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Obsidian Cultist Horde, Divine, Organized, Intelligent, Hoarder Obsidian cleavers (d6+4 damage) 3 HP 0 armor Close These rank-and-file cultists of the dark gods are mere pawns in the schemes of their leaders. Instinct: To follow their leader
- Surround and attack
- Run for help
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Cultist Acolyte Horde, Magical, Organized, Intelligent Arcane Bolt (d6 damage) 3 HP 0 armor Close, Far Within every cult the acolyte is the recent convert who is eager to test his mettle and prove their worthiness to the cause. Armed with guile and a basic understanding of magic the Acolyte will furiously defend an objective. When confronted by a foe they will most likely raise the alarm and call for backup from other Acolytes. Being recent converts, not all acolytes have fully accepted the dogma yet and may be persuaded to work against the cult. Instinct: Defend the Cause
- Flare - Raises the alarm
- Can be Persuaded
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Ice Crystal Golem Solitary, Huge, Magical, Construct, Amorphous Ice spike (d10+7 damage) 31 HP 5 armor Reach, Forceful, Near, Far Special Qualities: Ice Crystal There is a mound of ice blocking the path ahead. As you approach, the mass shifts, and a lopsided head turns its black ice crystal eyes on your group. For a moment, the creature looks scared, but it passes quickly as it bellows and rips an ice spike from its shoulder. It rushes you with a terrifying intensity. The ice golem is a byproduct of uncontrolled magic energies. Whether the ice golem was once a normal being, or completely made from pure ice crystals, it currently is confused and very hostile to things it doesn't understand. Beings made of ice crystal have one major weakness: some type of sound wave energy at the correct resonant frequency. It will shatter into pieces. The most powerful of ice golems will create smaller ice golems upon shattering. Instinct: To defend itself
- When approached, it goes into a rage
- When it shatters, it becomes 4 smaller golems with 1/4 of the health left over
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Concept Elemental Solitary, Devious, Planar, Amorphous Special Qualities: Ideal form The planes are not as literal as our world. Clothed in the elemental chaos are places of stranger stuff than air and water. Here, rivers of time crash upon shores of crystal fear. Bleak storms of nightmare roil and churn in a laughter-bright sky. Sometimes, the spirits of these places can be lured into our world, though they are infinitely more unpredictable and strange than mere fire or earth might be. Easier to make mistakes, too—one might try calling up a wealth elemental and be surprised to find a murder elemental instead. Instinct: To perfect its concept
- Demonstrate its concept in its purest form
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Crystal Spider Solitary, Large, Stealthy Razor leg (d10+2 damage 1 piercing) 16 HP 3 armor Reach, Messy Special Qualities: Absorb light Light gleams from its crystalline carapace, casting a riot of colours across walls. A definitely alluring and menacing arachnid. Its spare frame and delicate movements are gracious and attractive, while its crimson eyes and slender, venomous fangs radiate danger. The webs it makes are hard to see but their razor sharp edges will be harder to ignore. Instinct: To feed
- Emit dazzling light
- Create glass webs
- Poison with its fangs
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Aztazor's Golem Solitary, Huge, Magical, Devious, Cautious, Construct Magically anhanced punches (b[2d10+7] damage) 28 HP 5 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Energy jewels protected by crystal Some say to protect, others to intimidate, the truth is that it was made a long time ago from the ruins of a temple dedicated to the god of the Arcane. This collossal construct resembles the looks of a soldier and it behaves like one,only following the commands of whoever possesses it's control wand. Instinct: Follow commands
- Arcane Strikes
- Magical shred
- Golem endurance
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Runic automaton Group, Cautious, Construct Runic spear and shield (d8 damage) 10 HP 6 armor Close, Reach Special Qualities: Driven by rune magic Ancient guardian of graves and ruins of old. Instinct: to patrol
- Guard ruins, protect ancient treasures
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Royal Sword-Mage Solitary, Magical, Stealthy, Intelligent, Cautious, Hoarder Enchanted Blade (b[2d10] damage 1 piercing) 16 HP 7 armor Close, Reach, Ignores Armor, Far Instinct: Obeys orders
- Works as agents of the sovereign
- Subtle
- Various arcane spells
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Royal Guard Group, Organized, Intelligent, Cautious Spear (b[2d8] damage 2 piercing) 6 HP 6 armor Close, Reach, Near Instinct: Protect the nobility
- Remain at alert
- Call for backup