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Nurraf, Shakarian Venture Captain Group, Stealthy, Organized, Intelligent, Cautious, Hoarder Sword (b[2d8] damage 2 piercing) 6 HP 5 armor Close Venture Captain Nurraf only wants to get away from the isle and he's trying anything he can to speed up the work. He will not tolerate interference or worse - delay! Everyone between him and his goals must die a brutal death, in Ordrun the Black's name. Instinct: to get the work done and get away
- Scream furiosely
- Feint and attack
- Guards!!
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Shakarian guard Group, Organized, Intelligent, Cautious Spear (d8 damage) 6 HP 5 armor Close, Reach, Near Armed to the teeth, these brave men will do anything to follow orders and serve their great Nation. Instinct: Follow orders
- Keep formation
- Call for backup
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Malikus Solitary, Stealthy, Intelligent, Terrifying Teeth (d10+4 damage) 20 HP 1 armor Close, Forceful Special Qualities: Purulent plagues all over body Victim of the One-Hundred-Eyes Curse, it was once a human. Now its body is covered in plagues and it has lost all of its humanity, leaving only a savage desire for destruction of other living things, no matter what they are. If torn open for examination, one may find out that the plagues hide eyes that grow on the inside of the body, forcing the subject to constantly observe what's happening inside of him and turning it crazy. Instinct: To tear apart living things
- Tear limbs
- Feint
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Moon Rock Golem Group, Large, Divine, Planar, Construct Moon rock fists (d8+4 damage) 20 HP 3 armor Forceful, Close, Reach Special Qualities: Silent as the moon, Aura of moon dust Golemists are quite a resourceful lot, when they fall under the thrall of a moon cult they can work wonders with the strange and peculiar materials that they might acquire. For instance, moon rock is not just simply rocks from the moon, oh no, it divinely empowered, after all the moon - much like the sun - is of divine origin, and its rocks are much the same. Still, might be hard to fight back when you're simultaneously choking and blinded by a haze of moon dust and also can't hear your opponents. Instinct: To serve
- Follow orders implacably
- Manipulate gravity upon itself, others, or the environment
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The Dark Archon Solitary, Magical, Planar, Terrifying fiendish claws and teeth (b[2d12+4] damage) 16 HP 4 armor Close, Forceful, Ignores Armor Special Qualities: A fiendish gaze from beyond the mortal world, strain mortal minds by pure darkness. I thing of darkness and horror from the dark beyond. Instinct: to drag into the dark
- Have a symbiosis with a mortal.
- Drain a mortals lifeforce.
- rip the threads of reality, letting darkness trickle into the mortal world.
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Full Moon Cultist Executioner Group, Stealthy, Divine, Intelligent Moonwheel (b[2d8+2] damage 2 piercing) 8 HP 2 armor Close, Forceful Just as the moon has many faces, so would a lunar cult - it is reasoned. The full moon is said to embody the most direct of presence, unwavering, the moon at its greatest. So it makes sense that elite cultists that resonate so would be dangerous fighters, drilled and strong. That still doesn't explain why they wield weird wheel-shaped weapons and silver cones that seem to cover their faces entirely - how do they even see? Symbolism is probably involved. Instinct: To kill for the cult
- Spin up their moonwheel and make ready to bring pain
- Hit where it hurts
- Turn out to be a lycanthrope
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Posessed Innocent Murderer Solitary, Intelligent, Terrifying Smash with a makeshift weapon. (d10+4 damage) 12 HP 0 armor Close, Forceful Special Qualities: If he loses control, the fiend inside him comes to the surface. An innocent man, blamed for murder. He's posessed by a dark presence which breaks free, if the man gets too angry and loses control over himself. The man is simple and nice. The fiend is horrible and vicious. Instinct: to smash skeptics
- Convince others of his innocence.
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Ratling gunner Solitary, Intelligent Minigun (d10+2 damage 1 piercing) 12 HP 1 armor Close, Far Instinct: Destroy
- Unleash a storm of bullets
- Move very slowly due to encumbrance
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Gormagog,Bane of Kings Solitary, Huge, Stealthy, Divine, Planar, Terrifying Jaws (b[2d12+7] damage 1 piercing) 24 HP 4 armor Reach, Forceful Special Qualities: Quitinous plates of 5 cm. , Uncanny Presence of the void, Un-light cobweb An abomination half spider, half scorpion, brought to this world by the power of Mysera, Goddess Queen of Secrets and Torments, a display of the power the Drow can deploy in the darkest hour of the world. Gormagog bring the fallen of the Narythe imperium, several millenia ago, sunk in the shadows the Dwarf city of Eruma and devastate the Kuma nation, far beyond the mountain range of the Perpetual Shadows. Instinct: Consume power
- Make the mighty fallen
- Break through a barrier
- Vanishing in the shadows
- Envolve in cobwebs
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Lagargarus Group Crackling tail (d8 damage) 6 HP 4 armor Close Lagargarus are a big coastal lizards, easily founded all along the islands by Sea of Rhûa enjoying the sun and the seafood. Meek and steady if they are no bothered, his huge bone-bared scales, unbrekeable as the best quality armor and fast and crackling tails and teeth can kill a man who hit the grounds when the lagargarus sleep, eat and brood. Instinct: Protect their nest
- Ducking in the waters
- Menancingly hissing