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Slug Person Aristocrat Group, Magical, Intelligent Magical Bolt (d10 damage) 6 HP 0 armor Close, Near Special Qualities: Aristocrat of the ancient Yellow City, Slimy, Scholar In Yoon-Suin's Yellow City’s highest strata are the slug-people, the race who built the city's first buildings, founded its great civilisation, and who have lived there since, they say, the dawn of time. They alone are permitted to own fixed property, to import and export goods, and to attend many of the city's libraries, archives and madrassas. They are a pompous and effete people, fascinated by clothes and fashions and the decoration of their own appearances, though they love learning and study and pursuits scientific, aesthetic and sorcerous. Instinct: Punish lesser beings
- Command
- Summon Crab Person Slaves
- Cast Spells
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Atomie Horde, Diminutive, Magical, Intelligent Needle (d6-4 damage 1 piercing) 3 HP 0 armor Hand Special Qualities: Flight Atomie's are the fey incarnation of indomitable courage. Despite their small size, atomie's are ready to take on the world. They often serve more powerful fey as honor guards, bodyguards and similar roles. When they ambush a target, their damage die increases by one step. Instinct:
- Speak with animals
- Can shrink people
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Cyclops Mage Lord Solitary, Large, Intelligent Spiked Knuckles (d10+3 damage 2 piercing) 20 HP 2 armor Cyclops mage lords used their prodigious magical talent and oracular insight to rule in the cyclops empires of old. With both empire and prophecy having faded, they reign of what is left with their magic. Despite their intellectual pursuits, they prefer to show off their dominance in combat by combining their magic with a brutal beat down. Instinct: To rule their home
- Peer into the future to gain an advantage
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Cyclops Horde, Large, Intelligent Greataxe (d6+3 damage 1 piercing) 7 HP 1 armor Forceful Special Qualities: Death Attack Cyclopes once ruled great empires, their gift for prophecy allowing them to built a mighty empire. But when their empires collapsed and the very workings of prophecy fell apart, these mono-eyed giants were left without much to call their own. Now they wander a world lost to them, seeking new purpose in life. Instinct: To protect their home
- Peer into the future to gain an advantage
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Sheep Ogre Solitary, Large Crushing Limbs (d10+4 damage) 20 HP 1 armor Forceful The Sheep Ogre resembles a sheep standing on hind legs with massive humanoid arms(albeit still black and covered in white wool). The Sheep Ogres aren't incredibly intelligent and often mistake ordinary sheep for children of their own kind. Most Sheep ogres adopt entire herds and watch over them. Ordinary sheep seem compelled by the calls of a sheep Ogre and follow obediently. Instinct: To Tend Pastures
- Command Sheep Flock
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Horned Hag Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder Tail Whip (d8 damage) 12 HP 1 armor Close, Reach, Near The Horned Hags were mortal witches who abandoned their humanity to align themselves with the Horned God and his Face. They become immortal and grow large horns on their heads and long tails. Like the fae they serve these mortals lose a lot of their empathy as well as gain an intense desire to enjoy themselves with pranks and tricks Instinct: To take enjoyment at another's expense
- Play Harmful Prank
- Tell Impossible Lie
- Change a creatures shape
- Bestow a curse
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Red Conjurer Group, Magical, Organized, Intelligent Monstrous Body Part (d6+2 damage) 6 HP 0 armor Close The art of red conjuration refers to the summoning and binding of devils, a practice that is outlawed in most societies. Binding a devil involves sacrificing a limb or body part and having it be replaced by that of a devil's. This body part allows them access to powerful sorcery and often a monstrous limb to defend themselves with. Instinct: To Fullfill Their Greatest Desire
- Summon Devil
- Devil's Sorcery
- Contact Cabal
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Piscodaemon Solitary, Devious, Intelligent, Planar Crushing pincers (b[2d8+6] damage 1 piercing) 12 HP 3 armor Close, Forceful Special Qualities: Can see invisible things, Can detect magic, Immune to acid, disease and poison, Resistant to cold, electricity and fire In the hierarchy of daemons, piscodaemons serves as sergeants. Formed from loyalist souls, they lead squads of other daemons on missions. In combat, they go toe to toe with other powerful combatant, trusting that their poison and devastating claws will make short work of any wanna be heroes. Instinct: To lead daemons to victory
- Break magical effect
- Inflicts sickening poison
- Can teleport short distances
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Giant Moray Eel Group, Large Latching Bite (d8+1 damage 2 piercing) 10 HP 0 armor Special Qualities: Gains Combo against targets it has hold of Like their smaller cousins, giant moray eels a vicious predators. Once they latch onto a target, a second set of jaws starts tearing their prey into bloody chunks. Instinct: To eat
- Lurk in underwater coves
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Elasmosaurus Group, Huge, Evasive Snapping Bite (d8+3 damage) 18 HP 1 armor Reach Elasmosauruses are an ancient species of predatory marine life. They use their long necks to hunt both above and beneath the water's surface. Instinct:
- Lurk in water