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Clockwork Legionary Horde, Organized, Cautious, Construct Short swords or javelins (d6 damage) 7 HP 3 armor Close, Near Special Qualities: Mechanical body Artificers can create a great many things. So why not an army? They need not for food nor water nor do they tire nor complain nor desert you when you need them most. They won't even run away unless you command it! The flesh is weak! Instinct: To serve
- Act in perfect synchronicity
- Toll out to the sound of approaching reinforcements
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Enchanted Furniture Servants Horde, Small, Organized, Intelligent, Construct, Amorphous Running into you at full speed (d6 damage) 10 HP 1 armor Close Special Qualities: The clock can tell time real good. Clark can play guitar. They love each other very much; if one dies, the others will not stop until they are avenged. There’s a Candelabra, a Grandfather clock, A Porcelain Tea Kettle and a Tea Cup, an ottoman, a Cauldron, A wardrobe, a broom, A Dinning room table, a coat rack, a grand piano and a dude named Clark. They’re all animated furniture and household objects that serve their master or mistress with warmth and loyalty. Except Clark, he’s just a friend of the master who’s sleeping on the couch. They don’t take kindly to intruders. When PCs enter the manor, the objects are stationed all around the manor and they’ll wait till the characters are into the second room before one will politely ask the PCs why they’re there. The characters may be able to lie but if they can’t or if the answer acknowledges that this is indeed a break in? The servants will tell the PCs to wait in the parlor while they call the town guard to have them arrested for trespassing. If the characters try to leave the servants will attack. They’ll fight the pcs until the pcs die or agree to be tied up in the parlor until the town guard arrive. If one of the servants are killed it will drive the others into a revenge frenzy and they won’t stop attacking until all the PCs are dead. Instinct: Protect the manor and call the town guard if necessary.
- Can move and talk like human servants
- Call all the other servants into one room
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Klo'Brag Group, small bite (d8 damage 2 piercing) 6 HP 1 armor Close Special Qualities: Amphibious. Flight. Swim. A brightly colored winged serpent. Its body forms into a pair of leathery wings tapering toward its tail and running the length of its body. It is about three feet long and around two feet at it's widest point toward the head. Typically found in the shallows of lakes where it waits stealthily for creatures to pass close by. Then it skims along just under the surface of the water picking up speed, before launching unexpectedly into the air. It makes one passing bite attack before darting back around into the water to repeat the attack. It continues this move, in small groups of three or four creatures, until either half their number are killed or they take down a prey, at which time a larger group two to three times larger than the original launch from the water to ravage the fallen prey until it is consumed or they are driven away. Instinct: to feed.
- Launches bite attack from lake shallows at high speeds..
- Swarms fallen prey in large numbers until consumed or driven away.
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Ulat-kini (skum) Group, Organized, Intelligent Trident (d8 damage) 6 HP 0 armor Close Special Qualities: Amphibious Abominable crossbreed of human and fish, the ulat-kinis were servitor race created to serve as rank-and-file soldiers in alghollthu armies. When the alghollthus retreated from the world, they abandoned their creations. Today the ulat-kinis exist in a shadow of their previous multitude, most of them dwelling deep underground in slowly crumbling ruins. They have even lost their own name — only the most wise of their kind remember that they were once known as the ulat-kini, now calling themselves by the derogatory term given to them by their surface dwelling enemies - the skum. They are incapable of reproducing among themselves, as they are all male. Their masters did not want their slave race to prosper without permission. Yet terribly, this does not mean that skum cannot breed. Originally created from human stock, skum can impregnate humans, and the hybrid children issued from such unholy unions are invariably deformed and - when they would normally die of old age - instead go through “the change,” shedding their wrinkled flesh and transforming into one of the ulat-kini. Instinct: To breed and corrupt
- Fight to the death
- Call on kin to attack from the rear
- Deviously disarm using the trident
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Monkey Goblin Horde, Small, Stealthy, Organized Shortspear (d6 damage) 3 HP Close Special Qualities: Acrobatic Monkey goblins are an offshoot of the goblin race that has eagerly adapted to life in the high, leafy canopies of tropical forests. Equipped with ratlike prehensile tails, monkey goblins are as at home in the trees as they are on the ground. Instinct: To show its worth to the tribe
- Sneakily steal using its prehensile tail
- Ambush from the trees
- Outflank and surround
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Grindylow Group, Small, Stealthy Crude spear & sharp teeth (d6 + 1 damage) 3 HP Close Special Qualities: Amphibious Known as the aquatic bogeymen or menaces of the shallows, grindylows are violent and sadistic creatures that use their spears to hunt or just poke at things to make them scream and cry. They have sharklike heads that are almost triangular in shape, filled with small, sharp teeth, while their lower bodies resemble that of an octopus, with six wriggling tentacles. Incredibly fond of their similarly looking kin, grindylows believe octopuses to be the epitome of beauty and often keep them as pets in their coastal lairs. At the same time, for some unfathomable reason, they reqard squids as hideous freaks. There is no greater insult to a grindylow than being called a squid. Instinct: To ambush and drown unsuspecting prey
- Tangle and trip foes with tentacles
- Lurk hidden underwater
- Jet towards a larger group of kin
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Emerald Dragon Solitary, Huge, Magical Claws (d12+3 damage) 20 HP 4 armor Reach, Near The Emerald Dragon, uses its psionic powers to move objects and creatures telekinetically or Breathe a beam of psychic energy. It rarely talks. It prefers to communicate telepathically. Instinct: to Control
- Psychic Rend
- Telekinesis
- psionic resistance
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Giant Pitcher Plant Group, Amorphous Drowning (d8 damage) 9 HP 1 armor Close, Ignores Armor, Near Special Qualities: Digestive enzymes The Giant Pitcher Plant is unassuming at first, beautiful even. However, standing as tall as a human and filled with powerful digestive enzymes, this plant is anything but inanimate. It snatches up unsuspecting prey with its swift vines and lowers them to drown in a leathery pitcher, then slowly consumes its catch. Instinct: To feed
- Lies in wait
- Swift and powerful vines
- Vulnerable to fire
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Arthropod Chimera Construct Solitary, Stealthy, Intelligent, Planar, Construct, Terrifying Sting (b[2d10+2] damage 1 piercing) 16 HP 3 armor Close Special Qualities: Eater of worlds, A grotesque blend of human and arthropod The result of centuries of finely tuned extra-planar rituals, the Arthropod Chimera Construct is a horrible piece of living technology. With a mind trained on extermination and the physical characteristics of insect/arachnid and human both, it is truly a testament to the evils that lurk at the edge of our world. Instinct: To exterminate all life
- Poison
- Mimicry
- Its very existence inspires madness
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Caller in Darkness Solitary, Large, Stealthy, Magical, Intelligent, Terrifying, Amorphous Draining touch (d10 damage) 23 HP 1 armor Ignores Armor Special Qualities: Insubstantial form, Aura of disquiet A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror. It seeks to draw others into its fearwracked, hellish existence. The mind can be a terrible thing. Instinct: To psychically feed
- Devour the psyche of those the sleeping, the catatonic, and the recently dead
- Cast its senses beyond itself
- Crush minds and bones with psionics