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The Entity Known as Four Souls (Slatebrew) Solitary, Magical, Intelligent, Planar The Axe of Winter's Breath (b[2d10+2] damage) 20 HP 3 armor Close, Forceful Instinct: To rule with an iron fist
- Hack them to Pieces
- Enhance his attacks with magic
- Possessed by three souls
- Flip the Pythian Coin
- Trip with the Axe Chain
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Red Knife Thugs Group, Organized, Intelligent, Hoarder Big honkin' knives (d8+2 damage 1 piercing) 6 HP 1 armor Close Serge's personal goon squad. Natural selection and a strict (and violent) initiation ritual separate this wily band of killers from the common bandit rabble. Instinct: To loot and plunder
- Encircle foes
- Sound the alarm
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"Dry Hands" Mordrid Solitary, Stealthy, Devious, Organized, Intelligent, Hoarder Sword cane (w[2d8] damage 1 piercing) 12 HP 0 armor Close, Reach The Crimelord known as "Dry Hands" Mordrid is a fixture at most Royal feasts, usually found cavorting with counts and barons at the lower tables. Some circles call him a "merchant prince", but many of his enterprises are only tolerated because of the fat sacks of loot he passes off to the local lordships. Clever, cunning, and wicked as sin, it is only a matter of time before Mordrid becomes something more than a mere criminal. Instinct: to gather wealth and power
- Put out a bounty
- Honeyed words and lies
- Call in favors with dangerous people
- Surround self with bodyguards
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"Red Knife" Serge Solitary, Stealthy, Organized, Intelligent, Hoarder Swordbreaker daggers (d10+2 damage 1 piercing) 12 HP 3 armor Close "Red Knife" Serge is one of "Dry Hands" Mordrid's lieutenants. He is a brutal man, and former bandit chief who moved on from highway robbery to thug for hire. Paychecks were more consistent. His custom-made crimson swordbreakers are designed to catch and wrench weapons out of his opponents hands, where he will not hesitate to seize an unfair advantage. Instinct: to heedlessly accumulate wealth.
- Disarm with a flourish
- Fight dirty
- Send in the mooks
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The Bleak Rider Solitary, Large, Intelligent, Cautious Long-Bladed Spear (b[2d10+2] damage 1 piercing) 23 HP 7 armor Forceful, Reach, Near It was huge and terrifying... A rider in pale green full-plate, on a freakish, Clydesdale-like steed. Only the horse didn't have a face! Its neck just rounded off where a head should have gone, and a gash like a mouth spewed some sort of... foul... grey mist. And it wasn't burned at all where flames shot out of the joints in the rider's armor. There was frost where the blue flames touched it, instead. A-and the rider's eyes... Cold blue points of light. They weren't malicious, but I don't think they knew what mercy was. Those horrible eyes passed over me the once and my heart skipped, and it passed on. I don't know what I'd have done if it hadn't - I probably would have just died. Instinct: to fight fair duels
- Charge on Horseback
- Breathe Foul Mist to Chill Foes and Hamper Vision
- Spout Flames to Keep At Bay
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Tiefling Dark Preacher Solitary, Divine, Magical, Intelligent, Hoarder Mace (d10+2 damage) 14 HP 3 armor Close Special Qualities: Resistant to Cold, Electricity and Fire Tieflings often feel drawn to the gods, either out of a sense of belonging or because they feel only the gods can protect them. The most succesful of these often become leaders among tieflings and at their worst, can create powerful, fanatical cults. Their healing skills are less impressive than other clerics, but they make up for it with their mastery of necromancy. They can once per day heal themselves or an ally for 8 HP. Instinct: To succeed
- Create clouds of darkness
- Can create and control the undead
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Tiefling Brute Solitary, Intelligent Good Ol' Fisticuffs (b[2d10] damage 1 piercing) 16 HP 3 armor Hand Special Qualities: Resistant to Cold, Electricity and Fire Tiefling brutes and brutal close range fighters, trusting in their infernal blood to keep them alive while they beat their opponents to a bloody pulp. Instinct: To succeed
- Create clouds of darkness
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Tiefling Hellcaller Solitary, Magical, Intelligent Inferno Blast (w[2d10] damage) 12 HP 1 armor Close, Ignores Armor, Near Special Qualities: Resistant to Cold, Electricity, Fire and Poison Tiefling sorcerers most often draw upon the infernal heritage to power their sorceries, mastering the arts of devilry. It is this blood that grants them their resistance to poison and painful touch. Instinct: To succeed
- Create Clouds of Darkness
- Call upon the powers of hell
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Tiefling Pocketthief Group, Stealthy, Intelligent, Hoarder Pistol (d8 damage 1 piercing) 6 HP 1 armor Close, Near, Sidearm Special Qualities: Resistant to Cold, Electricity and Fire Many tieflings can only get by by taking what they need from society. The most skilled at this move unseen, liberating money and personal items from people without anyone noticing. Instinct: To succeed
- Create clouds of darkness
- Move unseen
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Giant Rot Grub Group, Small, Devious Gnaw (d6 damage) 6 HP 0 armor Close Rrot grubs are primarily scavengers and carrion eaters, but when they grow to big enough size, they shift to a more predatory life style. Instinct: To eat
- Grabbing foes, gaining Combo against them
- Injects weakening poison