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The Pale Crow Solitary, Intelligent, Hoarder Quarterstaff (d10 damage) 12 HP 1 armor Close This eccentric Tengu is the namesake of this pass, though rare is the traveller who chances to meet him. He lives in seclusion high in the mountains, brewing Sake and singing poorly. Instinct: To remain isolated
- Offer respite
- Strike with surprising swiftness
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Marsh Dragon Solitary Bite (d10 damage) 12 HP 2 armor Close Special Qualities: Wings, camofluage Marsh dragons are not aggressive by nature, especially towards humans, but they will not hesitate to attack if it or its eggs are threatened. Instinct: To protect the nest
- Bite down
- Thrash
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Didac Solitary, Stealthy, Magical, Intelligent Claws (b[2d10+4] damage) 16 HP 1 armor Close, Forceful Special Qualities: Changing form A former druid from an age long past, transformed into a vampire through a chance encounter deep in the marshes. Rejected by her kind, she took control of the very clan that turned her and seeks ultimate revenge on the druids and all they hold sacred. Instinct: To seek revenge
- Feed on their blood
- Entrance someone
- Cast a gruesome spell
- Retreat to plan again
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Marsh Fiends Group, Stealthy, Devious, Organized, Intelligent Claws (d6 damage) 6 HP 1 armor Close A clan of vampires that has made its home in the marshes. Watch out for leeches. Instinct: To feed
- Feed on their blood
- Transform into a bloodsucking creature
- Entrance someone
- Retreat to plan again
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Wraith-beast Solitary, Large Bite (d10+2 damage) 16 HP 2 armor Reach Special Qualities: Two heads, Spiny Tail Wraith-beasts come in all shapes and sizes- it's less of a species and more of a catch-all term for the hulking creatures that roam the dreaded Wraithlands. Unfortunately for you, this one has two heads and a foul attitude. Instinct: To kill
- Attack many at once
- Thagomize
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Wraith-Knight Solitary, Intelligent Sword & Mace (d10 damage) 16 HP 3 Armor Close Special Qualities: Undead The soul of a Knight tragically caught in the net of the Wraithlands, doomed to spend eternity serving the next pompous necromancer comes along in need of a guard. Instinct: To Defend
- Inflict pain beyond measure
- Command an undead beast
- Seize with an iron grip
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Jormungandr Solitary, Huge Bite (d12+7 damage 2 piercing) 24 HP 4 Armor Reach, Forceful, Ignores Armor Jormungandr is supposed to be a figure from Orcish mythology, a great serpent that was destined to swallow the world before Woden slew it in his last heroic act. Who knew that the thing's corpse was lying here the whole time? Instinct: To Devour
- Swallow whole
- Constrict
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Pseudodragon Group, Large Claws (d8+3 damage) 10 HP 2 armor Special Qualities: Wings "I'm telling you, I know what I saw. Hany Woode is gone - burned to the ground. It swooped in and burned everything it could before it flew off into the valley. It was a dragon, I swear- and the Giants in the valley know something about it, too." Instinct: To hunt gluttonously
- Spit small flames
- Slink through the trees unseen
- Fly away with prey
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Iron Legion (Miria) Horde, Organized, Construct, Amorphous Sword (d8 damage) 6 HP 3 armor Close Special Qualities: Volatile, Made of Metal The Circle of Hands never found the artifact they sought when they began their archeological expedition to the ruins of Vasna, ancient kingdom of the Sun Elves. What they did find, however, would change the course of their conflict with Eolar forever. Instinct: To Follow Orders
- Drive Enemies Back
- Turn fallen enemies into allies
- Spew Fire
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Iron Legion Group, Organized, Construct, Amorphous Sword (d8 damage) 8 HP 3 armor Close Special Qualities: Made of Metal, Volatile "I'd hoped to never see such arcane devilry again. Yes, I've seen them before...the Iron Elves built them, long ago, before the other Elven kingdoms fell. They gifted the damn things to us. When we found out how they worked, what vile necromancy was at play, we waged a long and terrible war. I suppose old Nellaser kept a few, just in case." Instinct: To Drive Out
- Dive Enemies Back
- Turn fallen enemies to allies
- Spew Fire