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Adlet Group, Magical, Organized, Intelligent Spear (b[2d8] damage) 6 HP 1 armor Close Special Qualities: Unaffected by the cold This humanoid wolf's fur is snowy white and its eyes piercing blue; it grips an ornate spear in its fist. Instinct: to protect the tribe lands
- Exhale frosty breath
- Call on winter storms
- Call on the tribe
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Achaierai Solitary, Large, Planar Beak (d10+2 damage) 16 HP 1 armor This bird-like beast is mostly head, lunging forward on four scaly legs. Wisps of noxious black vapor trail from its hooked beak. Instinct: to consume souls
- Exhale smoke that erodes flesh and sanity
- Pursue souls with speed and ferocity
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Mycenoid Ritualmaker Horde, Large, Magical, Divine, Intelligent Noxious Spores (d8+2 damage) 7 HP 4 armor Ignores Armor, Near The Ritualmaker is the highest member of the Mycenoid race. It is larger by far than the rest. They stand at just over 8 feet and are as big around as a small cart. Everyday they bring sacrifices to their village's dark god. They perform rituals to unknown ends. Instinct: To worship
- Perform a dark ritual in honor of it's lord
- Use dark magics to turn enemies against one another
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Mycenoid Warrior Group, Intelligent Punch (d10+4 damage) 10 HP 1 armor Close, Forceful These are the warriors of the Mycenoid race. They spend the majority of their lives sleeping, on their feet, in the dark corners of Mycenoid villages. They are only awakened when a villager in distress disperses it's spores. Then they come flying from the shadows full of rage and looking to grind their enemies to paste. They stand 5 to 6 and a half feet tall. Their flesh is tough and leathery much less yielding than that of their brethren. Their arms are like tree trunks and end is stumpy fists more adapted to pummeling than to manipulating any object. Instinct: To protect
- Body slam someone
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Mycenoid Villager Group, Small, Organized, Intelligent body slam (d6 damage) 6 HP 0 armor Close Special Qualities: paralyzing spores The common member of the Mycenoid race. These fungal beings stand 3 to 4 feet in height and are composed of a mass of fungal tissue. They appear much like giant walking mushrooms with arms and legs and face. This is primarily because that's exactly what they are. They are a primitive yet ancient race dwelling in caves and other dark damp places. Their civilizations consist of small villages each with a statue constructed to some dark god or other. Instinct: To consume
- Swarm and subdue
- Release spores to alert nearby allies
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Mad King Duncan Solitary, Magical, Stealthy, Intelligent, Planar, Terrifying Shadowy tendrils (b[2d10+2] damage 2 piercing) 20 HP 6 armor Close, Forceful, Ignores Armor, Near Special Qualities: Covered in living shadow Once-king Duncan ruled the seven duchies. Things were good in his time of rule, but extremely boring. At least as far as Former-king Duncan was concerned. He couldn't just do with things being just and fair, ideals that he markedly met in his tenure as the previous-King of the seven duchies, no, Duncan dreamed of other things. Of leaving a lasting legacy. One day, Duncan came to realize that giving his people peace and prosperity just wasn't enough to score him that chapter in a history book. It was going to take some serious action on his part. A notable disaster for him to avert. A monster for him to slay. And if none of that worked, then he would rule in fear. That would be good enough for Mad-King Duncan. Now, positively brimming with the shadow and light mixed within him, Duncan's back to avenge his son's death at the hands of the small band of adventurers, and claim the High King's throne for his own. Instinct: Seek to overthrow the High King
- Exact vengeance, real or imagined
- Pull the shadows from underneath you
- Infused with shadow and light
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Vizier Netil Solitary, Stealthy, Magical Grasping shadows (d10 damage 1 piercing) 12 HP 0 armor Close, Reach, Far Dark Grey robes with a silver web pattern, bald head, black eyes, white skin, Black hands, Instinct: to impeed
- Weave shadows
- Trip with shadowy tindrels
- Weave a wall of shadows
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General Xasil Solitary, Stealthy Poison arrows (b[2d10] damage) 12 HP 1 armor Close, Far All black leathers long White hair and red eyes that shine in the darkness. Instinct: To Slay High Elves
- Shoot from on far
- Poison gives debility unless sucessful roll+Con
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Crysmal Solitary, Small, Hoarder, Planar Stinger (d10 damage) 16 HP 1 armor Close, Near he small scorpion-like creature appears to be made of crystal, looking more like someone’s pet construct than anything else - until it attacks. Instinct: to gather gems
- Launch its tail spike
- Sense the presence of gems
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Finneon Moonbeam Solitary, Stealthy, Magical, Devious, Organized, Intelligent, Terrifying Infected Arrow, Summon Creature (d8+2 damage) 16 HP 1 armor Close, Reach, Far Special Qualities: Corrupted by shadows, thus can summon shadow creatures, corrupt things, and infect items, Veins are all black and shadows fall off of him like dust. Corruption makes his veins and hair pure black, and shadow falls off of him like dust as he moves, though his eyes stay green, showing his control over the power. The bloodstone ring pulses a deep red on his finger, standing out. Instinct: Corrupt
- Infect - add 1d6 damage to whatever weapon is infected; or simply makes attack shadow based, whichever is easier
- Goldenroot Arrow - if hit, has same effects as Goldenroot
- Cage - locks up the target in a literal cage of shadows
- Corrupt - infects whatever the target is with darkness
- Shadow Blast - a close range attack that forces the target to fly backwards; usually hits with conduit palm
- Summon Creature