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Thieve's Guild Brute Group, Organized, Intelligent Blackjack (d8 damage) 6 HP 1 armor Close Some thieve's guilds search the streets for the most talented youths they can find, then train them in the subtle arts of pick-pocketing, lockpicking, and cloak-and-dagger combat. Others just go to a tavern, throw around some gold, and take any fool willing to smash someone's face. Instinct: To profit
- Rough someone up
- Gang up on a victim
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Thieves' Guild Agent Solitary, Stealthy, Devious, Intelligent, Hoarder Stiletto and Throwing Daggers (d8 damage) 12 HP 1 armor Close, Near The best thieves come from Thieves' Guilds, as one might expect. Found in almost every city on the continent, the agents of the Guild are skilled at being where they shouldn't and getting their hands on what doesn't belong to them. As well, they're pretty handy with a knife. Instinct: To infiltrate
- Go somewhere they shouldn't
- Blind someone
- Pickpocket someone
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Goblin Guard Horde, Small, Stealthy, Organized, Intelligent, Cautious, Hoarder spear (d4 damage) 3 HP 2 armor Close, Reach Special Qualities: vile bile A small, wicked thing with a tough hide and dripping teeth, it carries a rough wooden buckler and a lashed-together spear. Instinct: protect the clan
- shriek or run for help
- slip in close
- surround an enemy
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Goblin Cutter Horde, Small, Organized, Intelligent, Hoarder two daggers (b[2d6] damage 1 piercing) 3 HP 1 armor Close Special Qualities: vile bile A wicked little thing with a mouthful of poison, it carries two razor-sharp daggers and moves surprisingly fast. Instinct: to slay enemies of the clan
- move with inhuman speed and grace
- gang up on a vulnerable target
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Goblin Shaman Solitary, Small, Magical, Devious, Organized, Intelligent, Hoarder, Terrifying orb of pain (w[2d8+2] damage) 16 HP 3 armor Close, Reach, Ignores Armor, Near, Far Special Qualities: vile bile, corpse-skinned A lordly, ambitious goblin necromancer. He's toughened his skin and extended his life, and he wears armor of enchanted bones. Instinct: to gain and keep dominion
- cast a spell of poison, darkness, or the grave
- lay a hex or curse
- call up dark spirits
- hide behind guards and minions
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Enthelia Solitary, Organized, Intelligent brawling and tools (b[2d10] damage 1 piercing) 12 HP 3 armor Close, Reach Elder Enthelia is the chief peace-keeper of Keenhelm. She carries shackles, rope, chains, and clubs to subdue criminals, but usually fights bare-handed. Instinct: to protect the weak and punish the innocent
- grapple, wrestle, or bind someone
- shout for aid
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Cultist Group, Stealthy, Divine, Devious, Intelligent, Hoarder knives or daggers (d4 damage) 8 HP 0 armor Close A cultist of a demon or dark god. Adept at vile rituals and mean skulking. Instinct: to bring about dark changes
- perform a step of a ritual
- appear or disappear in the night
- call upon dark powers
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Small Animated Object Solitary, Small Smash (d10 damage) 12 HP 1 armor Close A small object, like a chair or a small shelf, that is animated and can move on it's "own." However, it is controlled by an external force. Instinct: to obey
- Move Around
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Derro Horde, Small, Devious Needle Gun (d4 damage 3 piercing) 3 HP 1 armor Close, Near Special Qualities: Mind warped by madness Derro's are the descendants of dwarves who, in ancient times, settled deep underground. No one knows what happened, but when they were found again, they had changed. Clinically insane and warped by unknown forces, the derro are a dangerous lot with a constant, sadistic need to experiment and mutilate. Instinct: To experiment
- Use weakening poison
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Carrion Golem Solitary, Devious, Construct Crushing blow (d6+2 damage) 20 HP 1 armor Close, Forceful Special Qualities: Ward 3 against all non-necrotic magic, Construct Closely related to the flesh golem, but made from more putrid and decaying materials. As a result, the carrion golem is inferior, but also easier to make, as the amount of preservatives and such required is significantly reduced. Instinct: To serve creator
- Stink
- Infect with sickness and shakyness