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Knocker Group, Small, Stealthy, Organized clawed fingers; throttle (d6 damage) 6 HP 0 armor Close Living deep in the dark corners, driving the sun-dwellers out of their mines, caves and cellars, the knockers use traps, natural features of the underworld, and their own throttling hands to defend their lairs. They creep, almost invisible in the inky darkness, blending into the stone, tapping and mining, vanishing as soon as light comes near. Instinct: to drive others out
- unseen but heard, the knocker separates its foes and strangles them
- make use of natural dangers to trap and destroy
- where there is one, many lurk in the dark
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Winter Wolf Group, Large, Stealthy, Intelligent Bite (d8 damage) 10 HP 1 armor Ignores Armor, Near Special Qualities: Frost breath The great white wolves of the north are sometime friends to Giants and hostile to the rest. Bad enough they're too-large in size, but that they breathe ice and speak the tongues of common folk and Giants is reason enough to avoid them at all costs. Instinct: To hunt
- Breathe a blast of frost
- Distract and flank using the pack
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Liele Solitary, Stealthy, Cautious knives (b[2d10] damage 2 piercing) 12 HP 2 armor Close, Far A young adult, a girl, who's eyes are blindfolded yet she can see through ten floating eyes. She attacks with floating knives that she commands via finger tips. Instinct: To kill sinners
- Knife throw
- charming face with quick slash
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Gnome Illusionist Solitary, Small, Magical, Intelligent, Hoarder Nightmare Bolt (d10 damage) 12 HP 1 armor Close, Ignores Armor, Near, Far Illusionists are often dismissed by the magicians of other races as creating no real magic, just phantasms of smoke and echo. The illusionists know better. They say that the occult formulas of man's wizardry are a lie. The secret symphony of the elven arcanist, too. They say all magic is a lie, told to the universe, so convincing that it fools light, hoodwinks time, and deceives death itself. All magic is illusion, and so illusion is the highest magic of all. Instinct: to trick the senses
- create the appearance of something that is not real
- hide something using magic
- see the truth behind the veil of illusion
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Gnomish gurrila Group, Small, Stealthy, Organized, Intelligent crossbow (d6+1 damage 1 piercing) 6 HP 2 armor Close, Near, Far “Shadow is mother to the Gnome. Yes, In our blood runs the sap of the elven vale and the stone of the dwarven mine, but what of it? It was the shadow we hid in when, all too often, our kin scorned us. It was in shadow we found one another. It was in shadow we hid when the nations of Elf and Dwarf alike fell to the enemy, and it was from the shadow we struck and took this land for our own. Come, young one. Meet your mother.” Instinct: to ambush
- attack from a concealed, camouflaged position
- spring a trap
- regroup
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Duergar Warrior Group, Small, Organized, Intelligent, Cautious Crossbow and Hammer (d8 damage) 10 HP 3 armor Close, Near Special Qualities: Enlarge Self, Become Invisible The deep cousins of dwarves, twisted by their life in the deep in close proximity to the drow and unspeakable aberrations. Their society is rigidly structured and has no sympathy for the weak. Instinct: Enslave all but Dwarves... they die.
- Fire crossbow then leap into battle.
- Call of the Deepfolk, When attacked and solitary a Duergar will raise the hue then turn himself invisible until aid arrives.
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Skeleton in a Barrel Solitary, Stealthy, Cautious Rusty sword (d10 damage) 4 HP 1 armor Close, Near Poor Skeletons. The ultimate patsy of the undead, clattering along and knocked to pieces with the simplest blow. However, they are probably the smartest of the undead footsoldiers avaliable - they have a strange and canny knack for ambush and tend to enjoy laying traps for people. Having said that, they're still not very bright. The most common form of ambush is to hide in a barrel and wait for years until an adventurer passes by. Poor Skeletons. Instinct: To suprise the living
- Ambush unsuspecting adventurers
- Hide in the surroundings
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Reekeesik Rat Lord Solitary, Magical, Divine, Intelligent, Terrifying Hurl rats (d10+2 damage) 12 HP 4 armor Close, Reach, Ignores Armor Special Qualities: Covered in a pulsating swarm of rats. The rat lord is a human high priest, chosen by his followers, and blessed by Reekeesik. At all times he has several rats crawling around his head--a sort of crown denoting his status. The rat lord can summon a swarm of rats to cover his body by sacrificing a python to Reekeesik. These rats not only provide protection, but can also be hurled by the dozens at an opponent. Once a rat lord has been crowned, he or she will travel from steading to steading, unleashing his disease-carrying swarm upon the inhabitants. Instinct: To spread disease.
- Cover them with a swarm of rats.
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Reekeesik Cultist Horde, Stealthy, Organized Dagger (d4 damage) 3 HP 0 armor Close Dirty and covered in rags, these men and women scour the sewers and caverns of the world, on the lookout for the ancient shrines of the rat god, Reekeesik. They often carry cages filled with cats and birds of prey--animals they will sacrifice at the shrines in an effort to awaken their dormant rat god. Instinct: To awaken Reekeesik.
- Gang up on them.
- Pierce skin with sharpened, infectious fingernail.
- Call for help.