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Goben Group, Small, Stealthy, Intelligent, Hoarder gobknife (b[2d8] damage 2 piercing) 6 HP 1 armor Close Goblins native to the desert, who wear skintight GobSuits which retain their body moisture. They have great skill in navigating the desert while remaining undetectable to the abominations that make their home there. They often wield GobKnives, weapons shaped from the teeth and bones of desert abominations. Are hostile to outsiders, and will often launch ambushes on unsuspecting travelers to harvest their water. Travelers are likely to die here anyway, so why leave their valuable liquid to waste? If one can manage to make contact and pass their tests, they might find themselves inducted into a fiercely loyal and strange family. Instinct: Conserve water for the clan
- Navigate the desert with skill and stealth
- Ambush from beneath the sand
- Weaken foes by draining their water
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Matwah Solitary, Stealthy, Intelligent, Cautious Bow and Arrow (d8 damage) 8 HP 1 armor Close, Far Matwah is unusual for a dwarf, as he prefers to keep his distance and rain poisoned or flaming arrows down on his foes. If he realizes he is outmatched, he will not hesitate to flee and fight another day (or from the shadows). Instinct: Disrupt order Instinct: Disrupt order
- Poison
- Cheap Shot
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A Nameless Dungeon Solitary, Huge, Cautious, Hoarder Ambush of Kobolds (d8+3 damage) 28 HP 3 armor Reach, Far There is always a nearby cave, a hole in the side of hill just in view of town isn't there? Its always got those scaled bastards in it too. Digging. Crafting traps. No matter how many times its cleared more just come in. Well This time we found out why. Those kobold's aren't born their made. The cave makes them. Its time to end this cycle once and for all... Instinct: Lure Adventurers to feed the hungry hordes
- Become Infested with Kobolds
- Open a new Entrance
- Close a familiar path
- Send rumors of great treasure out to the world.
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Pack of Timber Wolves Horde, Small, Organized Bite (b[2d6+2] damage 1 piercing) 3 HP 1 armor Close Special Qualities: Smell Tracking The Timber Wolves aren't special in a world where everything is. Doesn't that make them special? While they have no special abilities, they make up for it with abundance. Tooth, fur, and blood. These three things will be your downfall if caught by surprise or if you let your guard down. Don't underestimate the power of the pack... Instinct: To Hunt
- Maim
- Howl
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Julian, Felin's Sleuth Group, Small, Stealthy, Magical, Organized, Intelligent, Construct Scratch and Bite (d6 damage 1 piercing) 10 HP 3 armor Close, Far Special Qualities: Perfect Senses, Vibrant, Static Fur Julian is no enemy unless you make him one. He wishes to protect Felin's Forest and his family. A red fox, who is warm to the touch, and can talk. Very charismatic, a true friend when you need him to be. He shall help those in need as long as you will help him in return. Has access to minor magic and some more unique abilities. Instinct: To Protect and Inform
- Speech
- Fabric Burrow
- Fire
- Howl -> Burrow Call
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Accursed Group, Stealthy, Magical, Organized, Intelligent, Terrifying Cursed weapons (d8 damage 1 piercing) 14 HP 1 armor Close, Messy Special Qualities: Cursed Death Woe betide those who dare to die while still accursed. The heavens weep for one who deigns to suffer mortality with such a debt outstanding. Sometimes some power, whether divine or malign refuses to allow such an end to truly be an end. Their duty has yet to be complete, and so they suffer from the wounds that killed them, unending and forever, seeking out jealously those who they can add to their numbers, for being so barbed with curses - they can inflict them on others, and those who are cursed shine out like beacons to them, drawing them close. It is said the first curse was ancient and profoundly just. Perhaps these pitiful denizens are related. Instinct: To inflict suffering and death
- Hunt the cursed without fail
- Rise from 'death' like a curse unending
- Inflict cursed wounds and lay curses
- Beckon the cursed host
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Eldraz Group, Magical, Stealthy, Organized, Intelligent, Planar Hybrids attack as their natural counterparts do, but the Eldrazi parasite will lash out if the host is threatened. (d8 damage) 6 HP 6 armor Close, Reach, Near The Eldraz are tentacled creatures from a planeshifted reality. They have evolved over the last century and are able to absorb the natural creatures of this world to create Eldraz-hybrids. When they attack with their tentacles it leaves a shadow wherever it touches organic material. Left untreated by magical attention, these supernatural bruises can begin to fester, weakening the victim. As long as the bruise lasts the victim is also more susceptible to the psychic attacks of the Eldraz. Instinct: Transform this plane into a living Edradazi (A mega Eldrazie hive queen)
- Eldra mutate what it can into hybrid beings, but will destroy that which stands in their way.
- The Eldraz hybrids can hide their true nature by housing the tentacle outgrowth within the natural body of the victim. When unleashed, the fluid that surrounds the ingrown tentacles sprays outward burning organic material nearby.
- Eldraz communicate telepathically. If others are nearby, they are instinctively linked into a single hive-cell.
- The planeshifted nature fo the Eldraz allow them to manipulate the less evolved organic states of this world.
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The Lone Hero Solitary, Stealthy, Divine, Magical, Intelligent, Cautious, Hoarder Slay (b[2d10+4] damage 2 piercing) 18 HP 6 armor Close, Near Special Qualities: Superhuman Feats A metal figure shrouded in a long flowing, brilliant cape, examines the footprints of his mark. The Hero walks, and follows the treaded path, his armor clanks with each step, longsword and shield moving with him. He doesn't pick up his pace, for he never tires. He will find them, it's not a matter of how, but one of when. His armor glistens in the moonlight, a beautiful suit, the likes of which seem to be crafted by the gods. A luminescence comes across him when one stairs in his direction. He hears movement, his heart quickens, but his pace does not. Calm and collected, The Lone Hero walks towards the sound; He knows it will all be over soon. An arrow flies through the air and quick as a bullet his shield is raised and the arrow splints to the ground. He looks over and sees a woman with a wolf cowering in fear, bleeding, quivering, unable to breath. "Please, don't kill me. I have done no harm and wish only to do good, don't send me back!" Her legs buckle and she falls to the floor, sobbing, for she is too tired and weak to fight. The iron demon responds, "Your existence is much overdue, as is this worlds, I send you back to the depths of the darkness where you belong." The wolf, still managing to fight, leaps towards him in hopes to protect her master, her friend, her sister. Fresh blood stains the armor, and the comrade lies dead. The next death came not a moment after. The Lone Hero begins to walk away, chants fill the sky and he glows ever brighter. Under his helm, a smile spreads across his face. Instinct: To Hunt the Undead
- Track
- Lies
- Power Word: Death
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Blacksmith Ben Solitary, Intelligent, Cautious, Hoarder Weapon Strike (d10 damage) 12 HP 1 armor Close There is an old story about a wandering blacksmith: The blacksmith was cursed by a witch and to avoid a terrible fate the blacksmith had to always be on the move, so they could never settle down, get married or build a forge. The details of that story has long been forgotten, but travelling blacksmiths are still around. Ben is one such blacksmith. Instinct: To trade his wares
- Make and repair equipment
- Appraise items