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  • Barbarian Berserker Solitary, Tiny, Intelligent
    Melee Weapon (b[2d10] damage 3 piercing) 16 HP 2 armor
    Hand, Forceful

    At the pinnacle of their rage, the barbarian's vicious blows allow them to tear armour apart with every blow, shredding their enemies guts and limbs. When below half health, their damage die is upgraded by one step. Instinct: To crush his/her enemies

    • Get mad
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  • Barbarian Rager Group, Intelligent
    Melee Weapon (b[2d8+4] damage 1 piercing) 10 HP 2 armor
    Close, Forceful

    Barbarian who learn to focus their rage becomes even more dangerous, allowing their vicious blows to tear through armour. When below half health, their damage die is upgraded by one step. Instinct: To crush his/her enemies

    • Get mad
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  • Barbarian Brute Horde, Intelligent
    Melee Weapon (b[2d6+4] damage) 7 HP 2 armor
    Close, Forceful

    Barbarian brutes have learned to tap into the primal power of rage, allowing them to enter a destructive fury when wounded. Thsi fighting style does not lend itself well to ranged weaponry, however, and as a result they tend to prefer going into melee. When below half health, their damage die upgrades by one step. Instinct: To crush his/her enemies

    • Get Mad
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  • Hired Sword Group, Organized, Intelligent, Cautious
    Sword (d8 damage) 6 HP 3 armor
    Close

    Instinct: To Follow orders

    • Let their epmloyer escape
    • Surround an enemy
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  • The Hollow Solitary, Intelligent, Terrifying
    swallowing (d12 damage) 21 HP 0 armor
    Close, Ignores Armor
    Special Qualities: It only consumes in the form of what it is hunting, It appears exactly as the item or creature its hunting but its eyes are blank and a its features are uneven.

    In its natural state (not hunting or consuming anything) it appears as a mound of scabby skin oozing with foul odor. The moment it comes across something it desires its form mimics the quarry. Instinct: To consume

    • I try to fill my hollow self, but as I consume my shell only grows. The void deepens with every molting and I hunger ever still.
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Mazrethim, the guardian of life Solitary, Huge, Divine
    Dragonbreath (w[2d12+5] damage) 50 HP 4 armor
    Reach, Ignores Armor, Far

    The ancient guardian of life patrols the outer territories of the realm in search of evil and darkness. It must be destroyed at all cost. If not, the world will burn in the eternal flame of man. Instinct: Destroy evil and darkness

    • Protect the realm against evil..
    • Protect the weak and divine.
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Crimson Eliminator Solitary, Intelligent, Cautious
    Sabre and gun (b[2d10+2] damage 3 piercing) 12 HP 4 armor
    Close, Near

    Crimson eliminators are the elite among the elite. Driven and posessing great skill at killing, they lead their fellows on operations, coordinating squads of crimson assains for the purpose of erasing the lives of their chosen target. Like the lesser assasin, elimantor's complex attacks forces the victim to defy danger with INt and WIS. Instinct: To eliminatet the target

    • Strike from the shadows
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  • Crimson Assasin Group, Intelligent
    Sabre and gun (b[2d8+2] damage 3 piercing) 6 HP 3 armor
    Close, Near

    Crimson assasins are the best of the best when it comes to hired killers. Dedicated to the job to an almost fanatic degree and brutally pragmatic, the crimson assasins will not let anything stand in between them and the fulfilling of their job. Their complicated attack patterns can only be avoided through calculation or predictive powers, forcing targets to defy danger through INT and WIS. Instinct: To eliminate the target

    • Strike from the shadows
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Death's Head Butterfly Group, Devious
    Soft Mandibles (d4 damage) 6 HP 0 armor
    Close
    Special Qualities: Flight

    Instinct: To create fodder for its larvae

    • Scatter Diseased Dust
    • Cause a wound to fester
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  • Sellsword - Leader Solitary, Magical, Intelligent, Cautious
    Special Weaponry, Signalhorn (b[2d10] damage) 12 HP 7 armor
    Close
    Special Qualities: Horn Signal

    Coordinator and Leader of specialized Sellsword-Groups. Often protected by magical artefacts from special damage or magic or other harm they are hard to kill. Skilled in one-to-one-combat, experienced in leading and guiding its men to gain victory and reputation. Often ex-military or half-mages. Instinct: To lead formations, to prevail

    • Lead & Command
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