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River Drake Group, Small, Devious Teeth (d4 damage 1 piercing) 6 HP 0 armor Close, Near Special Qualities: Swimming Instinct: To eat
- Suffocating Breath
- Quick movements
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The Thunder Bird Solitary, Huge, Divine, Intelligent' Summon Lightening (d10+3 damage) 26 HP 4 armor Reach, Far Special Qualities: Weak to Poison A huge bird that makes thunder by flapping its wings and lightning by blinking its eyes. The Thunderbird brings rain. It guards and protects people. It gives warriors power. The Thunderbird was summoned from the ether for the express purpose of fighting the underwater spirits. They were also used to punish humans who broke moral rules. The thunderbirds live in the four directions and arrive with the other birds in the springtime. Instinct: To battle water monsters, to punish humans that break moral rules
- Knock opponents over with strong gusts from its wings
- Summon Lightening from the skies
- Scratch and pierce enemies with sharp talons
- Dropping enemies from great heights
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Mishepeshu (The Water Panther) Solitary, Huge, Divine, Intelligent Claws, Fangs (d12+3 damage 1 piercing) 26 HP 3 armor Reach Special Qualities: Poisonous, Weak to Lightening Resembling a huge panther with horns, a long tail, and scaled skin, this water panther is a powerful creature believed to dwell beneath lakes, sometimes venturing upstream. It's True Name is not known with great certainty, but historians have hypothesized that it is related to the town, the lake, or the mountains. Athertonians have always offered reverence to the creature before taking from its waters by sprinkling the water with the prevalent herb, Alkadelphin. Although it is a spirit of great power, it is not the embodiment of evil. It can be destructive, but is also said to bestow great blessings to those it favors, going so far as to use healing powers. Instinct: To siphon energy; To consume
- Ambush from the Shadows
- Drown enemies underwater
- Claw and Bite
- Heal damage taken
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Fell Hound Group, Intelligent Fell Fire Bite (d8 damage) 10 HP 0 armor Close, Ignores Armor Once they discovered the Fell Fire, some of them volunteered to help further their goals. What better form than a hound that track not only by smell of the prey but also by the smell of their magic. Unrelenting, they never tire until they return. If they manage to get away that will mark them. They will surround them. They are unrelenting. While they appear as pony sized sleek hounds with a jagged maw that breathes forth the Fell Fire, they have been known when needed to transform back into their once human forms. But still, they are a Fell Hound. Instinct: Hunt its prey for the Masters
- Corners it prey through unnatural collaboration
- Mark them with the Fell Fire to make it easier to track them and chase them in their dreams
- Transform back to a man and circle them with the Fell Fire
- Make a surprising leap over the prey to land behind the prey with a trail of Fell Fire
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Nymph Elderblooded Solitary, Magical, Divine, Organized, Planar Sylvan Blade (10+2] damage) 18 HP 6 armor Close Special Qualities: Can communicate with animals Nymph ELderblooded are ancient nymphs who through the ages have grown in power that they have reached the upper echelons of power in the fey world. Those who manage to push themselves further can become Eldest themselves, though few manage such a legendary feat. Instinct: To protect its home
- Can blind people with their beauty
- Can teleport once per day
- Grants artistic inspiration
- Can stun with a glance
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Plague Knight Group, Intelligent, Terrifying Jagged Blade and Shield (b[2d8+2] damage 2 piercing) 10 HP 4 armor Close, Reach Special Qualities: Abhorrent Armor, Putrid Stench Servants of the Lord of the Afflicted, Bayemon, the Plague Knight is capable of rending flesh and metal alike with its terrible jagged blade, a 4 foot monstrosity of metal covered in disease and waste. Wounds inflicted by these terrible weapons immediately rot and become gangrenous, a "gift" given by Bayemon. Instinct: To spread Bayemon's blessing
- Maim flesh and bone
- Turn flesh necrotic
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Norn Solitary, Large, Magical, Intelligent, Planar Shears of Fate (d10+3 damage 4 piercing) 20 HP 6 armor Special Qualities: Blindsight, Truesight, Arcane Sight, Regenerate 2 unless exposed to cold iron, Cannot be ambushed or mind read, Immune to cold, Resistant to Electricity, Acid and Fire, Speaks all languages Norns are the fey incarnation of fate and destiny. While the future is far from set in stone, norns are some of the few beings capable of delivering even remotely accurate prophesies. Combined with this, these towering fey also posses the ability to alter the whims of fortune and can summon the threads of life of other people to snip them in half. Instinct: To observe fate
- Can force players to reroll Defy Danger rolls
- Divine the past, present and future. Can change shape
- Can attempt to snip the targets life thread, resulting in death/d20/d6 damage with the Ignore Armour tag
- Gains +5 forward when combat starts
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Ankou Solitary, Large, Stealthy, Magical, Intelligent, Planar, Evasive Cold Iron Claws (d10+1 damage 1 piercing) 16 HP 0 armor Hand, Bleeding Special Qualities: Blindsense, Flight Ankou are fey incarnations of assassination. As such, they are perfectly adapted to take down fey, their claws easily slipping through the defense of their kindred. It the world of fey, they never lack for work, for death can be meted out for any number of reasons among the capricious fey. Instinct:
- Damage die upgrades by one step when ambushing
- Once per day, can summon four shadow duplicates, though they only possess 3 HP each
- Can create darkness, make itself silent and fires blasts of weakening magic
- Gains Ignore Armour against fey
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Zomok Solitary, Gargantuan, Magical, Intelligent, Planar Crushing Bite (d12+7 damage 5 piercing) 24 HP 0 armor Reach, Forceful, Swallow Whole Special Qualities: Darkvision, Tremorsense, Immune to sound, Weak to fire, Flight Zomoks are primordial beings that live in the woods and protect them. Their mood and personality shifts with the passing of the seasons, matching the change of their home. Instinct: To protect the forest
- Breathe a cloud of wines and rocks that deals d12/d6 damage with the Entangling tag
- Can command plants and quench fire
- Thrice, may teleport through a forested area, healing 6 HP as it does
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Tarn Linnorm Solitary, Colossal, Devious, Intelligent, Planar Twin Chomps (d10+11 damage 5 piercing) 28 HP 4 armor Forceful Special Qualities: Amphibious, Darkvision, Truesight, Immune to flanking, acid, curses, mental manipulation, paralysis, Entangled, poison and sleep, Regenerate 3, Flight Tarn linnorms are some of, if not the most, dangerous species of linnorm in terms of raw inborn power. A strange quirk of genetics has resulted in them becoming double-headed, which leads to a variety of colorful personalities, as the two heads have individual minds. Tarn linnorms often lair in large lakes, where they can sleep for months or even years if it suits them. Instinct: To endure
- Breathe toxic acid, which deals d12/d8 damage and inflicts the Weakened debility
- Injects a poison that inflicts acid damage and sickened debility
- Curse the one who defeats it with immunity to healing