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Athasian Gith Savage Group, Psionic, Relentless Obsidian Tipped Spear (1d8+2] damage) 6 HP 2 armor Close, Reach, Near Gith savages stay mobile. constantly changing their positions as they viciously jab at enemies. They understand battle tactics. having survived the harsh and sometimes fatal lessons of more experienced members of the tribe. They typically wear inix-shell armor into battle. Instinct: To hunt its prey with extreme savagry.
- Pouncing Spear stab.
- Telekinetic Leap
- Telekinetic Pierce
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Heart Of the Island Solitary, Huge, Divine, Intelligent, Cautious, Hoarder Fire ball (d12+5 damage 1 piercing) 30 HP 6 armor Reach, Near, Far What seems as a volcano is actually a massive creature, obsessive with it's territory. 30 ft tall. Won't allow no-one to get to its heart of fire. Instinct: To Rule
- Shots Fire Ball
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Chrollo Solitary, Devious, Intelligent, Hoarder Unarmed (b[2d8] damage) 16 HP 2 armor Close He must witness the move in action with his eyes. He must ask about the move and be answered by the victim. His victim's palm must touch the handprint on the cover of Bandit's Secret(his book). All of the above must be done within an hour. Instinct: To steal
- Steal a move and put it into his book
- To use his stolen moves
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Coldblooded Killer Group, Intelligent Sharp and shiny (b[2d8+2] damage 1 piercing) 10 HP 1 armor Close, Reach Special Qualities: Snakeman or Lizardman, Coldblooded, Cruel, Venomous spit? Instinct: TO MAKE THEM SUFFER
- Kill someone defenseless
- Feign death
- Attack in tandem
- Constrict them with tail
- Trip and stab them
- Venomous bite
- Taunt and laugh
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Snakeman Burglar Solitary, Stealthy, Devious, Intelligent, Hoarder Poison Darts (d8 damage 1 piercing) 8 HP 0 armor Near, Far Special Qualities: Contortionist, Claustrophilic, Greedy, Venomous spit Instinct: TO STEAL ANYTHING WORTHWHILE
- Avoid detection
- Pick locks and disarm traps
- Take something of value
- Slow them with venom
- Trip them with tail
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Lizardman Marksman Group, Intelligent Heavy Crossbow (b[2d8] damage 2 piercing) 8 HP 0 armor Close, Near Special Qualities: Keen senses, Thermal vision, Vemomous spit, Slow-loading weapon Instinct: TO ENSURE NO ONE ESCAPES
- Spray venom in their face
- Lie in wait
- Trickshot
- Disarm or trip them
- Stalk prey
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Flying Lizardman Group, Small, Intelligent Impaling Spear (d8 damage 2 piercing) 6 HP 0 armor Reach, Near Special Qualities: Flight, Cowardly Instinct: TO ATTACK WITH AN ADVANTAGE
- Become airborne
- Throw spear
- Procure a pointy weapon
- Come down from the sky
- Screech of terror
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Snakeman Cutthroat Solitary, Stealthy, Intelligent Stab in the Back (d10 damage 2 piercing) 10 HP 1 armor Close Special Qualities: Claustrophilic, Contortionist, Venomous spit Instinct: TO KILL THEM IN THEIR SLEEP
- Strike from behind
- Avoid a close call
- Kill someone asleep
- Smash them with muscly tail
- Venomous bite
- Squeeze them with tail
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Servant Horde, Stealthy, Organized, Intelligent Household Goods (d4 damage) 3 HP 0 armor Close Special Qualities: Ordinary person, Specialized skills and knowledge The servant is an ordinary person. A coachman, gardener, nanny, governess (teacher), valet (serves men), lady's maid (serves women), cook, housekeeper (cleans), or butler. Most of them will fight for their own survival, but only one will ever willfully cause harm towards the masters of the manse. They are not above trickery or deceit, and may misinform or spy or feign disloyalty. Given the choice between betraying their lifelong masters or death, they will surely choose death. They will flee from fights. If cornered, they will strike with forks, knives, pots, pans, canes, whips, hoses, paddles, and brooms. Instinct: TO FIGHT FOR SURVIVAL.
- Seek cover or escape
- Feign disloyalty
- Alert the others
- Plead for life
- Choose death
- Attack as a last resort