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Pygmy Minotaur Group, Small, Intelligent Horned Head (b[2d8+4] damage) 6 HP 1 armor Close, Forceful, Near A 3ft tall miniature minotaur. Instinct: To destroy trespassers
- A-gore-able Charge
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Shaft Solitary, Magical, Divine, Intelligent, Planar, Funk, Cool Guns, Fists, and Jive (b[2d12+4] damage 4 piercing) 22 HP 6 armor Close, Forceful, Reach, Ignores Armor, Far Special Qualities: No one understands him but his woman Little is known of the ancient god-king known as Shaft. His strange armaments and bizarre way of speaking are a mystery to others but efforts to speak of the specifics of his abilities often result in the speaker being unable to talk about him or his wondrous powers. Instinct: He's a complicated man
- Risks his life for his brother man
- Unearthly Cool
- Dig it
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Droken Solitary, Huge, Magical, Stealthy, Devious, Planar, Terrifying Surprise (-1 Forward) 0 HP 0 Armor Reach, Ignores Armor, Far Special Qualities: Place of power Dragons were around long before this world. What only a scant few know is that the world was built around them. When a dragon leaves this world, it leaves a dragon-shaped hole. Droken are that hole. Droken do all that dragons do and give every appearance of being a dragon; however, when you get down to it, there's nothing there. While droken pose no threat, they are themselves places of power, illusive placeholders. Instinct: To inspire terror
- Leave the scent of brimstone
- Cast draconic shadows
- Shake the earth with mighty roars
- Blast them with warm air
- Appear to them in reflections
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Goblin King Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder Fabulous Magical Bolt (d10 damage 1 piercing) 12 HP 1 armor Close, Ignores Armor, Far "Who would have thought that the goblin king would be so . . . attractive? I mean, I certainly didn't expect you to have such a lovely singing voice, at least, and . . . hold on, where are you taking my little brother? Come back here, you shiny-trousered creep!" Instinct: To find an heir
- Channel magic through dance
- Weave confusing illusions
- Dazzle into a false sense of security
- Kidnap suitable heirs
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Dingbat Do'boing'erden Solitary, Stealthy, Magical, Intelligent, Hoarder Ornately named and decorated twin swords (b[2d10] damage 1 piercing) 12 HP 4 armor Close Special Qualities: See in the dark Dingbat was raised by Deep Elves, but he does not share their passion for cruelty. No, he's walking the straight and narrow, he is. He's a real stand-up guy. That doesn't help with his chronic brooding, though. The man broods basically all the time, to the exclusion of other activities. In fact, he's SO dark and brooding that the heroes might understandably mistake him for an enemy. If this happens, they'll have quite a fight on their hands. Instinct: To find redemption, after brooding about it.
- Brood angstily
- Attack from stealth
- Summon a globe of darkness
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Dungeon Master Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder, Terrifying Pulsing aura of corrupting darkness (d8 damage) 12 HP 0 armor Close, Near, Far Special Qualities: Dreadful boils A Dungeon Master appears to be a quiet human, but he is actually a servant of the darkness. He promises heroism and great deeds, but his only aim is to see the hearts of the good corrupted and their lives cut short. In exchange for completing quests and challenges, or "games" and "sessions" as the Dungeon Master calls them, he grants greater power. What his victims do not know is that this power, while seemingly innocuous, is actually spawned from the darkest depths of the abyss. Over time, victims of a Dungeon Master become lost in a dream world of monsters and mazes, and all die in pointless combat with monsters or by their own hands. Instinct: Corrupt youth
- Tempt the weak with dreams of power
- Teach a dark spell to someone
- Enchant someone with a useless obsession
- Slowly removes its victims capacity to do good
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Bill Brasky Solitary, Huge, Divine, Planar, Terrifying Right Hook, Left Jab (b[2d10+7] damage 1 piercing) 20 HP 0 armor Reach, Forceful, Ignores Armor, Far Special Qualities: Skin that melts steel He's a ten foot, two ton son of a bitch. Here's to BILL BRASKY! Instinct: To rule over all
- Able to drink his weight in Scotch
- Mental Butt Kicking
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The Grey Prince Solitary, Magical, Stealthy, Divine, Organized, Intelligent, Cautious, Hoarder, Planar, Terrifying, Amorphous Hollow Touch (b[2d12+2] damage) 25 HP 6 armor Close, Ignores Armor Special Qualities: immortal, can never truly be destroyed, Send them mad with your empty gaze The Grey Prince is an ancient spirit from beyond the stars, a wanderer from when the world was a hot swirling cauldron of potential. It is then that the Grey Prince came, and cooled the world with it's chill, hollow touch. When the first living thing crawled upon the world's surface, it was the Grey Prince that touched it, and gave it the gift of death. The Grey Prince is ancient, eternal, and wishes only to conquer and dominate the Dead. When it's army of dead souls is large enough, the grey Prince will invade the bright warm world of the living, and suck out it's warmth and light, until it too is a pale, cold shadow. Then the Grey Prince will leave this hollowed out world to find another bright, hot cauldron to cool with it's hollow touch. Instinct: Conquer the Shade
- Bleed their souls of wonder
- Bind the dead to it's service with clever words
- Call up it's horde of dead souls
- dominate them with ancient knowledge