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Orangered soldier Group, Organized, Intelligent Orangered rapier (b[2d6] damage) 4 HP 4 armor Close, Near The Orangered soldier is a cowardly sort, led astray by some misfortune to join in the war on the wrong side. He truly believes that his cause is noble, and that what he does is right. Shouting such terrified nonsense as "Viva la Orangered!" the quaking soldier steps onto the battlefield with his sword drawn. The poor sod doesn't stand a chance. Instinct: to kill Periwinkle
- Slash blindly
- Call for backup
- Flee
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Armor Golem Solitary, Large, Construct, Amorphous Giant Sword (b[2d10+4] damage) 23 HP 4 armor Forceful, Reach, Ignores Armor, Near Special Qualities: Fights until the bitter end The Armor Golem was created by the Dustmen to protect the Mortuary. It is nearly unstoppable once disturbed, and worse of all - there are several of them in different areas of the Mortuary. Instinct: Repel Intruders
- Smash everything around
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High Priestess Catelae Solitary, Large, Magical, Stealthy, Divine, Intelligent Bladed Arm Slashes (b[2d10+4] damage) 30 HP 4 armor Near Special Qualities: Bladed forearms, Adhesive Legs, Web Production, Poisonous Saliva One of the six High Priestesses of Dycena, Catelae is renowned for her seemingly sub-conscious bond with her incredible mount, a Scarlet Slayer matriarch. Instinct: To worship Dycena
- Slay the enemies of Dycena and bring about her return to Nern.
- Camouflage
- Short-range teleport
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Irritable Frog Group, Tiny, Hoarder Sticky tongue (d8-2 damage) 8 HP 1 armor Hand, Ignores Armor Like most frogs, the Irritable Frog is found in damp or swampy areas. Unlike most frogs that will scurry away when confronted, the Irritable Frog will defend its territory and croak to call other Irritable Frogs to the fight. Irritable Frogs will use their sticky tongues to not only attack but steal shiny baubles from anyone who gets too close. The frog has no use for these items; it's a defense mechanism intended to dissuade adventurers from getting too close lest they lose something of value. Instinct: Wants to be left alone
- Get pissed off when you mess with it
- Skin oozes poisonous toxins that can be crafted into poisons.
- Licking skin creates euphoric hallucinogenic effect
- Frog does not enjoy being licked.
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Slaad Group, Large, Organized, Intelligent, Hoarder, Planar Flurry of Strikes (d8+2 damage 1 piercing) 10 HP 3 armor Forceful The Slaadi organize in groups, but they don't cooperate: they take turns attacking, and only when the first Slaad is defeated will the next one engage in combat. This may be both a blessing and a curse. Instinct: Get rid of Chaos Shapers
- Lurk around Limbo
- Take Turns
- Destroy Order
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Black Tunnel Spider Group, Large, Devious, Stealthy Spider bite. (d6 damage) 10 HP 1 armor Special Qualities: Adhesive footing., Web production, Poison bite Large tunnel dwelling spiders. They create vertical shafts in which they leap out of to attack unsuspecting prey. Their poison is a paralysis agent, in low doses is negligible, but the large amount delivered by the spider bite can be fatal to small or wounded creatures. Instinct: To feed and multiply
- Feed off of the unprepared
- Tunneler Poison: Defy danger +con on a 6- choose two. On a 7-9 choose one.
- 1d4 additional damage
- Stunned debility
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Dark Elf Silk Runner Solitary, Large, Intelligent Spear stabs and spider bites (b[2d10] damage 1 piercing) 16 HP 4 armor Reach Special Qualities: Web shooting Venomous bite Adhesive footing A female Dark Elf riding a large, purple and black spider. Instinct: To raise Dycena and rule.
- To further a sinister plot.
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Dark Elf male Group, Intelligent Demonite sword (b[2d8] damage 1 piercing) 6 HP 2 armor Close A male Dark elf, wielding assorted melee weapons made of corrupted mythril. Instinct: To raise Dycena
- Defend their leaders
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Androphis, Pythian Solitary, Stealthy, Divine, Magical, Devious, Intelligent Sceptre-staff (d10 damage) 14 HP 1 armor Close, Reach Among the andropheis, some speak for the gods. The pythians hear the hissings of ancient Python, who knows that which was buried beneath the earth, and feels that which walks upon it, and sees that which will be written in the skies above. As is always the way with soothsayers, the truths they tell are not always welcome even among their own people, yet still is their wisdom sought, and woe betide the one who would defy the divine words. Those who might seek to strike the pythians should beware, for not only do the pythians bear the favor of the gods, but also they know the mysteries of magic common to all the andropheis. Instinct: To prophesy for the gods
- Declaim an enigmatic truth
- Conceal its nature with illusions
- Strike with ancient sorceries
- Hypnotize prey with its gaze