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Motive:

Environment:
Health:
Damage Inflicted:
Armor:
Movement:
Modifications:
Combat:
Interaction:
Use:
Loot: None

Fire Beetle 1/2/3

Motive:
Environment: any
Health: 3/6/9
Damage Inflicted: 1/2/3
Armor: 0
Movement: short
Modifications: Immune mind-affecting effects
Combat:
Luminescence: A fire beetles glowing glands provide light
in an immediate range. A dead fire beetles luminescent glands
continue to glow for 1d6 days after its death.
Interaction:
Use:
Loot: None

Young Slime Molds 1/2/3

Motive:
Environment:
Health: 3/6/9
Damage Inflicted: 1/2/3
Armor: 0
Movement: short
Modifications: resist fire (armor 2), perception as level 0/1/2
Combat:
Interaction:
Use:
Loot: None

Blindheim 2/3/4

Motive: They use the light


from their eyes to attract prey
Environment:any underground
Health: 6/9/12
Damage Inflicted: 2/3/4
Armor: 1
Movement: short
Modifications: darkvision, perception, jump and swim as 4/5/6, immune blindness
Combat:
Blinding gaze: blindheims eyes emit bright light to a short range
Any creature within the area must make a
Might check 4 or be blinded for 1 hour. Blindheims
can see normally in the light generated by their eyes, which
illuminates a short range spread with bright light.
A blindheim can activate or suppress this
ability as a free action.
Interaction: Blindheims can convey simple information through
gestures and f lashes of their lights.
Use:
Loot: None

Luepel, skulk 1/2/3

Motive:
Environment: any land or underground
Health: 5
Damage Inflicted: 2/4/6
Armor: 0
Movement: short
Modifications: perception and initiative as 2/3/4, stealth as 4/5/6
Combat: short sword or dagger.
Camouflaged Step Skulks can
pass through forest and subterranean
settings almost without a trace. Add + 2 level steps
to track a skulk in
these environments.
Chameleon Skin A skulks
Stealth comes from his
ability to change the color of his skin
to match his surroundings, even
complex or regular patterns like
bricks and mortar. A skulk loses this
conditional asset if he is wearing
armor, or if he wears any clothing
that covers more than one-quarter of
his body, as skulks can only change
their own flesh, not things
they carry. A skulk
normally conceals small items behind his body; by putting
his back to a wall and changing his front half, he can hide the
item because observers dont have line of sight to the item.
Interaction:
Use:
Loot: 2 daggers, short sword

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