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Captain Redlocke Group, Stealthy, Organized, Intelligent, Cautious Cutlass (b[2d8] damage 1 piercing) 6 HP 2 armor Close, Reach, Near, Far Pirate captain Instinct: Seek adventure
- Pirate
- Dirty fighting
- Assemble crew
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Hastur Cult leader Solitary, Magical, Stealthy, Divine, Organized, Intelligent, Cautious, Hoarder, Terrifying Dark tendrils (b[2d10+4] damage 2 piercing) 22 HP 7 armor Close, Reach, Near, Far Special Qualities: Eldrich and corrupt Leader of the cult of hastur. Chosen by his god, he has twisted into a more powerful being, at the cost of his humanity. Instinct: Serve hastur
- Spread madness
- Cause insanity
- Cause insanity
- Call servants
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Hastur Cultist Horde, Stealthy, Organized, Intelligent, Hoarder Sacrificial Dagger (d4 damage) 7 HP 0 armor Close Cultists that serve the great old god hastur. They possess no divine powers, but their madness and dedication make them fight with more zeal then a fanatic paladin Instinct: Spread madness
- Serve the old gods
- Tries to befriend you
- Call for aid
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Blood Goat Cultist Group, Magical, Intelligent Blood boil (d8 damage) 6 HP 0 armor Close, Reach, Ignores Armor, Far The Blood Goat Cultist is a part of the Blood Goat Cult. They use blood magic to bind powerful and possibly evil souls of the dead to goat bodies. They usually stick around in smaller groups of two to four cultists to perform blood rituals. They are often encompanied by Blood Goats. Instinct: Lusting for power
- Uses blood magic
- He hurts himself to form very powerful spells.
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Guild Assassin Leader Group, Stealthy, Magical, Organized, Intelligent, Hoarder Dirk (b[2d10+2] damage 2 piercing) 12 HP 3 armor Thrown (Dirk), Close Special Qualities: Has swallowed a rare potion that nullifies the effects of magic. Total armor against magic is 5 The leader of the Assassin's Guild is a canny and deadly adversary. He's the leader for a reason, his people look up to him and sometimes fear him for he is the deadliest person they've ever known. His skills with the knife are unsurpassed, diving into and out of range, melding with shadows that seem to follow his every movement. Each time he cuts, his blades pierce a vital spot while yours will find only air... When the guild leader takes on a contract there is no point in trying to run, you'll only die tired. Instinct: Rule by example
- Whirling Blades of Death
- Backstab - roll b[3d10+2]
- Nullify Magic (+2 armor against magic)
- Escape to call for aid
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Guild Assassin Group, Stealthy, Organized, Intelligent Dirk & Crossbow (b[2d8] damage 2 piercing) 8 HP 1 armor Thrown (Dirk), Close The guild assassin when at war will hunt in packs of four (known as a quad). They are expert knife-men and will often work together to flank a target delivering vicious strikes to vulnerable spots. The crossbow is generally used to ambush their targets or take down a fleeing mark. Instinct: To complete the contract
- Kill cleanly and quietly
- Backstab - roll b[3d8]
- Escape to call for aid
- Hide in shadows
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Stone Golem Solitary, Construct, Amorphous Fist Slam (d10+4 damage 1 piercing) 23 HP 4 armor Close, Forceful Special Qualities: A stone statue animated to life, Vulnerable to blunt weapons A stone statue made of dark granite. It's features are blunt and vague, as if the stonemason got bored of carving it after making a rough humanoid shape. It's hands, for want of a better description are misshapen rough lumps. It stands vigil, one arm down the other imitating a fist to heart pose. Instinct: Guard the way ahead
- Slam
- Smash
- Stomp
- Crush
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Sewer Crocodile Solitary, Large, Stealthy Bite (d10+4 damage 1 piercing) 16 HP 2 armor Forceful, Near These sewer dwellers float along the murky waters of sewers looking for it's next hapless victim be it Rat, Goblin, Thief or Adventurer. 'Ware the one caught in it's steely bite as it dives into the depths to tear and drown it's victims. Instinct: To consume
- Roam the murky depths of the sewers
- Lunge from the sludge
- Tripping tail whip