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Pugwampi Shincracker Solitary, Tiny, Magical, Intelligent Hammer (b[2d10-2] damage) 12 HP 0 armor Hand Some pugwampis want to deliver misfortune right to people's doorstep or to them in person. these brave(To some extent) pugwampis wade into combat, trusting their aura to keep them alive, or at least alive long enough to leave their enemy hobbled. Their aura causes all non-combat 2D6 rolls to be w4D6, unless the target is a gnoll, animal or gremlin. Instinct: To make people unlucky
- Create an aura of misfortune
- Can talk with animals
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Pugwampi Horde, Tiny, Magical, Intelligent Tiny Shortbow (b[2d6-2] damage) 7 HP 0 armor Hand, Near Pugwampi are a species of gremlin, fey creatures that embody entropy and decay in all forms. Pugwampi specifically embody misfortune in all things great and small, taking a sadistic joy in ensuring that others suffer from misfortune. For some reason, they see gnolls as larger relatives and always seek to please their big brothers and sisters, much to the gnolls frustration. Their aura causes all non-combat 2D6 rolls to be w4D6, unless the target is a gnoll, animal or gremlin. Instinct: To make people unlucky
- Create an aura of misfortune
- Can talk with animals
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Arachnopteroid Solitary, Small, Stealthy bite (d4 damage 1 piercing) 5 HP 0 armor Close Special Qualities: Flying A giant bat, with a spider's face (eight eyes, twitching mandibles, you get the picture). There are a few extra spidery legs to really drive home the creepiness. When you get too close, it will grab something of yours, fly away from it's web, and drop that something. It's trying to give you an opportunity to leave. I suggest you take advantage of it. Instinct: to defend it's brood
- Swipe something in a flyby
- Encase in webbing
- Inject and Paralyze
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Slaver Hound Group, Small bite (d6 damage) 6 HP 1 armor Hand It just needs you to hold still until it's master shows up. Instinct: to locate and subdue
- Track by smell
- Drag them down to the ground
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Slaver Alpha Solitary, Stealthy, Organized, Intelligent Goad (d10 damage) 12 HP 2 armor Close, Reach, Near He's just trying to provide a quality product to his customers. Instinct: to profit
- Exploit the helpless
- Feign negotiations
- Give the signal to ambush
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Balor - Demon of Wrath Solitary, Huge, Magical, Divine, Planar, Terrifying, Winged Eternally burning whip and sword (b[2d12+9] damage 3 piercing) 33 HP 5 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Often inter-planar demi-god (taking half damage from attacks), Fiendish, Immune to fire, Terrifying Presence, Body Flames A balor stands about 12 feet tall and looks like a giant, winged humanoid monster covered in shadow and flame. It weighs about 4,500 pounds and the ground often shakes when it walks, runs or roars. Balors are among the most powerful demons of the abyss, surpassed only by the demon lords; they exist only to destroy anything that is good or held sacred and has absolutely no pity or remorse, sparing no living thing it's wrath. Sometimes a balor may command an entourages of smaller, weaker demons who will mindlessly obey their commands. A balor cannot be reasoned with or intimidated if free on the mortal plane - it is only possible to permanently kill a balor in the Abyssal realm from wince it came; otherwise destroying it simply banishes it back home. Instinct: To destroy all life.
- Command lesser demons
- Burn enemies with body flames or weapons
- Teleport to visible locations
- Destroy places of worship
- Brutally kill anything in it's path
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