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Nigromante Solitary, Divine, Magical, Intelligent Alzar a los muertos. (2d4 damage 1 piercing) 14 HP 4 armor Close, Far Un nigromante es un hechicero, un mago versado en conjuro antinaturales que le permiten traer a los t de regreso a este mundo, conviertiéndolos en sirvientes no muertos de su voluntad. Suelen utilizar dagas ornamentadas para atacar. Pero su forma de atacar mas común es reviviendo a los muertos y haciéndolos pelear para su beneficio. Instinct: Traer de vuelta a los muertos
- Apuñalar
- Levantar no muertos.
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Orc Dire Wolf Rider Group, Large, Organized, Intelligent, Terrifying Spears, Teeth, and Claws (d8+2 damage) 10 HP 1 armor Reach Special Qualities: Lupine ferocity Orc cavalry doesn't use horses. Orcs regard horses as food rather than steeds. Instead they use the mighty dire wolves, fell creatures able to tear someone limb from limb, so naturally having an orc spear-wielder riding atop one makes it even more dangerous. Instinct: To Hunt and Kill
- Run down prey
- Summon the horde
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Orc Harrier Group, Stealthy, Organized, Intelligent Spears and javelins (d8 damage) 6 HP 0 armor Close, Reach, Near Orcs are wily creatures, and skirmishing is not strange to them. While the majority of the horde might be wading in or charging forth, the harriers stymie and harry their foes, wearing them down and leading them into traps or acting as a vanguard before the horde proper arrives. To orcs, any edge is worth it if it needed for them to do as they want. Instinct: To hunt and skewer
- Thrust or throw then dart away beyond reach
- Use traps to snare their prey
- Blow the horns to summon the horde
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Orc Archers Horde, Organized, Intelligent Bows and arrows (d6 damage) 3 HP 1 armor Close, Near, Far Even Orcs who love fighting in close quarters have archers. And why not? Orcs lack honour, so softening up foes with poisoned arrows before their infantry close into the slaughter was bound to happen! Instinct: To fight (at a distance)
- Lay down a hail of poisoned arrows
- Call a horde to its defence
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The Sorcerer Solitary, Magical, Intelligent, Cautious Bone lance (d10 damage 1 piercing) 12 HP 7 armor Close, Far The sorcerer is the last of the Eyvind Clan, a lonesome practicioner of necromancy and other dark arts seeking to suceed where its ancestors failed. Instinct: To awake and control the slave
- Control the will of lesser creatures
- Conjure deadly aparitions
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The husks Horde, Organized Mishapen hands (d6 damage) 11 HP 0 armor Close The husks are the unwilling servants of the Sorcerer. A simple spell of mass posession was enough to convert them to little more than ghouls ready to follow all its commands. Instinct: To destroy the enemies of the sorcerer
- Follow the will of the sorcerer
- Overwhelm a dangerous foe
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The slave of Eyvind Hall Solitary, Huge, Magical, Divine, Intelligent, Cautious, Planar, Terrifying, Amorphous Void wave (d12+7 damage) 23 HP 6 armor Reach, Forceful, Ignores Armor, Far Special Qualities: An always changing form of smoke and darkness The slave has been trapped in Eyvind for many centuries, trapped by the elven researchers that once owned the Halls. It is dormant, but the promise of great power and terrifying knowledge is almost palpable. Instinct: To be freed
- To wait in forced slumber
- Call forth a visage of the void
- Show the power of being devoted to the lords of the void
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The Lurer of Eyvind Hall Solitary, Large, Stealthy, Intelligent, Cautious Jagged stone maw (d10 damage 1 piercing) 20 HP 4 armor Special Qualities: A knack for illusions The lurer is a lonesome rocky creature, its skin is akin to the craggy exterior of rough underground tunnel, with many a jagged point and quite difficult to pierce through. Sadly, this isn't the only problem it may pose to adventurers, it's uncanny proficiency for illusions allow it to mesmer unwary victims close enough to be ambushed and quickly killed. Instinct: To eat greedy fools
- Lure the unwary with shiny baubles
- Camouflage using its rocky appearance
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Low Teyik Group, Large, Construct Sword, Hammer, Ax, Claws (d8+4 damage) 18 HP 2 armor Forceful, Reach Special Qualities: Four armed constructs of limited intelligence. Protective automatons that will carry out the orders of their master at all cost. Instinct: Protect the High Teyik
- Execute orders without question
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High Teyik Group, Stealthy, Magical, Intelligent, Construct Shotel Sword (b[2d8] damage 1 piercing) 13 HP 3 armor Close Special Qualities: It is a construct built to serve and protect the Ulfire Men Instinct: To serve the Ulfire men
- Attack with uncanny precision
- take a hostage
- Magic Missile, Charm Person