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Stone Cobra Solitary, Small, Construct cobra strike (d10+4 damage) 16 HP 0 armor Close, Forceful Special Qualities: It's made out of stone!, Defends the tomb for eternity The Stone Cobra defends the eternal resting place of the Viper King, anyone disturbing his sarcophagus does so at their peril. The Stone Cobra is known to latch on to an intruder's arm and drag them down. It also carries one dose of paralyzing poison in its syringe like fangs. Instinct: To protect a tomb
- Constricts and crushes
- Immobilizes Limbs
- Delivers paralytic poison
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Black Wisp (The Kvol) Solitary, Magical, Divine, Devious, Planar, Terrifying, Amorphous Drain touch (b[2d8+2] damage) 21 HP 5 armor Close, Ignores Armor Special Qualities: Drains the hope of all who see it. A fae that has been rejected by both Seelie and Unseelie courts. It wanders in the between spaces. Instinct: To drain.
- Wither the living.
- Scar someone's soul.
- Move through solid objects. Taking something as it goes.
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Tiger Mounted Bugbear Solitary, Large, Terrifying, Organized, Intelligent Giant Morningstar (b[2d10+6] damage 3 piercing) 22 HP 2 armor Forceful, Reach, Near Special Qualities: Two Distinct Creatures, it's a Bugbear on a Goddamn Tiger! Bugbears. You know the type. Big hulky goblinoids. This one's figured out how to put a saddle on a goddamn tiger and not die. You might though. Once one dies, the other will probably fight on. Instinct: Slay enemies mercilessly, and feed them to the tiger
- Pounce
- Tiger Screech
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The Frost Giant Solitary, Huge, Amorphous Smash with frozen fist (d10+5 damage) 27 HP 4 armor Reach, Forceful, Ignores Armor, Near The frost giants are colossi made of ice and snow. Little is know about what holds them together, who made them, or where they came from. What is known that they are much larger than they have any reason to be and that they seem to stay away from most settlements, only passing through small farms and hamlets at the wee hours of the morning. Instinct: To sleep undisturbed
- Steal cattle and freeze entire fields.
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Hacksaw's Abominations Horde, Small, Construct, Terrifying Tooth and Claw (d6 damage 1 piercing) 11 HP 1 armor Close Special Qualities: Amalgamated beasts, made to destroy., Oozing wounds that never heal. It should never have lived, but it's here, looking at you with eyes that seem unsettlingly human. Dog, cat, bear, it's some combination of all three. It's a furious whirlwind of matted fur. Instinct: Attack unceasingly
- Go into a frenzy.
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Bugbear Group, Stealthy, Intelligent Long club like arms. (d8+4 damage) 6 HP 1 armor Close, Forceful, Reach 7ft. tall. These hairy beasts hide in the treetops and attack from the dark. It's long, club like arms drag along the ground. It's head is unpleasantly small and hairless with milky white eyes and a wide mouth filled with with crooked, protruding teeth. Instinct: To skulk
- Move quickly and quietly for it's size.
- Manouver into an ambush.
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Living Iron Solitary, Terrifying, Amorphous Living Iron (b[2d10+2] damage 2 piercing) 19 HP 5 armor Close, Near Special Qualities: Magnetize, Morphing Metal Instinct: End Life
- Tactically Change Shape
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The Leader Solitary, Divine, Magical, Intelligent, Terrifying The Twisted Blade (b[2d12+2] damage 1 piercing) 18 HP 2 armor Close, Ignores Armor, Far Special Qualities: Clothed in the Flesh of Fallen Jobs Instinct: To Preserve the Blood
- Command the Tornrak
- The Freezing Doom
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The Carmine Wind Solitary, Magical, Intelligent, Terrifying The Howling Glave (b[2d10] damage 2 piercing) 12 HP 3 armor Close, Reach Special Qualities: Rattling Bone Shirt Instinct: To slaughter with Grace
- To Move through the Wind
- Summon the Blood Wind
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The Carmine Wind Horde, Tiny (d6-2 damage) 3 HP 0 armor Hand Instinct:
- Move through the air like wind