-
Serpent's Eye Alchemist Group, Stealthy, Magical, Devious, Intelligent, Hoarder Alchemical grenade (d6+2 damage 2 piercing) 14 HP 3 armor Close, Forceful, Near Alchemists working for the Serpent's Eye, trusted with the secrets of how to make the dragon-blood "steroids". You don't have to be crazy to be one of them....but it certainly helps. That they've been partially transformed also helps. Clearly fond of experimenting, and adventurers make great test subjects. Instinct: Dissolve the bonds and barriers of society
- Concoct alchemical solutions...and alchemical problems.
- Grenades can blind or bind as well as blow up
- Alchemy solves EVERYTHING!!!
- Acid and fire that linger on armor and skin
-
Half-Transformed Thug Group, Organized, Intelligent Brutal punches and stabs (d8+2 damage 1 piercing) 10 HP 4 armor Close, Forceful Special Qualities: Immune to acid and can use acid to augment attack Gang-bangers, but these ones have more than just muscles for brains. They've got alchemy coursing through their veins, black dragon ichor and steroids and who knows what else. It's already changing them, and they probably don't even realize--or if they do, they like it. Watch out, if you catch them in an alchemy lab. A lot of the stuff in there is nasty as hell...and they're immune to it. Instinct: Obey gang orders
- Thrash and throw without care
- Double team for double fun
-
Deep Desert Hyena Horde, Small, Stealthy, Organized, Terrifying The jaws that bite, the claws that catch (d6+4 damage 1 piercing) 7 HP 1 armor Close, Forceful Special Qualities: The stench, the wicked stench! The howling, haunting laugh, the foulest stench, the fur matted like leather. These are the deep desert hyena. Whether the product of Genie-Rajah manipulation, Waziri experiment, or something darker still, there is a twist of dark magic to them, which makes them vicious and dangerous even more than ordinary hyenas--and they are smart enough to work together on their prey. Instinct: To hunt and savage
- Stalk the desert wastes
- Pretending injury to draw prey closer
- Two jaws bite harder than one (makes damage best-of-2)
-
Elder Order Shade Horde, Devious, Organized Honed crystalline claws (b[2d4+1] damage 1 piercing) 11 HP 2 armor Close, Forceful Those poor souls who, willingly or not, were left in the chamber with Al-Sherbhal when the seal was placed upon the inner sanctum of the temple. Some were likely already corrupted then; others were almost surely there knowing that their eternal sacrifice would save the world from the law-madness of the "Lord of Chaos." So thoroughly law-choked, they must crack their own crystals to move, making an eerily pretty sound were it not for the menace in their unmoving, faceted eyes. Beware their claws--Al-Sherbhal's "law" knows no mercy and no forgiveness for the "sin" of mortal choice, of freedom, of joy outside the strictures of the Divine Plan. Instinct: Destroy disobedience
- Serve its master, the
- The compulsion of law's touch is strong
- An injured shade may call on others to join
-
Al-Sherbhal, the Lord of Chaos Solitary, Large, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar, Terrifying, Amorphous A fiery swift sword (b[2d10+6] damage 3 piercing) 29 HP 5 armor Forceful, Ignores Armor Special Qualities: Its gaze can strike fear. Once, Al-Sherbhal was known as a dedicated Servant, who knew the value of mercy in tempering the sharp edge of justice. Once, Heart-Keeper knew that the destruction of what should not be, of evil, was a lesser thing than the conversion of that evil into good. Once, this was a shining beacon of the good that order can bring. Once. Now, Al-Sherbhal is a wounded, broken thing, a danger to all mortal life. Weak from centuries of imprisonment and enraged at the "betrayal" of mortal-kind, the "Lord of Chaos" has vowed to cleanse the world of all disobedience and disorder, no matter the cost. Woe betide us, should the Lord of Chaos rule. Instinct: To pass judgment
- Bind with laws and rules
- The silver tongue of a fallen angel is mighty indeed
- Hieromancy: the magic of rules
- Its touch infects others with the order-crystals
- It was a Servant, and still holds a bit of the power of Creation.
-
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)
-
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
-
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
-
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)
-
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