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Admiral Edward Smith Solitary, Intelligent Greatsword (b[2d8] damage 1 piercing) 16 HP 3 armor Close, Near Instinct: To do as told
- Strike with greatsword
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Gubland Royal Marksman Group, Intelligent Musket (b[2d6] damage) 6 HP 1 armor Close, Far Instinct: To defend
- Fire musket
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Gubland Royal Guard Horde, Organized, Intelligent Cutlass (d10 damage) 12 HP 2 armor Close, Near Instinct: To protect
- Strike with cutlass
- Yells loudly to alert other guards
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Gubland Privateer Group, Organized, Intelligent Longsword (d8 damage) 10 HP 2 armor Close, Near Due to the large amount of raiders and pirates in the area, the Gubland Privateers had to take up arms on many of Gubland's trading boats. You'll generally only find them on boats carrying larger amounts of supplies. Instinct: To guard
- Strike with longsword
- Yells to signal the other ships
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The Dreamer Solitary, Huge, Magical, Stealthy, Intelligent, Hoarder, Planar Psychic attack (d12+3 damage) 24 HP 4 armor Reach, Ignores Armor, Far The Dreamer is an echo of The Mist Daughter's soul, created by her magic and sustained by the power of her death sacrifice. It has great prophetic powers and knows that someday the Mist Daughter will be resurrected and its life will end. It desires above all other things to postpone that day for as long as possible. Instinct: To preserve its existence at the expense of all else
- Bargain with power and knowledge
- Conjure surprise attackers
- Create illusions from fears and desires
- Reveal troubling knowledge
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Mist Worm Group, Magical, Construct, Terrifying, Amorphous Devouring Maw (b[2d8+2] damage 1 piercing) 13 HP 5 armor Close Special Qualities: Intangible, Maw of eyes of and fangs Mist worms are conjured from the dying dreams of the Mist Daughter and circle above the pit that holds her grave. They are not technically guardians, merely a side-effect of her death and entombment, but they never venture far from the burial site and will attack any living thing that approaches them. Instinct: Drift aimlessly until it encounters prey
- Disappear into the surrounding fog
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Gubland Guard Group, Organized, Intelligent Rapier (d10+2 damage 1 piercing) 10 HP 2 armor Close, Near The Gubland Guards aren't nearly as well-armed nor well-defended as the guards in the other Great Nations, but they're loyal to a fault and much smarter than their counterparts. Due to their comparative weakness, they tend to travel in groups of four or five. Instinct: To guard
- Stab with rapier
- Sound a whistle for back-up
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Giant Squid Solitary, Huge, Terrifying Tentacles (d8+2 damage) 20 HP 0 armor Reach, Forceful, Ignores Armor, Far Special Qualities: Horrifying because of how big it is Instinct: To destroy
- Slam with tentacles
- Spray ink
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Shadow Beast Solitary, Large, Intelligent Tusks (b[2d10+4] damage 3 piercing) 20 HP 3 armor Forceful Rarely seen, it hunts in the darkest of night in Nul'Drenor. It waits until it finds something alone, or sick or injured and lashes out quickly. Make no mistake, it doesn't hunt this way due to fear or cowardliness. It's a true alpha predator. It hunts this way because it likes the way meat tastes when it dies afraid. Instinct: Terrorize
- Stalk in the darkness
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Bolt Spider Horde Shocking Bite (d6 damage 1 piercing) 3 HP 4 armor Close, Reach, Ignores Armor Traveling along the lightening webs made from the valley of knives, the Bolt Spiders will lay in wait until prey is incapacitated by a shocking bolt of lightening. Then it rides down on an arc of electricity and bites with its electrified mandibles. Instinct: Hunt
- Ride the lightening