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Mind Flayer Lich Solitary, Magical, Stealthy, Devious, Intelligent, Hoarder, Planar Bolt of Dark Energy (d10 damage) 12 HP 4 armor Close, Reach, Ignores Armor, Far Instinct: Destroy life
- Devour the brain
- Control mind
- Unleash powerful spells of darkness
- Bend the environment to his will
- Travel through astral plane
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Pseudo-dragon Solitary, Tiny, Magical, Devious, Intelligent Tiny claws (w[2d6]-2, ignores armor) 6 HP 2 armor Hand Special Qualities: Sleep Stinger Brahil is the best monster handler around. He can get any beast you want. You will recognize him easily. He is always with this tiny dragon-like monster on his shoulder. This critter is more dangerous than it looks. I have seen it sting birds in plain sight with its long tail. This is a poisonous tail, you know. Brent, the carpenter's son, can testify it will put you into a death-like sleep. It also looks like the beast protects Brahil. There was this sorcerer who tried to spellbind Brahil without success. He left crying. Custom Move: When you are stung by a pseudo dragon, ROLL+CON. On a 10+, what a big mosquito! On a 7-9, choose 1: You do not fall sound asleep. You do not get -1 ongoing until you make camp. On a 6-, you fall into a death-like sleep. Instinct: Protect
- Play games
- Help
- Scout
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Githyanki Group, Stealthy, Magical, Planar, Construct, Smart Weapons (b[2d8] damage 2 piercing) 6 HP 4 armor Close Special Qualities: Spells, Psionic abilities From the Fiend Folio Instinct: Kill humans, kill ilithids, protect their goods
- Cheating by manipulating the mind
- Attack from the astral plane
- Flanking enemy
- Powerful spells
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Marid Solitary, Large, Intelligent, Hoarder, Planar Typhoon smash (d12+2 damage) 24 HP 0 armor Forceful, Near Special Qualities: Amphibious A marid is a genie of water, an elemental creature of the open seas. Capricious and vindictive, they respect no authority, and have little empathy for mortal beings. They are said to be the most powerful of geniekind, and they certainly act like they know it. Instinct: To be released from its prison
- Weaver of water magic
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Obsidian Bladeguard Solitary, Large, Construct Obsidian Sword, Axe or Spear attached to one arm (b[2d10+2] damage) 24 HP 3 armor Forceful, Reach Special Qualities: Not autonomous. Only a vessel carrying out the Obsidian Giants wishes Bladeguards do not usually attack adventurers on sight. Only those targeted by the Obsidian Giants need to worry. However, Bladeguards will defend themselves with lethal force. Instinct:
- Charge the enemy, destroying everything in its path
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Svarku Solitary, Large, Magical, Organized, Intelligent, Planar Giant Broadsword (d12 damage) 20 HP 3 armor Near, Reach Special Qualities: Immune to Fire A nine-foot tall efreet from the plane of fire. Able to launch flame at will. Instinct: To be flattered, adored, and enabled
- Burn an area
- Call in his followers
- Make a deal
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Vulture Lord Group, Magical, Devious Strong winds (d6 damage) 6 HP 0 armor Close, Far Special Qualities: Wings Instinct: Find dead meat
- Attack the weakest foe
- Summon typhoons
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Wild Hunter Group, Stealthy, Magical, Hoarder Claws (d8 damage) 6 HP 1 armor Close Special Qualities: Immunity to magic Instinct: Hunt for shiny
- Go Invisible
- Backstab (+2dmg)
- Go Invisible