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Undead Worshipper Crowd Horde, Organized grab, bite (d4 damage) 3 HP 0 armor Close It's a silent crowd of dried, long dead worshippers. The dwell in the dark of the old crypts, waiting for someone to hold the unholy liturgy of the Calling of the great Beast of Flaming Doom. Do not dare to disturb them. They are calm and quiet until someone disturbs the unholy ritual. Instinct: To ensure the order of the unholy liturgy
- Worship the Beast of Flaming Doom
- Rally against the intruders!
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Sand-People Crossbreed Solitary, Stealthy, Intelligent, Hoarder Claws & teeth (b[2d10+2] damage) 20 HP 1 armor Close, Near A horrible creation by the Sand-People under the influence of old magics, a spawn of ancient rituals and sadistic breeding-ceremonies between chosen tribesmen and -women and charmed rare beasts of the Desert, known to be emissaries of the Great Dune-Father. After the breeding-ceremony mummyfied and buried in the sacred boneyard the worthy ascend from the ground as undead beings of skin and bone, one part human, one part beast. Worshipped but no longer controlled by the Sand-People they rip apart their own kin or head out into the desert to seek prey in the settlements in the deserts, only guided by the will of the Great Dune-Father. Sand-People slain by the crossbreed are considered infedels and will be thrown out into the desert, as a feast for the carrion feeders. Instinct: To devour
- Bring terror to the civilized
- Hide beneath the sands.
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Desert-People Hag Solitary, Small, Magical, Intelligent Ancient Magics (d8 damage) 12 HP 0 armor Close Nomads of the desert that live in the mountains and on the vast, dry planes. Scrawny figures, wrapped in cloth and rags which give them protection against the burning sun and the ability to kind of hide in plane sight, if the terrain allows it and if they are in their territory. The Hag shows much skin - which is as charming as an ancient woman can be, worn by decades of living in the desert, facing the winds and the sun and the weather. Sometimes blind and lead by a child which designates targets in battle the Hag is able to throw ancient magics against any foe that appears to be a thread to the Sand-People. Instinct: To protect the tribe.
- Channeling the power of the desert.
- Summon Desert-Storm: Confuse & blind the target
- Summon Desert-Hornet-Swarm
- Power of the Desert-Sun: Heat the area, melt sand, burn feet.
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Sand-People Fighters Horde, Stealthy, Intelligent, Hoarder Simple Weapons (b[2d6] damage) 3 HP 0 armor Close Nomads of the desert that live in the mountains and on the vast, dry planes. Scrawny figures, wrapped in cloth and rags which give them protection against the burning sun and the ability to kind of hide in plane sight, if the terrain allows it and if they are in their territory. Instinct: To scavenge
- Ambush Travellers
- Hidden beneath the sands.
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Old Knight of Storms Solitary, Large, Magical, Intelligent huge runed broadsword (b[2d10+4] damage 1 piercing) 16 HP 3 armor Forceful, Near A huge, broad-shouldered knight in platemail and a heavy cloak of scales and fur, wielding a huge broadsword, inscribed with ancient runes. Hailing to the gods of the skys he can call for a mighty thunderstorm, giving him the possibility to command lightningstrikes and charge his weapon against those who are too curious and to stupid to stay in the knights spot he chose to worships its ancient gods in the stormy sky. Instinct: to face intruders & turn them away
- Praises the weather, holds its place.
- Calling for thunderstorm, using lightingstrikes.
- Whirling 3-hit-attack in cold rage.
- Exhaling stormy cold wind. 1d6+knockback.
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BOSS: Evil Ogre Jailer Solitary, Large, Magical, Intelligent, Hoarder Large mace, long, spiky chain. (b[2d10+4] damage 1 piercing) 26 HP 2 armor Forceful, Reach, Near The chief of the Old Prison. Given basic magic powers and impressive strange by its lord it leads the halfogre-jailer with cruel hand and the long, burning chain-whip. Could be that more of the jailers died by his hand then actual prisoners... Instinct: To command.
- Commands the Half-ogre-jailers of the Old Prison.
- Evoke flames on his weapons. +1d4dmg
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Half-Ogre Jailer Group, Large, Hoarder Club/mace and whip. (d8+2 damage) 10 HP 1 armor Forceful, Near Special Qualities: Very fat! Big 10-feet, very fat and smelly ogres, guarding the old prisons of the Fallen City. Where once neat city-guard-soldiers patrolled , now those ragged figures watch over the pityful lot in there. Instinct: to prevent anybody escaping.
- Guards the old prisons.
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Mithril-Golem Group, Magical, Intelligent, Amorphous Long mithril claws & blades (b[2d8] damage 2 piercing) 13 HP 5 armor Close Special Qualities: Gain strength by absorbing liquid mithril of a companion. Behaving like a T1000, its normal form looks mostly humanoid, but not gaining humanlike textures. Its a figure of luqid, shiny mithril, mixed with other precious metals which it is able to absorb and gain advantages from them. Blind their foes, if bright light is shining on them. because they are sooo shiny. Instinct: To slice sb./sth. into pieces, to absorb precious metal.
- Liquid-metal-shapeshifter.
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Ebon Elite Guard Solitary, Intelligent, Cautious Huge crystal maul (b[2d10+2] damage) 16 HP 6 armor Close, Forceful Bound to the Ebon Princess by oath and blood these elite soldiers stand and fall with their mistress. Slow but fierce and never exhausted, bringing annihilation to all who oppose the Ebon Princess, to all who dare disturb her slumber. They wield huge crystal mauls which shatter on impact on solid rock or similar, sending flashing black shards into everyone near. Then, the crystals reform the head of the maul, ready to strike again. Instinct: To guard the Ebon Princess.
- Endure for its mistress.
- Wielding a huge towershield.
- Dark composit-steel-armor.
- Crystalshards, 1d4dmg AoE.
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Ebon Crossbowmen Group, Intelligent Heavy crossbows +2pierce, shortsword. (b[2d8] damage) 6 HP 2 armor Close, Near, Far A skilled crossbowman, serving under the Ebon Princess. In life and death. Instinct: To Guard the Ebon Princess.
- Shoot from the shadows.