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Mutated Sea Bass Horde, Tiny, Construct Bite (b[2d6-2] damage 1 piercing) 3 HP 2 armor Hand Special Qualities: Mutated in an evil laboratory. They were created as a more economically viable replacement for sharks with frickin' laser beams. Instinct: They attack instantly without provocation.
- They are very ill-tempered.
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Ed Gruberman Solitary Boot to the head (b[2d10+2] damage 1 piercing) 12 HP 2 armor Close A master of Ti Kwan Leap, the impatient Ed Gruberman only seeks to trash bozos and beat people up. Instinct: Lacks patience. Wants to beat people up.
- Distrubs peace.
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Gérard Solitary, Large, Divine, Intelligent Big two-handed sword (b[2d10+6] damage 4 piercing) 22 HP 2 armor Forceful, Reach, Ignores Armor, Near "A big, powerful man regarded me from the next card. He resembled me quite strongly, save that his jaw was heavier, and I knew he was bigger than I, though slower. His strength was a thing out of legend. He wore a dressing gown of blue and gray clasped about the middle with a wide, black belt, and he stood laughing. About his neck, on a heavy cord, there hung a silver hunting horn. He wore a fringe beard and a light mustache. In his right hand he held a goblet of wine. I felt a sudden affection for him. His name then occurred to me. He was Gérard.” - Corwin Instinct: Defend the realm. Trusts no one.
- Beat people up with brute force
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Ur-Vile Group, Magical, Organized, Intelligent, Construct, Terrifying They bear staves which harness dark power. (d8 damage) 6 HP 1 armor Close, Near, Far Special Qualities: They can run on all fours faster than they can upright., The ur-viles were made by the demondim. They are not born, they are made., Their roynish torsos are inordinately long, having short limbs, so can walk normally or on hands and feet. They have a long flexible neck, a hairless head, pointed ears, and a mouth that is a mere slit. Their nostrils are in the center of their faces and they have no eyes. The Ur-Viles are an ancient race created by the Demondim before they were destroyed. They were then corrupted by Lord Foul and since then have fought for him. They fight in a wedge formation the leader at the front as the formation increases their power. Instinct: Seeks power, often in the service of dark masters in exchange for more power.
- Masters of dark lore.
- Through their staves they can wield a wide array of powers.
- They can form into fighting "wedges" in which each member adds their strength to the leader at the front of the wedge.
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Cavewight Horde, Cautious Swords, clubs, other melee weapons (d6+4 damage) 3 HP 3 armor Close, Forceful Originally denizens of the caverns beneath mount thunder, they mined gems and precious metals to trade with humans. In time they fell under the sway of evil puissant creatures such as the Demondim, Ur-Viles or Ravers. They made up the bulk of Lord Foul's Army in his wars with the people of the Land. Instinct: They are typically fodder in evil armies, and under the command of malevolent beings.
- Incredibly strong creatures with the strength to move mountains
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Torgo Solitary, Devious, Intelligent Haunting theme music (d10 damage) 16 HP 0 armor Close, Reach, Ignores Armor, Far Special Qualities: Oversized Knees A bearded satyr wearing a hat and a confederate civil war uniform (which hides his goat legs), Torgo moves and speaks haltingly, and is accompanied by the haunting Torgo Theme Music, an endless repetition of four notes that can drive men mad. He takes care of the place while The Master is away, and he moves to prevent actions he feels The Master would not approve. The Master generally intends to sacrifice people to his deity "Manos", though sometimes Torgo wants to keep attractive female humanoids to himself. If Torgo is killed The Master will attempt to capture and transform the killer into a similarly afflicted servant. Torgo also delivers pizza, which is always very late yet somehow still warm. Instinct: He serves The Master. He does not allow things which the master would not approve.
- He takes care of the place while The Master is away.
- He can summon The Master
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Hippopotamus Group, Large Bite (d8+4 damage 2 piercing) 14 HP 1 armor Forceful Special Qualities: Aquatic. Very quick in water. A large herbivore adapted for semi-aquatic life in freshwater rivers and lakes. Despite their size they can run faster than a human on land. They can submerge and upend small watercraft from below. Hippos are by nature very aggressive animals, being particularly aggressive towards humanoids, whom they commonly attack whether in boats or on land with no apparent provocation. Instinct: They are aggressive, mean-spirited and territorial. Sometimes they are hungry, hungry.
- It aggressively attacks those who come near it. It otherwise lounges in the water. Often they are hungry. Its bite can decapitate a man in a single chomp.
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Vortex of Trepidation Solitary, Huge, Magical, Devious, Construct, Terrifying Fear (d10+5 damage) 20 HP 4 armor Reach, Forceful, Ignores Armor Special Qualities: It was made as a weapon against armies, It looks like a tornado that destroys everything in its path (it doesn't but that is part of its fear effect) The vortex of trepidation was a foul creation meant to be unleashed against entrenched armies or defenders. Its summoning would set it on a path, and those seeing it approach would be made afraid and flee in terror, breaking their ranks and leaving their positions, making them easy prey for attackers. It tends to turn towards areas it senses the greatest fear, thus appearing to pursue those who flee. If one is able to stand one's ground it passes over harmlessly. Instinct: It moves towards those afraid, scattering them
- It makes you afraid
- It is a whirlwind, those standing within it are made afraid
- It makes people flee in terror