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The Golden Guardian Solitary, Huge, Cautious Large Golden Scimitars (b[2d10+7] damage 2 piercing) 24 HP 4 armor Reach, Forceful, Near A six-armed golden automaton. A scimitar in each hand makes this foe particularly deadly. Coupled with a golden death mask, a jewelled crown, and the ability to attack/defend itself from any direction makes this guardian more like a moving fortress. Instinct: To Guard
- Attack multiple foes at once
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Golden Scarab Swarm Horde, Tiny, Divine, Amorphous Claws and Teeth (d6 damage 3 piercing) 10 HP 2 armor Hand Nothing is worse than seeing a mass of glittering, clicking bugs come flying towards you. Okay, it's worse if you see everything it touches get shredded to bits. Yup, that's probably worse. Instinct: To multiply
- Consume almost anything
- Burrow into flesh
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Golden Saint Solitary, Magical, Divine, Organized, Intelligent, Amorphous Golden Sword (d10+2 damage 1 piercing) 21 HP 5 armor Close An emotionless, golden being sets about it's daily business before you. That is, until it spots you. Obviously you're not supposed to be there and obviously, that fire spell and arrow volley you just hurled at it isn't slowing it's advances towards you. Better think quick, slick. Instinct: To purify the unworthy
- Push through any obstacle
- Blind with a powerful light
- Summon swarm of golden scarabs
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Clay Guardian Group, Huge, Cautious, Amorphous Clay weaponry (d8+3 damage) 25 HP 3 armor Reach, Near A statue made of clay at first glance, perhaps taking the form of a dog-headed man or serpentine person. Triggered bt a certain condition and a need to defend, this guardian will stop at nothing to protect it's charge, even if it loses a clay limb or two. Instinct: To protect
- Attack with oversized clay weapons
- Keep fighting against all odds
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Treasure Monster Group, Stealthy, Amorphous Fists of Gold Pieces (d8 damage) 13 HP 5 armor Close A being of condensed, intelligent gold pieces who's purpose is to defend what it's master commands. Resistant to physical attacks and is vicious. Instinct: To engulf
- Pummel into submission
- Blend in with piles of gold
- Engulf and suffocate
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Giant Scorpion Solitary, Large, Devious Stinger and Claws (d8+2 damage 1 piercing) 16 HP 1 armor A giant scorpion with a giant stinger dripping with venom. If stung by the giant stinger, roll+con On a 10+: No sweat for you, tough guy! On a 7-9: Choose 2 On a 6>: Choose 1 -You don't take a huge amount of damage -You don't start vomiting everywhere -Need one more Instinct: To survive by attacking
- Inject with deadly poison
- Inject a deadly poison
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Jewel Golem Solitary, Huge, Amorphous Crystalline Fists (d12+5 damage) 25 HP 4 armor Reach, Ignores Armor Special Qualities: Magic Resistant The jeweled golem will protect what ever it's master commands it to protect, using the very treasure that it's protecting. Naturally resistant to most magic spells, it actively targets any spell caster who attacks it with a spell. Changing it's colour from an off purple/pink to an alerted yellow. If hit hard enough with a weapon, it will shatter where struck, turning itself into a red coloured vicious attacker. From then on, the traditional slow moving golem is replaced by an aggressive and unrelenting attacker who targets anyone and anything around it. Instinct: To crush
- Smash something with it's body
- Release sharp crystalline shards when struck
- Enrage
- Fight to the death
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The Crimson Sun Solitary, Large, Stealthy, Organized, Intelligent, Hoarder Serrated Longsword (b[2d10+4] damage 2 piercing) 16 HP 1 armor Forceful Everyone has heard of the Crimson Suns, the notorious gang of thieves. Nothing seems to be off-limits to their touch. If it's got a value it's got their attention. The Crimson Sun, their leader, is a hulk of a man made large by the gorging of stolen delicacies both mundane and sometimes, often times, magical. His size prevents him from entering into direct operations but with the whole Crimson Sun gang at his command, he doesn't really need to now does he? Instinct: To gain infamy
- Propose one-on-one duels
- Improvise to get the upper-hand
- Call for reinforcements from the shadows
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Ahken'Tep Solitary (with companions), Magical, Stealthy, Divine, Intelligent, Cautious, Hoarder, Planar Dark Energy (d8+2 damage) 9 HP 5 armor Close, Reach, Ignores Armor, Far If you want the job done right, you gotta do it yourself. Prince Ahken'tep, 3rd Prince of the Ma'ak dynasty, learned this the hard way. When his dreams of grandeur were not satisfied at death, he made a pact with death to rise again and finish what he started. Perhaps to turn the whole world into his kingdom, to cover the land in gold, or just be a total-dick to the rest of us. What ever the reason, he has risen again and that really sucks. Instinct: To fulfill his pact with Death
- Summons skeletons with ancient power
- Set a pre-arranged scenerio into motion
- Drains life force with dark magic
- Stop at nothing to fulfill goals
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Mind Flayer Solitary, Magical, Devious, Intelligent, Planar, Terrifying Tentacles (b[2d10+4] damage) 12 HP 1 armor Close, Forceful, Near, Far Special Qualities: Tentacled, Red eyes The hair on the back of your neck stands on end as the warmth from the room vanishes. A lone figure, standing as tall as an average man, stares at you from behind red eyes. Tentacles cover it's face and the black, skin-tight vestments it's wearing cling to it's form like flesh. You notice a glimmer in it's dreadful eye before a voice fills your head, "My don't you look tasty." Instinct: To rule through destruction
- Powerful spellcaster
- Decimate mind with psychic powers
- Grab hold with tentacles and remove the brain
- Read mind