-
Vrokarheim Garrison Horde, Intelligent, Cautious Halberd, Sword, Musket (b[2d8]+1 damage 1 piercing) 6 HP 3 armor Close, Reach The elite troops of Vrokarheim are equiped with halberds, swords and last but certainly not least an unique weapon that seems to fire tiny projectiles at an incredible speed with the use of some sort of alchemical reaction. Instinct: Follow orders
- March into battle
- Attack as one
-
Marsher Group, Large, Devious, Organized Trample (d4 damage) 14 HP 1 armor Used by the Vrokarheim Guard to patrol crowded plaza's and events, these long-necked mammals with tall legs and amphibian features orginally inhabited the quagmire to the east. Both able to wade through deep water and reach the occasional lonely tree for sustenance. They are able to produce a high pitched noise to alert the herd to incoming danger, the guards of Vrokarheim have trained them to perform this noise on command to alert nearby patrols. Instinct: To survive
- Wade through both crowds and water
- Protect its rider from harm
- Produce a deafening high-pitched scream to call for help
-
Nightsworn Death Knight Solitary, Magical, Intelligent, Cautious, Terrifying Serrated truesteel blade (b[2d10+2] damage 1 piercing) 20 HP 4 armor Close Special Qualities: Ghastly visage Even the greatest of good can still be corrupted. A band of knights once rode out to slay an ancient evil, but they never returned. Now their mind has been altered and they zealously fight to protect the dead from the expansion of the living. They aren't evil. They don't enjoy killing. But it has to be done so the evil known as "life" can be stopped. Instinct: Protect the underworld from the living
- Smother life and magic nearby
- Slowly drain all life and magic from subject
- Turn incorporeal or return to a solid form
-
Living Shadow Horde, Intelligent, Hoarder, Planar, Construct, Terrifying Dark Claws (d6 damage) 3 HP 0 armor Hand, Ignores Armor Special Qualities: Can only be harmed by magic and magical weapons, Weakened in harsh light, Face of twisting shadows A creature summoned by a Shadowancer. Don't allow them to touch you, else you shall feel the touch of the darkness! Instinct: To drain life energy of living beings
- Drain strength from its victims
- Plague its victims with visions of the Shadow Realm
-
Shadowmancer Solitary, Magical, Devious, Planar, Intelligent Shadow Bolt (d10 damage) 12 HP 0 armor Close, Ignores Armor, Near, Far Darkness. Always the darkness. Never ending darkness. I have seen it, young adventurers, i have become it. And now, i think, so shall you! Instinct: To spread darkness
- Call forth darkness
- Summon a living Shadow
- Pull their sanity into the shadows
- Retreat into the Shadow Realm
-
Sharktipede Solitary, Huge, Terrifying Bite (d10+7 damage 1 piercing) 24 HP 2 armor Reach, Forceful Special Qualities: Amphibious , Wide range of motion The Sharktipede is an unholy amalgamation created by a deranged biomancer and released into the wild. Despite slow reproduction rates and solitary nature, their lack of natural predators and strength has led to a slow increase in their numbers. Their hunger poses incredible dangers to seaside fishing villages filled with delicious humanoids, but few are foolish or strong enough to hunt them. Based on the art by /u/Maximus_in_3D found here https://www.reddit.com/r/ImaginaryMonsters/comments/4qrxyp/sharktipede_by_me/ Instinct: To Eat
- Sense blood
- Rend
- Breach
-
Mx12 Mono-goose Group, Tiny, Organized, Construct Shredding Mono-filament wire (b[2d8] damage 2 piercing) 6 HP 0 armor Hand Special Qualities: Follows simple instructions from authorized personel The Mx12 Mono-goose is the ultimate cybernetic guard dog. each unit is small enough to be stored in its shoe box sized recharging booth and can patrol narrow shafts and crawlspaces as well as regular human spaces. Built like a metallic weasel the Mx12 is equipped with patches of mono-filament carbon wire that can score metal and separate flesh with ease. These devices are incredibly fast and can operate solo or as a team. smart enough to distinguish intruders and follow simple orders. Instinct: To tear into an intruder
- Shred flesh
- Shreaking alarm call
- Patrol
-
Alonsio "Demente" Romao - the Fungal Wizard Solitary, Magical, Devious, Organized, Intelligent, Hoarder, Amorphous Encrusted staff (d8 damage) 15 HP 1 armor Close, Reach Special Qualities: Fungal eyes all over head Alonsio Romao was a rather kindly old wizard dedicated to nature magic that has spend WAY too much time in an enchanted mushroom cave. Instinct: Bring all into its hive-mind
- Cause growths and infections
- Cast nature magic
- Generate clouds of spores
- Call upon fungal infected beasts
-
Interlocutor Jabbari Solitary, Divine, Magical, Organized, Intelligent, Hoarder Voice of damnation (d10+2 damage) 12 HP 2 armor Close, Ignores Armor Interlocutor Jabbari is the leader of the Qadima heretics. Instinct: Triumph for his faith
- Confound and distract
- Cast many spells and incantations
- Call in reinforcements
-
Shamshabash, a Ghul of Granite Solitary, Large, Magical, Divine, Planar, Amorphous Massive fists (d10+2 damage) 29 HP 5 armor Reach, Near Shamshabash is a ghul of granite, who blocks the door to the Qadima heretical leader's chambers. Instinct: Block paths with unmoving bulk
- Appear to be a mass of granite
- Reshape its rocky substance