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Queen Bee Horde, Huge, Magical, Cautious Poison stinger (d6+5 damage 3 piercing) 11 HP 5 armor Reach Special Qualities: Wings The Queen Bee never ventures far from her hives, but will defend them voraciously. She commands near endless swarms of bees who will gladly fight to the death and defend her with their lives, so actually approaching or hitting the Queen is very difficult. Instinct: Protect the Hive
- Command the swarm
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Healer Group, Magical, Divine, Devious, Intelligent Topaz staff (w[2d6+2] damage) 12 HP 4 armor Close, Reach The Healer desperately keeps its friends alive Instinct: To keep friends fighting
- Heal allies
- Healing mist, heals [w]2d4+2 to small area
- Stun, projects a disorienting pattern that stuns everyone who sees it
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Spellsword Group, Magical, Intelligent Falchion (b[2d8+2] damage 1 piercing) 6 HP 2 armor Close, Forceful, Ignores Armor Spellswords enchant themselves before fighting on the front line. Instinct: To battle
- Disarm, uses elemental magic to disarm the opponent
- Enchants self with elemental power, adding d6 to offense and defense of element
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Ninja Group, Magical, Devious Poison dagger (b[2d6] damage 1 piercing) 6 HP 1 armor Close, Ignores Armor Fast and dangerous, the ninja ends a fight before it starts. Instinct: to assassinate
- Sneak attack
- Enchantment of Wind, grants flight and doubles speed
- Witchbane, poison that inhibits the use of magic for the next day
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Shielder Group, Magical, Cautious shield (d8 damage) 10 HP 6 armor Close, Reach Shielders from the MIC use enchantments on top of their already impressive defense to keep their party from harm. Instinct: To protect
- Guard a nearby ally
- Arcane Shield, +3 armor to an ally after they've been guarded
- Intercept, teleport to an ally they can see to defend an attack