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Guardián rúnico Solitary, Divine, Magical, Cautious, Amorphous Ataque de lanza (d10+2 damage) 21 HP 4 armor Close, Ignores Armor Y el maná de los caídos se reunió, y la vida se alejó de ellos, ahora ni siquiera la muerte les dará la paz, los condenados o virtuosos elegidos para portar las runas se reúnen en él y tratan de evitar la antigua catástrofe. Preparen sus armas confíen en sus armaduras y escudos porque están a punto de enfrentarse a el primer guardián. Instinct: Atrapar al portador
- Cazar al portador: Todos los ataques del guardián serán dirigidos al portador de la runa o algún portador de magia.
- Marca del guardián: el enemigo marcado por el guardián recibe una penalizacion de -1 a desafiar al peligro
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Hombres Rata Grupo, pequeño, Sigilosos Daga envenenanada (d4 damage) 6 HP 2 armor Close Special Qualities: Los hombres ratas son tan horribles y hediondos que todo el que lo ataque cuerpo a cuerpo reduce en -1 su acierto Los hombres rata viven en el pantano de las penas, estos son monstruos horribles de apariencia y su hedor no los hace más vistosos, ellos intentaran robar toda la comida que traigas y eso te incluye a ti aventurero. Instinct: Robar sigilosamente
- Ataque por la espalda: Si los hombres ratas atacan por la espalda añaden +2 a su daño
- Sigilo: Los hombres ratas son muy sigilosos y son difíciles de ver en la noche
- Veneno de ratones: el próximo ataque que acierte un hombre rata causara 1d4 extra de daño
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Evermit Solitario, Cerca, magico Ataque debilitante (d10 damage) 16 HP 4 armadura Hand, Far Evermit a consumido el suficiente poder para retomar su verdadera forma y así atacar a los aventureros, este busca al portador de la runa por sobre todas las cosas. Instinct: Adueñarse de las runas
- Toque vampirico: Drena 1d4 de hp del enemigo más proximo
- °Invocación de esqueletos: invoca 1d4 en cantidad de esqueletos y estos tienen 4 de hp y 1d4 de daño
- Explosión arcana: Puede hacer explotar a cualquier enemigo que haya sido alcanzado por el ataque de rayo causando 1d6 de daño extra
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Howling Holly Group, Magical Bone Staff (d10 damage) 16 HP 1 armor Close This Howling Hag, Travels the dark realms to build her army of minions from evil Fey creatures to fierce fiends. Instinct: Command armies of minions
- Screeching Voice
- Witch Bolt
- Summon Imps/Quasits
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Vurms Horde, Tiny, Devious Attach and decompose (d4-2 damage) 3 HP 0 armor Hand A life-form dwelling in Dwarf mines, originally found in the deep caves in the mountains around Llamedos. Swarming, or slithering, by the hundred, packs of Vurms generate a low but steady luminescence which enables the adapted eyes of Dwarfs to see their way in the deeper mines. They have other uses as well: Crushed vurms are used to produce 'night chalk', which glows for about a day and is very handy, e.g. for the marking of crime scenes in the dark. And vurm blood is used to create drahts - glowing, unique identity symbols for Deep-Downers - which are made by tattooing vurm blood under the skin. They are adapted to seldom require feeding, but are carnivorous creatures living on carrion. They are attracted to blood and corpses and will smell dead animals - or dwarfs - from a long distance. They have no teeth so they wait until their food gets runny or attaches itself to them of its own accord. After a feed, they will shine very much brighter. Almost anything is food to a vurm, who live so deep underground that even a breath is food, blood is food, and anything that was once alive, no matter how mangled it is, is food. Vurms are shown to be so attracted to blood that they would rather die then give up their feast. Instinct: It will clean any bit of meat it attaches to.
- Worms that glow with minimal light and prey on decomposing bodies and blood in general.
- It marks anything it attaches to for full 24 hours.
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Forest Spider Group, Stealthy, Terrifying Stinging Bite (d8+2 damage) 6 HP 0 armor Close, Hand Special Qualities: 8-eyed, clicking mandibles: A terrible sight to behold Lurking in the treetops, this forest predator waits patiently for it's prey to stir the fine webbing on the forest floor. Once alerted, the spider waits for the opportune moment to fasten a long strand of webbing on a conveniently placed branch and fall silently downward, landing directly on it's prey. Now ensues what is often enough just an unfair fight. Eight strong legs grapple the victim, as the spider's mandibles inject it's dreadfully painful venom again and again, until it's prey is nothing else but future food. Take care and stay alert, or you might share this fate. Instinct: To feed on unsuspecting prey
- Drop from above
- Firmly grasp prey
- Carry off their prey into the treetops
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Archer (Soldier) Horde, Organized, Intelligent Bow [Standard Issue] (d6 damage) 3 HP 1 armor Close, Near, Far The life in the army is mostly boring, but sometimes dangerous. Less so for the Archer that waits in the back rows until he sees the signal to release it's arrow on targets that seem tiny in the distance. Still, at the end of the day you want to be alive to spend your lousy pay. Along with his trusty bow, the archer carries a small sword, more like a dagger. The archer tries to avoid situations in which he would need to unsheathe his blade. Instinct: To obey his superior
- Release volley of arrows
- Blow the horn to call reinforcements
- Reposition
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Leviathan, Elder Elemental Solitary, Gargantuan, Magical, Divine, Cautious, Planar, Amorphous, Elemental Cold Splash (d12+3 damage 1 piercing) 23 HP 4 armor Reach, Near, Far Special Qualities: Immune to Cold and Fire Instinct: Flood the world
- Tidal Wave
- Moving Current
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Gourdos Group, Magical, Construct, Amorphous arm strike, leg strike (d8 damage) 12 HP 3 armor Close, Near Special Qualities: It doesn't have a central place in the nervous system to target. The knowledge and instincts are spread throughout the body equally, the shape they take is born out of the will to mimic *real life* more than out of necessity, Mimicry Created by the lizard folk experimenting with creating life out of nothing, Gourdos have more in common with plants than animals even though they move like ones. Taking the shape of any living thing they come in touch with upon hatching out of the "gourds", Gourdos try to collect as many living creatures to use for taking shape and, in a weird, primitive way, study. They don't find it necessary to feed the captives, though, keeping them in sun and with plenty of water. What else would a living thing need, though? Instinct: Try to suck up and mimic the essence of animals and humanoids alike, to be more like them.
- Jump and strike the target with extra strong limbs.