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Undead goblin mage Solitary, Small, Magical, Divine, Amorphous Hellfire Bolt (d6+2 damage ingores armor) 5 HP 3 armor Close, Reach Special Qualities: undead, hivemind Instinct:
- Regenerate nonmagical damage
- Never eat, never drink, never sleep
- Magical aura of protection
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Undead Goblin Horde, Small, Magical, Divine, Devious, Amorphous Teeth, claws (d4+2 damage) 6 HP 2 armor Close Special Qualities: undead, hivemind Instinct: Slay living creatures
- Necropoison: Every attack causes a random debility
- Regenerate nonmagical damage
- Never eat, never drink, never sleep
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Hawth Jerk Solitary, Magical, Devious Passive Sonic Aggressive Boom (w[2d8+2] damage) 12 HP Close, Ignores Armor, Far Special Qualities: Annoying, Sloppy Eater, Smells like mint and farts. This little beast can be identified by its incredibly boring and obvious wardrobe and big fake smile. They like to make demands while trying not to sound bossy but their poor communication skills make them hard to understand. Although you may see a smiling humanoid face their glamour magic is hiding a gaping asshole through which the Hawth Jerk both eats and evacuates. There may be a bit of an odor. The Hawth Jerk grows angry and aggressive when it is not being understood or getting its way. They quickly resort to micro aggressions and eventually their Passive Sonic Aggressive Boom that drains stamina points every turn. Clerics,Thieves and Bards take +1 one when encountering the Hawth Jerk. All classes armor gives no protection and weapons have no effect. Poisons get -1. Instinct: To destroy any one and anything they consider a lesser being.
- It lures you in by whispering then shouts in your ear really loud. Drains stamina.
- It uses glamer to disguise how crappy it is.
- It can put the target into a rage.
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Ice Drake Group, Large, Stealthy, Devious, Intelligent, Hoarder Claws and teeth (d8+1 damage) 10 HP 3 armor Special Qualities: Wings, Freezing Touch Ice Drakes are vicious scavengers that lurk in the peaks of mountains. Cautious, they prefer to lay in hiding and bide their time, striking when they can catch their prey stuck in precarious positions along the cliffsides. What they don't eat from their victims they keep as treasure in their nests. They will rarely engage in direct confrontation unless their nests are in danger. Instinct: Prey on the weak
- Ambush weak enemies
- Dash against rocks
- Freeze flesh with a touch
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Neo Facist Gremlin Group, Small, Intelligent, Terrifying, Annoying, Smelly , Chaotic Tooth and Claw, they sometimes carry weapons but prefer to use long claws on their hands and feet and powerful jaws that are easy to shut but hard to open. (d8+2 damage) 10 HP Close Special Qualities: Very oppressive language and imagery on its cloathing and body. They small strongly of mayo can clove cigarettes. Individually they can be harmless but once they are with at least one other gremlin they become harder to kill and more ferocious. The Neo Fascist Gremlins have short torsos but long limbs and claws. Their faces are humanoid but pointy and they have crocodilian like teeth. The leader of a gremlin gang can be identified by their ostentatious sometimes grotesque decorations. Gold plated claws and teeth, animal skins collected from kidnapped pets and bullet shells. The cronies will typically be dressed more uniformed and simple. T shirts, leather boots and sort of paraphernalia from the New Imperial Army. These gremlins get a +1 health for every other gremlin nearby the leader gets a +2 plus the +1 bonus for every other gremlin in its gang. Instinct: They love gold and violence and the starting trouble.
- Slashes and bites, always in small gangs.
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Shadow Stalker Group, Stealthy, Intelligent, Amorphous shadow blade (d8 damage 2 piercing) 13 HP 1 armor Close Instinct: to consume the souls of the living
- attack from the shadows
- moves within the shadows
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Half-Vampire Solitary, Stealthy, Intelligent Duelist Rapier, Bite (1d10+2 damage, 1 piercing) 12 HP 4 armor Hand, Close Special Qualities: Supernatural Strength, Supernatural Speed, Supernatural Endurance, Slow Regeneration, Living Creature The Half-Vampire are born into the world by a male Vampire and a female host. Half-Vampires are similar to an ordinary living being and are known to walk secretly among the living for several hundred years. The Half-Vampire has gained some supernatural capabilities of a true Vampire. They are not all necessarily evil and maintain all of their humanity. They excel at anything they wish to accomplish and are commonly viewed as "Gifted" or "Geniuses" in the eyes of others. Because they are living beings, they perish in manners similar to other living races, not limited to aging. They are incapable of converting others into Vampires or other Half-Vampires, but are cursed with the compelling desire to consume the blood of any living creature. When a Half-Vampire does not quench this desire, their feral instincts grow out of control, and they will ravage anything viciously in his/her wake until the urge has been fulfilled. Instinct: To control
- Holds influencial positions
- Devises plans methodically and tactically
- To be overwhelmed by hunger
- Feast upon the blood of the living
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Undead Cat Group, Tiny, Stealthy, Organized Cats claws & teeth. (b[2d6-2] damage) 10 HP 0 armor Hand, Near Special Qualities: Hard to finish, because undead. At first glance a simple cat. Maybe. Depends on the state of rot, the time since it died. With the time flesh and fur become less and less lovelier. Over all you want to stay away from them. Instinct: To hunt all living.
- Hunt, jump & scratch
- Dodge slow attacks. Sneak behind someone.
- Being last cat standing, miaow for help.
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Volian Brute Solitary, Stealthy, Organized, Intelligent, Hoarder Savage Axe (d10+2 damage 1 piercing) 12 HP 1 armor Close, Forceful Every now and then a Volian will grow vastly larger than its peers. Though their increased size and strength does not necessarily correlate to increased skill or intelligence, these brutes tend to lead groups of their smaller brethren through fear and abuse. Instinct: To kill and loot.
- Command Volian warriors.
- Sacrifice other Volians so it can escape.
- Call in hidden reinforcements.