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Steinfalke Group, Small, Hoarder Krallen und Schnabel (d8 damage) 6 HP 0 armor Close, Far Große, grau braune Falken, die in den Gebirgen der Zwerge hausen. Sie sammeln große Steine, die sie aus gewaltigen Höhen auf ihre Opfer fallen lassen, um diese zu töten/betäuben. Dann fliegen sie die Beute zu ihrem Hort, um sie an die noch Flugunfähigen Jungtiere zu verfüttern Instinct: Futter für den Nachwuchs holen
- Lass Steine aus großer Höhe fallen
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Flammender Oger Solitary, Large, Construct Schwarzeisenkeule (d10+4 damage) 20 HP 1 armor Forceful, Reach Special Qualities: Die Runen auf dem Körper gewähren Kontrolle über Feuer Riesige Bestien, die einst Oger gewesen sein könnten. Seit Elechtels sie mit den Runen unter seine Kontrolle gebracht hat, und sie die Macht dieser Runen nutzen können sind sie die Vernichtensten Einheiten seiner Armee. Instinct: Die Feinde Elechtels vernichten
- Schleudere ein brennendes Geschoss
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Dire Hyena Group, Large Bite (d8+1 damage 1 piercing) 10 HP 0 armor Dire hyenas, also known as hyaenodons, are larger relatives of the common hyena, and even more aggressive to boot. Instinct: To eat
- Laughs
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Icedeer Group, Magical, Devious Bladed foot (w[2d4] damage) 6 HP 0 armor Close Icedeer look like deer you might see anywhere with one exception. They have blades instead of hooves. They skate on the perfectly smooth surfaces of frozen lakes and rivers. Icedeer, though gentle and skittish, are potentially dangerous because they are magical by nature. If they lock eyes with you, expect to be frozen in place until they look away. They are constantly turning ice into water and back into ice again. It's easy to fall through the ice or get caught in the re-freeze. Before you attempt to cast spells on them, keep in mind that magic is often repelled in their presence. Instinct: To maintain a serene environment
- Lock eyes with someone and freeze them in place
- Turn water to ice or ice to water
- Push magic back on itself
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Gnoll Outrider Group, Devious, Intelligent Hunter's Bow (d6 damage 2 piercing) 6 HP 1 armor Close, Near, Far Trained in archery on hyena back, gnoll outriders a chosen from hunters who excel at their jobs, tasked with patrolling the outskirts and taking down threats with merciless hit and run attacks. Allied animals deal +2 damage and gain +2 amour. Instinct: To protect the tribe
- Chuck grenades
- Arrows are dipped in sickening venom
- Throw a grenade full of bees
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Gnoll Scout Group, Stealthy, Terrifying Short swords (d8+2 damage) 6 HP 0 armor Close Special Qualities: Torn armor Instinct: Patrols
- Scout
- Gnolls like to use their physical appearance to scare lay folk.
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Dracosect Group, Devious, Organized, Hoarder sharp Horn and Stinger (b[2d6+2] damage 1 piercing) 6 HP 2 armor Close Special Qualities: Wings Dracosects are the perfect balance between insect and dragon. These yellow and black creatures live in huge hives, just like wasps, but hunt in smaller groups. Their huge insect wings allow for them to hunt from the air and stay above the ground even while fighting prey on the ground. Their Horn is as sharp as a good sword and they can chop off bodyparts, but the most dangerous part is their stinger. With their flexible "Tail" they can reach nearly anywhere around the with the stinger, that can pierce steel and injects a dangerous paralysing poison, so the prey will stop fighting soon after being stung. Instinct: hunt for the hive
- Hunt from the Air
- paralysing poison
- gather the hive
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Ghoulmother Solitary, Large, Magical, Devious, Intelligent, Hoarder, Terrifying, Amorphous Bone fangs (d8+2 damage 1 piercing) 23 HP 5 armor Special Qualities: Can crawl up cave walls; Call the hive for protection, It’s body is created of bones A huge spider like creature made of the bones and skulls of adventurers that went down into its lair. With its eight spindly skeletonlegs it crawls around the place, always out of sight with just the rustling being heard. When it sees pray, it will let go of the wall and jump them, sinking strong boney tooth into its prey. Once the prey is numb and stops fighting, it will drain its life and create another ghoul for its hive to protect the lair. Instinct: To strengthen the hive
- Drain lifeforce to create underlings
- Weave the trapped lifeforce into spells
- Numb the Prey
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Pit Ghost Group, Stealthy, Devious, Intelligent, Planar, Terrifying, Amorphous soul-chilling touch (w[2d4] damage) 13 HP 1 armor Close, Ignores Armor Special Qualities: incorporeal, marks of torture and neglect The ghost of a long-dead prisoner, tortured then left to rot. It fades in-between the material world and the black city, disquiet, disturbed, and malevolent. Instinct: to suffer revenge on any who come near
- cause an illusion of torture or imprisonment
- vanish or reappear
- lay a potent curse
- offer visions, messages, or gifts from the black city
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Mino-Gargoyle Solitary, Large, Construct Gore (d10+2 damage) 16 HP 1 armor Forceful, Piercing 1 Special Qualities: Perfect spacial awareness When the wizard Garmond captured a minotaur, he gave it the power to trade places with five statues that he created in its image. He placed the labyrint surrunding his hall to protect it from thieves wanting to steal his treasure. An interesting property of the Mino-Gargoyle, is that it seems to heal all wounds when animating another statue. But in reality it leaves behind a damaged statue and must deal with its old wounds once it animates that statute once more. Instinct: to protect the corridors from trespassers
- Animate a statue
- Pin an enemy against the wall