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Gnoll Hoplite Horde, Organized, Intelligent, Cautious, Hoarder Long spear (d6 damage 1 piercing) 3 HP 4 armor Reach This hyena-featured humanoid is adorned with the traditional armaments of its culture. In its right hand is a spear over ten feet long, and in its left it wears a heavy bronze shield emblazoned with a lambda. Years of harsh training have turned even this lowly rank-and-file hoplite in to a fearsome warrior, every bit as unyielding as the shield they carry. Instinct: To win at all costs.
- Push the battle lines forward.
- Form up a Phalanx.
- Unsheathe a sword.
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Ludo Solitary, Large Slam (w[2d10] damage) 20 HP 2 armor Reach A gentle giant with long, reddish-brown fur, small horns, and a flat face. Ludo does not like violence, but can keep itself safe from others. If approached in the right way, it can be friendly - but be careful if you plan to threaten it. Instinct: To be left alone
- Sing to the rocks
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Hungry Cloud Horde, Tiny, Stealthy Devour (d8-2 damage) 3 HP 0 armor Hand, Ignores Armor Special Qualities: Central hive mind Like gnats, these creatures are small, can fly, and tend to form clouds. Unlike gnats, these creatures have a central intelligence and teeth meant to tear at flesh. If you find yourself in a moving shadow or cloud, you better hope you have something to keep the smallest of things from your skin. Instinct: To devour
- Devour living things
- Imitate a creature by grouping together
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Swamp Witch Solitary, Divine, Magical, Organized, Intelligent, Hoarder, Terrifying lightning strike. from ring. (b[2d10+2] damage) 20 HP 4 armor Close, Ignores Armor, Far Special Qualities: Horrifc scream, Resistant to fire, Able to breath under waters, Regenarate it self. , From living in the swamp waters it's skin has turned black and tough skinny to the bone it's a cannibal that eats it's victims. . , Magic user A swamp Witch a horrific old witch who has magically kept her self alive thru the use of dark magic. It's decaying body is skinny to the bone, her skin has turned black, rubbery slick and wet, it has a Magical shield that protects it form edge blunt and magical attacks.If she looses the magic spell, It's tough skin provides protection from edge attacks. It's Cold wet skin provides resistance to fire while holy fire due to it's divine nature will affected. If it feels that its trapped it will raise an army of drowned victims that obey her an will defend her an try to grab, hold an drown trespassers. These drowned will also fight with weapons to defeat a foe and drown it in the hope that the new victim will take its place and be release from its curse. The older the witch the more treasure, relics, weapons, and magical items it has. Instinct: To drowns people and creatures that travel thru her area. Take valuables from it's victims . protect her tresure which includes magical artifacts.
- raiser the dead victims she has drown. The dead grab the victime and pull them down,
- Eats magical items to keep it's self alive.
- collects Snail eggs to dry and use as an acid weapon
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Loup-Garou Group, Terrifying Ripping and tearing (d10+4 damage 1 piercing) 16 HP 2 armor Close, Forceful, Messy Special Qualities: Vulnerable to silver, The loup-Garou is a werewolf in the same way a lion is a house cat. It is more relentless and evil than any common werewolf. For many, the loup-Garou is the last thing they see, and the sound of their organs being ripped out is the last thing they hear. Instinct: To eat
- Hunt humanoids
- Stalk prey
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Androphis Group, Stealthy, Magical, Organized, Intelligent, Hoarder Sickle-sword (khopesh) (d10 damage) 6 HP 1 armor Close When the forefathers of men still crawled upon tree limbs, the andropheis (plural; singular androphis) walked amongst the thunder-lizards. The ancient rulers, the Serpent People, cold and proud and wise in wizardry, strong in sorcery. But Time brings all things low, and in their turn they crawled into the dark depths, driven below by the rise of the elves and dwarves and men above. Yet they did not perish, nor forget their past, and still they plot to reclaim the world under the sun. Andropheis can cloak their forms with illusions, or reveal their true faces to hypnotize foes with their unblinking gaze. Once they strike, the hypnosis is broken… but often so is their foe. Instinct: To reconquer the earth
- Hypnotize prey with its gaze
- Conceal its nature with illusions
- Strike with ancient sorceries
- Sibilantly summon the serpent-men
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plague guards Group, Small, Divine, Intelligent, Hoarder plague flails (b[2d8+4] damage) 10 HP 1 armor Close, Reach Instinct: fear and pain, and see that they will be left alone.
- sever there lord
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rat oger Group, Large, Terrifying claws, or bite, sometime armed with tail weapon (d8+4 damage) 10 HP 0 armor Forceful Special Qualities: they have vile breath and teeth looking sharp. plus the multiple scars and cuts on it. Instinct: follow order of handlers
- move heavy rock in mining, and break though. and work at cattle in a waay
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The Cursed Death Knight Solitary, Divine, Intelligent, Cautious, Planar, Terrifying, Amorphous The Fang of Night (2d10+4 damage 2 piercing) 30 HP 6 armor Close, Forceful Special Qualities: Headless, rotting corpse The party has made some powerful enemies, which have worked together to create a horrible, twisted champion for their cause. Created from the corpse of their first victim, animated by the collective hatred and resentment of Death and the Fang of Night, and given control of the 23rd Legion by the Divine Emperor, there is nothing that can stop the Cursed Death Knight from getting its revenge against its killers. Instinct: to destroy the party
- Stab with the Fang of Night
- Collect the souls of those it slays
- That is not dead which can eternal lie
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Archfiend Megacyma Solitary, Divine, Magical, Intelligent, Hoarder, Planar Spear, Teeth, Tail, Metamorphosis (b[2d12+2] damage 2 piercing) 20 HP 12 armor Close, Ignores Armor, Far An Immortal doppelganger, who's ready to flush up a party, however this is no common enemy. It usually transforms into an attractive male or female individual attracting up a party or character, but when discovered as an immortal, it strikes the party, player or enemy. When the immortal is defeated, it discovers any player and rewards him/her with full vitality but it must D10 must roll a 30-50 to heal 4 Hp, 90-10 to fully heal character HP, Arcane, Status or That can be used to revive a fallen party from short to greater distances. Instinct: Surveying the enemy
- Tsunami
- Metamorphosis/Serpant
- Aqua manipulation