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Swordman Grunt Group, Organized, Intelligent Short Sword (d8 damage 1 piercing) 6 HP 2 armor Close The Swordman is the front line grunt for Edent. They are able to attack in a formation pattern to break their enemies up and split them up from each other. Instinct: Overpower Enemies
- Slash
- Formations
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Gunner Grunt Group, Organized, Intelligent Assault Rifle (b[2d8] damage 1 piercing) 6 HP 2 armor Close, Reach, Near, Far The gunner grunt is the name for the follows of Edent. They carry an assortment of firearms, with a backup knife. They follow orders without question and their command officers are very cunning and battle hardened Instinct: Follow Commands
- Fire Shots
- Battle Commands
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Insect Swarm Horde, Tiny, Organized Bite (d4-2 damage 1 piercing) 3 HP 0 armor Hand Swarm of insects that attack in a group. Hard to hit using normal means. Instinct: Consume
- Bite
- Growth
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Kata Solitary, Divine, Magical Dagger (1d6 damage) 14 HP 0 armor Close, Reach, Ignores Armor, Near, Far Kata was Edent's first follower. His name was given to him by Edent when he saw what Kata was able to create. Kata can create swarms of insects, his most favorite locust, that attack his enemies. He will protect Edent until his last breath. Instinct: Torture
- Plauge - 1 debility or 1d6 damage
- Create Swarm
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Edent Sparse Group, Stealthy, Divine, Magical, Devious, Intelligent Devine Curse (d6+2 damage) 8 HP 3 armor Close, Ignores Armor, Near, Far Edent Sparse was once sentenced to Endless Dungeon, but no one remembers how long ago that was. He has created a following of people who believe that he can keep them safe just as he has done himself. He has been able to create wonders, and call upon his "gods" to bring wrath. Instinct: Enslave
- Curse
- Weaken
- Holy Wrath
- Eternal Burn
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Elemental Wizard Solitary, Magical, Devious, Intelligent Create Lighting (b[2d8+2] damage 1 piercing) 12 HP 4 armor Close, Forceful, Near, Far Wizard that can create and manipulate the elements. Instinct: Manipulate elements
- Use elements
- Create fire beings
- Drown with water
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Conjuration Wizard Solitary, Magical, Intelligent, Cautious Conjure Arrows (b[2d10] damage) 12 HP 7 armor Close, Reach, Near, Far A wizard that specializes in Conjuration magic. It can create objects for attack (such as arrows from it's wand or hand weapon) or things to protect itself (such as a shield or a wall). Instinct: Create to fight
- Conjuration Magic
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Bundimun Solitary, Tiny, Magical, Cautious, Terrifying, Amorphous Acid (d10-2 damage 1 piercing) 19 HP 4 armor Hand, Reach, Ignores Armor, Near Special Qualities: It appears like a patch of fungus Skilled at crawling under floorboards and skirting in houses. At rest it looks like a green patch of fungus, but smells like rot and decay. The acid is secretes can rot away the foundation of a house. When alarmed it will scuttle away on its many legs, but is able to secrete and shoot its acid when cornered. Its acid can be diluted to be used in certain cleaners. Instinct: To eat
- Secrete acid
- Run and hide
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Bowtruckle Horde, Tiny, Organized, Intelligent, Amorphous Long, sharp fingers (d4-2 damage 1 piercing) 10 HP 2 armor Hand Special Qualities: Blends in with sticks and trees A type of tree guardian and usually found in trees suitable for wand making. It is small as it does not grow larger than 8 inches. It is commonly mistaken for a bit of bark or stick. Normally peaceful, but will attack any who try to harm its tree by jumping down and normally attacking the eyes of the victim. It is smart to offer some woodlice to the bowtruckle before harvesting the wood from its tree. Instinct: Protect its tree
- Stab delicate parts
- Chirps to warn others