“Fresh horses!” shouted Xiltis Varge.
“I would suggest more crossbow bolts, they are coming back,” said Chalk.
All stopped and watched as three large and intricate cages slowly descended from the night sky, sinister humanoids in dark robes sat on small seats on the outsides of these contraptions as they drifted slowly, almost like falling leaves. As soon as one touched earth a half a dozen of the creatures hit the ground running, heading for the royal tower.
“I don’t think so,” said the wizard, Chalk, “Koram, it’s hero time, grab that apple-slicer of yours, we are off to battle.”
“Apple-slicer!?! Why I’ll have you know that…”
No. Enc.: 1-10 (3d12)
Movement: 120’ (40’)
Armor Class: 6
Hit Dice: 2
Damage: 1d6 or by weapon
Hoard Class: XVII
These strange humanoids appear almost like humans with a few subtle differences: these creatures have shark-like teeth and eyes that are all black, they give off a faint glow that waxes and wanes as the moon goes through its own phases. Their crouching or stooped gait is also unsettling as they scuttle and shuffle about in the dead of night. All moonfolk have the ability to Phase Door for three passages each day and cast Sleep on up to 4 Hit Die of creatures per day. The moonfolk descend from the night sky sitting on seats outside of huge cages (these devices Fly at 60′ and can take 30 hit points of damage before being destroyed). Using their powers and these odd flying cages the moonfolk attempt to kidnap humans and demi-humans to use for their own purposes, often choosing royal victims over any other. The language of the moonfolk is a combination of hisses and strange piping sounds.