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Dark Phantom Solitary, Stealthy, Intelligent, Cautious Curved Sword (b[2d10+2] damage) 12 HP 4 armor Close Special Qualities: Fearless The soul of a being from another world, consumed with nefarious intent. Can take many forms, but is never to be trusted, regardless of how friendly they may act. When a dark phantom is about, one must always keep their guard up. Instinct: To invade. To defeat. To humiliate.
- Taunt an opponent
- Pretend to be an ally
- Parry and riposte
- Ambush from a great height
- Lure with promises of treasure
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Lost Sinner Solitary, Large, Intelligent Greatsword (b[2d10+2] damage 1 piercing) 20 HP 0 armor Forceful, Reach Special Qualities: Unhindered by total darkness, Disfigured from torture, Moves very quickly Prisoner of Sinner's Rise, the Lost Sinner eternally punishes herself for the sins of her past. Indeed, she committed what some would believe to be the ultimate sin - she attempted to relight the First Flame. Instinct: To find penance in duty
- Extinguish a light source
- Disappear into shadow
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Flexile Sentry Solitary, Large, Terrifying Scimitars and Spiked Clubs (b[2d10+2] damage 1 piercing) 14 HP 2 armor Special Qualities: Twin torsos face opposite directions Instinct: To guard
- Attack on all sides
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Skeleton Lord Group, Magical, Organized, Hoarder Scythe (d8+2 damage) 10 HP 0 armor Close, Reach Instinct: To raise the dead
- Become a horde of skeletons upon dying
- Throw a fireball
- Raise skeleton minions
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The Rotten Solitary, Huge, Terrifying Butcher's Knife (d10+7 damage 2 piercing) 28 HP 0 armor Reach, Forceful Special Qualities: Made up of corpses stitched together A living pile of corpses formed into a vaguely humanoid shape, crawling with the arms of corpses where its legs would be. The Rotten embraces all, in the sanctuary for all things unwanted or tossed away. Instinct: To amass flesh
- Expel thick, oily sludge
- Regrow a limb
- Ignore heat and flame
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Belfry Gargoyle Group, Large Halberd (d8+2 damage) 10 HP 2 armor Reach Special Qualities: Wings, Tail Elaborate stone statues depicting armored beasts with large bat-like wings. May or may not come to life. Instinct: To destroy intruders
- Breath fire
- Take to the air
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The Pursuer Solitary, Large Ultra Greatsword (b[2d10+4] damage 2 piercing) 19 HP 5 armor Forceful, Reach Special Qualities: Hovers one foot above the ground, highly aggressive, fearless The Pursuer lurks in Drangleic. He is a large, aggressive knight in heavy black armor, wielding a massive sword and shield. His chest plate is emblazoned with the screaming faces of past victims. He seeks the bearer of the sign and will not rest until his target is slain. Instinct: To slay the bearer of the dark sign
- Rapidly close a distance
- Infuse an attack with dark magic (ignores armor)
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Arcane Sniper Solitary, Magical, Intelligent Tactical Staff of Lightning Bolt (b[2d10] damage 3 piercing) 10 HP 0 armor Near, Far Instinct: To eliminate hostiles
- Take overwatch from a hidden position
- Teleport to a nearby location when compromised
- See through invisibility and darkness
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Riot Cleric Group, Divine, Organized, Intelligent, Cautious Combat Censer (d8+2 damage 1 piercing) 8 HP 4 armor Close, Forceful Instinct: To enforce order
- Block passage
- Call for back up
- Push an attacker down to the ground
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Covert Arcane Tactics Agent Group, Stealthy, Magical, Organized, Intelligent Silent Takedown (b[2d8] damage Ignores Armor) 6 HP 1 armor Hand, Close Instinct: To neutralize target hostiles
- Execute a coordinated ambush
- Sneak into a tactical position
- Magically distract or hide from sight
- Silently communicate with squad members