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Goblin Sorceror Solitary, Small, Magical, Intelligent Acid Orb (d10+1 damage, Ignores Armour) 12 HP 0 armor Close, Far Instinct: To tap power beyond their stature
- Unleash a poorly understood spell
- Pour forth magical chaos
- Use other goblins as sheilds
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Obsidian Construct Group, Magical, Intelligent, Construct, Amorphous Claws of Volcanic Glass (b[2d8+2] damage) 13 HP 2 armor Close Special Qualities: Guardians of the ancient tombs Within the walls of the Black Pyramid, there are ancient sentinels of such devious cunning that few have ever seen them and lived to tell the tale. Those that have simply ramble about looming, jagged shadows and blood...so much blood. Instinct: To prevent outsiders from learning the secrets of the Black Pyramid
- Shatter into smaller forms
- Activate nearby magical wards
- Cut to the bone
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Night Market Thug Group, Stealthy, Devious, Intelligent, Hoarder Daggers (d6 damage 1 piercing) 6 HP 1 armor Close, Near The Night Markets are home to all manner of unsavory characters, most of which would just as soon kill you as look at you, but all of them would prefer to rob you. Instinct: To find an easy mark
- Turn the odds to its favor
- Strike treacherously
- Pickpocket an item
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El-Kheb Palace Guard Group, Organized, Intelligent, Cautious Martial Weapons (b[2d8] damage 1 piercing) 6 HP 3 armor Close Every family of caste in El-Kheb is required to give up a child to the Palace Guard at birth. These children are taken and raised under the vicious tutelage of the finest outland drillmasters. Once they have completed their training they are given armored facemasks that distort their voices and hide their features. This way, no family dares to challenge them for fear of becoming an inadvertent kinslayer. Instinct: To obey unquestioningly
- Isolate and eliminate enemies
- Sound the alarm
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Great Sand Tiger Solitary, Large, Stealthy, Terrifying Claws and fangs (b[2d10+4] damage 4 piercing) 16 HP 1 armor Forceful Special Qualities: Primal Savagery The Great Sand Tiger is the most feared predator of the desert. There are few reports of attacks on humanoids, but every year caravans and nomad bands are swallowed by the desert. Instinct: To exert dominance over its territory
- Freeze its prey in terror
- Appear suddenly out of the shifting sands
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Giant Scorpion Group, Devious Claws or Sting (b[2d4] damage 1 piercing) 6 HP 3 armor Close, Reach Instinct: To protect the pyramid from intruders
- Sting
- Poison
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Waldclan Häuptling Solitary, Intelligent, Cautious Speer oder Axt (b[2d10+4] damage) 12 HP 2 armor Close, Forceful, Reach, Near Special Qualities: Kälteresistenz Ein Hühne (über 2 Meter groß), muskelbepackt, wildes Haar und Bart, ungewöhnlich: Augen haben die Farbe von Eis, gehüllt in reinweißes Fell (Winterwolf), führt im Kampf Speer oder Axt und ein Schild Instinct: plündern
- Die Zivilisation attackieren
- Eine Schwäche ausnutzen
- Körperliche Überlegenheit demonstrieren
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Killer Squirrel Horde, Tiny, Stealthy Biss (d6-2 damage 1 piercing) 3 HP 0 armor Hand Kleine süße Eichörnchen … mit verdammt scharfen Zähnen. Jagen Tiere, gerne auch mal verirrte Wanderer. Außerhalb des Waldes sind sie nahezu unbekannt. Instinct: frisches Blut trinken
- Von Oben herabstürzen und an die Kehle gehen
- Niedlich und unschuldig aussehen und dann überraschend zubeißen