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Cultist of the Red One Group, Stealthy, Organized, Intelligent Dagger (d6 damage 1 piercing) 6 HP 0 armor Close, Ignores Armor The cult of the red one does everything to find a new host for their lord. Instinct: To do the master's bidding
- Rush attack
- Disappear into the shadows
- Touch the token of the Red One to alert other cultists
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Pukwudgie Group, Small, Stealthy, Magical, Devious, Intelligent, Cautious Bow and arrow, spear (b[2d6] damage) 6 HP 3 armor Close, Reach, Near, Far Pukwudgies are small troll-like creatures with the hedgehog-like spikes on their backs. Their physical features resemble those of a human, but with enlarged noses, fingers and ears. Their skin is described as being a smooth grey, and at times has been known to glow. They use whisps, which they believe are spirits of defeated enemies, to lure their enemies into traps. Instinct: Obey the chieftain
- Set up an ambush and lure the enemy with whisps
- Teleport
- Create fire
- Poison the enemy
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Gweld Ystlumod Group, Hoarder, Terrifying Ethereal silent echo (b[2d8] damage) 6 HP 1 armor Near, Ignores Armor Special Qualities: All-seeing blind eyes, Cluster of blind eyeballs These giant bats dwell in caves under the hills of the new continent. Their hideous faces are covered in seemingly blind eyeballs that allow them to see into the supernatural realm. They are known to hoard magical possessions of their victims. Note that the Geld Ystlumod is not necesarily a vampiric creature and only feeds off of magical energy. Their main attack consists of an ethereal echo that haunts the victim psychically but is entirely silent in the physical realm. Instinct: To hunt magic
- Feed off magic
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Purple Scorpion Solitary, Tiny, Stealthy Claws (d4-2 damage) 3 HP 2 armor Hand Special Qualities: Hallucinogenic Sting These small dark purple-ish scorpions are known to induce visions with their venomous stings. Causing the victim to hallucinate and, depending on the victim's nature, either go berserk or slink down paralyzed. Instinct: To sting
- Strike with a hallucinogenic stinger
- Hide in darkness and small spaces
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Cave Cricket Group, Small, Devious Kick (d4 damage) 6 HP 2 armor Close crickets they resemble, they are mostly harmless. Their chief danger comes from their chirping, which they do when alarmed, because other monsters recognize that sound as indicating there might be fresh prey nearby. The chirping travels up to 300 feet through the tunnels and caves where these crickets are normally found. Cave crickets are about 3 feet long. These giant insects rarely attack living creatures larger than themselves. If attacked, a cave cricket uses its powerful legs to kick opponents before hopping away. Instinct: To alert
- Hop away
- Chirp (alert nearby enemies)
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Black Adder Solitary, Tiny, Stealthy, Devious Bite (d6-2 damage 1 piercing) 4 HP 0 armor Hand The common venomous snake in Vrokarheim. They are known to hide in the environment and even burrow themselves in order to surprise their prey. Instinct: to eat
- Hide under rocks or in the grass
- Spring from their burrow
- Inflicts the sick debility with its bite
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Enthalled Wizard Solitary, Small, Magical, Intelligent Magic Missile (d10 damage) 12 HP 0 armor Close, Reach, Ignores Armor, Near Instinct: Serve their master
- Sacrifice themself to protect their master
- They know basic spells and tricks
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Vrokarheim Garrison Horde, Intelligent, Cautious Halberd, Sword, Musket (b[2d8]+1 damage 1 piercing) 6 HP 3 armor Close, Reach The elite troops of Vrokarheim are equiped with halberds, swords and last but certainly not least an unique weapon that seems to fire tiny projectiles at an incredible speed with the use of some sort of alchemical reaction. Instinct: Follow orders
- March into battle
- Attack as one