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Brugha Biterleaf Solitary, Medium, Intelligent, Cautious, Planar Keyblade (b[2d10+4] damage 1 piercing) 16 HP 4 armor Close, Forceful Special Qualities: chosen by Acamar Brugha Biterleaf the half-orc half-halfling has always been looking for the next thrill, though you wouldn't know that from her impossibly relaxed temperament. As a teen she took part in her fair share of questionably moral adventures, like robbing a bank for the dragon queen, and as an adult, she was quickly noticed by far older powers. The One Who Opens the Way granted her the ability to travel between dimensions on a whim using her signature weapon, the Keyblade. Clad in a leopard-skin bikini and immaculate high side ponytail, she's undefinably cool and perpetually chill. When she attacks, you better look out, her weapon gives her rapid strikes and the ability to move as if she was almost weightless. [tags: Susan Crushbone, morally gray adventurer, chaotic neutral] Instinct: to do what seems cool
- devastate with a flurry of effortless attacks
- move on from this world to the next
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Ghemingan Group, Magical, Organized, Intelligent, Cautious tri-bladed throwing knife (d6 damage) 6 HP 3 armor Close, Near The people of the lost planet of Gheminga, these mantis-like humanoids are highly advanced in the arts. Using all four of their arms they can craft sculptures or paintings quickly, drawing forth arcane forces from their complex work. Melee is the same as dancing to them; in both they move swiftly and with grace and confidence. [Tags: thri-kreen, insectoid, humanoid] Instinct: to gather knowledge
- lash out with crescent spear
- beguile with strange art
- alert the others
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Sayeed the Travelling Merchant Solitary, Stealthy, Magical, Intelligent, Cautious, Hoarder Dual Scimitars (b[2d10+2] damage 1 piercing) 12 HP 4 armor Close Some merchants setup a shop and live their days in the comfort of a small town or city. Others prefer to heed the call of the road, journeying from locale to locale, wheeling and dealing across the world. Sayeed is the latter. Part merchant, part rogue, part treasure hunter, he has seen much of this world and gathered many useful trinkets along the way. He prefers not to part with any of them unless it's for an immense profit, although he'll happily sell a foolhardy adventurer a fake for the right price... Instinct: To profit
- Ply his wares
- Sell false secrets
- Seek out magical items with Detect Magic
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Villager Horde, Organized, Intelligent Torches & Pitchforks (w[2d6] damage) 3 HP 0 armor Close The villagers of Blackport live in a constant state of fear. Horrible visions plague them at night, whispers come to them from the darkness, and the looming threat of the Cromwell estate and whatever horrors lie within keeps them from leaving their homes unless absolutely necessary. Many have fled the town, and those who remain are either too ill or too old to leave, or they're kept here by some insane sense of loyalty to the place they once called home. Instinct: To survive
- Focus on survival
- Plan their exodus
- Sound the alarm when a threat is revealed
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Margo the Innkeeper Solitary, Intelligent Cudgel (w[2d8+2] damage) 12 HP 0 armor Close, Forceful Poor Margo has had a rough lot in life. Her father ran The Sailor's Rest, the local inn, until he was stabbed to death during an argument with a patron when she was but a girl. Her older brother took over the inn for a decade or so, but he went off to war and died a soldier's death leaving her the sole proprietor of the old rundown inn. She married once, but her husband died at sea, and ever since Margo has learned to rely on no one but herself to get by. Fast approaching middle-age, Margo is starting to wear down. She can't swing her cudgel like she used to, but the patrons don't know that, so they mostly keep in line. These days, all she thinks about is keeping the inn running and making sure she always has food on the table, a bed to sleep in, and a roof over her head to keep away the rain. Instinct: To keep her business afloat
- Keep the patrons in line
- Run the business
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Shas'El Pech Jaxnera, The Unconquerable Solitary, Large, Magical, Divine, Intelligent, Cautious, Terrifying Great Toothy Sword (b[2d12+3] damage 2 piercing) 26 HP 4 armor Forceful, Reach Special Qualities: Screaming Armor Instinct: To hunt
- Find that which contains the most life.
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Hulk Solitary, Large, Intelligent Fist Slam (b[2d10+2] damage 2 piercing) 20 HP 5 armor Forceful Special Qualities: Skin is tough The Hulk is a product of radiation exposure. This poor soul experienced so much gamma radiation that it was transformed into a anger filled brute. He has unbelievable strength and endurance. His skin can withstand sharp blades and bullets bounce off him. The longer the battle the more rage filled he becomes. Instinct: Attack in anger
- Smash
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Cult Acolyte Group, Magical, Organized, Intelligent Ritual dagger (d6 damage) 6 HP 0 armor Close, Reach Mad followers of an ancient and malign entity of godlike power. Instinct: To manifest their foul god's twisted vision for reality
- Ritualistically scar the unworthy
- Invoke the Outer Gods
- Call to the master
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Orc Flamewarden group, magical, organized War Club of the Flamewarden (d6 damage) 6 HP 0 Armor cose Special Qualities: Immune to all fire Protectors of the forest from fire. The warclub in their hand can strike the ground and extinguish any fir within a near radius. Usually patrol in groups of 2-4. They are protected by an enchantment that lets them ignore all heat and flame, magical or mundane. Instinct: to protect their home
- extinguish flames
- call the horde