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Prisoner Shade Horde, Stealthy, Devious, Organized, Intelligent, Amorphous Shadow-magic claws (d4 damage) 14 HP 2 armor Close Special Qualities: Damage cannot kill it, only temporarily dispel it Poor souls, consigned to eternal service for forgotten crimes of another age by the Lord of Chaos, a fallen angel bent on "correcting" the flaws of mortals. Damage, from weapon or spell, simply dissipates their energies for a time--they'll return sooner or later. But the One does not permit Their servants to crush mortal will so easily. Surely, there is a key that unlocks the soul-chains that bind these wretched victims? Instinct: To imprison
- Patrol the temple that is their jail
- Slip from one shadow to another
- Claws that weaken the soul
- Gangs up on other "prisoners" who resist (improve damage dice)
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Primitive Eyeless One Horde, Divine, Devious, Organized, Construct, Terrifying, Amorphous Fungal slam (b[2d4+6] damage 1 piercing) 10 HP 4 armor Close, Forceful Special Qualities: Spit fungal rot, Anything short of decapitation can be restored, The rotten flesh disgusts and terrifies The Eyeless Ones are created by the Dark Hunter at the behest of the Shadow-Druids. They are corpses infected with a fungus similar to the hive-mind fungus, but not quite the same. It keeps the bodies mostly intact for as long as possible and uses them as covert observers and attackers. Fortunately, these primitive Eyeless Ones are weak, both from being only experimental, and from having progressed much further into the rotten-meat stage than a "full" Eyeless One would be. Their fungal slams and spit attacks can spread mind-affecting spores, however, which a less-decayed Eyeless One could not yet do. Be wary. Instinct: To serve the Shadow Fungus
- Observe and assault
- Infectious spores that daze and confuse
- Fungal harmony: Eyeless ones standing on natural surfaces can share health
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Dragonborn Ganger Boss Solitary, Magical, Stealthy, Divine, Devious, Intelligent Ray of acid (b[2d10+4] damage 2 piercing) 18 HP 6 armor Close, Forceful, Ignores Armor, Far A local cell leader of the Black Dragon gang, and suitably empowered to match. With alchemical concoctions and dark magic to empower them, these bosses are nothing to sneeze at by themselves. Leading an actual gang squad, they're formidable opponents indeed. Instinct: Coordinate violence
- Lead the rabble-rousers
- Invisibility cloaks its movements
- The magic of shadow and alchemy empower its servants
- Acid that burns more than flesh and steel
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Dragonborn Ganger Horde, Devious, Organized, Intelligent Acidic claws (b[2d4+4] damage 1 piercing) 10 HP 4 armor Close, Forceful, Ignores Armor Special Qualities: Acidic breath Dragonborn empowered by the Black Dragon attempting to conquer Al-Rakkah have greater strength than their ordinary cousins--the elemental power of acid within them has been kicked into overdrive. Their skin harder, their muscles stronger, their claws oozing the same acid as their breath, these dragonborn gangers are dangerous alone, but fearsome as a group, as their attacks are cumulative. Instinct: To cause violence
- Rough up enemies of their master
- Acid that burns more than flesh and steel
- Strength in numbers (+1 damage for each attacker already engaged)
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Decaton Modron Solitary, Large, Magical, Stealthy, Divine, Organized, Intelligent, Cautious, Planar, Construct, Amorphous Heat ray, serrated tentacle strike (d12+4 damage) 29 HP 6 armor Forceful, Reach, Ignores Armor, Near, Far Special Qualities: All-around vision, lighter-than-air flight, telepathy, teleportation, Observe and relay information back to the Whole Ah, you seek the higher echelons of the Modronic Whole, yes? Be careful to note that that is Modronic, not Moronic, and these 'hierarch' modrons prove that amply. Even the lowest of them, the Decaton, is something to be reckoned with. Telepathy, teleportation...they can even fly, you know, despite the lack of wings, due to exploiting gaseous density differences. Should you find yourself facing off against a Decaton, be prepared for a mass melee, as they're never found without at least a few quadrones to support them, usually pentadrones. Also, don't bet on any special circumstances. Decatons and other higher-echelon modrons have access to unusual magic of Law which normalizes results. We're still working on the exact method--believe me, whoever finds it will be rich beyond the dreams of avarice!--but you'd better be sure you're prepared for a grind-down fight. If you can, try to be as unpredictable as possible; their predictive algorithms have their limits. Instinct: Organize the minions of Primus
- Exploit the magic of Law
- Suppress chance and chaos
- Pronounce the will of Primus
- Amplify the lesser servants of Primus
- Calculative prediction of the future
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Quadrone Modron Group, Magical, Divine, Intelligent, Planar, Construct, Amorphous Clockwork crossbow or buzzsaw (d10+4 damage 3 piercing) 19 HP 5 armor Close, Forceful, Near, Far Special Qualities: Wings, Investigate and expunge reality abnormalities There's two types of the square ones, you see? There's the weak ones, they split along the middle making two thin boxes. Then there's the strong ones. Their boxes don't split, just have one big flat face on one...uh...face. "Quad-drones" or somethin.' Don't mess with them. The weak ones are barely aware, you can probably just walk right past 'em as long as you look like you're s'posed t'be there. Quads...they know you ain't s'posed to be there. And they don't like nothin' that ain't s'posed to be there. Had a friend ripped to shreds by their damn buzzsaw arms...and the weird thing was, it was like they always knew where he was goin' before he even wanted t'go. Jus'...stay away from them quads. You'll live longer. Instinct: Obey its orders exactly
- Eliminate inconsistencies
- Calculative prediction of the future, truesight
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Transformed Black Dragon Gang Member Solitary, Magical, Devious, Intelligent (b[2d8+4] damage) 20 HP 6 armor Close, Forceful, Reach, Ignores Armor, Near Special Qualities: Breath weapon: acid Instinct: Unleash draconic fury
- Serve its draconic master
- Acidic strikes temporarily reduce armor
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Black Dragon Gang Bandit Group, Organized, Intelligent Improvised weapons (b[2d8+4] damage) 10 HP 2 armor Close, Forceful Instinct: To intimidate
- Rough up marks
- Rally the other toughs
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Steam elemental Solitary, Large, Magical, Divine, Planar, Amorphous Supercritical steam-blast (d12+2 damage) 29 HP 7 armor Forceful, Ignores Armor, Near Special Qualities: Normally, fire and water mix as well as you'd expect. But sometimes, under just the right conditions--a spirit can form of equal parts fire and water, somehow forming a higher harmony. These volatile spirits rarely stray from the conditions that created them, but burn with curiosity for anything that enters their domain. I leave as an exercise to the reader to decide whether it is more unfortunate for the spirit or the visitor that few things can stand the scalding steam that comprises their physical bodies... Instinct: To surge forward
- Burst forth and recede
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Manticore Elder Solitary, Huge, Magical, Stealthy, Divine, Intelligent, Planar, Terrifying Fang and claw (b[2d12+9] damage 2 piercing) 30 HP 4 armor Reach, Forceful, Ignores Armor Special Qualities: Wings, Unnatural sounds and movement This manticore has lived long in this valley of shadow, and has become tainted--or perhaps augmented, as the Raven-Shadows would see it--by proximity to those dark powers. Capable of moving with incredible speed and stealth, and significantly oversized compared to ordinary manticores, not that they needed an upgrade in that department. Overall, a nasty foe, but still something that can be killed if necessary. Instinct: To kill
- Rules
- Can teleport through shadow
- Empowered by lingering shadows