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Treacherous Gang Leader Solitary, Stealthy, Devious, Organized, Intelligent Rapid fisticuffs or bow (d8 damage) 12 HP 2 armor Close, Near "You thought you'd had the jump on me when you took out my gang - but you didn't expect I'd already paid their sum to the Goblins for their help!" Instinct: To gain status.
- Betray those he cares about.
- Move around and confuse.
- Command loyalty despite treachery
- Call underlings
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Mounted Goblin Commando Solitary, Small, Organized Bow (b[2d10] damage) 12 HP 1 armor Close, Near "Git 'em, Growlridaz! Fight fight fight!" Instinct: To urge forward.
- Ride hideous beast.
- Call goblin allies
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Bronwen the Spellbinder Solitary, Magical Cast a web at it's foes or put them to sleep (d10 damage) 12 HP 0 armor Close, Ignores Armor Bronwen seeks power wherever she can, and seldom factors morality into her pursuits. The call of ancient ruins was irresistable to one such as her Instinct: Discover sources of power
- Ensnare it's foes in deadly traps
- Cast a spell to slow or disarm an opponent
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Lok'tar the Heavy Solitary Swing a great axe (d10+4 damage) 12 HP 1 armor Close, Forceful Lok'tar is a giant battle-scarred orc mercenary who lives by his giant axe and doesn't look much further ahead than his next payday. Instinct: Draw blood from it's foes
- Lay about with a great axe
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Hellionguard Mindbender Solitary, Small, Stealthy Create illusions of vicious beasts to cause panic. Place an illusory bridge across a fatal drop (d12 damage) 12 HP 0 armor Close, Ignores Armor, Far Like the Hellionguard Sentinels, the Mindbender is small and flighty. It tends to spend most of it's time in shadow, so it has more pale flesh. It chitters to itself, constantly paranoid. Instinct: Confuse and trap intruders
- Confuse it's foes by pretending to be an ally or making an ally look hostile
- Creates illusions to trick prey into harming themselves
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Hellionguard Sentinel Group, Small, Stealthy, Planar Sharp claws (d8+2 damage 1 piercing) 6 HP 0 armor Close A small pixie-like creature with four thin, translucent wings on it's back and razor-sharp claws. Descended from the ancient Eren'gar, it now resides in the Ruins of Xanthous, scaring explorers away from the tombs. Instinct: Scare away intruders
- Ambush from above
- Strike from above then scramble away
- Vanish into the undergrowth to reposition
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Crystal Slink Solitary, Large, Devious Slash with claws. Charge headfirst (d10+2 damage 1 piercing) 16 HP 4 armor Forceful http://darksouls3.wiki.fextralife.com/Ravenous+Crystal+Lizard A large lizard covered in crystalline spines. Lives in the Glosswold forest, preying on smaller animals. It's hide is tough and difficult to penetrate with blades. It headbutts it's foes with the wicked spines on it's head, rending armour. Instinct: Protect it's territory
- Impale enemies with it's jagged spines
- It's spines can ignore armour
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Sphinx Solitary, Large, Intelligent, Devious Claws (d10+2 damage) 20 HP 0 armor Reach Special Qualities: Telepathy The Sphinx is an age-old guardian employed by wizards and the like to protect important items and locations. Their sole purpose is to ask those who wish to pass a riddle, and let them pass if they answer correctly. If they answer incorrectly, however, they are promptly devoured. Unfortunately, they are very good at asking hard riddles, especially since they can determine the perfect test for someone by simply examining their thoughts. Instinct: To Riddle
- Ask them the perfect question
- Force them to answer a question
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Zeliard Commander Solitary, Stealthy, Devious, Intelligent Attack with a light scimitar (d6 damage) 12 HP 2 armor Close A commander of Zeliard forces. Wears a simple uniform and an ornate scimitar. Leads from behind and provides a morale bonus to nearby troops. Instinct: Lead it's troops to victory
- Stand back and organise it's troops.
- Will avoid direct combat and hide behind allies
- Can summon troops to assist if endangered. Provides +1 armour to nearby troops