River Troll
14 HP, +1 armor (thick hide), big
Damage: d6+4 (wooden branch)
Instinct: To tax a
bridge.
Moves:
-fix an absurdly
high or suspiciously low price
-smell something
you'd like to keep hidden
-punish the
tricksters
Magic Bum
4 HP
Damage: d6-2 (street boxing)
Instinct: To serve
the voices in his head
Moves:
-make a prophecy
-have the weirdest
luck
-offer advice at a
price
Dark elf tinker
5 HP +1 armor (umbrella), darkvision
Damage: d6 (umbrella)
Instinct: to forge
dangerous things
Moves:
-offer an oddity
-give in to greed
-grow a new
obsession
DRAGON
20 HP, +3 armor; giant, winged,
breathes fire
2d6 damage (tail); 2d6 ignores armor
(fire)
Instinct: To rule
Moves:
-Burn everything
before him
-Demand tribute
-Act with disdain
DIRE SPIDER
8 HP; +1 armor, stealthy, big
Damage: d6+2 (paralyzing poison)
Instinct: to catch
prey
Moves:
-reveal that
you've already stepped into her sticky threads
-attack the
helpless
FOREST TROLL
20 HP, +2 armor; giant, three headed
2d6+2 damage (giant axe)
Instinct: To
become the alpha
Moves:
-Hurl something
-Charge
-Exchange
information among the heads
WRAITH
8 HP, ethereal, floating, can see
and speak through his ghostfire drones.
1d6 damage (life-draining touch)
Instinct: to hate
the living
Moves:
-send ghostfires
around
-cover the world
in cold and darkness
-show the madness
beyond existence
WATER NYMPH
4 HP, amphibious, hoarder, glamour.
Damage: d6 (rusty banjo)
Instinct: To
over-dramatize
Moves:
-play a song to
mesmerize people
-grow a
disproportionate love or hatred
-ask the lake's
inhabitants for help
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