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Sir Amavhed The Errant Knight of Scarlet Rose Solitary, Divine, Intelligent, Cautious, Terrifying, Amorphous The sword of the Scarlet Rose (b[2d10+4] damage 1 piercing) 25 HP 5 armor Close, Forceful, Ignores Armor Special Qualities: Aura of dipsair Sir Amavhed was once a proud Kight full of arrogance and hubris one night he callenged the king itself to duel to prove his superiorness. When he finnaly won the duel the blood of the king, which was holy, tainted the blade and the armor of the knight making it red as blood. The court fleed the hall scared by the cruelty and the unforgivness of the knight who killed his king to prove he was the best warrior. until then he wanders the ruins of the kingdom, callenging the wanderers in the woods, imortal and cursed forever until one would defeat him. Instinct: Redeem his misdeeds
- Demand someone to challenge his honor
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Scouts of Pain Solidary, Intelligent, Organized, Stealthy Sharp Daggers (d6+3 damage) or Shortbow (d8 damage) 12 HP 1 Armor Close, Reach Instinct: to control
- Enslave with runes of pain
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Lord Rismak Solitary, Stealthy, Organized, Intelligent, Hoarder Greataxe (b[2d10+2] damage 2 piercing) 16 HP 2 armor Close Leader of the house of Dask. Gained the position mainly through violence and bullying other people out of business. Lost an arm in his early years and wears an artifical metallic arm with an build in fungal sporepod that he can launch once. The spores can cause hallucinations, extreme fatique and frenzy. Instinct: to secure his rule
- To cut someone in half
- Breath fungal spores
- Call his guards
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Armadillogong Solitary, Large Bite (d12 damage) 16 HP 5 armor Tail Slap (reach, d8 damage), Charge (water only, d6+1 forceful), Curl Up (land only, +1 armor) Special Qualities: amphibious, weak underside (0 armor) The 10ft long armadillogong lives amphibiously by tidal rivers and seas. Mammalian, it stores air in the gap between its enormous plated armor shell and its soft, squidgy hide. They live and hunt alone, seeking other armadillogongs only to breed. Also known as the Armanatee. Instinct: to protect its territory
- patrols its territory
- attacks intruders
- curls up when scared on land
- charges at enemies in water
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Bone Spider Horde, Small, Stealthy, Construct, Amorphous bite (d6 damage 2 piercing) 10 HP 4 armor Close Special Qualities: undead Bone Spiders are giant spiders reanimated by necromancer as guards and hunters. Though unable to spin a web like a living spider, Bone Spiders are stealthy and they use pincers and legs as effective weapons Instinct: to hunt
- pins down an unaware prey
- track a prey unseened
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Silent Walker Group, Magical, Stealthy, Intelligent, Planar, Amorphous shadow dagger (b[2d8] damage 1 piercing) 9 HP 5 armor Close, Ignores Armor Silent Walkers are a sect of assassins loyal to the Wizard King. When the Wizard King was experimenting with lichdhood a cadre of his most loyal Silent Walkers volunteered for the heinous process. They failed to turn into liches but rather lived on in undeath as wight-like walking corpse who can turn into shadows at will. Instinct: to kill and fulfil its contract
- ambushes a foe from the shadows
- disappears into the shadows
- create magical darkness
- turns into shadow and become intangible
- manifest weapons from shadows
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Drakenhall Bugbear Enforcer Horde, Intelligent, Cautious, Terrifying smash with warclub (b[2d6+2] damage) 3 HP 4 armor Close Special Qualities: vicious tusks A rancid-smelling, blood-stain humanoid closely related to goblin, but tougher, strong and more vicious. Bugbear enforcers savour of the thrill to be in the thick of battle and the prospects of spilt blood energizes them. Instinct: inflict pain and wreck havoc
- uses violence to intimidate
- grab and fling a foe away
- orders lesser allies to swarm a foe
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Blue Sorcerer Horde, Small, Stealthy, Magical, Intelligent, Hoarder unleashes elemental enegries (b[2d6] damage) 3 HP 1 armor Close A cadre of elite Kobold sorcerers trained by the Blue herself. This one is still lacking in experience and minor in rank, but given enough kills, it one day would command its own group of lizardry sorcerers. Instinct: to destroy opponents from a distance
- targets the most dangerous foe
- uses magical runes as trap
- fires a lighting arc (attacks another target on 7-9)
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Mithril Golem Group, Large, Intelligent, Construct giant spiked ball (b[2d8+4] damage) 18 HP 3 armor Forceful, Reach, Ignores Armor, Near Special Qualities: magical, constrcut A golem crafted from mithirl, towering nearly 3m tall, put together by a master craftsman and animated with magic. It's smaller than your usual stone or clay golem, though making of mithril means its lighter...and faster Instinct: follows its master's order
- smash its foes
- shoot razor discs from its chest
- move in a burst of speed