-
Wolf Knight Solitary, Organized, Intelligent Spear or Longbow (d10 damage 1 piercing) 12 HP 2 armor Close, Reach, Near A knight from older times with allegiance to the last remnants of the wolf tribe. Hoping to spread the taint the wolf god has been affected by. His name was once Hrugar or maybe Gallius, but now that no wolf can speak, he no longer needs a name. He mine as well be a beast himself. Instinct: to spread taint on flying arrows
- Keep away.
- Howl like a wolf!
-
Tainted Wolf God Solitary, Huge Snap of the jaws (d12+7 damage) 24 HP 0 armor Reach, Forceful, Near The great wolf once ruled over the wolf tribe and taught them their own tongue, but after some unknown event has become an awful mindless monster. Its' maw is rigid and open most of the time gasping for every breath through the sludgy taint. The huge form is chained in the wolf castle dungeon. Instinct: Taint everything to be like it.
- Puke Taint
-
Toad-goyle Group, Small Bite (d8 damage) 6 HP 1 armor Close, Near Special Qualities: Appear as stone statues These are the toad-goyles in section 1-5 of the DCC module "The Croaking Fane." Instinct: To protect the Croaking Fane
- Vomit suffocating swamp mucous
-
Winged Frog Idol Solitary, Huge, Divine, Amorphous Crushing leap (d10+7 damage) 27 HP 4 armor Reach, Forceful, Near Special Qualities: Cannot be harmed by cold, fire, electrical attacks This is the winged toad idol in section 1-7 of the DCC Module "The Croaking Fane." Instinct: Protect the Croaking Fane
- Exhale poison gas
-
Barbarian Chief Solitary, Cautious Warhammer or Battle Axe (b[2d10+4] damage) 16 HP 5 armor Close, Forceful, Reach The Chief is a tank full of explosive power and will not hesitate to cut down friend or foe. The Leader of the Barbarians must be tough for he is the hammer that drives in the nail. Instinct: To Conquer and Destroy
- Lead over the Tribe
-
Barbarian Mother Solitary, Intelligent Spear (b[2d10+4] damage) 12 HP 3 armor Close, Forceful, Reach The Mother of her Tribe is no sickly frail girl; but the toughest of the Brutes and is only outmatched by a Barbarian Chief. She is as nasty as the men and as strong as the Chief, using nothing but her feral nature and ability to rule; she commands the tribe along her Chieftain. Instinct: To Conquer
- Leads her Children into Battle
-
Barbarian Brute Horde, Intelligent Club/Axe/Sword (b[2d6+4] damage) 5 HP 1 armor Close, Forceful A wild pack of Barbarians who run group up and overrun enemies for sport and pleasure. Instinct: To Slaughter
- Attack ruthlessly
-
War Elephant Group, Huge, Cautious Tusk or Trample (b[2d8+7] damage 2 piercing) 22 HP 6 armor Reach, Forceful An Immense Elephant clad in Armor and lead into battle for one purpose "To Trample through defenses and crush its enemies" These Large Behemoths are unstoppable pumping machines that are a powerhouse in times of war. They can provide a staple in winning or turning any battle. Instinct: To Crush Defenses
- Tramples over the Battle Field like an unstoppable behemoth
-
Councilor of Vashti Solitary, Stealthy, Magical, Devious Inlaid dagger (d6 damage) 12 HP 0 armor Close How many hidden inner circles does the mystery cult of the god of secrets have? The Councilor of Vashti knows. Instinct: To manipulate
- Step into shadows
- Mesmerize the helpless
- Use a secret for leverage
- Offer a seductive deal