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Flare Antrouch large bones (b[2d6+6] damage 1 piercing) 7 HP 0 armor Forceful A beast that has come from the rifts in the earth. Beasts of pure evil whos only intent is to destroy. Instinct: destroy
- Destroy land and eat cattle
- Underdark fear
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Dwarven Sniper Solitary, Small, Stealthy, Intelligent Javelin Thrower (d10 damage 2 piercing) 6 HP 1 armor Close, Far The javelin thrower is a new invention of the dwarves. An oversized crossbow that shoots javelins instead of bolts. These specially trained dwarves are chosen for covert operations to elimanate important threats. Another more mundane role is supporting dwarven squads with their precise shots. Unlike other dwarven formations they work by themselves. Instinct: Serves in the interest of the Mountainhome
- Carefully picks off targets
- Sets mirror traps to throw off it's position
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Dwarven Infantry Group, Small, Organized, Intelligent, Cautious Brutal axe slashes (d8+2 damage) 10 HP 3 armor Close The traditional dwarven infantry is armored with chainmail or similar armor and carries a battleaxe and a shield. A typical dwarven squad is consisted of two infantry and three marksmen. Dwarven battleaxes are known to crush as much as they rend and dwarven steel is remarkably resilient at it's worst. Deadly when supported by marksmen. Instinct: Serves in the interest of the Mountainhome
- Slices and dices
- It calls out and blows on a horn to call for backup
- Usually comes in pairs
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Dwarven Marksman Group, Small, Organized, Intelligent Crossbow (b[d6] damage 1 piercing) 6 HP 1 armor Close, Reach, Near Dwarven marksmen are nothing to scoff at. What it lacks in volume of fire it makes up for in accuracy. Dwarven-made crossbows also pack a bit of punch with piercing bolts. Groups of marksmen are known to use suppression fire to pin down targets, making it difficult for mages and other marksmen to retaliate. A typical dwarven squad consists of two dwarven infantry and three marksmen. Instinct: Serves in the interest of the Mountainhome
- Shoots bolts
- Yells out and blows on a horn to call for backup
- Pins down threats by coordinating groups for suppression fire
- Usually comes in threes
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Mercenaries Group, Intelligent, Cautious Seasoned blade (b[2d8] damage) 6 HP 5 armor Close Tougher than your average guard, but loyal to only their coinpurse. Instinct: to get paid
- Kill or guard in exchange for coin
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Halfling Barbarian Warrior Horde, Small, Organized, Intelligent Dual-wielded knives or axes (b[2d4] damage) 7 HP 0 armor Close Instinct: To pillage
- Swarm a place of civilization and take what they want
- Cry out and swarm
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The Hermit Mage Solitary, Magical, Stealthy, Intelligent, Hoarder Enervating blast (d10 damage) 12 HP 4 armor Close, Ignores Armor, Far Instinct: To amass sorcerous power
- Conduct a necromantic ritual
- Use good manners to trick you
- Use one of his many magical items against you
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Human Cutthroat Solitary, Stealthy, Intelligent Very sharp knife (d10 damage 1 piercing) 12 HP 1 armor Close "Those who say life is cheap never killed for a living. There's money to be made, getting rid of softer people's problems. If you've got the coin and a living problem, I've got the solution - I can do it clean or messy, however you like. Don't worry, I'm very discrete - no one will know it was you what bought a man's death. Do we have a deal?" Cutthroat is just a name. Sometimes they slit your throat, other times they stab you in the back. Still other times they don't use a blade at all. They might strangle you, suffocate you or poison you. The poison might just be in your drink, or it might be a lot more elaborate and subtle - a combination of separate ingredients: liquid in your drink, powder in your meal and smoke from a specially prepared candle as you drift to sleep afterwards. However they do it, it's clear they've done it before. Instinct: to profit from murder
- Make a sneak attack
- Poison subtlely
- Escape cunningly
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Flail Snail Solitary, Large, Magical, Intelligent Flail Stalks (d10+4 damage) 16 HP 6 armor (Shell), 3 Armor (Squishy Parts) Forceful, Reach Special Qualities: Magic warping shell, Can climb sheer surfaces You'd think a giant snail with bony tentacle flails the size of greatclubs on it's head and a nigh impenetrable shell on it's back would be bad enough. But then your wizard gets fried to a cinder by his own damn fireball and you realize that you really should have waited before ordering all that garlic butter. Instinct: To defend it's territory
- Smash someone or something with it's flail stalks.
- Retreat into it's shell
- Reflect a spell cast at it.
- Spit a stream of mucus
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MorLadron Warrior Pirate on a GwenynMawr (Giant Pseudo-Wasp) Horde, Organized, Intelligent Slashing and Stinging (d6+2 damage 1 piercing) 3 HP 1 armor Close Special Qualities: Flight A MorLadron (Four-eyed inhabitant of Istarte) warrior-pirate, riding on a giant pseudo-wasp called a GwenynMawr. The warrior-pirate has various melee weapons, and the GwenynMawr itself has a dangerous stinger. The GwenynMawr is about the size of a small pony with a wide wingspan. The MorLadron are diminutive, about three and half feet tall. Instinct: Plunder and Pillage
- Circle and Harrass
- Take to the Air
- Swoop and Snatch