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Hormigas hercúleas Horde, Organized, Terrifying Mandíbulas hercúleas (d6+4 damage) 7 HP 2 armor Close, Forceful Special Qualities: Movimientos impredecibles y mandíbulas decomunales Las hormigas hercúleas son inmensos insectos predadores que dominan grandes territorios, tomando todo lo que les sea útil para la colmena. Trabajan colectivamente lo cuál es letal para practicamente cualquier especie que se encuentra con una marabunta. Se llama hercúleas a las soldado y cazadoras, aunque también pueden hallarse otras castas menos letales y agresivas. Son especialmente hábiles siguiendo olores y rastros. No siempre se decidiran a luchar a muerte, excepto que la colmena o la reina estén en peligro. Instinct: Colectar alimento y bienes
- Servir a la colonia
- ¡Protejan a la reina!
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Gharzik, Goblin Necromancer Solitary, Small, Magical, Intelligent, Hoarder, Terrifying The Necrotic Gaze of Ghazik (d10+2 damage) 16 HP 3 armor Close, Ignores Armor, Far Special Qualities: Marked by Death, Master of Undead Gharzik Dreadspell is a goblin who has been touched by death and unlocked the secrets of necromancy. He seeks to harness the Barrow of Kor to create a tribe of zombie goblins to plague the lands to the south. Instinct: Infect with undeath
- Display dread magic
- Create undead slaves
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Soldado de la Escuadra Group, Organized, Intelligent, Cautious Lanza y espada con escudo (b[2d8] damage) 6 HP 3 armor Close, Near Los soldados de a pie de la región de la Escuadra portan picas, espadas y escudos, cota de malla y cascos. Se dedican a patrullar, encerrar delincuentes, cobrar impuestos y lidiar con bestias fuera de la muralla para los infortunados. Tienen especial preferencia por la bebida, los juegos de azar y vicios carnales, aunque pelean bien incluso borrachos. Instinct: Cobrar tributo
- Mantener la ley
- Sonar el cuerno
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Gnoll Scout Group, Stealthy, Terrifying Short swords (d8+2 damage) 6 HP 0 armor Close Special Qualities: Torn armor Instinct: Patrols
- Scout
- Gnolls like to use their physical appearance to scare lay folk.
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Tenebridaemon Solitary, Large, Stealthy, Planar Grinding Mandibles (d10+1 damage 1 piercing) 16 HP 3 armor Special Qualities: Immune to acid and poison, Resistant to cold, electricity and fire, Flies Tenebridaemons are daemonic researches, each on a personal assignment to gather new knowledge for their masters. Their insectoid form is meant to protect it, as their research often takes them far beyond the protection of their home world. The light from their shells makes them hard to hit, granting -1 ongoing to Hack n' Slash and Volley. Instinct: To gather knowledge for Abaddon
- Unleash a hellacious noise
- Disguise itself as a powerless humanoid
- Dazzles enemies with its reflective exoskeleton
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Shaitan Stonecutter Solitary, Large, Planar Great Axe (b[2d10+3] damage 3 piercing) 16 HP 3 armor Forceful Special Qualities: Can see in the dark, Immune to Acid, Tremorsense, Burrows Shaitan stonecutters usually push physical boundaries, testing so called undefetable opponents in battle and testing if a wall really is unbreakable. Shaitans deal +1 damage while on teh ground and -2 damage to flying or swimming opponents. Instinct: To push boundaries
- Shape metal
- Sink its opponents into stone
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Shaitan Horde, Large, Intelligent, Planar Scimitar (d6+2 damage) 7 HP 2 armor Forceful Special Qualities: Can see in the dark, Immune to Acid, Tremorsense, Burrows Shaitans are genies of the earth. Able to swim through dirt and rock, they easily move around in their homes on the elemental plane. Shaitans are greedy and rebellious of nature, prone to testing out rules by seeing what happens if they break them. Shaitans deal +1 damage while on teh ground and -2 damage to flying or swimming opponents. Instinct: To push boundaries
- Shape metal
- Sink opponents into stone
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Rhandolph Solitary, Organized, Intelligent Daggers (b[2d10] damage 2 piercing) 12 HP 3 armor Close There's the proper scum and villains of the slums we all know about. Stinking, honorless buggers with unconcerned about the well being of others. Some of them commit crimes to make a living, others for the fun of it. And then there is this motherhugger. Rhandoplh never shows up alone in a fight, and if he gets surprised he's easy to scare away – but it's damn sure he'll be back with others. He is not in the underworld out of necessity. He does not enjoy the thrill of the crime. He enjoys making you suffer. He'll take verything you have, destroy all that you love just to satisfy his hunger for misery. I bet some people would pay a hefty sum to have Randolph's head on a spike. Instinct: to lay an ambush.
- Stab them in the back.
- Call for the help of ruffians.
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Flind Flindbar Fighter Solitary, Intelligent Flindbar (b[2d10] damage) 16 HP 3 armor Close The flindbar is essentially a metal nunchaku, but was in days past invented by a flind. The weapon is often favored by flinds who like to get into melee and masters of the flindbar can be quite vicious in a brawl. Instinct: To lead the tribe
- Laugh
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Flind Horde, Intelligent, Cautious Sawn-Off Shotgun (d6+2 damage) 7 HP 3 armor Close, Forceful, Reach Occasionally among gnolls, flinds are born. Larger, stronger and smarter than their average kin, flinds are considered blessed by the gnoll deities. So blessed in fact that any male flind is heralded as an honorary female, attaining all benefits that entails. Instinct: To lead the tribe
- Laugh