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Masker Huntsman Group, Stealthy, Magical, Intelligent, Cautious Curved Blade and Net (b[2d8] damage) 6 HP 2 armor Close Huntsman are an elite arm of The Maskers. It is their task to hunt down and return escaped slaves. Like their lesser brethren they each wear a unique mask both to conceal their true identity and to make known who they are among their brothers. Huntsmen often wait in ambush. Preferring to ensnare their targets in nets or drop them into hidden pits before engaging them. Particularly troublesome quarries are often hit with the curse detailed below. After hitting a quarry with the curse Huntsmen withdraw allowing the curse to weaken their prey over the next several days. The Huntsman's Curse When you attempt to rest while under the effects of this curse roll+CON. *On a 10+ you rest well and suffer no ill effects *On a 7-9 your rest is fitful and unpleasant you gain no benefit from having rested. *0n a 6 or lower as well as having gained no benefit from resting you also gain one debility of the GM's choosing. This debility lasts until the curse is lifted. Instinct: To capture
- Ambush escaping slaves
- Trap them
- Place the Huntsman's Curse on them
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Spider's Queen Horde, Large, Organized, Cautious, Hoarder, Terrifying Spider bite that renders the biten area useless for 24 hrs (b[2d6+4] damage 1 piercing) 11 HP 4 armor Forceful Special Qualities: A drow half spider with dark body and spiny legs. while its upper body looks like an atractive women and her lower boby its that of a huge spider. Her fetures are Slick soft but once its mouth open it reveals fangs that deal a dealy poisinous bite. , Armor plated body, silk wrap. Used to imobilize and apture prey. Th spider Queen is a Drider who has join an ancient spider monster in union in return for her company and the promise of a new heir he will give her an army that one day, she will lead out of her cavern. She is near immortal due to her consummation of her arraignment. She now has lived the 76 years under ground on her 77 year in the 7 day of the 7th month she will lead her army an rule the corner of the kingdom she was denied. She desires to turn the world dark and consume it. She Hates the kingdom of Blackmore where she was at one time promised to sit on the throne. She was never going to sit on the throne she was promised in exchange for her magic and was tricked to live in the underwater cavern that connects the dead swamp with Blackmore. Instinct: She gurards her cavern full of eggs, that one day will hel her take over the night.
- She will hang from the ceiling and drops drown on unsuspecting explorers.
- Mother's call. When wounded it calls a hord of her children to come and attack.
- Hack slash with fromt legs. Cuts and slash of flesh and leather armor.
- She can surprise anyone with a leaping attack from dark areas of the ceiling.
- She can wall crawl Quietly on any surface.
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Colorless Knight (Nephilidian Knight) Group, Magical, Intelligent, Cautious, Planar Sword (b[2d10] damage 1 piercing) 10 HP 6 armor Close Special Qualities: Can only be killed with a stake to the heart or exposure to direct, natural sunlight This is the Colorless Knight from the OSR setting book, A Red & Pleasant Land. Instinct: To expand the influence of Nephilidia
- Drain blood
- Mesmerize
- Transform into a Nephilidian lion ray
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Demonic Fiend Solitary, Huge, Magical, Divine, Planar, Terrifying (d10+7 damage) 22 HP 4 armor Reach, Forceful, Ignores Armor, Near, Far Special Qualities: Instinct:
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Shadow ArchMage Group, Magical, Stealthy, Divine, Intelligent, Hoarder (d8+2 damage) 15 HP 4 armor Close, Ignores Armor, Far Instinct: to reign in chaos
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Animated Humanoid Corpse Horde teeth, fingers, severed limbs (d6 damage) 7 HP 0 armor Close Shambling, groaning hordes of the living dead, often heavily decayed, who march relentless on the enemies of the necromancer who raised them. In life, these people were nothing special, so they are equipped with nothing but their bodies, and although the limbs and head can be severed, an animated corpse will often just pick their body part up again and use it as a weapon against the attacker. They can only be stopped by damaging the body to the extent that the muscles or the brain no longer function. Instinct: to obey the summoner's will.
- Attack with overwhelming numbers.
- Close off or corner enemies.
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Fallen Priest of Azul Solitary, Magical, Devious, Intelligent Electricity (d10 damage, ignores metal armor) 12 HP 0 armor Close, Reach Priests of the sea-god Azul, the higher-ranking members of their order who, seduced by promises of great power, joined a dark cult and are now directing plans to destroy the current order of civilisation in accordance with what they believe are Azul's wishes. In addition to the powers of the Fallen Acolyte, they are one with the nature of the sea and of the water in all beings with blood in their veins, and can call to their command the destruction of great waves and storms to wreck ships or batter coastal fortifications. On beings weak of body or mind, they can, through sustained effort and while maintaining physical proximity, control their actions or even their thoughts. Instinct: to set in motion schemes to bring doom in Azul's name
- Control the thoughts and actions of vulnerable beings with magic.
- Call upon the wrath of the sea to destroy or waylay enemies.
- Call upon sea creatures to attack enemies.
- Animate a corpse to attack enemies.