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The Hell-Mad Group, Stealthy Claw or bite (d8 damage) 10 HP 0 armor Close The Hell-Mad are what remains of the "surviving" Mechenburgers. They have become a band of brutal, psychopathic prowlers who will do shocking things to bring the pain to visitors. Instinct: Share the suffering
- Do something unpredictable
- Use the environment
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Mold Shambler Solitary, Large, Divine, Amorphous Bash (d10+4 damage) 29 HP 1 armor Forceful A mold shambler looks like a grey-green mass of mold. They are vaguely humanoid in shape. They seek to spread mold spores into the lungs of living creatures so that they too can become mold shamblers. They are slow but strong. Instinct: Spead the wealth
- Spew mold spores
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Eye-Shine Skeleton Group, Undead Mining Pick (d8+2 damage) 10 HP 2 armor Close Special Qualities: Bright lights flash from the eyes The miners of Mechenburg were stripped of their flesh and remade into an amalgamation of their equipment and their bones. Instead of head lamps, their eyes shine directed beams of light bright enough to temporarily blind the living. Instinct: Kill
- Blind them with a look
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Skewerbeast Solitary, Large, Cautious Skewer-antennae (d10+2 damage 2 piercing) 16 HP 4 armor The skewerbeast looks like an ox that was merged with some kind of beetle. The two long antennae protruding from it's face are very precise. They might make a good weapon if you can manage to get one from it. These bulky stab-happy creatures are hard to kill because they are heavily armored from the front. They will do their best to keep their weak backsides away from enemies. Instinct: Skewer and feed
- Stab into a vulnerable place
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Rattlepede Horde, Tiny, Devious bite (d4 damage 2 piercing) 3 HP 2 armor Hand Like giant centipedes with cobra-like rattlers at the end of their abdomens. Instinct: to suck blood
- rise up like a cobra and rattle menacingly
- inject dangerous poison
- drop from above
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Richard the Stamina Skinner Solitary, Huge, Stealthy, Terrifying Kicks (b[3w[3d12+7] damage 2 piercing) 24 HP 1 armor Reach, Forceful, Far Special Qualities: No one knows they die a second after they see it -Hairy in some places bald in the other -Do NOT let that thing sneeze anywhere near a square mile of you -Stomps with the force of a 20-ton iron block falling from the moon onto a planet with 10,000 more gravity than Earth's Instinct: To stomp
- Sneezes
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Blue Tiger Solitary Claws or Bite (b[2d10] damage 1 piercing) 12 HP 1 armor Close Special Qualities: The tiger has 2 souls, so all spells must be cast twice to have any effect on it. An extraordinarily rare animal from the mountain jungles of the far east. Anyone dreaming of a blue tiger will be attacked by one the following day. Instinct: to kill
- Appear in someone's dreams
- Leap and force them to the ground
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Cult Leader of the Red One Solitary, Small, Magical, Devious, Organized, Intelligent, Cautious Dark Water Blast (d8+2 damage 2 piercing) 20 HP 3 armor Close, Forceful, Ignores Armor, Far Special Qualities: Reborn from the waters Sanzur is a dwarven cleric to Daar, deity of nature and chaos, but is mainly interested in their child "Pahakala" the Leviathan of the abyss. Instinct: Find a vessel for their master
- Hold Person
- He possesses the powers of the waters of the abyss
- Invade the mind of the enemy
- Touch the token to summon cultists
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Cultist of the Red One Group, Stealthy, Organized, Intelligent Dagger (d6 damage 1 piercing) 6 HP 0 armor Close, Ignores Armor The cult of the red one does everything to find a new host for their lord. Instinct: To do the master's bidding
- Rush attack
- Disappear into the shadows
- Touch the token of the Red One to alert other cultists