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Frogman Priest Horde, Small, Intelligent Barbed neck hook (d4 damage) 5 HP 1 armor Reach Special Qualities: Amphibious Ribbit ribbit. Dressed in torn, muck-covered robes, these slimy buggers think themselves emissaries of a ranine god. And maybe they are. They certainly have powers of healing, if you can stomach being splashed with their foul mucus. They aren't likely to extend that service to outsiders, though; instead, they'll try to take you down with a barbed, iron hook at the end of a long stick. After all, sacrifices must be made if they're to retain favor with their deity. Instinct: To support its frog brethren
- Heal a fellow frogman at a prodigious rate
- Launch a gooey projectile of slowing, sticky phlegm
- Choke and subdue with a barbed neck hook
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Frogman Warrior Horde, Small, Intelligent Sharpened stick (d6 damage) 7 HP 1 armor Close Special Qualities: Amphibious Croak croak croak. Little warty munchkins. Some wizard or godling’s idea of a bad joke, these creatures are. They stand as men, dress in scavenged cloth and hold court in their froggy villages. They speak a rumbling pidgin form of the tongue of man and are constantly at war with their neighbors. They’re greedy and stupid but clever enough when they need to defend themselves. Some say, too, their priests have a remarkable skill at healing. Or maybe they’re just really, really hard to kill. Instinct: To wage war
- Launch an amphibious assault
- Snatch an item from someone's hands with a long, prehensile tongue
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Trained Wolf Group, Small, Devious Bite (b[2d6+4] damage 1 piercing) 6 HP 1 armor Close, Forceful The Trained wolf is basically a very big and scary dog with long fangs, they hold on to their targets so their masters can either get a good shot or escape. Instinct: to do as it's told
- run fast bite hard
- Hold someone in place
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Kobold Flower Group, Small, Stealthy, Intelligent Short bow (b[2d6] damage 2 piercing) 6 HP 0 armor Close, Far The flowers are a group of 4 Kobolds who work to help the Minotaur, though he will eat them if he catches them so they walk through tiny borrowed tunnels in the maze, the uphold the traps and see the Minotaur as the son of their god, and will fight to the death to protect it, though they will be the most effective from the shadows. Instinct: to help the Minotaur
- Attack from the shadows
- Make Traps
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Minotaur Solitary, Large, Divine, Intelligent, Cautious Magical Club (b[2d12+6] damage) 22 HP 2 armor Forceful, Reach The Minotaur is half god half beast, it has been locked away and fed people regularly so it won't go mad, but it's terror has been instilled in the people for too long. Instinct: To eat, people and cattle
- Smell fear
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The Fang Solitary, Stealthy, Magical, Devious, Intelligent A serrated knife, stained permanently with blood. The knife has a small fang at the end of its hilt. (d6 damage) 12 HP 0 armor Close D6 The Fang is one of the Devourers enforcers. He uses torture to get information and sends it back to the devourer. Instinct: To make others suffer and to gather secrets
- Use trickery to sow discord among the party
- The fang can use people’s voices to put words in their mouths
- The fang can teleport someone from anywhere in his domain to anywhere else in his domain
- The fang can choose, using years of training, to refuse those he attacks death. He will use this to mutilate the body endlessly.
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Saul the Significant Solitary, Magical, Intelligent pun-like quips (d10 damage) 12 HP 4 armor Close, Ignores Armor Special Qualities: mystery Instinct: to look at role-playing things.
- teach
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Fern Badger Group Scramble (d8 damage) 10 HP 1 armor Close, Reach Special Qualities: Keen smell, Photosynthesis, Sure-footed Instinct: To protect its ranger companion.
- Burrow underground
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Seed Caller (Root) Solitary, Magical, Intelligent, Planar, Terrifying Clobber (d8 damage) 12 HP 1 armor Close, Reach Special Qualities: Made from twisted Root The Seedcaller is a rat bastard. As if there weren’t enough Hollows already, this monster throws seeds onto the battlefield to spawn more. You see one of these things shaking its damned totem-or-whatever, you kill it on sight. Instinct: Hunt Humans
- The Planting - Instead of attacking, the Seed Caller may choose to summon 1D3 Hollow within the Near distance from its self.
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Sapper (Root) Solitary, Stealthy, Intelligent, Planar, Terrifying Root Bow (b[1d8+1] damage) 12 HP 1 armor Close, Far Special Qualities: Made from twisted Root As if the Slayers weren’t bad enough, some of ‘em mock our weaponry. Sappers carry these spike mines that stick to walls. Those things’ll stay live for months. Too many of our scavengers have lost hand or head scrounging where these Sappers had been. Instinct: Hunt Humans
- Plant Explosives - The Sapper knows its habitat and has prepared it accordingly; planting explosives about the area. When a player moves they must also roll to Defy Danger at no cost; missing the roll deals 1D6 damage.