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Grakhirt the Assassin Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder Poisoned Dagger (d8+2 damage) 12 HP 0 armor Close Grakhirt is an assassin/illusionist and uses all of his abilities very well. Beware. Instinct: to avenge his father
- Cast spells
- Strike with a hidden blade
- Befuddle with illusions
- Strike with a posioned blade
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Mudman Group, Amorphous Bash (d8 damage) 7 HP 1 armor Close, Ignores Armor, Near Special Qualities: Immune to non-magical weapons, Immune to acid, Immune to poison Mudmen are formed in pools of mud where enchanted rivers (even mildly enchanted ones, such as a stream eroding a magical structure) collect and evaporate and concentrate the dweomer. Because they are creatures of magic, mudmen are sometimes called dweomerlings. Mudmen are unintelligent life forces with but one goal – to protect their pools against intruders. When aroused into a physical form, mudmen take on the appearance of animated mud in a stocky humanoid shape, about 4’ tall. Their coloration varies between a dirty brown and tar black. They have four thick fingers on each hand. Their legs stay submerged within the pool and are not usually visible. Their eyes are pools of jet black shadow. Mudmen have two states: rest and activity, the latter of which solely involves killing intruders. A mudman’s pool varies in size between 20 and 200 feet in diameter. Such pools are often found near waterfalls. Instinct: to defend the magic
- Fling mud to slow foes
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Kampfult Solitary, Stealthy, Devious, Amorphous Whips and Grapples (d8 damage) 15 HP 3 armor Close, Near Kampfult have a four foot tree trunk base with twelve limbs, six to move and six to attack. Kampfults use their six extended arms to attack and grapple multiple foes. Once grappled, the foes are be suffocated and crushed. The trunk is the only part that actually takes damage, as they can regrow limbs over time. Instinct: to lurk and grapple
- Attack multiple foes
- Attack from camouflage
- Grapple and strangle
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Flind Group, Organized, Intelligent, Cautious Flind-bar (b[2d8+2] damage) 6 HP 3 armor Close, Ignores Armor, Near Similar in appearance to gnolls, flinds are a bit shorter and broader. A typical flind stands seven feet tall and weighs about 390 pounds. Flinds have less of a slope in their skull structure than gnolls and their ears are more rounded. Instinct: to serve the demon lords
- Bypass shields and armor
- Call for reinfocements
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Scum Creeper Horde, Tiny Bite (d6-2 damage) 3 HP 0 armor Hand They have fat, slimy bodies similar to slugs that are grey in color, with sickly white underbellies and pale yellow heads. Tiny hooked legs and suckers on the underbelly allows them to crawl along walls and ceilings. Much like a leech, they have a small sucker-like mouth full of sharp, shearing plates of horn. Instinct: to protect the filth
- Latch on and suck blood
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Norker Horde, Organized, Intelligent, Cautious, Hoarder Bite, Clubs and Slings (d6 damage) 3 HP 4 armor Close, Far These creatures are similar in appearance to hobgoblins, but have a thick and bony exoskeleton, hairless and varied from dark grey to reddish brown. Their three-inch long fangs protrude from their upper lips. Teeth and eyes are yellow. Their breath is foul with bodies equally odorous. Instinct: to expand the tribal lands
- Bounce an attack off armored hide
- Sound the alarm
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Gingerbread Kid Horde, Small, Devious, Hoarder Gumdrop Slingshot (w[2d4] damage) 3 HP 0 armor Close, Near The children of Candyland. They're too young to have a solid sense of danger in their magical, edible home. Instinct: to frolic
- Hide and seek
- Tag! You're it!
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Pop Demon Solitary, Large, Magical, Stealthy, Intelligent, Planar Fisticuffs (d10+2 damage) 24 HP 4 armor Forceful Special Qualities: Natively incorporeal This demon hides out like a mimic as a refreshing beverage. Swallowing this demon allows it to possess you. It has no sense of preservation for the body it inhabits as it is only a means to cause rampant destruction to the material world. Once the body it is possessing is destroyed, it'll revert to it's incorporeal form, unable to harm the material world until it can possess another body. Instinct: to rampage indiscriminately
- Possess the imbiber
- Not my body, not my problem
- Hide as a beverage
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Dinin the Caster Solitary, Magical, Devious, Intelligent, Planar, Amorphous Calming Song (w[2d8] damage) 15 HP 5 armor Close, Ignores Armor, Far Dinin the Caster was a master mage of Menzoberranzan. He was renowned for his ability to defeat foes by making them into friends, further expanding his networks and power. His soul has been trapped in the Triumph of Death painting by Vondir the Creator. Instinct: Confine creatures to Purity Cave
- Entrance a foe
- Project a simulacrum of one of Purity's Masterpieces
- A foe is entranced into calmness
- Know precisely how to tempt a foe