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Battle Cattle Group, Large, Organized, Construct Gore (d8+4 damage) 10 HP 1 armor Forceful, Near Special Qualities: Defy civilization Created by druids to defy the civilization's 'domesticating' cows for slaughter and food. The Battle Cattle are a cows reverted to a more feral and aggressive nature that charges most humanoids on sight. Also the transformation granted them thicker hides and bigger horns to defend themselves with. How much do you really want that cheese burger? Instinct: To Battle
- Charge
- Loud Moo
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Amazon Group, Stealthy, Magical, Organized, Intelligent, Hoarder Javelin (b[2d8] damage 1 piercing) 6 HP 1 armor Close, Reach, Near, Far a race of warrior women, who seem to reproduce with captive males. They allow men to share their territory but women are clearly in charge. They have supernatural prowess elevating them above men, and may even be a one-gender race. Instinct: To prove her worth
- Hunt with bow and spear
- Not above using poison and traps
- Elemental Arrows
- Hail sisters!
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Night Elf Scout Group, Magical, Intelligent, Cautious, Hoarder Harpoon Crossbow (d8 damage) 8 HP 3 armor Close, Near Special Qualities: amphibious Night elves' sensitive gills, pearlescent skin, and pale eyes, while excellent for navigating their home caverns leave them extra vulnerable when travelling under the open sky. As night elves prefer the most direct route under the dry sun, scouts are among the most commonly seen night elves on the surface. They carry heavy crossbows that fire harpoons: deadly in air and underwater, but slow to reload. Their layers of intricate clothing, like that of all night elves is imbued with protective magics that allow them to swim or walk freely but can easily tangle a mediocre sword blow or stray arrow. Scouts are also specially trained in the defensive magical arts, to protect the traders or diplomats they often escort. Instinct: to find a safe path
- spy from a hidden place
- defend with magic
- find the way forward
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Wyvern Group, Huge, Magical, Cautious, Construct, Terrifying Diamond Tail (d8+3 damage 2 piercing) 11 HP 2 armor Reach, Near Special Qualities: winged, piercing tail, elemental affinity, driven by a single specific goal, false dragon These bat-like beasts are mere shades of their noble cousins, but the mere rumor of a dragon is enough to cause most folk to flee in panic. Created by magic from the lowly kobold, these creatures sold their personhood for power towards a cause. Though wyverns are of only animal intelligence, when they transformed, they cemented a purpose, and will pursue it doggedly. To those who share their ends, they make powerful aids and allies. Instinct: to grow strong
- snatch into the sky
- breathe forth an element
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Starspawn of Void Z Group, Magical, Stealthy, Organized, Intelligent, Hoarder, Planar, Terrifying bolt of sickening magic (b[2d10] damage) 10 HP 4 armor Close, Reach, Ignores Armor, Far Special Qualities: shapechanger (the void) Known throughout time as many names, these shapeshifting tricksters serve only their own foul purposes. Their favorite disguise is that of infirm old women, though their true form is simply a red-eyed rend in space showing the black and starry void of night. These star spawn are native to the ashy and lifeless void Z. When they travel to another world it is only to sow chaos and violence, and to that end, they collect secrets and amass power. If these spawn are successful, a piece of miserable void Z might take hold and begin to grow in your world... Instinct: to torment
- deliver weakening nightmares
- offer a tempting bargain
- cast a curse
- summon the coven
- divine a troublesome secrets
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Tabaxi Treelurker Group, Small, Stealthy, Organized, Intelligent, Hoarder Raking Claws (d6 damage 1 piercing) 6 HP 1 armor Close Special Qualities: keen senses, claws and fangs A people who know their own minds, no matter how often they change them, tabaxi can be hard to pin down. The cat folk are always a little mysterious and capricious, even when they're your best of friends. Making up their minds about what do with new trespassers is often the work of silent observation, stalking, and study, which these specialized jungle scouts do best. Instinct: to judge predator from prey
- move quickly and silently
- strike when they least expect it
- warn the others
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Hodag Solitary, Large Spiked Tail Slam (b[2d10+4] damage) 16 HP 2 armor Hodags are a species of predatory lizards, feared for their aggressive nature and general elusiveness. Living in a large territory, hodags are dangerous even when not hunting for food, as they tear asunder anything they see as a challenge to their dominance. Instinct: To eat
- Obscure its tracks with its tail
- if it moves up to an enemy, it gains +2 damage and Forceful for its next attack
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Giant Tortoise Horde Severing Snap (d6 damage) 7 HP 3 armor Close Special Qualities: Buoyant Giant tortoises, as the name subtly indicates, are very large tortoises. Heavily armored, they respond to threats with a combination of hiding and finger severing snaps of their mouth. Instinct: To live in peace
- Hide in its shell, gaining +2 armour