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The Dreamer Solitary, Huge, Magical, Stealthy, Intelligent, Hoarder, Planar Psychic attack (d12+3 damage) 24 HP 4 armor Reach, Ignores Armor, Far The Dreamer is an echo of The Mist Daughter's soul, created by her magic and sustained by the power of her death sacrifice. It has great prophetic powers and knows that someday the Mist Daughter will be resurrected and its life will end. It desires above all other things to postpone that day for as long as possible. Instinct: To preserve its existence at the expense of all else
- Bargain with power and knowledge
- Conjure surprise attackers
- Create illusions from fears and desires
- Reveal troubling knowledge
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Mist Worm Group, Magical, Construct, Terrifying, Amorphous Devouring Maw (b[2d8+2] damage 1 piercing) 13 HP 5 armor Close Special Qualities: Intangible, Maw of eyes of and fangs Mist worms are conjured from the dying dreams of the Mist Daughter and circle above the pit that holds her grave. They are not technically guardians, merely a side-effect of her death and entombment, but they never venture far from the burial site and will attack any living thing that approaches them. Instinct: Drift aimlessly until it encounters prey
- Disappear into the surrounding fog
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Gubland Guard Group, Organized, Intelligent Rapier (d10+2 damage 1 piercing) 10 HP 2 armor Close, Near The Gubland Guards aren't nearly as well-armed nor well-defended as the guards in the other Great Nations, but they're loyal to a fault and much smarter than their counterparts. Due to their comparative weakness, they tend to travel in groups of four or five. Instinct: To guard
- Stab with rapier
- Sound a whistle for back-up
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Giant Squid Solitary, Huge, Terrifying Tentacles (d8+2 damage) 20 HP 0 armor Reach, Forceful, Ignores Armor, Far Special Qualities: Horrifying because of how big it is Instinct: To destroy
- Slam with tentacles
- Spray ink
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Shadow Beast Solitary, Large, Intelligent Tusks (b[2d10+4] damage 3 piercing) 20 HP 3 armor Forceful Rarely seen, it hunts in the darkest of night in Nul'Drenor. It waits until it finds something alone, or sick or injured and lashes out quickly. Make no mistake, it doesn't hunt this way due to fear or cowardliness. It's a true alpha predator. It hunts this way because it likes the way meat tastes when it dies afraid. Instinct: Terrorize
- Stalk in the darkness
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Bolt Spider Horde Shocking Bite (d6 damage 1 piercing) 3 HP 4 armor Close, Reach, Ignores Armor Traveling along the lightening webs made from the valley of knives, the Bolt Spiders will lay in wait until prey is incapacitated by a shocking bolt of lightening. Then it rides down on an arc of electricity and bites with its electrified mandibles. Instinct: Hunt
- Ride the lightening
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Captain Greyson Solitary, Magical, Divine, Intelligent His weighted axe and maul combo, called Shieldcleaver (b[2d10+6] damage 1 piercing) 44 HP 4 armor Close, Forceful Captain Greyson was once an above-average mercenary company leader, strong but fair, his company was highly sought after when strength of arms was required outside the Kingdom borders. This was until his mind was warped by a relic sacred to those that worship a God of dark aspect that he has come to covert was gifted to him. Since wearing this relic, he has become a man possessed, capable of feats of strength no mortal man should be able to accomplish, and through the divine power of the relic has become immune to spells, both magical and clerical, that do anything other than inflict injury. Instinct: to cause death and chaos
- Indulge his desire for carnage on any scale
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Greyson's Minion(s) Group, Stealthy, Divine, Organized, Intelligent, Cautious Specialised weapons (b[2d8+4] damage 1 piercing) 6 HP 6 armor Close These elite warriors have been trained in the use of obscure or difficult weapons to throw their enemies off-guard, as well as having practice fighting with the others of their group, and against a larger number of foes. Due to this, even when outnumbered, they can anticipate their allies' moves and assist them, even if facing an opponent (or opponents) of their own. Instinct: to lay low the weak, to serve their master.
- Kill any who oppose their master's will
- Can backstab those fighting their allies while fighting their own enemy
- Can arrange ambushes
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Fierce Lashhound Solitary, Small, Stealthy, Intelligent, Planar, Terrifying Teeth and Claws (b[2d10+4] damage 1 piercing) 12 HP 2 armor Close, Forceful, Reach Special Qualities: Exudes an appalling stench, looks like a hellhound covered in tar and scale armour A planar beast that can develop strong loyalty and will defend its master beyond the ends of the earth, they are noticeable by their terrible natural weaponry, a marker of coming from a more dangerous place. A mature Lashhound can have up to five 8-foot-long razor tails, that can strike at multiple targets. Instinct: To guard its master
- Lash out with razor sharp tails
- Can strike arrows from the air
- Can phase its physical body into its native plane, becoming invisible
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Muscle Sliver Horde, Small claws d6+1 damage) 4 HP 0 armor Close Gives all other nearby +1 dmg and +1HP Instinct: Part of the Hive
- Boosts dmg and life of other slivers