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Greater Gnole Solitary, Large Tentacles (d10 damage) 16 HP 1 armor Special Qualities: Gem Eyes, Tribal Gnole Leader If a gnole is lucky enough to survive a century or more, it undergoes a metamorphosis, transforming into a greater gnole. Greater gnoles typically stand 7’ tall, but can grow up to twice that size. Their bodies are oval in shape, with nodules of rubbery flesh protruding from their torsos and abdomens. Greater gnoles lose their coarse fur, revealing its naked, slate gray skin. Their arms become tentacles and their ears are grown over with folds of flesh, rendering them largely deaf. Even stranger, the eyes of a greater gnole transform into faceted gemstones and can be removed from their sockets. These gemstones are often magical and a Greater Gnole will regrow new eyes if his old eyes are lost and will often keep spare sets of "eyes". If these are stolen the Greater Gnole will hunt down the thief with his or her tribe to capture and devour all of the thief and all of his or her comrades. Instinct: Protect gem eyes
- Devour Humans
- Produce and protect gemstone eyes
- Lead a lesser gnole tribe
- Inspired by DCC Module Gnole House
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Gibbelin Group, Small, Intelligent, Hoarder Weapon (d6 damage) 3 HP 0 armor Close Special Qualities: Cannibal, Wealthly in gems, Collecter Short, ochre-colored humanoids with broad noses, catlike ears, and four-fingered hands. Gibbelins are a race of short humanoids said to be related to evil gnomes. Gibbelins dwell in the darkest of forests and in shallow caves under hills. They are intrigued by all manner of tools, weapons, and fancy clothing. The gnoles accumulate all these items from their victims and trade regularly with the gibbelins to acquire the green crystals they admire. Instinct: Devour humans
- Mine gems
- Collect fancy human items
- Trade with gnoles
- Inspired by DCC Module Gnole House
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Lesser Gnole Group, Organized, Hoarder Brutal Weapon (d8 damage) 6 HP 0 armor Close Special Qualities: Cannibal, Evil Merchants Gnoles go through two distinct life phases and lesser gnoles are the first stage. Lesser gnoles are man-sized, hulking creatures with a physique reminiscent of an ape. They have rubbery flesh covered with coarse, dark hair, and beady, piggish eyes of bright red. Lesser gnoles don’t typically wear clothing, but enjoy accessories such as hats, scarves, sashes, and oversized boots when they can find them. Their tongues are long and ribbon-like, and they can understand but not speak the Common tongue, communicating with one another in a complex language of purrs, whines, whistles, trills, and grunts. All gnoles live in family groups that mimic human society to the point of parody. They fight with clubs, axes, spears, and other brutal but simple weapons. Instinct: Devour Humans!
- Collects items
- Summon other gnoles with whistle
- Defend the tribe
- Inspired by DCC Module Gnole House
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Boggard Priest King Solitary, Divine, Cautious Holy Mace (d6+2 damage 1 piercing) 18 HP 2 armor Close Boggard priest kings are the rulers of boggard kind in both matters of politics and religion. Blessed by their patron, they ensure that their tribe obeys their deity's edicts. Instinct: To lead its swampy home
- Catch things with its long tongue
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Boggard Marsh Stalker Horde, Devious, Terrifying Blowgun (b[2d4+4] damage) 7 HP 1 armor Close, Forceful, Near Special Qualities: Amphibious, Creepy croak Hunters who prove adapt at hunting are trained as marsh stalkers, where they learn to wield blowguns with terrifying efficiency, sent out to both hunt the greatest prey and the greatest enemies. Gain +2 piercing against humanoids and animals. Instinct: To defned its swampy home
- Catch things with its long tongue
- Uses sickening poison
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Giant Slug Solitary, Huge, Stealthy Rasping tongue (d10+3 damage) 20 HP 1 armor Special Qualities: Immune to acid, Weak to salt Oversized slugs who compensate for the slow movement by spitting acid at range Instinct: To eat
- Can squeeze through areas as if it was medium sized
- Spits acid for d6/d10 damage with the Acid Elemental tag
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Giant Slug Solitary, Huge, Stealthy Rasping tongue (d10+3 damage) 20 HP 1 armor Reach Special Qualities: Immune to acid, Weak to salt Oversized slugs who compensate for the slow movement by spitting acid at range Instinct: To eat
- Can squeeze through areas as if it was medium sized
- Spits acid for d6/d10 damage with the Acid Elemental tag
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Swamp Mummy Horde, Devious, Intelligent Leathery Fist (d4+2 damage) 11 HP 1 armor Close, Forceful Swamp mummies are preserved corpses that awaken, either because they've been bound or because something still calls them to life. Their movement is strangely fluid, as the preservatives of the swamp has dissolved their bones. Instinct: Guard their swamp
- Emit a drowning aura
- Inflicts a cursed sickness that causes causes the Sick and Shaky debility and which tries to sabotage healing magic
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Spirit Naga Darkweaver Solitary, Large, Magical, Devious, Intelligent, Hoarder Magic Fang (d8 damage 2 piercing) 16 HP 5 armor Spirit nagas can develop their sorcerous talent further through training and focus. Many meditate in the dark corners they call home, fusing their magic with the grim history of their surroundings. Instinct: To guard the decaying ruins of the world
- Use its charming gaze
- Naturally skilled at sorcery
- Uses a sickening venom
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Spirit Naga Solitary, Large, Magical, Devious, Intelligent, Hoarder (d8 damage 1 piercing) 16 HP 0 armor Spirit nagas, like all nagas, have an instinctive need to seek out and guard places of a specific nature. In the case of spirit nagas, that's places of import and decay. Ruins, battlefields, forgotten tombs and similar are all places spirit nagas seek out and protect. This results in a rather morbid disposition and a fascination with the grim and deadly. Instinct: To guard the decaying ruins of the world
- Use its charming gaze
- Naturally skilled at sorcery
- Uses a sickening venom