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Fallen Adventurers Group Cold and Pitted Steel (b[2d8+2] damage) 6 HP 4 armor Close Special Qualities: Puppet The party made it inside the forgotten tomb only to die immediately. They all wear scale mail, and the leader wields the "Fate Cutter" but can't use it beyond a simple longsword as its intelligence is long gone. Instinct: to follow orders
- Move unpredictably
- Sacrifice one member to lock down an enemy
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Wight Solitary, Intelligent, Hoarder, Terrifying Longbow (b[2d10+2] damage) 14 HP 2 armor Close, Reach, Near, Far Special Qualities: Emaciated rotting flesh The horrifying visage of the wight grants them an advantage as its prey often freezes in place upon seeing it. Though no longer able to speak, its intelligence is clear in the tactics it uses when it does need to get into a fight. Instinct: To destroy the living
- Raise those it has recently slain
- Recover by draining life out of a creature it can touch
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Serpent's Eye Alchemist Group, Stealthy, Magical, Devious, Intelligent, Hoarder Alchemical grenade (d6+2 damage 2 piercing) 14 HP 3 armor Close, Forceful, Near Alchemists working for the Serpent's Eye, trusted with the secrets of how to make the dragon-blood "steroids". You don't have to be crazy to be one of them....but it certainly helps. That they've been partially transformed also helps. Clearly fond of experimenting, and adventurers make great test subjects. Instinct: Dissolve the bonds and barriers of society
- Concoct alchemical solutions...and alchemical problems.
- Grenades can blind or bind as well as blow up
- Alchemy solves EVERYTHING!!!
- Acid and fire that linger on armor and skin
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Haemlyn transformed Solitary, Huge, Magical, Divine, Intelligent, Planar, Terrifying Corrupted tentacle (b[2d10+9] damage 3 piercing) 30 HP 6 armor Reach, Forceful, Near Special Qualities: Instinct: Kills
- Destroy everything
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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