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Valkyrie Solitary, Divine, Intelligent, Undead cursed glaives (d8+4 damage ignores armor) 18 HP 4 armor Close, Necrotic, Reach Special Qualities: Terrifying, Six wings Six-winged angels of black glass. They wield longspears and glaives in their crusade to bring fresh souls before Herne the Hunter. Instinct: to gather souls
- Dive through the Abyss
- Necrotize living flesh
- Predict a foe's actions
- Claim a soul for Herne
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Unquiet Ghost Group, Divine, Undead cursed swords (d8 damage) 11 HP 1 armor Close Special Qualities: terrifying Ghosts of black glass, swearing allegiance to the god of death. Instinct: to linger
- Haunt the living
- Dive through the Abyss
- Flock to death
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Ifrit Blade-dancer Enchanted rapiers (2d4 damage) 5 HP 7 armor Close, Near Special Qualities: Rune barrier Instinct: to strike down tyrants
- Fight with many floating weapons
- Recharge its barrier from a light source
- Perform a floating rush
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Fliskerwill Solitary, Magical, Intelligent Bladed fins (w[2d8] damage 1 piercing) 12 HP 0 armor Close Special Qualities: Vanish into the water Instinct: to infiltrate
- Eavesdrop from a waterway
- Summon or become a tidal wave
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Trow Solitary, Large, Divine, Magical, Intelligent, Planar Crystal boulders (d12 damage) 26 HP 1 armor Ignores Armor Special Qualities: Regeneration, Crystal hide Trolls that roam the spirit and mortal worlds. Huge, covered in lichen and veins of quartz. They speak a garbled, guttural tongue that few understand, but their meaning is often clear: to destroy and to take. Instinct: to take the home of another
- Retreat to gather strength
- Send will-o'-the-wisps to flank enemies
- Raise a mist wall to teleport itself or enemies through
- Terraform the environment with its blood
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Xeno the Tear Solitary, Magical, Stealthy, Intelligent Rune-tipped claws (w[2d10] damage 1 piercing) 5 HP 8 armor Close Special Qualities: Rune barrier Xeno is a crowned ifrit with a long history as an assassin and mercenary. His ability to open portals through water or mist means nothing can keep him from his victims. However, his work 18 years ago hunting down seers has left him with a distaste for blood. He doesn't have much empathy, but he will always search for solutions that let him keep his weapons at rest. His nickname derives from the tiny scar he carves into his victims (dead or alive). Instinct: to do the impossible without leaving a trace
- Offer a nonviolent solution... for a price
- Reach through mist to stab or steal
- Teleport through water
- Recharge his rune barrier from a nearby source of light
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Toldrammil, High-elf Mummy Solitary, Magical, Divine, Devious, Intelligent, Hoarder, Terrifying Spells of gnawing ice and sand (d8+2 damage) 18 HP 4 armor Close, Ignores Armor, Far Special Qualities: Withered skin and bones held together by arcane scrolls Once a prince of Brae, Toldrammil was slain during the Clouded War by a soothsayer. His family brought him back to his homeland and laid his magically-preserved body to rest, along with his favorite artifacts and relics. In a mark of honor, he and his crypt were enchanted to awaken and protect their funeral wealth against intruders. Instinct: to curse those who awakened it
- Drain an item of its magic
- Cast a spell to freeze metal and armor
- Suck the breath from its foe's frozen lungs
- Hang a sword of creeping doom over his foe
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Trickster Solitary, Stealthy, Devious Knives, throwing daggers (d8 damage 1 piercing) 12 HP 0 armor Close, Ignores Armor Tricksters laugh as they watch you die, then roll you over to pluck their poisoned blades out of your back. Nowhere else will so much flowing silk conceal so many hard points and quick deaths. Instinct: to best by trickery
- Attack from behind
- Dash between foes to turn their attacks on each other
- Poison her foes
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Skird Raider Group, Stealthy, Intelligent Spear, teeth, claws (2d4 damage 2 piercing) 6 HP 0 armor Close, Near Special Qualities: Wolf mount Raiders form close pacts with their wolves, and fight in perfect tandem. Whether scouting the veldt or rushing to the front line, the raiders' speed is unmatched. They will harry foes from a distance with nips and thrusts before dismounting to flank their quarry up close. Instinct: to outrun her prey
- Pounce on a downed foe
- Flank an enemy between her spear and her wolf
- Race the wind
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Skird Warchief Group, Organized, Intelligent, Cautious grandword, war banner, horn of command (b[2d6] damage) 8 HP 2 armor Close, Reach, Near When it comes to battlefield presence, warchiefs are second only to jarls. Adorned in massive pelts of wolves and ermine, they wield grandswords and blood-red banners of their clans. Most dangerous are the banded horns they wear at their hip; one trumpet blast, and their army arrives to repel any foe. Instinct: to fight for glory
- Plant a banner that magically walls the battlefield
- Blow his horn to summon aid
- Trip and weaken an enemy
- Fend off many foes at once