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Brandalben Kommandant Group, Magical, Intelligent Albengroßschwert (b[2d8+4] damage 1 piercing) 10 HP 3 armor Close, Forceful Diese Anführer der Brandalben wurden von Elechtel selbst ausgebildet. Sie können nicht nur hervorragend Kämpfen, sondern sind auch noch in der Lage das Feuer in ihren Untergebenen zu nutzen um diese selbst in aussichtslosen Situation anzutreiben. Ihre Schwere Rüstung macht sie zwar langsamer, kann dafür aber auch nicht so einfach durchbrochen werden, was sie im Nahkampf zu äußerst gefährlichen Feinden macht Instinct: Elechtel zu Diensten sein
- Führe die anderen mit großem Eifer
- Kontrolliere die Flammen in den Herzen deiner Untergebenen
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Brandalben Spion Group, Stealthy, Intelligent, Construct Albenklingen (b[2d8] damage 1 piercing) 6 HP 1 armor Close Special Qualities: Telepathische Kommunikation untereinander Die Brandalben waren einst Elben aus den weit entfernten Ebenen, doch Elechtel nutzte seine dunkle Magie um sie zu verderben. Dies Raubte ihnen einen Großteil ihres freien Willens. Heute Arbeiten sie für den dunklen Magier und genießen seine Macht, die er mit ihnen teilt. Die Klingen, die sie tragen sind mit Runen versehen, die es ihnen erlaubt die Kräfte des Feuers zu rufen, dabei riskieren sie jedoch jedes mal einen Teil ihres Körpers. Dies führt zu den glühenden Brandwunden, die ihren Körper überziehen und sie in ewigen Qualen zurück lassen Instinct: Informationen für Elechtel sammeln
- Infiltriere einen Ort mit der Macht des Feuers
- Teleportier dich hinter deine Feinde
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Mandalar's trusted Group, Large, Construct, Terrifying Belch fire and strike enemy with claws (w[2d8+2] damage 1 piercing) 10 HP 5 armor Reach, Ignores Armor, Near Special Qualities: It can fly, Amalgamation of an animal and a human, Looks ugly af Two parts lioness, one part serpent, head of a human, and all the vicious magic one can muster. The actual ritual might vary, as might a detail or two—more creative sorcerers switch the flame breath for acid, perhaps. Used as a guardian, it matters little. The chimera is the worst sort of abomination: an intentional affront to all-natural life. Instinct: To protect Mandalar
- Belch fire from his mouth
- Swipe furiously as anyone nears the protector
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The Last Knight of Wasnor Solitary, Divine, Devious, Intelligent, Terrifying Blade of Darkness (b[2d10+2] damage 2 piercing) 18 HP 2 armor Close, Forceful, Ignores Armor, Near Special Qualities: Scaly skin and sunken eyes The last knight of Wasnor was heavily favored by the old gods. A brilliant tactician and an even fearful swordmaster. Stripped off of his humanity, he is now forever in the servitude of the Darkness himself. Instinct: To cleanse the land off of every last resident of Stormhammer
- To bring justice to those who did him wrong
- Create the fog of darkness and disparity
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Trancetoad Horde, Tiny, Devious Ribbit (d4-2 damage) 3 HP 0 armor Hand, Reach, Ignores Armor, Near, Far Special Qualities: Paralysing Hypnotic Ribbit, Glowing Mesmer Eyes, Also Delicious They may eat you, but your shade will likely haunt these parts forever luring more victims. Instinct: Stand still so I can eat you
- Hypnotise Travellers with Ribbit
- Ribbit
- Trap them in a dream loop
- Ribbit
- R I B B I T
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Robber Fly Group, Tiny Bite (d6-2 damage) 3 HP 0 armor Hand Special Qualities: Flight A robber fly is a 3' long giant fly with black and yellow stripes. From a distance, robber flies look like giant bees. They are carnivores, and may attack adventurers. However, they prefer giant bees as food, and are immune to their poison. Instinct: Hunt prey
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Dwarf Explorers Group, Small, Intelligent Axe (d8+2 damage) 6 HP 2 armor Close Special Qualities: See in the dark, Locate treasure A dwarf, is a humanoid race, one of the primary races available for player characters. The idea for the D&D dwarf comes from European mythologies and J. R. R. Tolkien's novel The Lord of the Rings (1954-1955), and has been used in D&D and its predecessor Chainmail since the early 1970s. Variations from the standard dwarf archetype of a short and stout demihuman are commonly called subraces, of which there are more than a dozen across many different rule sets and campaign settings. These dwarfs are a friendly prospecting party looking for treasure. Instinct: Help adventurers
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Neanderthal Group, Intelligent Stone Weapon (w[2d10] damage) 6 HP 0 armor Close, Near Neanderthals are an extinct species or subspecies of archaic humans who lived in Eurasia until about 40,000 years ago. They probably went extinct due to competition with or extermination by immigrating modern humans or due to great climatic change, disease, or a combination of these factors. Instinct: Hunt
- Avoid other humanoids