Lost City
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Major boss:
--Asag 8 1 6 Stone Elemental. Always accompanied by 2d6 rock-lobsters. Bilious.
Time Mook:
Backalley Assassin 3 1d6 0 Your money or your life. Desperate.
Small Basilisk 4 1d3 1 Anyone meeting its gaze directly must Save or be petrified. Irascible.
TIME END Boss:
Belet 7 1 0 Unfathomable magickal abilities. Unbound by time. Inscrutable aims.
Mook:
Brass Sphinx 4 1 3 Dislikes riddles and being confused with lammasu. Melancholic.
Mook:
ARMOR:
Brass Sun WARRIOR: 2 1d20 2 Pyro-Sword of HD 1d6. Pyromaniacs. Highly aggressive.
Major Boss:
Bridge Mimic 10 1 3 Hides in plain sight. Always has surprises. Patient.
NPC:
Bronze Giant 11 1d3 4 Scholars and poets. Gregarious.
Mook:
Gibbering Ghoul 3 1d6 0 Save or be immobilized 1d6 Rounds. Hungry.
Mook:
Cave Lion 2 1d6 1 Two attacks. Doesn’t always live in a cave.
Mook:
Cave Locust 2 2d6 0 Can squeeze through any crack their eyes can pass through. Detached.
NPC:
Chitin-farmer 3 2d6 4 Vulnerable to tripping. Top-heavy.
Mook:
Crocodile 3 1d3 4 On hit, Save or be grappled. Contemplative.
NPC:
Boar Warrior 6 1 3 Hears voices. Pious.
Mook: Dire Vulture 1 2d6 0 “Dire” in the sense that if you see them circling, your situation is dire. Aggressive.
Mook: Dry Coral Shambler 9 1 3 Solitary builders. Maintain dryland coral formations. Territorial and hostile.
Mook: Dryland Jellyfish 1 2d6 0 On hit, Save or be immobilized 1d6 Rounds. Drift near dryland coral formations. Oblivious.
PC Mook: Dwarf of Endak 2 1d20 2 Sorcerer of HD 1d6+1. Ore-eaters. Suspicious.
Mook:
Fire Ant 1 2d20 3 Migrates seasonally. Inquisitive.
NPC Minor Boss:
Great Crocodile 6 1 6 Camouflage, 1-in-3 chance to surprise. Craves worship and adoration. Bored.
Minor Boss:
Brass Hunter (conquest) 9 1d6 6 Can be shut down via a control-rod. Perturbed.
Land-husk (war) 6 1d3 4 Animate remains of forgotten war-machines. Belligerent.
Visitation (brass winged lion): Sun 3 1 5 Flies, immune to heat and fire. Don’t call them “lesser” to their faces. Imperious.
NPC:
Lesser Whelk 15 1d20 8 Stilt-legged and spiral-shelled. Often used as burdenbeasts. Tranquil.
Brass Arguer (Law) 3 1 2 Flies, immune to magic. Fond of arcane agreements and binding contracts. Litigious.
NPC:
Mind-burned Brass Evoker. 4 1d6 0 Memory-wiped through exposure to Universal War relics. Confused.
NPC
Minotaur 6 1 4 Often typecast as bodyguards or bouncers. Sympathetic.
Moon-hexed: basically a morlock. 1 1d20 2 Vulnerable to sunlight. Only ventures to the surface at night. Duplicitous.
NPC
Fungal Worker 2 1d20 0 Reclusive fungus-growing communities. Vulnerable (and fearful!) of fire. Industrious.
MOOK
Nationalist 1 2d20 2 Plus a leader, as Sword of HD 1d6. Burdened with glorious purpose. Revolting.
Mini-boss
Brass Burner (anthan) 6 1 6 Flies, immune to heat and fire. Supernatural power over flames. Wrathful.
Ceramic Hunter (underworld) 3 1d6 3 Carries treasure worth 1d6 x 100 black glass. Acquisitive.
Brass Alarmer (War) 9 1 6 Cacophonous sound and fury; hard to be heard (or invoke Words of Creation). Explosive.
NPC undead
Qareen 2 1 2 Can take the shape of anyone whose blood they have consumed. Duplicitous.
Mook:
Qutruk 3 1d6 1 Vulnerable to silver. Haunts graveyards, recovers 1d6 Will when it eats a corpse. Cowardly.
Mook:
Habisu 9 1 4 Unaffected by non-silver weapons. Can transform into a cloud of gas, a bat, or a wolf at will. Skulking.
NPC:
Retro-human 6 1 2 Communicate telepathically over vast distances. Childlike and maudlin.
NPC: Scorpion-kin 5 1d6 3 Plus a leader, as Sword of HD 2d6. Militant. Honourable.
NPCs:
Serpent-kin 1 1d20 2 Plus a leader, as Sorcerer of HD 2d6. Worship massive blocks of unworked stone. Detached.
Brass Si’lat 7 1 3 On gaze, Save or cower in fear for 1d6 Rounds. On hit, Save or be cursed, preventing any healing until the curse is lifted. Vulnerable to silver. Hagridden.
Laughing Skeleton 1 2d20 1 Vulnerable to silver. Sullen.
Mook:
Time-cobra 1 1d6 1 On hit, Save or time-slip 1d6 months. Gossipy.
Mook:
Time Ghost 1 2d6 0 Naturally invisible; may choose to become visible. Always have surprise. Obsessed.
NPCs:
Steppe Nomad 2 2d20 2 Plus a leader, as Sorcerer of HD 2d6. Often use horses, mammoths, great-tapirs, and other beings as mounts. Communal.
Mook:
Sword-witch 6 1d6 6 Can curse bronze with a touch. Refuses to handle any sort of bladed weapon. Transgressive.
Mook:
Therianthrope 5 1 4 Vulnerable to silver. Cursed by the Pale Moon. Petulant. Werehyena 4 1 1 Vulnerable to silver. Lament the loss of their communities. Withdrawn.
Mook:
Toad-cultist 2 2d6 0 Plus a leader, as Sorcerer of HD 1d6. Admiring.
Mook:
Unburied Dead 3 2d6+6 2 Dwells among mass graves. Childish.
Mook:
Steam Hawk 9 1 6 Flies, immune to heat and fire. Breath attack is a cloud of boiling steam. Austere.
Mook:
Void-rider 2 2d6 2 Plus a leader, as Sword of HD 1d6. Telepathically linked to their mounts. Uncanny.
Mook:
Wolf Spider 6 1d6 1 Camouflage, leaps from walls and ceilings. 1-in-2 chance to surprise. Playful.
Name Title Domain Sacred Color Honored Through…
1 Moridin Master of Coiling things Water Crimson War
2 Noric: Lord of Freedom Sky Indigo Burning Incense
3 Sati-Arjun, the Arbiter Sages Azure Intoxication
4 Caom Devoted Queen Underworld Silver Amassing Riches
5 Meheli, the Twisted Weaver Conquest Gold Burning Heretics
6 Kahori Broken Sword War Emerald Giving Alms
7 Anthan, the Vainglorious Fire Ochre Chastity
8 Sirtnu, the glorious. Herald. Sapphire Study
9 Yinthar, the Warden. Law black opal Study
10 Rashida, the eternal Silence Turquoise Meditation
11 Ganresh, the shining Sun Orange Scarification
12 Shar, the Silver-Eyed Moon Viridian Dancing
13 Amoth, the Far-Walker Magic, time Cobalt Rituals, fasting
14 Endak, the builder building, city Bronze Singing