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Mad King Duncan Solitary, Magical, Stealthy, Intelligent, Planar, Terrifying Shadowy tendrils (b[2d10+2] damage 2 piercing) 20 HP 6 armor Close, Forceful, Ignores Armor, Near Special Qualities: Covered in living shadow Once-king Duncan ruled the seven duchies. Things were good in his time of rule, but extremely boring. At least as far as Former-king Duncan was concerned. He couldn't just do with things being just and fair, ideals that he markedly met in his tenure as the previous-King of the seven duchies, no, Duncan dreamed of other things. Of leaving a lasting legacy. One day, Duncan came to realize that giving his people peace and prosperity just wasn't enough to score him that chapter in a history book. It was going to take some serious action on his part. A notable disaster for him to avert. A monster for him to slay. And if none of that worked, then he would rule in fear. That would be good enough for Mad-King Duncan. Now, positively brimming with the shadow and light mixed within him, Duncan's back to avenge his son's death at the hands of the small band of adventurers, and claim the High King's throne for his own. Instinct: Seek to overthrow the High King
- Exact vengeance, real or imagined
- Pull the shadows from underneath you
- Infused with shadow and light
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Orca Guards Solitary, Large, Intelligent crushing fists (d10+2 damage) 20 HP 1 armor Forceful, Ignores Armor They're a pair of brothers that guard Bobby the Fish's casino. They're part something-big, probably a whale or something. They're not particularly bright, but they're bright enough that people underestimate them. They also hit like a wagon was dropped on you. Bobby brought them up, and treated them better than anyone else did. He appreciates what they do for him, and makes sure they're taken care of. Instinct: to do as little as possible
- guard stuff
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The heartless Horde, Small, Stealthy, Devious, Terrifying, Amorphous Claws and teeth (d6 damage) 14 HP 1 armor Close Special Qualities: Made of shadowstuff The heartless are a race of shadow things from the time before men. They were the wild things in the dark that chased and ate. They have no discernible culture, and their anatomy remains a mystery as their remains dissolve into the same inky blackness that seems to make up their being. They don't have a notable language either, but they seem to have some type of short range hive mind. They serve the Soulless to whatever ends those ancient fiends require. Instinct: to make more by consuming the living
- Hunt hearts
- Melt into shadows
- Summon from the slain
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Elite Guardsman Group, Intelligent, Cautious Longsword (b[2d8+2] damage) 6 HP 5 armor Close, Near The elite guard attends the highest nobles in the seven duchies. They're the cream of the crop. Chosen to follow orders and do so with brutal skill and unwavering loyalty. They're as good as brainwashed for all intents and purposes. They've pledged their lives and loyalties to their Lords Instinct: to protect
- Guard the lives and wellbeing of nobles
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Crazy Ivan Solitary, Stealthy, Intelligent Actuated slicer fists (b[2d10] damage 2 piercing) 16 HP 3 armor Close Ivan is an underground bot fight participant. he's not entirely stable after one too many blows to the head, but he seems to be having a good time. Instinct: to have a good time
- Smashes with his actuated fists
- sweep the leg!
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The Stone Colossus Solitary, Large, Magical, Construct, Amorphous Crushing fists (d10+4 damage 2 piercing) 27 HP 5 armor Forceful Special Qualities: Arcane construction The Stone Colossus is the fusion of tried and true design married with arcane artifice. Golems have been used in the seven duchies for many years for menial and dangerous tasks. They could rarely be used for anything that would require wit, as the process that governs their thought patterns is described as glacially slow on the best of days. The other issue presented is that most golems are made from materials that don't particularly lend well to dealing with damage. The Colossus sidesteps this in a few ways. First, the Colossus is constructed of material mined from a traprock deposit discovered deep on the main island. Second, a magical circlet, worn by a master, lets that person override the baser Intelligence that typically resides in a golem and control it's movements. The second part has been a topic of discussion between the more academically minded of the magical community. The consciousness, if it could be called that at all, within the golem seems to be almost entirely dormant now, to the point that it can no longer maintain cohesion when not directly commanded. Whether this is a subversion of a magically granted Intelligence or not is up for debate. Instinct: to destroy opponents
- Obey the master
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Morlock myrmidons Group, Intelligent, Cautious Rusty sword (d8 damage 1 piercing) 6 HP 5 armor Close Instinct: to guard faithfully
- Guard Morlock things
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Subterranian Locusts Horde, Small, Organized Bite (w[2d6] damage) 3 HP 1 armor Close Special Qualities: nauseating spit Subterranean locusts resemble giant 2’ or 3’ long grasshoppers, and are the color of stone. They primarily eat plants and all kinds of fungus that grows underground, and are immune to the effects of yellow mold and other poisons. Subterranean locusts are prone to panic, and will typically jump up to 60’ away if they sense a disturbance. This haphazard sudden flight, however, can be in any direction. They will accidentally flee in the direction of the group half the time, and can slam into a creature. A locust does not stay to fight, but flees in such an instance. Sometimes, if the locust is attacked, it will create a high-pitched whine that can gain the attention of other monsters in a labyrinth. If forced into combat, the locusts may produce a brown, sticky spit that they propel to 10’ away. The attack bypasses armor but does no damage. If struck, the opponent becomes incapacitated due to the horrible smell of the spittle. This lasts for a short time before the opponent becomes immune to the odor. The spittle must be rinsed off or any creature that comes to within 5’ of a spit-soaked creature is subject to the same vomiting reflex. Instinct: to be left alone
- Swarm in areas with fungus
- Make locusty noises to attract other monsters
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The Beast Solitary, Large, Magical, Planar, Terrifying, Amorphous Tentacles (b[2d12+4] damage 1 piercing) 27 HP 2 armor Forceful, Reach, Near Special Qualities: Tentacular Horror When the last morlock king died last night, the demonic entity that his ancestors had bound to their flesh was finally released. It has grown out of the corpse into a all that remains of the morlock is a hideous torn-up parody of a human being through which the mighty tentacular growths of the extradimensional evil is manifesting. This beast has consumed the entire funeral party that was carrying the morlock king’s corpse through the hole one last time before entombing him in the crypt, and is now seeking new sources of food. Its haunting scream can be heard by all within 400 feet, drawing them to be consumed. Although it moves very slowly, its tentacles can reach targets up twenty five feet away. When slain, the beast practically explodes, showering ichor and its remnants throughout the room exposing the skull of the morlock king, now the beast’s heart Instinct: to devour
- Raise the dead
- Issue a haunting scream that lures prey
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Carnivorous beetle Horde, Tiny rending mandibles (d6 damage 1 piercing) 3 HP 0 armor Hand About a foot long in length, the Carnivorous cave beetle constitutes most character's worst nightmares. They're surprisingly fast, and drawn by the smell of blood. Instinct: to seek flesh for the swarm
- Burrow into flesh