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Orange Peeled Knight Solitary, Large, Intelligent Panicked punch (d10 damage) 20 HP 3 armor Reach, Near Special Qualities: Warm watery goo leaks from his cavernous eyes, it burns through where it falls Stands before its mistake protecting it from being seen. Once a great king, now just a weeping mess that kills any intruder. It stands alone in the crumbling walls of its castle protecting the great throne room. The knight in full plate and leaking strange orange goo from its mouth, hole-like eyes, and wounds. Instinct: Protect the secret mistake he made countless years ago
- Wander and weep in his frozen castle,
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Барток Solitary, Intelligent, Cautious, Hoarder лапы и зубы, 2 ятагана (d10+2 damage) 12 HP 3 armor Close, Forceful Барток-разведчик и зашитник портала. Огромная обезъяна со злобным оскалом, в кольчуге и с 2 ятаганами за спиной. Instinct: Защита тайны портала
- Боевой клич - призыв медведей-мутантов
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Metamorph (Watcher) Solitary, Stealthy, Devious, Intelligent Dagger (d6 damage) 16 HP 2 armor Close, Near This type of Metamorph is often in the charge of a noble or leader of an intelligent species. It's tasked with watching over a vulnerable individual and reporting back to it's master. It may sometimes interfere to deter or alter the watched individuals actions. They are as intelligent as an average human, but generally lack a sense of self. While in animal form, it has the abilities of that animal. Forms may include: humans, birds, mammmals, reptiles, insects, fish, etc. - always with a tell-tale sign (e.g. a red-striped fur/scales/clothes). Instinct: To observe
- Oversee a young noble
- Will transform into many different forms
- WIll annoy and interfere with party if needed
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Shriker (Alarm Only) Group NA 4 HP 0 armor Special Qualities: Only meant as intrusion detection Instinct: to notify masters
- Emit a loud shriek if trespassers are detected
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Saber-toothed Tiger Group, Large claws (b[2d8] damage 1 piercing) 8 HP 0 armor Near Similar to a common tiger in appearance and behavior, but somewhat larger. Commonly trained as guard animal. Instinct: to defend terrotiry
- Pounce on prey
- Scratch
- Bite
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Firestone Guardian Group, Cautious, Construct Firestone sword (d8 damage) 10 HP 4 armor Close Special Qualities: made of firestone Firestone guardian od wizard's tower Instinct: to guard the tower
- guard smthing or smn
- set itself on fire
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Foolkiller Solitary, Magical, Intelligent, Cautious, Hoarder A large spatula-like weapon. (d10 damage) 16 HP 4 armor Close, Reach, Near Special Qualities: Freezes all players except it's target. The Foolkiller looks like Humpty Dumpty: it's a human-sized egg with a clown-like face drawn on it. It laughs a disturbing cackle. It wears a costume of a an English schoolboy: shirt & tie, sharp trousers or shorts, oxford shoes, etc. It also carries a huge spatula in it's spindly arms. It lives in dungeons and castles only. It's a solitary creature that sits on a large wall, (no more than 3 feet high) built of stone or brick, between the entrance and opposite wall. The Foolkiller guards a treasure-trove - usually a chest full of goodies: jewels, coins, artifacts, magic items, etc. When delvers enter it's room, the Foolkiller will hop down from it's wall and say, in a thick British accent, "I suppose you've come to steal my treasure?" and immediately attacks with the spatula. All delvers but the lowest IQ (if there's a tie, lowest wisdom) will immediately freeze in paralysis and the fight will be one on one. If the delver defeats the Foolkiller, his IQ will raise enough to increase his modifier by +1. If he is defeated, the Foolkiller will be healed of all wounds and the next lowest IQ delver will be freed from paralysis and attacked. Any magic used against it (spells, weapons, armor) takes a -1 ongoing through the entire fight. When the Foolkiller dies, his body decomposes to a rotten egg and the room has a horrible stench forever. Instinct: To destroy the fool in the group.
- Paralyzes all the but the character with the lowest INT.
- All magic used against it takes a -1 ongoing while it's alive.
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Orc Hunters Group, Organized, Intelligent, Cautious Hand weapons (d8+2 damage) 10 HP 2 armor Close, Near Skilled hunters, these orcs are large, intelligent, and organized. They track and run down any who threaten their tribe, or show signs of being good (dangerous and skilled) prey. When almost dead, they try to go out with a bang. If unseen, they will attack at range with small bows first (-1 size die, no +2 bonus). Instinct: To fight, and win glory.
- Tracks any outsiders
- If outnumbered, it will sound a horn for help.