-
Hermit Solitary, Magical, Intelligent, Hoarder Knobbly Staff (w[2d8] damage) 12 HP 0 armor Close, Reach A crotchety old hermit; maybe a hedge wizard, minor alchemist, or loner druid; maybe just crazy Instinct: to be left alone to gather 'wisdom'
- Offer a dubious concoction
- Perform a minor magical trick
-
Giant Scorpion Group, Large Claws (d8+2 damage 2 piercing) 14 HP 3 armor Reach A massive scorpion, larger than a horse! Instinct: to leave it's eggs in flesh
- Sting with venom
-
Glyptodyte Group, Small, Magical, Intelligent, Hoarder Whispers of Woe (spell) (d8 damage) 6 HP 1 armor Close, Ignores Armor, Near, Far A most curious people, glyptodytes. Kin to the goblins, some say; others call them gnomish folk. Similarly, some will say they’re named and known for always wearing jackets of some tough leather with elaborate grooved patterns; others swear they dwell in carven stone figures like idols to forgotten gods; yet other tales combine the two, describing them as traveling about in strangely-carved shells like some kind of mystical turtles. All agree, though, that they highly prize secrets of all sorts, gathering up knowledge from the obscure to the occult, from the enigmatic to the esoteric, from puzzles to prophecies. Though they treasure their trivia, they can be persuaded to trade secrets for secrets, or sell knowledge for a high price. But the secret-seeker should beware of attempting to deal falsely or forcefully, for the glyptodytes acquire arcana in their investigations, and they will let loose eldritch forces to fend off foes. Instinct: To collect secrets
- Call upon forgotten sorceries
- Cause calamity with incantations
-
Genie Solitary, Magical, Stealthy, Devious, Intelligent indirect attack spell (d10 damage) 16 HP 4 armor Close, Far A glowing green, vaguely humanoid creature, with a tail instead of legs, floating off the ground Instinct: to thwart your plans
- Grant your wish, cruelly
- make something appear
- bring trouble to life
- reveal a deep strategy
-
somthing Solitary, Magical, Stealthy, Devious, Intelligent, Terrifying mind shock 3d4 (d10 damage) 12 HP 4 armor Close, Ignores Armor, Far Old and manipulating. These creatures have a goal and they manipulate the races to reach it. Not that any one knows about them. Or who they are. Or what they wan...... what where we talking about again? subconsciously Instinct: to manipulate
- make them forget: affter the monster can not be seen it is forgoten
- make a deal: a deal is maid and the person can not rember it but subconsciously work to hold up there end
-
Stalker cat Solitary, Small claws (d10 damage 1 piercing) 12 HP 0 armor Close about the size of a bobcat, but its color and markings are strange Instinct: to stalk, to play, to kill, to eat
- pounce without warning
-
Aurochsman Solitary, Intelligent, Hoarder Halberd (b[2d10+2] damage) 12 HP 1 armor Close, Forceful Head of an aurochs, body of a man Instinct: to protect its lair
- Stalk its prey
-
Zombie Elk Solitary, Terrifying antlers (d10+2 damage) 16 HP 0 armor Close Special Qualities: half-rotten appearance "I have heard of zombies, sure, but zombie elk? That must be nonsense. Surely something as horrible cannot exists." The last words of Annuman the Priest of Zoltost before being impaled by an undead hart. And yes. He did raise from the dead. Instinct: to impale
- raise those it kills as zombies
-
Abbeyton CIty Guard Group, Organized, Intelligent, Cautious Serrated Longsword (b[2d8+4] damage 1 piercing) 10 HP 6 armor Close, Forceful Abbeyton's city guards are a dangerous breed of knight. Carrying extremely sharp longswords and heavy plated shields, they are committed to the Lord's justice without question. Anyone who attempts to circumvent their orders will be met with the dungeons or death. They rarely speak unless it is to command a citizen or call on support from other city guards. They are the most feared warriors in South Vestuul and are not to be tested. Instinct: To follow Lord Azzameen's orders without question
- Defend the Lord and city's interest without mercy
- Abbeyton is swarming with guards, assistance is a shout away