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Aesir Raider Horde, Organized, Intelligent, Cautious, Hoarder Axe (b[2d6+4] damage 1 piercing) 7 HP 3 armor Close, Forceful Taller than most normal men, clad in furs and leathers, sailing on dragon craved ships, the Aesir loom on the battlefield. Wild eyed and hairy they roar challenges in foreign tongues. Instinct: to take by force
- Chop with axes and swords
- Blow horn to signal allies
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Swarm of Shadowtwisted Solitary, Huge, Organized, Terrifying Bare fists (d10+5 damage) 24 HP 0 armor Reach, Forceful Special Qualities: Undead, Frighten a person Instinct: To overrun
- Attack mindlessly
- Summon the swarm
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Bone Scorpion Horde, Tiny A poison-tipped bone stinger (d6-2 damage) 7 HP 0 armor Hand, Ignores Armor Special Qualities: Crawling on any surface These tiny scorpions skitter around aimlessly and in large groups, usually hanging on the sides of walls are below ceilings. When living beings are beneath, the groups fall and begin scurrying onto anyone it can, seeking to bite or poison with a mindless dedication. Instinct: To poison
- Crawl into unwanted places
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Faldir the Subtle Solitary, Magical, Intelligent Death Ray (d8 damage 1 piercing) 12 HP 4 armor Close, Ignores Armor, Near, Far An evil wizard Instinct: To gain power
- Invent new rituals
- Use someone's power against them
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Thraxos Solitary, Magical, Stealthy, Devious, Planar Claws (d10+4 damage 2 piercing) 12 HP 4 armor Close, Forceful A demon that serves the god Kronath, collaborating with Faldir the Subtle Instinct: To serve Kronath
- Perform dark rituals
- Sneak up on someone
- Cast dark energy
- Trick someone
- Summon the power of Kronath
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Skeletal Warrior Group, Intelligent, Cautious, Hoarder, Terrifying Long Sword (b[2d8+2] damage 1 piercing) 10 HP 3 armor Close Special Qualities: Decay and skeletal remains Once a fierce warrior on the field of battle, the Skeletal Warrior remembers its conquests in life and longs to experience them again. In undeath, the Skeletal Warrior often serves with others of its kind under a more powerful Lich or Death Knight. It acts as a knight in its own right, equally found on foot or mounted on an undead horse. Left to its own devices, the Skeletal Warrior will seek to conquer the towns and cities of the living, ruling over them with a form of cruelty only its depraved, lifeless mind can comprehend. Instinct: to seize by might.
- Cut down the living.
- Shock with its appearance
- Serve a Death Knight
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The Mountain King Solitary, Divine, Intelligent, Cautious, Hoarder Mace of the Fallen Kingdom (b[2d10+4] damage 1 piercing) 25 HP 5 armor Close, Forceful In the oldest and proudest of the dwarven kingdoms ruled the greatest king that race had ever known. But as age crept upon the old king, he began to obsess about what would happen to his kingdom after his death, a bone-deep fear of the black gates. He started to take long walks through the catacombs of his ancestors, alone in the silent hall of urns where their ashes lay in state. On one of these trips, the kind heard a whisper, asking him what he would do to stave off death. The king's old bones cried out that he would do anything to keep out of Death's cold grasp. And the voice told the old king a ritual to perform. In a wash of blood the old king sacrificed his entire court, with each death feeling the strength that had fled his bones return. In his hunger for this new strength, none of his people were spared. The remaining dwarven nations allied and sealed away his halls. But he still waits, as do the riches of his ancient kingdom: In the Halls of the Mountain King. Instinct: Gain strength through death.
- Call the spirits of the dead to his side.
- Send the weak to their knees.
- Take the strength of the dying.
- Use one of the ancient treasures of his kingdom.
- Destroy something they treasure.
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Iron Delta Hoplite Snail Solitary, Large, Stealthy, Devious, Cautious Toxic Harpoon (d8 damage) 16 HP 1 armor Reach, Near Special Qualities: Multiple toxic harpoons, Impenetrable shell The Hoplite Snail is a giant carnivorous mollusk, about the size of a large horse. While slow moving, it has developed a horrifying method of hunting prey. When some unlucky creature passes by, the Hoplite Snail fires a poison filled harpoon (believed to be a modified radular tooth) into the prey. Once the target is paralyzed, the snail draws it in close, engulfing its victim in a mouth that bears more resemblance to an distended elephant's trunk than anything else. The snail may have up to five mouths, and can fire volleys of harpoons out of each one, in any direction. While the snail's flesh is leathery and tough, and it can quickly bury itself in loose soil or mud, the Hoplite Snail's real protection is its shell, which cannot be broken save through magic or alchemy. Instinct: To hunt from ambush
- Fire a toxic harpoon into prey
- Burrow into the mud
- Engulf paralyzed victim
- Hide within impenetrable shell
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Living Lightning Solitary, Magical, Intelligent, Cautious, Construct Hands (b[3d10]+2 damage 1 piercing) 20 HP 5 armor Close, Forceful Special Qualities: Unbreathing, Magical battery Built on an iron skeleton, covered in horse's hide, filled with herb-stuffed organs wired together with veins of lead, and crowned with a human head and brain, this monstrosity was brought to life with a bolt of lightning, and animated by an invisible plasmic entity from the void beyond the stars. Its lead veins now pulse with gold and yellow light, and the plasmid can copy any magical effect whose energy it has the opportunity to digest. Instinct: Thirst for elemental power
- Tear off an enemy's appendage, or rip a weak or injured enemy in half
- Absorb and memorize any spell cast upon it
- Draw power from elemental forces
- Call down lightnight from heaven
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Velour Wyrm Solitary, Large Sharp Mandibles (d12 damage 2 piercing) 16 HP 1 armor Hand Special Qualities: Slime jets, Climbs Walls The Velour Wyrm is an enormous, centipede-like carnivore that attacks by using a pair of glands on either side of its head to spray jets of thick, sticky snot at targets up to 50 feet away, then tearing them apart at leisure. It has poor eyesight, but long antennae that detect minute vibrations and while it does not have particularly good aim, it launches the slime-ropes in patterns that are hard to avoid. It may subdue dangerous prey by dousing them again at short range before feeding. While dangerous, the Velour Wyrm is hunted by the brave for its skin, which is soft and waterproof, and its mucus glands, which can be used to make powerful alchemical adhesives. Instinct: To feed
- Spray thick ropes of immobilizing slime
- Skitter across the ceiling