a target for a Phor Raayn Marksman
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Erkhan, Lord of the Isles Solitary, Magical, Stealthy, Devious, Intelligent, Hoarder, Shapeshifter Absorb health with an enchanted blade (d10 damage 1 piercing) 16 HP 4 armor Close, Ignores Armor, Near Special Qualities: Rakshasa, Reincarnates Erkhan has secured a great deal of control over the archipelago through social engineering and illusion. He poses as many different individuals, securing secrets, making threats, and gaining popularity ... depending on what face he wears. He has great sway over the local authorities and some influence with the temple, and he has his grotesque paws in the operations of the local smuggling ring. Erkhan is truly a Rakshasa. In his natural form, he is a humanoid with the bearded face of a Bengal tiger, clawed hands in reverse orientation, etc. Erkhan can change shape at will and detect thoughts with relative ease. (Defy Danger: Wis to think nothing, Int to think falsehoods) Erkhan enjoys tricking and coercing others into fighting for him, using spells to buff his minions and impede his opponents. When cornered on his own, however, he will lash out with spell and blade. Instinct: To control others through seduction, blackmail, deceit, and treachery
- Buy victory at someone else's expense
- Disguise self as any humanoid
- Automatically detect thoughts
- Take or offer a high-stakes wager
- Always repay a debt
- Buff a minion or debuff a foe
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Hi'ai Sea Smuggler Group, Stealthy, Intelligent, Hoarder Turn the tables with an exotic potion or scroll (d8 damage) 6 HP 0 armor Close The Hi'ai Sea Smuggler is a criminal of a very certain breed. There is much money to be made in the marketing of dangerous, illicit goods in this region, and the many ports provide a great variety of magic items, scrolls, potions, poisons, drugs, etc. The smuggler is not afraid to utilize their own merchandise in getting their way or evading capture. Instinct: To exchange goods and elude capture
- Put dangerous things into the wrong hands
- Conceal an item anywhere, or produce one from nowhere