-
Hollowed Miners Horde Mining Pick (d4 damage) 7 HP 0 armor Close The miners of town who have fallen victim to the whisperers control. Its power compes them to mine until their bodies give out. They will defend each other if someone tries to prevent them from mining. Instinct: To Free their master
- Dig Deeper
-
The Wicked Whisperer Solitary, Stealthy, Magical, Devious, Planar, Terrifying Painful Hallucinations (d10 damage) 12 HP 0 armor Close, Ignores Armor, Far Special Qualities: Nightmare Inducement The disembodied voice of an otherworldly being who was buried alive. Now they seek to dominate the miners of the town and enslave them into uncovering her body and freeing her. Those they cannot control they scare away with illusions so realistic they can do real damage Instinct: To Free Itself
- Whisper Comforting Lies
- Tempt with Power or Riches
- Dominate Minds
- Weaken Mortal Will
- Share Dark Secrets
-
Gem Snail Solitary, Huge, Magical, Hoarder, Amorphous Arcane Bolt (d10+3 damage) 27 HP 5 armor Reach, Ignores Armor Special Qualities: Corrosive Body Gem Snails are the size of elephants and sustain themselves entirely on the arcane energy found inside gemstones. After consuming a gemstone they use it's materials to add to their shell. They have the intelligence of animals, but still manage to shoot forth rudenmentary spells using their stored up arcane energy. Instinct: To Consume
- Absorb Arcane Gemstone
- Spew Arcane Chaos
-
Muck Drudge Horde, Stealthy, Devious, Construct Dirty Punch (d4 damage) 7 HP 0 armor Close Special Qualities: Weak to Anti-magic, Can sense movement through mud, Construct Muck Drudges are simplistic constructs created through a mixture of water, earth and magic. They obey their orders to their fullest capability. While cheap, they are unpopular in more refined societies due to their habit of dirtying everything they get close to. Instinct: To obey their creator
- Engulf opponents in mud
- Hurls sticky mud balls
- Sticky mud causes the Shaky debility
-
Hapless Minion Horde, Tiny, Organized Sharp Teeth (d4-2 damage) 3 HP 0 armor Hand Minions are a staple of every would be evil sorceror, a simple spell summons them to your side. However, they never leave. A ball of fluff and teeth with no ability to do anything but eat. Dangerous in large numbers but alone nearly harmless. Instinct: Follow Orders Blindly
- Attack En Mass
- Spawn Minions
-
Mad God of Barbarism Solitary, Large, Divine, Bestial, Terrifying Savage blows from mighty axes. (b[2d6+6] damage 2 piercing) 20 HP 2 armor Forceful, Near Special Qualities: An entire ships crew of Bardic boons fortifies him An old god from ages past. He is the violence of war manifest. He was not always a mad god of violence however, for he was once a ship's captain who led a loyal crew of men into battle. That was until he noticed how the drum and the horn emboldened his men in combat. After this realization it was not long until he had enslaved his former crew, whose eternal duty it is to row his ship and and beat their drums and toot their horns tunelessly and ceaselessly. A great din that deafens the god's enemies and invigorates him until he is nigh unstoppable. Any sanity that survived the power he wields was lost among the din of the cacophonous, arrhythmic song. His boat is called 'The Fucker'. Instinct: to wreak havoc, and to revel in it.
- Savage Blows
- Deafening Accompaniment (there may be no verbal communication during combat with him)
-
Leopard Solitary, Small, Stealthy Teeth and Claws (b[2d10] damage) 12 HP 1 armor Close, Hand (+2 damage) Special Qualities: Tree climbing The common leopard, either spotted or black depending on it's environs, has an uncanny ability to hide in natural cover, climb trees, and lurk unseen on branches and behind natural camouflage. When it attacks, it prefers to clamp it's jaws on the back of its prey's neck, or to pull the prey in to rake their soft underbelly with its back claws. Give it +2 damage when it pulls you into hand range. Instinct: To hunt by stealth
- Ambush isolated prey
- Lurk unseen
- Disappear into the jungle
-
Naiad Solitary, Amorphous, Stealthy, Magical, Devious, Intelligent Drowning (d8 damage) 19 HP 5 armor Close, Ignores Armor A Naiad is a nature spirit that animates a body of water. As a spirit, it has no body of its own, so is normally indistinguishable from water. It can cause water to move in unnatural ways, manifesting waves, undertows, and water fists. It can also cause a human-sized portion of water to walk on dry land, though evaporation and damage can force the body to dissipate. It dislikes spending time away from water. The Naiad has a magical chameleon ability to appear as someone one who is loved by someone present. This is an instinctive ability that doesn't give the Naiad any knowledge of the person it appears to be. It also has the magical power to show others visions of things they desire or to twist those visions to mislead. Instinct: To protect it's stream
- Appear as ordinary body of water
- Appear as a loved one
- Show visions that guide or mislead
- Collapse and drain away
-
Susperior Solitary, Intelligent, Construct, Organized, Hoarder Bite (b[2d10+2] damage) 12 HP 1 armor Close, Forceful Special Qualities: immune to poison An unholy mix of pig and woman. Can disguise self as a human. Dominant female in groups of Sus-pects. 310 degrees of panoramic vision, but nearsighted. Difficult to sneak up on from close quarters. Can smell out edible things in the earth and collects them. Continuously eats. Instinct: To lead
- Sniff out
- Body slam
- Sounder the alarm
-
Usual Sus-pect Horde, Organized, Intelligent, Hoarder, Construct Bite (b[2d6+2] damage) 3 HP 1 armor Close, Forceful Special Qualities: Immune to poison An unholy mix of pig and woman. Can disguise self as a human. Obeys instructions of creator, but follows lead of Susperior. 310 degrees of panoramic vision, but nearsighted. Difficult to sneak up on from close quarters. Can smell out edible things in the earth and collects them. Continuously eats. Instinct: To obey
- Sniff out
- Body slam (does stun damage)
- Sounder the alarm