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Water Elemental Group, Large, Intelligent, Planar, Amorphous Tsunami Smash (d8+2 damage) 17 HP 1 armor Forceful Special Qualities: Superb fighter in water Water elementals a capricious creatures made of pure water. They are prone to moodswings and wanderlust, though also lazyness. Instinct: To shape water
- Quench flames
- Create whirlpool
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Choker Group, Small, Intelligent Stretchy Limbs (d6 damage) 6 HP 1 armor Close, Reach Special Qualities: Elastic, Expert Grappler, Speedy Chokers are elastic hunters of the depths. Much like apes, they are capable of tool usage, but have not reached the same stage of sapience as humans, dwarves, halflings and so on. Despite this, they are fascinated by creatures similar to themselves and often lair in cities. If well fed, they can be tamed to a degree. Instinct: To eat
- Move through tight spaces
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Barbarian Berserker Solitary, Tiny, Intelligent Melee Weapon (b[2d10] damage 3 piercing) 16 HP 2 armor Hand, Forceful At the pinnacle of their rage, the barbarian's vicious blows allow them to tear armour apart with every blow, shredding their enemies guts and limbs. When below half health, their damage die is upgraded by one step. Instinct: To crush his/her enemies
- Get mad
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Barbarian Rager Group, Intelligent Melee Weapon (b[2d8+4] damage 1 piercing) 10 HP 2 armor Close, Forceful Barbarian who learn to focus their rage becomes even more dangerous, allowing their vicious blows to tear through armour. When below half health, their damage die is upgraded by one step. Instinct: To crush his/her enemies
- Get mad
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Barbarian Brute Horde, Intelligent Melee Weapon (b[2d6+4] damage) 7 HP 2 armor Close, Forceful Barbarian brutes have learned to tap into the primal power of rage, allowing them to enter a destructive fury when wounded. Thsi fighting style does not lend itself well to ranged weaponry, however, and as a result they tend to prefer going into melee. When below half health, their damage die upgrades by one step. Instinct: To crush his/her enemies
- Get Mad
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Crimson Eliminator Solitary, Intelligent, Cautious Sabre and gun (b[2d10+2] damage 3 piercing) 12 HP 4 armor Close, Near Crimson eliminators are the elite among the elite. Driven and posessing great skill at killing, they lead their fellows on operations, coordinating squads of crimson assains for the purpose of erasing the lives of their chosen target. Like the lesser assasin, elimantor's complex attacks forces the victim to defy danger with INt and WIS. Instinct: To eliminatet the target
- Strike from the shadows
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Crimson Assasin Group, Intelligent Sabre and gun (b[2d8+2] damage 3 piercing) 6 HP 3 armor Close, Near Crimson assasins are the best of the best when it comes to hired killers. Dedicated to the job to an almost fanatic degree and brutally pragmatic, the crimson assasins will not let anything stand in between them and the fulfilling of their job. Their complicated attack patterns can only be avoided through calculation or predictive powers, forcing targets to defy danger through INT and WIS. Instinct: To eliminate the target
- Strike from the shadows
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Bard Herald Solitary, Magical, Intelligent Discordant Note (b[2d8] damage) 12 HP 3 armor Close, Ignores Armor Bard heralds have masters their art and neither their vocie nor their music can be denied. They turn people into devoted followers with a few words, woe the masses with a gesture and lay walls low with wicked solos. And just like the other bards, it reaches everyone in the vicinity. Instinct: To earn a living
- Inspire with words
- Minor magic
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Bard Skjald Group, Magical, Intelligent Discordant note (b[2d6] damage) 6 HP 3 armor Close Bard skjalds have learned to willingly tap into their potential and use it. They are often charming and colourful individuals, or at the very least capable of convincing you that's what they are. Like other bards, their harmful music reaches all nearby enemies. Instinct: To earn a living
- Inspire with words
- Minor magic
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Bard Musician Horde, Magical, Intelligent Discordant note (b[2d4] damage) 3 HP 1 armor Close Bards usually stumble across their talents while experimenting with music. They have yet to truly tap into the magic of words and songs, but have at least unlocked it. Their harmful tunes are weak, but hit all who can hear it. Instinct: To earn a living
- Inspire with words
- Minor magic