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Altrusian Solitary, Small Crystal dagger (d10 damage) 3 HP 2 armor Close Special Qualities: Ancestors of the sleestak The ancestors of modern sleestak were the altrusians. Their civilization fell approximately 1,000 years earlier. The sleestak sometimes use the term "altrusian" to refer to themselves and sometimes to refer only to the true altrusians. Physically, the altrusians were similar to sleestak, with the former marked by a shorter stature, an extra finger on each hand, and a golden yellow skin tone. Intellectually they were very different, however. The altrusians possessed advanced psionic technologies based on light crystals and understood a great deal about the operation of the Land of the Lost. They strove for calm emotionlessness and as a result could be both cooperative and quite callous. Altrusians have a very strict code of honor: they cannot allow others to show more self-control or make greater personal sacrifices than themselves. Occasionally, a sleestak will be hatched that is a "throwback" to their altrusian ancestors, being born with greater intelligence and with an innate knowledge of altrusian history and technology—though not, for some reason, knowledge of the pylons or matrix operation. The other sleestak regard these throwbacks as a threat, and so they are also sacrificed to the sleestak god when detected. Instinct: Investigate ancient technology
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Night Stalker Solitary, Magical, Intelligent, Cautious, Planar Ambush with a Dozen Lashes (b[2d12+4] damage 4 piercing) 20 HP 5 armor Close, Forceful, Reach, Near The Night Stalkers are a ancient race , corrupted by long dead gods that were sealed away with the arrival of the new gods. Now, their prison no longer guarded. They walk the world. And seek its knowledge. Instinct: To Vivisect the living
- Lash out with corrosive tendrils
- Give Sustenance To the Dead
- Flay them alive
- Tell their Secrets
- Control the weather to bring corrosive rains.
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Ice Troll Solitary, Large, Devious, Hoarder Frigid Axe or Hammer (d10+4 damage) 24 HP 3 armor Forceful Special Qualities: Regenerate, Tracker Inhabitants of the frozen north, ice trolls are clever and malicious. But then so can be mainland trolls. But these have been known to hunt down Remorhazes and even White Dragons. How do i know this? Because that's what his armor is made from. Yes that's right they make and wear armor. Other then that its gelid skin is a sickly, translucent white, and pale blood can be seen coursing through veins just below the surface. Blood appears red however after it has devoured your friends. Adapted from FR3e Instinct: To devouver those it can
- Spit glob of frigid slime
- Switch to teeth and claw
- Extinguish flames and fires
- Regenerate Limb
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Totenmaske Solitary, Stealthy, Devious, Intelligent Flesh Warping Claws (d8 damage 1 piercing) 16 HP 0 armor Close Special Qualities: Resistant to Cold, Undead Natural shapeshifters infected with ghoul sickness transform into totenmaske when the disease reaches it climax. Their natural ability to alter themselves mixes with the ghoul's inclination to eat flesh, giving them a peculiar power over both their own and their victim's flesh. Instinct: To feast on corpses
- Shape flesh with a touch
- Steal the shape of someone they have hurt
- Inflicts the Sickened and Scarred debilities with their touch
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Mystic Theurge Zealot Solitary, Divine, Magical, Intelligent Sacred Spell Blast (d10+2 damage) 14 HP 0 armor Close, Ignores Armor The mental focus to truly fuse the arcane with the divine requires a spine of iron and a will of fire. Only those fully devoted reach this stage of synthesis. Instinct: To fulfill the will of their god
- Combine magic and divinity
- Use divinely inspired magic
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Mystic Theurge Devotee Group, Divine, Magical, Intelligent Sacred Spell Blast (d8+2 damage) 8 HP 0 armor Close, Ignores Armor Mages in service of the gods eventually learn to combine their arcane talent with the gifts of the divine, reaching a unique synthesis. Instinct: To fulfill the will of their god
- Combine magic and divinity
- Cast divinely inspired magic
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Yrthak Group, Huge Diving Strike (d8+3 damage) 14 HP 2 armor Hand Special Qualities: Immune to visual powers, Immune to Sound, Blind, Flight The blind predators scour the terrain for food using their mastery of sound to echolocate suitable prey. Instinct: To eat
- Launch a sonic lance either at a single target for d8/d6 damage or a group for d6/d4. It has the Sound Elemental tag.
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Chaos Giant Solitary, Huge, Magical, Intelligent Brutal Fist (d10+5 damage) 20 HP 0 armor Forceful Special Qualities: Immune to Negative The God of Destruction has a habit of leaving bits of detritus fallen from their divine body lying around the multiverse. Giants who find these shards and bind with the divine energy in them become chaos giants. Wilder and much more impulsive than other types of giants, chaos giants can be fearsome opponents. Instinct: To serve its clan
- Stuff itself full on living beings
- Breathes negative energy for d8/d6 damage with the Negative Elemental and Ignore Armour tag. This ability can only be used if the giant has recently eaten
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Grudge Keeper Group, Divine, Intelligent, Planar, Terrifying, Large Iron Lance (d6+2 damage) 12 HP 3 armor Reach Special Qualities: Resistant to fire, cold, electricity and acid, Immune to poison, Immune to Forceful and take -2 damage from attacks with that tag, Flight, Incarnation of Divine Grudge The dark side of the dwarven pantheon is their ability to carry grudges for many generations. When they finally decide its time for payback, grudge keepers are the bearers of their very ill will. Instinct: To bring judgement for the dwarven pantheon
- Harvests 5 HP when reducing a target to 0
- Damage die increases by one step against targets of their grudge
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Star Trek Space Hippies Group, Intelligent, Planar Alien Dagger (d8 damage) 6 HP 0 armor Close Special Qualities: Annoying Several scholars have discussed the "space hippies". Like the acolytes of Leary, Charles Manson, and other negative counter-culture leaders, these bizarre and stereotypical alien flower children are "under the spell of an unknown "charismatic but dangerously unhinged leader"(Dr. Sevrin or chosen by the GM) and "stand for a sixties generation in the thrall of misled idealism." The group shows a disrespect for authority and demands to be taken to a planet they call "Eden" (a dangerous Dungeon World location sure to kill them all). If the party refuses they will label them "Herberts" and begin to loudly mock them.Paladins and other formally good character may be forced to care for them or suffer the displeasure of their deity. Instinct: Guide innocents to destruction
- Chant
- Replay Woodstock
- Die