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Sphinx Solitary, Large, Devious, Intelligent, Hoarder Claws (w[2d8] damage) 16 HP 2 armor Special Qualities: Wings The Sphinx is a curious beast; not much is known about its agenda. It appears to be very solitary, to the point that it is unknown, whether there even is more than one of its kind. When encountered, it will often propose a riddle to whomever found it, giving them three chances to answer. It will show disappointment when the riddle is not solved, but only attack those who don't try. As people often find it hard to concentrate on anything besides the riddle proposed, fighting back is often to no avail. Luckily the Sphinx wants to punish rather than kill, and all who were killed by it attacked first. If overwhelmed, the Sphinx will flee, utilizing its wings to achieve tremendous speed. Instinct: To propose a riddle
- To puzzle
- Puzzle enemies (-1 until riddle is solved)
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Dark Dryad Solitary, Stealthy, Intelligent, Planar Ivy Whip (b[2d12] damage 1 piercing) 12 HP 1 armor Close, Near This is the Dark Dryad, once a normal Dryad, that has been killed by a Woodelf. She is the only Dryad, that has ever died, and is furious, that the other Dryads see her killer as a hero. Instinct: to destroy all forests
- Abhor Dryads
- Charm - charms a single opponent
- This Dryad is the only one that had died, ever - no clue why she is back.
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Fungus Queen Solitary, Huge Acid Spray (d10+3 damage) 20 HP 0 armor Reach, Ignores Armor, Near Special Qualities: Acidic Blood This is what appears to be the cause for the recent fungal outbreak. In her is the real monster though: The dark Dryad. Instinct: to spread the fungus
- generate spores
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Shadow Solitary, Stealthy, Devious, Intelligent, Hoarder, Amorphous Icecold Claws (d8 damage) 15 HP 1 armor Close, Ignores Armor While technically not dangerous, Shadows sure are scary. They rarely kill people however, as the dead cannot fear and thus do not provide the "food" a Shadow needs. Even though they are material, and not as etherial as the seem, it is hard to harm a Shadow with normal weapons. Big weapons, or fire work better, as they have to shapeshift more in order to dodge the blow. Once they are ever so slightly harmed they usually try to flee, and even change towns so as to not be recognized too fast. Instinct: To scare to death
- Hides in dark places to feast off of the fear of the people
- Shapeshift - it can change up its form however it likes
- It shapeshifts into other people to not be attacked
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Rifleman of the East Group, Intelligent Musket (b[2d8] damage 1 piercing) 6 HP 0 armor Close The weapons of the Riflemen are new, to say the least. Some even call them "magic for the common people". Because these weapons are extremely pricey, and hard to create, only the best of the best qualify as Riflemen. So far, their only weakness in battle seems to be fire due to the highly explosive ammunition. It is, however, advised to torch them up from afar, as the resulting explosion is as deadly as the shooter himself. Instinct: to spread chaos
- Retain calm attitude even if confronted with own death
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Eastern Caster Solitary, Magical, Devious, Intelligent Fists (d6 damage) 12 HP 0 armor Close Near nothing is known about the casters from the eastern kingdom. They are trained in desolate places, until they can channel their chi for direct use in combat, or everyday life. It is said that a dead caster can reanimate his body even from behind the black gates, to continue the fight for his passed mind. Instinct: to spread chaos
- It meditates even in battle, to unleash powerful Chi magic
- Chi Blast - the caster channels chi and manifests it in various ways, depending on mood and character. (Elemental damage, at least b(2d8), more if there is time for preparation)
- While physically weak, a casters mind is just as dangerous as a sharp weapon.
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Entling Solitary, Huge, Construct, Amorphous Giant wood-fists (d12+5 damage) 31 HP 3 armor Reach, Forceful, Ignores Armor Special Qualities: The Ents were created by the Dryads long ago, to help fend off mortals who wandered the woods back then. When the first Ent was formed from a great tree, its powerful blows and near indestructability provided a great challenge for the elves, that wandered the woods back then. Although a few were eventually brought down, these were seldom victories for large groups of skilled fighters. The Ents have since proven to be one of the fiercest kind of golem ever created, and to this day form the core of the Dryads fighting strength. Instinct: to protect its homeforest
- Do as the Dryads wish
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Dryad Group, Stealthy, Intelligent, Amorphous, Magical Vines (w[2d6+1] damage) 13 HP 3 armor Close The Dryads of the Greenlands have once been strong allies of the high-elves of this region, until one day a youngling of the elves practiced his fire-magic in the woods. He and all of the other elves in the dryad forest were obliterated by hundreds of angry wood-nymphs. Instinct: to purge its forest from humans
- Despise mortal meatbags
- Charm - every mortal who lays eyes on a Dryad is either stunned or even charmed into fighting for it.
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Soldier of the east Group, Intelligent Sword (b[2d8] damage) 6 HP 2 armor Close The soldiers from the eastern kingdoms may not be the brightest, but they are comparatively well armed and trained. The combat value of a group of soldiers rises dramatically, if they are lead by superior. Instinct: to spread chaos
- it follows orders from its superiors
- Only 1d8 damage if alone