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Hannon Solitaire, Intelligent, Construction Épée du spectre (b[2d10+2] damage 2 piercing) 20 HP 4 armor Proche Special Qualities: Regénération Un ancien héros du peuple, depuis longtemps mort, mis dans une armure et maintenu en vie par la magie. Obéissant à son maître, il est invincible tant que la magie le retient en vie. Instinct: Protéger son maître
- Se déplacer à la vitesse de la lumière
- Protéger avec son bouclier
- Détruire les ennemis de son maître
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Leggs Solitary, Stealthy, Devious Neck Strangle (d6 damage+Virgnity Mod) 3 HP 1 armor Close, Ignores Armor, Near Special Qualities: Long Legs Long Legs attached to a well rounded bottom, capable of taking down our pants in seconds. Instinct: To entrap Men and Small Boys
- Has really long seductive legs
- Tricks you into touching its Legs
- It can make the best of us, into leaving our wives.
- Its upper half is invisible; but we get the idea.
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Garden Gnome Group, Construct Strike (d8-2 damage 1 piercing) 3 HP 4 armor Hand, Near Special Qualities: Relentless This small comic stone gnome golem is a gardener's dream, but woe betide intruders! Instinct: Protect the garden!
- Tends the Witch's Garden
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Alternate Gyozo Solitary, Cautious Big Axe (b[2d10] damage) 12 HP 3 armor Close Gyozo the dwarven bandit is one of Nightingale's lieutenants. Instinct: Demand respect
- Stand his ground no matter what
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Nightingale's Best Group, Organized, Intelligent, Hoarder Stolen Weaponry of all Kinds (d8 damage) 6 HP 1 armor Close, Near, Far A tougher senior bandit in Nightingale's service. Instinct: Get rich or die trying
- Fight Tough and Dirty
- Order about other bandits
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Klim the Mountain Solitary, Intelligent, Hoarder Massive mallet (d10+2 damage) 16 HP 3 armor Close, Reach A huge bandit in the service of Nightingale the Robber Instinct: Murder and Rob
- Crush skulls and bones
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Mire Drake Solitary, Large, Stealthy Bite (d10+2 damage 2 piercing) 20 HP 2 armor Near Special Qualities: Poison: Drake Spit - Target is Sick and can't heal damage from poison until Debility is removed. The Mire Drake never makes a sound moving through the mire, and completely blends in the murky waters where it hunts. It feeds by sneaking upon creatures on water or close to the shore. Then the drake bites and quickly retreats until the poison sets in. It lairs on dry ground, in a cave or any building it can find and take for itself. Oddly, the Drake possesses a keen hearing, and loud noises send them into a vicious killing spree. Instinct: Destroy sources of noise, Hunt
- Poison wells and ponds
- It can't be heard until it's too late
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Macabre Ooze Group, Large, Terrifying, Amorphous It stretches its membrane and slams it down (d8 damage) 13 HP 1 armor Ignores Armor Special Qualities: When it dies it merely splits into smaller Oozes, Mismatched and rotting body parts cover its surface This writhing pile of limbs and heads trails black slime behind it, with a core of vile goo at its center. Instinct: Absorb Body Parts
- A Necrotizing Slam decays any flesh it comes into contact with (Consitution Debility)