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Dwarven Sentry Golem Group, Small, Cautious, Construct war hammer (d8+2 damage) 4 HP 4 armor Close, Forceful Special Qualities: clockwork Built and utilized by the dwarves of Krakolin Hold, sentry golems are portable deployale guards. They fold up into a portable crate the size of a medium rucksack. When deployed they unfold into a form resembling a slightly undersized metallic dwarf. They can be set to attack any intruders who enter an area. Rather than patrolling they lie in wait on the periphery perfectly still. Because of this they often catch their targets unaware. Instinct: to guard
- Charge at an intruder from concealment
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Razor Spider Horde, Tiny, Stealthy, Organized spit crystal (d6-2 damage 1 piercing) 3 HP 3 armor Hand, Reach, Near Razor spiders live in the Crystaline Caverns between The Umbral Forest and Krakolin Hold. They are about the size of a rat, colony dwelling, spiders with black chitin hides. Their hides while black when seen from straight on contain significant ammounts of the minerals making up the crystals they live in. Because of this they catch the light at odd angles and glimmer with a purple hue reminiscent of the crystals they live in. They line the caves they live in with webs made from those same minerals. These webs are near invisible and razor sharp. They hunt by startling their prey into the webs which simulatneously stick to the prey and eviscrate it. Instinct: to ensnare
- scuttle quickly away
- startle someone into a web
- vibrate web to alert others
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Phantom Giant Solitary, Huge, Intelligent ghotly mace (d12+5 damage 1 piercing) 28 HP 0 armor Reach, Forceful Instinct: to avenge
- throw someone with massive swings of it's maul
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Umbral Wisp Group, Tiny, Magical, Stealthy, Devious, Intelligent, Amorphous epsychic giggle (d6-2 damage) 9 HP Hand, Ignores Armor, Near, Far Special Qualities: immune to non-magical damage Wisps specific to The Umbral Forest. They are intelligent and all possess perfect knoowledge of the forest. They can be entreated to help if communicated to properly and usually will. However, they do not understand language. They communicate entirely through psychically transmitted emotion. Strong negative emotions they take as threat. Calm or positive emotions can be used to elicit their help. Instinct: to isolate
- disappear travelers
- teleport someone to a near identical spot in the woods
- remove an isolated opponent from the forest
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Yutaku'Thun Solitary, Huge, Magical, Divine, Intelligent, Amorphous stomp (d12+5 damage 2 piercing) 29 HP 7 armor Reach, Forceful, Far Yutaku'Thun is an ancient swamp beast from before the cataclysm. In appearance it is a massive pile of mud and writhing vines supported by four enormous trunk like legs. Two glowing yellow orbs peering from it's depths serve as eyes for the beast. Yutaku'Thun wishes only to sleep. It attempts to consume whatever might disturb its slumber. If threatened it releases magical spores which induce maddened visions in anyonne foolish enough to be touched by them. Instinct: to sleep
- doze lightly
- impregnate the area with sleep inducing spores
- trap someone in it's vines
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Troglodyte Alpha Solitary, Intelligent, Cautious, Hoarder bone spear (b[2d8+2] damage 1 piercing) 16 HP 3 armor Close, Forceful The Trog Alpha is simply the largest most fearsome Troglodyte in a tribe. He carries a spear made of sharpened bone and usually some form of shield cobbled together from sticks and animal hides. When confronted Alphas are prone to fight one on one, instructing their minions to stand aside. Often they have a stash of gathered trinkets somewhere on their person or in their dwelling. These having been confiscated from their less impressive bretheren. Instinct: to dominate
- Bellow a challenge
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Alligator Group, Stealthy bite (d8+2 damage) 10 HP 1 armor Close, Forceful A large swamp dwelling predatory reptile. It waits just below the surface of the water for prey to come near before clamping its powerful jaws around it and dragging it below the water to drown. Instinct: to consume
- Drag someone under the water
- Appear to be a log
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Rendrin - The First King of Men Solitary rusty longsword (b[2d10] damage) 16 HP 1 armor Close Special Qualities: Undying Rendrin the First King of Men lies waiting trapped in his tomb beneath Elvesend. He is kept alive by his ring Lifemate which twins his soul to his long slain body. He is desicated beyond recognition. He waits in his armor Wulfkin which allows him to turn into a wolf for someone to free him. Then he will lead the armies of man again. Instinct: to lead the armies of men
- Turn into a massive undead wolf
- Rise again from the dead
- Bend the minds of men
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Spearwood Troglodyte Artifact Bearer Group, Magical, Organized ancient elven artifact (b[2d8] damage) 10 HP 1 armor Close, Ignores Armor The Spearwood is filled with the ruins of an ancient elven civilization of the distant past. In some of these ruins, not many but some, lie ancient artifacts. These artifacts are imbued with great power and some say have a will of their own. The trogs of the Spearwood seem to have a knack for stumbling across them. When they do the resultant foe is nothing to scoff at. Instinct: to spread it's kind Instinct: to spread it's kind
- Command it's brethren effectively
- make use of it's artifact's abilities to sow havoc
- bellow for reinforcements
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Masker Huntsman Group, Stealthy, Magical, Intelligent, Cautious Curved Blade and Net (b[2d8] damage) 6 HP 2 armor Close Huntsman are an elite arm of The Maskers. It is their task to hunt down and return escaped slaves. Like their lesser brethren they each wear a unique mask both to conceal their true identity and to make known who they are among their brothers. Huntsmen often wait in ambush. Preferring to ensnare their targets in nets or drop them into hidden pits before engaging them. Particularly troublesome quarries are often hit with the curse detailed below. After hitting a quarry with the curse Huntsmen withdraw allowing the curse to weaken their prey over the next several days. The Huntsman's Curse When you attempt to rest while under the effects of this curse roll+CON. *On a 10+ you rest well and suffer no ill effects *On a 7-9 your rest is fitful and unpleasant you gain no benefit from having rested. *0n a 6 or lower as well as having gained no benefit from resting you also gain one debility of the GM's choosing. This debility lasts until the curse is lifted. Instinct: To capture
- Ambush escaping slaves
- Trap them
- Place the Huntsman's Curse on them