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Revenant Solitary, Terrifying, Amorphous Fists (b[2d10+2] damage) 19 HP 4 armor Close Special Qualities: Disturbingly nasty When a man is wronged in life, and spends the rest of his days trying to get back at his wrong-doer, he may turn into a revenant. A revenant hunts its target until it is killed, runs out of time, or it kills its target. If it kills its target or runs out of time(as explained below), it falls into a pile of rotting dust. Revenants are very vicious and dangerous. They will brutally kill anyone who stands in their way. Sometimes, whole groups of people die being wronged by a single person. In circumstances such as this, all the revenants that come from those dead may join forces and hunt their target together. However, all of them want the pleasure to kill the one who wronged them, causing them to fight each other over who will get the killing blow. A revenant may only live for 100 years. If it cannot kill its target within the time limit, it dies (explained above). In some rare cases, the revenant may have been wronged several times. In cases such as this, it will hunt the one who it thinks wronged it the most or worst. Revenants rarely join forces with others unless they have the same target. Even then, the revenant will only agree to any terms if it gets the killing blow. Revenants may also find other undead such as skeletons or zombies wandering around with no goal whatsoever. If it does find such creatures, it may recruit them to help it hunt its target. Although, it will make sure that itself will be the one who killed its target, killing all of its undead comrades if it needs to. Instinct: To hunt its target
- Hunt down its target
- Recruit undead
- Betray its comrades
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Insane Scientist Solitary, Intelligent Exploding potion (d10 damage) 12 HP 0 armor Close, Reach, Far Working in a unorganized laboratory, sits the insane scientist, creating and discovering new things that hurts civilization. Brewing dangerous potions and elixirs that can completely take over one's mind. Instinct: To discover and create
- Drink a potion
- Throw a potion containing a mind controlling liquid
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Porcupine-Wolf Solitary, Small, Construct Bite (b[2d10+4] damage) 12 HP 1 armor Close, Forceful Special Qualities: Quilled (deals damage when touched) Instinct: To defend itself
- Shoot a quill
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Commoner, Tribal Horde, Cautious Fists or farm tools (d4 damage) 3 HP 0 armor Close Instinct: To farm and provide food for the tribe
- Farm
- Give a small reward
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Tribal Leader/King Solitary, Intelligent Tribal Sword (b[2d10+2] damage) 12 HP 4 armor Close The leader of the tribe, the one who gives the tribesman their orders and talks with important representatives. They can sometimes be greedy, and keep secret hoards of gold or other valuables in a secret place(e.g. inside a statue, under a throne, in a vault, etc.). Instinct: To lead
- Order a guard
- Call for help
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Tribal Guard Group, Intelligent Spear (d8 damage) 6 HP 2 armor Close Tribal guards, the protectors of the tribe. Instinct: To protect
- Jump in front of an attack
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Tribal Shaman Solitary, Magical, Intelligent Quarterstaff (w[2d10] damage) 12 HP 1 armor Close The tribal shaman is the doctor or healer of their tribe. Shamans are highly valued and when a tribe can have more than one, they will. The shaman of the tribe is usually guarded by a few tribesmen wielding spears. Instinct: To heal the weak or wounded (of their tribe)
- Give or drink a healing potion
- Cast Magic Missile(2/day)
- Cast Invisibility(2/day)
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Mosquito, Giant Group, Small Bug Bite (b[2d6] damage) 6 HP 0 armor Close Instinct: To suck blood
- Suck Blood
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Ground Troll Solitary, Large, Terrifying Claws (b[2d10+4] damage 1 piercing) 16 HP 1 armor Forceful Special Qualities: Disgusting presence Burrowing out of the ground comes the ground troll. A creature that is so savage and stupid, it will attack anything. It loves to watch creatures die and be tortured as it eats its prey alive. Instinct: To rampage and destroy
- Burrow
- Burst out of the ground
- Regenerate
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Deranged Vegetable Horde, Tiny, Organized Claws (d4-2 damage) 1 HP 0 armor Hand A pack of wild vegetables rips across the land in search of food that it can devour. It breaks into houses and eats all the food it can get its minuscule hands on. It shoves food and other small objects into its tiny gaping mouth. Vegetables such as these should not be eaten. Instinct: To steal and eat food
- Eat food
- Summon Allies