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Enthelia Solitary, Organized, Intelligent brawling and tools (b[2d10] damage 1 piercing) 12 HP 3 armor Close, Reach Elder Enthelia is the chief peace-keeper of Keenhelm. She carries shackles, rope, chains, and clubs to subdue criminals, but usually fights bare-handed. Instinct: to protect the weak and punish the innocent
- grapple, wrestle, or bind someone
- shout for aid
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Keenhelm Irregular Group, Devious, Organized, Intelligent, Cautious spear (d4 damage) 6 HP 2 armor Close, Reach Any of the strong, young men and women of Keenhelm who work as guards and occasional militia; usually outfitted in rough hide armor with a spear and buckler, they carry rope and shackles to subdue criminals. Instinct: to protect their family and home
- patrol or guard somewhere
- make a stunning blow
- bind someone and bring them to Enthelia
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Isah Solitary, Stealthy, Divine, Magical, Intelligent, Hoarder, Planar, Amorphous chilling touch (w[2d10+2] damage) 25 HP 1 armor Close, Ignores Armor A pale, beautiful woman with icy powers; she seeks to be adored and obeyed, and will ritually drown those who oppose her. Harm will reveal her flesh to be enchanted snow; her blood to be icy water. Instinct: to gain admirers and slaves
- blow an icy kiss
- make promises of love or gifts
- cast a spell of ice, wind, or despair
- tell of something lost or hidden
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Okmok Solitary, Huge, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar slam and smash (b[2d10+9] damage) 30 HP 6 armor Reach, Forceful A giant river-fish that oozes from it's scales and has one-hundred human faces. Okmok is a vile fish-god who's gained the worship of some local goblins. Instinct: to corrupt and conquer
- summon spawn
- offer a bargain or invitation to worship
- cast a spell of water, decay, or transformation
- regenerate in water
- move through the eternal river
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Tunnel Crawler Solitary, Large, Devious acidic tentacles (w[2d8+2] damage 1 piercing) 20 HP 2 armor Forceful, Reach Special Qualities: acidic secretions A mole-worm of unusual size, it's skin emits a toxin-acid that melts rock and metals but paralyzes living tissue. It defends itself with spine-tipped tentacles, but it's not above forcing things into it's grinding teeth. Instinct: to burrow and feed undisturbed
- explode out of dirt or rock
- lead into a hidden pit
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Flesh-eating Fish Horde, Tiny, Divine, Organized, Construct razor-sharp teeth (d4 damage 1 piercing) 5 HP 2 armor Hand Special Qualities: unholy blood Like large, bloated piranhas, these nasty fish are children of Okmok, the vile fish-god. Instinct: to feed on flesh
- surprise in the water
- surround a bloody target
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Cursed Armor Group, Magical, Cautious, Construct, Amorphous enchanted chains (d8+4 damage 1 piercing) 17 HP 5 armor Close, Forceful, Reach Special Qualities: tireless jailor A suit of plate mail wrapped in thorny chains; once responsible for keeping prisoners in line, they've been cursed to mindless pain-inflictors by the necromantic energy leaking into the temple's grounds. Instinct: to restrain, punish, and kill the guilty
- strike or bind with chains
- lay a ward or binding
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Pit Ghost Group, Stealthy, Devious, Intelligent, Planar, Terrifying, Amorphous soul-chilling touch (w[2d4] damage) 13 HP 1 armor Close, Ignores Armor Special Qualities: incorporeal, marks of torture and neglect The ghost of a long-dead prisoner, tortured then left to rot. It fades in-between the material world and the black city, disquiet, disturbed, and malevolent. Instinct: to suffer revenge on any who come near
- cause an illusion of torture or imprisonment
- vanish or reappear
- lay a potent curse
- offer visions, messages, or gifts from the black city
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Ice Warg Group, Large, Magical, Devious, Organized, Construct, Terrifying fangs and claws (d6+4 damage 1 piercing) 18 HP 4 armor Forceful Special Qualities: body and soul of ice, bloody eyes and frozen fur A warg traded to an ice witch and reborn as a massive guardian. Instinct: to serve the ice spirit
- breath an icy wind
- heal itself with ice or snow
- howl a message
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Warg Group, Organized, Construct, Terrifying fang and claw (d8+2 damage 1 piercing) 10 HP 1 armor Close, Forceful Special Qualities: mindless tenacity and loyalty, supernatural senses, eyes and teeth of blood A loyal and trusted goblin transfigured by a shaman; now it's a massive, grim-looking wolf with bleeding eyes and jaws. Instinct: to serve the shaman that made it
- track prey through thick and thin
- surround bleeding prey