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Stone Golem Solitary, Huge, Intelligent Stone fists (b[2d12+5] damage) 20 HP 5 armor Reach, Forceful, Near A towering giant, entirely out of stone, an awakened mountainside. Called forth by an ancient elven sorcerer. Instinct: to smash
- Obey its summoner
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Dwarven Guardian Solitary, Small, Intelligent, Cautious Weapons (b[2d10+2] damage 2 piercing) 12 HP 6 armor Close, Forceful Instinct: to obliterate offenders
- Protect the Master Geomancer
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Dwarven Master Geomancer Solitary, Small, Magical, Divine, Intelligent, Cautious Molten-stone-breath-weapon (d10+2 damage) 18 HP 5 armor Close, Near An old dwarven wizard, outcast by most of his people. He gained the ability to call upon the forces inhabiting the very ground, earth and stone. Instinct: to destroy who stands between him and his goal
- Gain power to overthrow the Dwarven Ore-Kings.
- Summon a huge Earth-Elemental
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Mountain Ghost, Boss Solitary, Huge, Magical, Divine, Intelligent, Construct Blade, stomp (b[2d12+7] damage 2 piercing) 26 HP 6 armor Reach, Forceful, Near Special Qualities: Posessed by the spirit of the Arch-Druid Huge many-limbd spider, made entirely out of obsidian, full of veins of precious ores and crystal. The only vulnerable spots of the creature are the belly-"mouth" for a short amount of time while breathing ore/shards & the large runes on the back of the creature. The (3) runes can only targeted from range, when at least 3/10 legs are damaged and not regrown yet. Or if someone gets on the back of the ghost into melee-range of the runes. Instinct: to destroy intruders
- Protect the Main Gate
- Grow a huge blade from molten ore or crystal..
- Spew molten ore & crystal shards.
- Jump & crushing landing
- Control elements (cold, heat, water, earth)
- Grow spikes from the main body for defense.
- Regrow limbs
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Mountain Ghost, Swarm Horde, Magical, Organized Stone fists. (d8+4 damage) 7 HP 3 armor Close, Forceful Special Qualities: Be one with the stone. Instinct: to destroy intruders
- Protecting the Main Gate.
- Conjure a weapon/shield of molten ore (1d10, AP).
- Fire a flare of molten ore.
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Mushroom-Cave-Crab Group, Small, Stealthy, Cautious Crab-claws (d8+4 damage) 6 HP 4 armor Close, Forceful, Ignores Armor Special Qualities: Walk on rough walls and ceilings. Big, black, shimmering crabs with backshields overgrown with fluorescend mushrooms to lure in prey. Full with intrails of acidic juices which squirts out on first penetration of the armor. Instinct: to eat
- Luring prey into an ambush.
- Hide in plain sight. Spew acidic blood if pierced.
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Bone-Mole Group, Small Claws, boneshard-breath (d8+2 damage) 6 HP 1 armor Close, Near Special Qualities: Can burrow into the ground. Widerhaken. The bone-mole digs through the ground, drawn to carcasses for dinner. If threatened, it spews its last meal against the opponent in shape of a hail of sharp bone-shards. Instinct: to consume
- Dig through the ground, consume bones.
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Butcher Solitary Old, big machete (d10+2 damage 1 piercing) 12 HP 0 armor Close, Forceful The Death-Priest gave this simple-minded man a home. Not long after the Priest condemned the poor creature to work for him in the depths of the crypts. Ever since the man picks up the corpses, thrown down to him, hangs them on hooks and cuts their heads of to bleed out. The Priest needs the blood. Instinct: to do his work
- Slaughter and hang up corpses to bleed them out.
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Sargschieber Solitary, Large, Cautious, Hoarder Coffins, urns, fists. (b[2d10+2] damage) 16 HP 2 armor Forceful, Near Special Qualities: Grab & bury someone in a coffin. Patrols the halls of the dead. Instinct: to bury noisy intruders
- Keep order in the crypts.
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Spider-Worm Group, Stealthy mandibles (d10+2 damage) 6 HP 4 armor Close Special Qualities: squirts corrupted blood when wounded A dangerous species of cave-centipedes. Lures prey by hiding in the dark and in shallow water with only small, fluorescent, mushroom-like antennasm sticking out. Instinct: to protect the younglings
- Roaming caves, breeding.
- hide & deceive to ambush prey