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King Legrand I Gautier Solitary, Stealthy, Divine, Intelligent Longsword (b[2d10+2] damage) 16 HP 3 armor Close, Ignores Armor Instinct: To reunite with a loved one
- Divine Authority
- Blame another
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Rift Priest Solitary, Magical, Intelligent, Terrifying mutant limbs (d10 damage 2 piercing) 16 HP 2 armor Close, Reach Instinct: to open wide the World Rift
- weave a spell to confuse and terrify
- mutate its form in strange, deadly ways
- serve the will of the Rift-Beasts
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Cultist of the Rift Horde, Small, Magical, Organized, Intelligent, Hoarder wicked blades (d6 damage) 3 HP 0 armor Close A zealous believer that creatures that have climbed out of the World-Rift are godlings and that their true master lies deep beyond the rift, waiting to be awoken and called forth Instinct: open wide the worldrift
- strike from the shadows
- sacrifice life for strange power
- swarm intruders in the temple
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Skeeblin Group, Small, Construct piercing bite (d8+2 damage 2 piercing) 6 HP 3 armor Close Special Qualities: hovering flight, aerial avoidance, a grotesque goblin mutation It's immediately obvious that skeeblins aren't some natural variety of atrocity, but are instead an intentional transgenerative mutation of goblins mixed with some sort of midge or mosquito. As such, they resemble grotesque, bug-eyed goblins with a slimy black carapace, and a set of obnoxiously loud wings. Worst of all, they have a saber-sharp proboscis where their nose should be, which seems to be their tool of choice when deciding to attack and bleed out any warm-blooded creature. Usually found in small swarms, they don't venture far from their boggy, humid dens, and are rarely found without some other goblin infestation nearby. Who bred these horrors is anybody's guess, but they're a terrible nuisance to livestock. Instinct: To drink blood dry
- Buzzes or scampers out of reach
- Lunge and sting
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Colofameed, the Knight of Heat Solitary, Large, Divine, Magical, Intelligent, Hoarder, Planar, Amorphous Burning and scalding (d12 damage) 25 HP 6 armor Reach, Ignores Armor, Near Colofameed is a guardian at the doors of Gariksokadron's palace. Instinct: To ensure Gariksokadron is undisturbed
- Radiate fierce heat
- Block any attempt to pass it by
- Melt even the most magical things
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Caterzang, the Squire of Ash Solitary, Large, Magical, Intelligent, Hoarder, Planar, Amorphous Flames and Smoke (b[2d12+2] damage) 19 HP 2 armor Reach, Ignores Armor, Near Caterzang is one of the two guardian elementals of Gariksokadron's palace. Instinct: To serve the Murderer of Smoke
- Burn to a crisp
- Ward with fire and smoke
- Resist all control except for Gariksokadron's
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Zolot the Gatekeeper Solitary, Huge, Stealthy, Divine, Intelligent, Planar, Terrifying Black-barbed Fangs (d12+7 damage 2 piercing) 22 HP 1 armor Reach, Forceful Special Qualities: Visage of a maddened dog Children these days are too cynical. No matter how many stories you tell them, they always think you're just being silly; that you're making things up. Never do they believe, for even a second, that such fantastical tales could possibly be true. So let me hear it from you then. Where do you think then sun goes after it crosses the horizon? What's that? It lights up the other side of the world? Don't be ridiculous! Though I must admit you're not too far off. When the gods are done for the day, and have pulled the sun to the horizon, even they need a rest. And there to pick up the torch is Zolot, a great hairy serpent with the head of a rabid dog. He gobbles up the sun and carries it with him through the black gates of death: the very gates he's sworn to guard. On the other side, he flies across the skies, shining light from his gullet upon all the damned that once were. No I'm not making this up! You can check for yourself! Can you ever find the sun after it has set? No? I didn't think so! Instinct: To guard the gates
- Devour the souls of the dead
- Offer a faustian bargain
- Bend the dead to its will
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Fungal Dire Crocodile Solitary, Large Massive Jaws (d10+4 damage) 20 HP 3 armor Forceful Instinct: To Spread its Infection
- Drag someone Under
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Myconid Redcap Group, Small, Devious, Amorphous Spikey Fist (d6 damage) 9 HP 1 armor Close Special Qualities: No Ears or Eyes Instinct: Protect the Hive!
- Spread unwholesome Spores
- Inflict Disease
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Kobold Rocker Horde, Small, Organized, Intelligent Improvised Shank (d4 damage) 3 HP 0 armor Close Instinct: To crush adventurers for Ruby!
- Dogpile an Adventurer
- Cry for Help