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Raptor Group, Stealthy, Organized, Intelligent Biss/Klaue (d8+2 damage) 6 HP 1 armor Close Raptoren jagen immer im Rudel, sie sind hinterhältig und pirschen sich meist unbemerkt an ihre Beute heran um dann aus dem Hinterhalt mit tödlichen Fängen und scharfen Krallen ihre Beute zu zerfetzen. Instinct: Das überleben des Rudels sichern
- Anspringen: Der Gegner wird angesprungen und unter dem Raptor begraben
- Ablenkung: Ein Rudeltier lenkt das Opfer ab, ein weiteres schlägt zu.
- Raptorbellen: Der Raptor legt den Kopf in den Nacken und bellt nach Unterstützung.
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The Grey Prince Solitary, Magical, Stealthy, Divine, Intelligent, Hoarder, Planar, Terrifying Hollow Touch (b[2d12+2] damage) 12 HP 6 armor Close, Ignores Armor Special Qualities: Indestructible spirit of order, Can never truly be destroyed The Grey Prince is an ancient spirit from beyond the stars, a wanderer from when the world was a hot swirling cauldron of potential. It is then that the Grey Prince came, and cooled the world with its chill, hollow touch. When the first living thing crawled upon the world’s surface, it was the Grey Prince that touched it, and gave it the gift of death. The Grey Prince is ancient, eternal, and wishes only to conquer and dominate the Dead. When its army of dead souls is large enough, the Grey Prince will invade the bright warm world of the living, and suck out its warmth and light, until it too is a pale, cold shadow. Then the Grey Prince will leave this hollowed out world to find another bright, hot cauldron to cool with its hollow touch. Instinct: Conquer
- Call up your horde of dead souls
- Tear the veil between the living and the dead
- Dominate them with ancient knowledge
- Bleed their souls of wonder
- Flee when faced with a pure heart
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Marût Solitary, Large, Divine, Cautious, Planar, Construct Unerring Slam (b[2d10+6] damage) 16 HP 4 armor Forceful, Reach Special Qualities: Pure Law, Cyclopic The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. Primus, the leader of the modrons, created maruts and other inevitables to bring order to dealings between planar folk. Many creatures, including yugoloths, will enter into a contract with inevitables if asked. Instinct: Enforce its contract
- Slam them against something else
- Bring them to the Hall of Concordance
- Ignore an attack to enforce the contract
- Hunt them down, no matter where they go
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Giant Possum Group, Small, Hoarder bite (d8 damage) 6 HP 1 armor Close Special Qualities: prehensile tail Instinct: defend its nest
- leap onto someone and latch on
- spread disease
- tear apart leather armor or backpack
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Elder Myconid Solitary, Huge, Intelligent, Cautious Slam (b[3d12+3] damage) 28 HP 5 armor Reach, Near Myconids are peaceful and curious creatures of forests and swamps. Sometimes they make dwellings in places of the old world. There’s usually only ever 1 Elder Myconid in a family. Elders are the biggest and oldest Myconid, and therefore are relied on to provide knowledge and wisdom when required. Elders usually never fight, but when forced serve as dangerous foes. Instinct: To teach
- Empart knowledge and wisdom onto others
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Guardian Myconid Solitary, Large, Intelligent, Cautious Bash (b[2d12] damage) 18 HP 3 armor Reach, Near Myconids are peaceful and curious creatures of forests and swamps. Sometimes they make dwellings in places of the old world. Guardian Myconids are the protectors of the family. They defend with all their strength from dangerous threats. Their enlarged forearms provide shield-like cover and a powerful bashing attack. Instinct: To defend
- Keep other Myconids from danger
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Adult Myconid Group, Organized, Intelligent, Hoarder Slam (d10 damage) 13 HP 2 armor Close Myconids are peaceful and curious creatures of forests and swamps. Sometimes they make dwellings in places of the old world. Adults have learned to be cautious and keep their distance from people. They are mostly interested in examining old world trinkets, and learning about the world. Instinct: To learn
- Study something new about the world
- Summon a Guardian
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Adolescent Myconid Group, Small, Organized, Cautious Slam (w[2d8] damage) 10 HP 2 armor Close Myconids are peaceful and curious creatures of forests and swamps. Sometimes they make dwellings in places of the old world. Though larger than Younglings, the Adolescent Myconid is still half as tall as a human, at largest. Adolescents, while curious and mischievous like Younglings, have developed a sense of caution. Adolescents are more likely to run than fight, and call the Guardians when backed into a corner. Instinct: To learn
- Confuse or help a lost stranger
- Call a Guardian
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Youngling Myconid Group, Tiny, Stealthy, Organized Mushroom limb (w[2d8-2] damage) 7 HP 0 armor Hand Myconids are peaceful and curious creatures of forests and swamps. Sometimes they make dwellings in places of the old world. The younglings, though small and weak, are the most curious and mischievous of all. Often, after encountering a group of myconid younglings, an adventurer will find their family heirloom locket or ring missing. Instinct: To discover
- Confuse or help lost strangers
- Steal something important
- Summon the Adults
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Deeptree Horde, Large, Magical, Devious, Planar, Amorphous Root Slap (d6 damage) 14 HP 2 armor Reach, Near Special Qualities: Extend it's roots to grab opponents The trees within and beneath the Stonewoods were not always this way... Memories of the ancient past still linger within these petrified husks. Only when the magic of the deep blazes bright, shall these ancient trees begin to reawaken and break through their confines. These trees serve as funnels for life energy, revitalizing the ancient land itself. Instinct: to drain life.
- Entangle living creatures in it's roots
- Drain life through it's roots to heal itself
- Use life force to create Deeplings
- Release a surge of ancient power