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Evil Mage Solitary, Magical, Intelligent, Hoarder Magic missles (d8 damage) 12 HP 0 Close, Ignores Armor, Near, Far The evil mage invokes their magic as fireballs, teleportation, and magical holds. Instinct: To exploit arcane power
- Unleash arcane enchantments
- Experiment beyond magic's limits
- Invoke magical artifacts
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Doppleganger Solitary Dagger (d6 damage) 12 HP 0 armor Close Instinct: To infiltrate
- Assume the shape of a person whose flesh it's tasted
- Use another's identity to advantage
- Leave someone's reputation shattered
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Corrupted Swamp Guardian Solitary, Huge, Organized, Amorphous Razor Clad Bite (b[2d12+7] damage 3 piercing) 27 HP 3 armor Reach, Forceful Special Qualities: Wicked Poison The hair of the great bog guardian medusa. Each strand larger than an elephant and far more deadly. The serpents used to defend the bog but in recent days they only destroy. Nobody is sure why. Instinct: To Rampage
- Devour Whole
- Signal Siblings
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Gnoll Claw Fighter Group, Organized, Intelligent Claws (d8+2 damage 1 piercing) 6 HP 1 armor Hand Special Qualities: Scent Gnolls are known for many things. Savagery and violence are both very well known. Many gnolls take up arms in various capacities to further their dark agenda. Some care not for spears and swords, and wish to lick their prey's blood off of their terrible claws, sharpened through dark arts and foul desires and malignant will. The hunt is even sweeter when it is so... intimate. Instinct: To feed
- Causing profusely bleeding wounds
- Bring forth the host through hideous laughter
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World Eater Solitary, Huge, Planar, Terrifying Bites with his earth-eating jaw (b[2d12+5] damage) 24 HP 1 armor Reach, Forceful, Ignores Armor, Near, Far Special Qualities: It's a giant worm made of rotten flesh It's a giant worm made of rotten flesh, with a jaw that can even eat rocks. He can dig underground tunnels and attack from below. Wherever he goes, he leaves only destruction and corruption. It has only one eye on the front and he is made of distinct sections Instinct: Corrupt the world
- Burrows itself underground and then come out under the attackers
- He comes from the corruption left by the ancient gods
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Owlephasp Group, Huge, Organized Talons and beak (d8+7 damage) 14 HP 1 armor Reach, Forceful Special Qualities: Insectoid Flight, Venomous Stinger, Powerful senses The terrifying rebuttal to a rival Wizard's Owlbear, this chimera has the body of an elephant, but its front legs end in enormous flashing talons. Under it's trunk is a powerful beak. It's eyes are wide, and it's head moves with unnerving precision. The beast's senses are unparalleled. It flies by the incredibly rapid beating of its delicate wings. The stinger that protrudes from the Owlephasp's hindquarters drips with venom when the Flying Parade is provoked. Don't ask what happened to their creator... or how they reproduce. You'd rather not know. Instinct: To defend the parade
- Inject painful venom
- Trumpet for the Parade
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Crocostrat Solitary, Large Scream in mad hunger (d10+2 damage 1 piercing) 20 HP 2 armor Special Qualities: an entangling tail A chimera of crocodile, ostrich, and we'rerat. The creature run's fast on its ostrich legs, the jaws of a crocodile jut out from its chest ready to bite and swallow it's small prey whole. But perhaps most worrisome is the all to human face that sits atop this creature giving it a cunning not found in other chimeras. It van shift to a rat like visage adding more teeth and an extremely dexterous tail to the beast. It's mad wail can pulverize stone around it. Instinct: Devour fresh meat
- Croc bite and hold on tight
- Entangle with a dexterous tail
- Lure prey to it with calls for help
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Red Dwarf Group, Small, Magical, Intelligent, Cautious, Hoarder Obsidian Axe (d8 damage) 6 HP 5 armor Close Special Qualities: fire and heat resistant The people of the eastern volcanoes are harsh and hardy with dark, heat and fire-resistant beards that cover most of their bodies. Unlike people of cold, dead stone, the earth of the fire folk lives, breathes, and changes as fast as mortal things. It powers their forges and great machines; they shape it into homes and incredible works, their padded feet all but immune to the molten temperatures. Like lava, they are methodical and unstoppable when they set their minds to a task, come hell or high water. Instinct: to do what must be done
- melee with bravado
- walk through fire
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Jedi Knights Group, Magical, Organized, Intelligent, Cautious Lightsaber (b[2d8+4] damage 3 piercing) 10 HP 7 armor Close, Forceful, Reach, Near Instinct: Follow orders
- Engage in lightsaber duels
- Force Push
- Call for aid
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Jedi Shadows Group, Magical, Stealthy, Devious, Intelligent Poison-Tipped Blades (b[2d6] damage 2 piercing) 10 HP 4 armor Close Instinct: Follow orders
- Appear from the shadows, strike with fury
- Slip from enemies minds
- Force Invisibility
- Poison