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Zilchling Group, Stealthy, Hoarder, Amorphous Spiked arms (d8 damage) 9 HP 1 armor Close, Reach The Zilchlings are inky black creatures, that crawl up from the depths of the foundations. They often have stashes with treasures from the foundations. Instinct: Pulls victims down into the foundation
- Stalk the borders and openings to the foundation
- Disguise: Defy danger +Wis, otherwise the Zilchling takes the shape of a friend or and innocent, and has a chance to sneak attack
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Primix Ancient Solitary, Huge Pounding (d12+3 damage) 24 HP 2 armor Reach, Ignores Armor The Primix ancients are colossal beings, that are serviced by numerous wispy spirits. Instinct: Hoard treasure
- Travels the land slowly gathering treasure
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Primix Rowler Horde, Large, Terrifying bite and claw (d6+4 damage) 7 HP 0 armor Forceful Special Qualities: Looks incredibly vicious The Rowlers look like large colorful raptors, slightly colored with feathers. Instinct: Destroy
- Serve the Primix high lords
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Primix Harbingers Group, Intelligent Fist and Claw (b[2d8] damage 1 piercing) 6 HP 1 armor Close The Primix harbingers are the most basic warriors from the first cycle. Instinct: Prepare the way for the Primix empire
- Sabotages small settlements
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Saboteur Solitary, Stealthy, Intelligent Long knife (d10 damage) 12 HP 1 armor Close, Near The infrastructure of a city is a delicate thing with many moving parts. Some people will gladly throw a wrench into those parts, whether for ideology or pay. Instinct: to cripple
- Destroy something critical.
- Prevent a fair fight.
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Bravo Group, Intelligent, Cautious Fencing blades (d8 damage 1 piercing) 6 HP 2 armor Close They roam the nicer parts of the city freely, all flash and style and touchy tempers. When they're bored, or well-paid, they might wander down to the less-nice parts to pick a fight. Instinct: to swagger
- Fight with panache.
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Strikebreaker Group, Intelligent, Cautious Studded cudgel (d8 damage) 6 HP 3 armor Close It's easy to stand on your principles when you have all your teeth. The bosses send these guys in to make you reconsider your stand. Instinct: to disrupt
- Undermine the will to fight.
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Angry Mob Horde, Organized, Intelligent Improvised Weapons (d6 damage) 3 HP 0 armor Close One peasant with a rock is laughable. Ten peasants with rocks and sticks can be ignored. A hundred peasants can pull down a mounted knight. A thousand peasants can tear down a wall. Instinct: to rabble
- Make a tense situation worse.
- Rouse to action.
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Junko Endoshima Solitary, Stealthy, Devious, Intelligent Fists (b[2d6] damage) 12 HP 0 armor Close Instinct: Bring despair
- Phycho
- Kill your friends
- Mastermind
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Shoyu Rebel Group, Stealthy, Intelligent Unarmed (b[2d6] damage 1 piercing) 6 HP 0 armor Close Special Qualities: Balancing tail The Shoyu are a young race of unknown origins, but most scholars believe them to be the creation of a sorcerer. Shoyu appear as attractive humans with animalistic traits, varying from catlike ears and a prehensile tail, to monkey like teeth, and many others. They are built for slavery, most Shoyu are perfectly happy serving their human overlords, though a rare few choose to rebel, and these "Unbound" are looked upon with distrust by peers Instinct: Freedom
- Sabotage humans
- Subtle