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Elementium Golem Solitary, Large, Terrifying Slam (d10+2 damage 1 piercing) 16 HP 5 armor Special Qualities: It consists of a multitude of humanoid bodies. As the Elementium errupted in Varile the early onlookers were the first that fell victim to the otherworldly mineral. After their death the Elementium resurrected the bodies and combined them into one large creature: a horrendous cacophony of torn bodies. Instinct: to destroy
- A horrible monstrosity that would terrify everyone that encounters it
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Elementium Fennek Group, Tiny, Stealthy, Organized Bite (d6-2 damage) 6 HP 0 armor Hand The Elementium Fennek is a Fennek that was corrupted by the Elementium that errupted Varile. The Elementium overtook the Fennek's instinct like a parasite. From the outside it shows some "wounds" where the elementium sucked onto the animal and the usual brown pelt has been overtaken by a purple shine. Instinct: Terretorial Behavior
- Hunting in packs
- Cheap Shot: An attack to the throat that stuns the target
- Call for help: Summon another group of Fenneks
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Annis Hag Hexpriest Solitary, Large, Divine, Magical, Intelligent Iron Claws (d10+7 damage 2 piercing) 22 HP 1 armor Forceful Some annis hags deign to worship deities, though this still rarely motivates them to any form of communal lifestyle. They usually worship deities associated with withcraft and hexing, combining divine power and innate talent Instinct: To aid their coven
- Shape the weather
- Can shift their shape
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Frost Giant Svinfylking Solitary, Large, Intelligent Axes Galore (b[2d8+4] damage 2 piercing) 16 HP 1 armor Forceful Special Qualities: Immune to cold, Weak to fire The most well-trained of ice giant berserkers keep their boiling fury only barely in check, ready to unleash it at a moments notice. Instinct: To serve their clan
- Throw clump of ice
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Electreant Group, Huge, Magical, Intelligent Crushing Blow (d8+6 damage 2 piercing) 14 HP 1 armor Reach, Forceful, Construct Bane Special Qualities: Absorbs electricity, Resist fire, Regenerate 2 Electreants are a strange offshoot of the treants species. They look scorched and dead, but this is a deception. Instead of photosynthesis, they receive their energy by letting themselves be struck by lightning. Instinct: To protect its forest
- Marks enemies with luminous plasma
- Can fling bolts of lightning
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Jabberwock Solitary, Huge, Stealthy, Divine, Magical, Intelligent, Planar, Terrifying, Evasive Snicker Snack Slash (d12+9 damage 4 piercing) 22 HP 5 armor Forceful Special Qualities: Darkvision, True Sight, Regenerates 3, Immune to banishment, fire, paralysis and sleep, Resistant to acid, lightning and sound, Weak to cold, Terrifying aura Jabberwocks are members of the Tane, powerful living weapons crafted by the most powerful of fairies. And of these, jabberwocks are one of the most powerful. Draconic DNA mangled through the lens of fey whimsy, they bring a host of bizarre abilities to bear in battle. Sadly for them, they suffer from an instinctive phobia of decapitation, resulting in a great deal of discomfort when facing opponents with bladed weaponry. Instinct: To serve the Eldest
- Whiffle its wings, causing a defensive gale that imposes a -2 on Volley and forces medium or smaller sized creatures to roll STR to approach
- Release a burbling sound that either inflicts Mania in all listeners or harms for d12/d6 damage with the Sound Elemental tag
- Fire eye beams that deal d12/d6 damage with the Fire Elemental tag
- Its armour is reduced by 3 against anyone wielding a bladed weapon. Gains -1 forward if hit by a bladed weapon. This armour cannot be pierced any other way
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Athach Horde, Huge, Devious, Intelligent, Cautious, Hoarder Sawn-Off Shotgun (b[2d4+7] damage 2 piercing) 11 HP 3 armor Reach, Forceful Special Qualities: Resistant to cold, Darkvision Athachs are powerful, stout giants with a bizzare adaptation. Not only have they grown tails, the tail ends in a clawed hand that the giants often use for multi-tasking. In combat, they use this third arm to wield extra weapons or help defend themselves in melee while they are wielding ranged weaponry. Instinct: To protect its tribe
- Strike with its third hand
- Injects weakening poison with its bite
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Satyr Wild Huntsmaster Solitary, Magical, Intelligent, Planar Composite Longbow (d6+2 damage 3 piercing) 16 HP 1 armor Close, Forceful, Near, Far The hunt is an exhilerating dance of predator and prey, of pursuit and flight. Satyrs that excel at this wild dance often become obsessive hunters, always looking for the next exciting chase. Like most rangers, they have preferred prey, which they gain +3 piercing against. Instinct: To enjoy life
- Enchant people with their pipe
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Mandragora Horde, Small, Devious, Intelligent Mandrake Bite (d4 damage 1 piercing) 3 HP 1 armor Close, Bleeding Special Qualities: Resistant to cold, acid and electricity, Weakened by the dark Mandragora's are born when a mandrake root absorbs liquid containing super natural ichor, such as blood from an angel or a demon. Infused, the root grows and warps, taking on the approximate shape of a humanoid. Though it is a rare event, mandragoras usually awaken in clusters, spontaneously born into a strange and scary world. Instinct: To eat
- Unleash a painful shriek, penalizing the listener for -1 ongoing
- Poisons target with mania and fatigue
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Pharblex Spattergoo Solitary, Magical, Devious, Intelligent, Cautious Spear (d8 damage) 12 HP 3 armor Close, Reach Special Qualities: Amphibious Pharblex Spattergoo is a deranged bullywug druid. He whips his followers into a fervor by using a combination of hallucinogenic drugs and mind-altering gases. Pharblex portrays himself as a prophet or cleric, but his actual magical powers are more druid-like: giving him the ability to warp and control nature. His tainted magics make his druidic spells corrupt the world around him. Instinct: Warp the minds of his tribe
- Corrupt nature
- Conjure toxic plant life
- His strikes are poisonous