-
Royal Guard Horde, Organized, Intelligent Halberd (b[2d6] damage) 7 HP 3 armor Close, Reach, Near Instinct: To protect the king
- Halberd attacks
- Can call on more members of the guard
-
Cruzador Arca Solitary, Huge, Cautious, Construct, Terrifying (b[3w[3d10+5] damage 4 piercing) 24 HP 6 armor Reach, Ignores Armor, Far Special Qualities: , Instinct:
-
Armorpede Solitary, Huge, Magical, Cautious Ram (b[2d12+3] damage) 24 HP 10 armor Reach, Ignores Armor Special Qualities: Near unbreakable armor across most of its body, Weak point at its underbelly An ancient species of millipede, albeit one that has grown to massive size. They can live up to a thousand years old. They are covered with unbreakable plate across most of their body, with the exception of their underbelly. They can grow up to 100 feet long. Instinct: To hunt prey and destroy human settlements
- Crushing charges
- Can burrow
-
Monstrous Earth Elemental Solitary, Huge, Construct, Amorphous Massive Slam (b[2d10+5] damage) 33 HP 2 armor Reach, Forceful, Near Special Qualities: It was constructed by the King’s wizards to defend the palace and destroy invaders An abnormally massive earth elemental with the strength of ten lions and the ability to bend the very earth to its will. It’s size and strength were enhanced with eldritch magic. Instinct: To destroy everything nearby
- Viciously slams the opponents with its massive fists
- Can bend earth to its will
-
War-Wolleon Group, Devious Powerful Kick (d6+2 damage) 6 HP 2 armor Close, Forceful Special Qualities: Chameleon Skin A large, bi-pedal, animal with lizard skin that changes color to match its surroundings, two slender arms with zygodactyly digits, a prehensile tail, a pouch on its abdomen, and two independently mobile eyes. It stands at roughly 4', and its length from its snout to the tip of its tail can be upwards of 5'. It uses its powerful, seemingly spring-loaded legs to defend itself, run at an incredible pace, and leap up to roughly two feet from a standstill. This Wolleon has been trained to be a reliable war mount, with mail armor protecting it as well as blinders to reduce stress. Instinct: To obey its rider
- Run remarkably fast
- Leap remarkably high
-
Wolleon Group, Devious Powerful Kick (d6+2 damage) 6 HP 1 armor Close, Forceful Special Qualities: Chameleon Skin A large, bi-pedal, animal with lizard skin that changes color to match its surroundings, two slender arms with zygodactyly digits, a prehensile tail, a pouch on its abdomen, and two independently mobile eyes. It stands at roughly 4', and its length from its snout to the tip of its tail can be upwards of 5'. It uses its powerful, seemingly spring-loaded legs to defend itself, run at an incredible pace, and leap up to roughly two feet from a standstill. Instinct: To graze and multiply
- Run remarkably fast
- Leap incredibly high
-
Cult Beast Solitary, Terrifying Slashing Claws (d4+2damage) 7 HP 2 armor Close, Forceful Special Qualities: It can have extra arms, horrifying spines, or any manner of mutations. This is what happens when a cultist is morphed by a Captain. Lasts for around an hour. Instinct: To destroy and kill
- Vicious claws and teeth
-
Lost Cultist Leader Group, Magical, Intelligent Arcane Blast (d8 damage 1 piercing) 6 HP 2 armor Close, Near A slightly higher rank Cultist than the average. Possesses powerful eldritch magic granted to him by the One from Beyond. Instinct: To follow the orders of the Cult
- Magic blasts
- Has the ability to convert nearby cult members to horrifying monsters
-
Cultist of the Lost Group, Magical, Organized, Intelligent Dagger stab (d4 damage) 6 HP 1 armor Close Not a monster, but rather an evil cultist. They know a small amount of magic, which is their main form of attack. Instinct: To obey the cult
- Can create tentacles to block enemies
- Can shoot arcane bolts
- Can call on other members of the Cult