-
Mortalitasi: Elite Hunter Group, Divine, Magical, Intelligent, Cautious Spiritual weapons (b[2d8+2] damage 1 piercing) 14 HP 2 armor Close, Ignores Armor, Far Un cazador de elite desplegado por los Mortalitasi para asegurarse de que ninguna nigromancia quede impune en el lugar. Como sirvientes del Ministro de la Muerte, cuentan con una pequeña fracción de los poderes de la deidad, y los usan para mantener a raya a los no-muertos o los enemigos de la facción. Instinct: to hunt necromancers or faction enemies
- Call upon guardian spirits
- Paralize the soul of a target
- Mark targets to hunt them
-
Lizardfolk Ranger Group, Stealthy, Intelligent Shooting normal and poisonous arrows, bite and claws if close (b[2d8] damage 1 piercing) 6 HP 2 armor Close This lizardfolk serves green dragon of gluttony. They sacrifices other creatures to them. They are sneaky and using poison of their blood. They likes ambush others Instinct: Sacrifice lifes
- Serve The Gluttony Dragon
- Sneaking behind leaves and trees, Using poison
-
Primitive Eyeless One Horde, Divine, Devious, Organized, Construct, Terrifying, Amorphous Fungal slam (b[2d4+6] damage 1 piercing) 10 HP 4 armor Close, Forceful Special Qualities: Spit fungal rot, Anything short of decapitation can be restored, The rotten flesh disgusts and terrifies The Eyeless Ones are created by the Dark Hunter at the behest of the Shadow-Druids. They are corpses infected with a fungus similar to the hive-mind fungus, but not quite the same. It keeps the bodies mostly intact for as long as possible and uses them as covert observers and attackers. Fortunately, these primitive Eyeless Ones are weak, both from being only experimental, and from having progressed much further into the rotten-meat stage than a "full" Eyeless One would be. Their fungal slams and spit attacks can spread mind-affecting spores, however, which a less-decayed Eyeless One could not yet do. Be wary. Instinct: To serve the Shadow Fungus
- Observe and assault
- Infectious spores that daze and confuse
- Fungal harmony: Eyeless ones standing on natural surfaces can share health
-
Rat Golem Solitary, Large, Construct, Terrifying, Amorphous Slam (d10+4 damage) 27 HP 1 armor Forceful, Reach Special Qualities: Summoned by a mad flautist, Terrifying Dozens of charmed rats climbing on top of each other into a roughly human shape. Most attacks will only kill one or two individual rats, leaving the rest to regroup into the golem. It can also hurl balls of rats, but this reduces its health Instinct: Defend the Nest
- Horde Health
-
Mad Flautist Solitary, Magical, Devious, Intelligent, Hoarder Flute Bash (d6 damage) 16 HP 0 armor Close A hermit who lives among a colony of rats. They play their flute to control the rats and charm people, The rats tend to collect shiny objects and stash them in the nest. Instinct: To protect it's horde
- Call forth the swarm
- Charm Person/Animal
- Summon Rat Golem
-
Minihomúnculos de sangre y cenizas Group Protuberancias (d6+2 damage) 17 HP 1 armor Cerca, Corrosivo, Escabroso Criatura deforme que se ha formado por la lluvia de sangre y cenizas que implantó El Sabio sobre la Ciudadela. Su moco es corrosivo y avanza sin control ni raciocinio. Instinto : Avanzar Instinct: Avanzar
- Agarre
- Ataque en grupo +3
- Mucosa corrosiva: +1d4 daño corrosivo
-
Homúnculo de sangre y cenizas Solitary, Huge, Amorphous Protuberancias (d10+3 damage) 31 HP 1 armor Largo alcance, Corrosivo, Escabroso Criatura deforme que se ha formado por la lluvia de sangre y cenizas que implantó El Sabio sobre la Ciudadela. Su moco es corrosivo y avanza sin control ni raciocinio. Instinct: Avanzar
- Agarre
- Mucosa corrosiva: +1d4 de daño corrosivo
-
Druid of the mycelium Solitary, Magical, Intelligent, Hoarder exploding spore clouds (d12 damage) 12 HP 0 armor Close, Reach, Ignores Armor, Near Special Qualities: Surrounded by spores, Connected by the Mycelium After the big cataclysm most people of the civilized world fled the land in search of a new home. But not all of them. There are still those whose precursors stayed all this time ago to fight the blight of the demonic plane. Fighting corruption and demons alike to rebuild the natural ways. Those that are alive now, nearly 500 years later are organized in druidic circles, away from the town of the folks that came back all these centuries later. They still fight the demons and their blight, and they won't be stopped by the newcomers. As they are separated, travelling the lands fighting, they learned to contact the mycelium and use the huge fungus that grows everywhere to communicate and travel to far away places. And in turn, they pay the fungus with their service in fighting the demons, and once every while by helping it get a body or two to control as mycozobie, which they use for the most dangerous tasks, as restoring the nature in those places the bligh and corruption has taken a hold in. Instinct: To rebuild the natural ways
- Create a veil of spores of the arcane fungus
- Command the spores to inflict poisons and other negative effects
- Influence someones mind
- Reanimate a corpse into a mycozombie
- Portal through the mycelium
-
Dust Walker Group, Organized, Intelligent, Amorphous Stone Sword (d8 damage) 17 HP 1 armor Close Special Qualities: Reconstitute from dust over some time Dust walkers most commonly look like sand blasted robes but underneath lies a dessicated skeleton with spectral glowing eyes. They draw stone weapons from the earth at need. Dust walkers travel the world in search of information willing to barter or pay for answers to their obscure questions. No living creature remembers what they search for: their mortal enemies, the Ogre Lords. Instinct: Hunt down their target
- Barter for information
- A dust walker can choose to disperse themselves over a large area. This takes a very long time to recover from (days or more). When they do all other dust walkers in the region are alerted to where and why this has happened.
-
Ogre Lord Solitary, Large, Intelligent, Hoarder It charges at an enemy to grapple (Reach) and throw them (Near) (d10+3 damage) 16 HP 2 armor Forceful, Reach, Near These huge ogres live solitary lives at the edges of the world. Driven by a lust for power they gather vast hoards of treasure and a legion of servants to bend to their unbreaking will. Known to anger at the slightest provocation, underlings will scatter for fear of being used as weapons against the source of their Lord's displeasure. Tall, hulking and with long ape-like arms, Ogre Lords enjoy wearing the bones of crushed foes. Instinct: To subjegate and rule
- Pick up and throw a creature or large object
- Sacrifice an underling