-
Triceratops Group, Huge, Cautious Triptych Horn (d6+5 damage 3 piercing) 18 HP 3 armor Reach, Forceful Triceratops are massive herbivorous dinosaurs. They are more than capable of defending themselves if threatened, hammering into foes with their massive horns. Instinct: To defend its herd
- Charge full speed
-
Giant Skeleton Warrior Group, Huge, Magical, Construct Huge Sword (d8+7 damage 3 piercing) 22 HP 4 armor Reach, Forceful, Messy Special Qualities: Covered in wards When a giant dies its remains can go to waste. Not so for the properly enterprising necromancer! Clean and treat the bones, reinforce everything as appropriate, but before you finish the animation process you need to consider what its purpose! Whether guard or soldier you want it to survive don't you? Rivet armour to it and cover it in lots and lots of runes, make anyone taking it on regret ever trying to hit it. Then give it a huge sword and make them regret ever being born. Instinct: To Serve
- Shatter something with mighty blows
- Stand vigil over a place or person
-
Ghoul Ancient Solitary, Stealthy, Magical, Intelligent, Hoarder Void burn (b[2d12] damage) 16 HP 4 armor Close, Ignores Armor, Near, Messy Ghouls eat and eat and eat, given the opportunity. With each meal they can gain memories, but what happens if these memories pile atop one another? Memories are knowledge, of sorts, with more and more knowledge and memories and personality, sooner or later they pile upon one another enough that it refines the mind of the ghoul. They become smarter, and able to do more than hunger and eat and hunger and eat. They become aware of their ability, and so they now eat to grow stronger and more knowledgeable, eating magicians to learn spells or warriors to learn skill in battle. If they exist for long enough they can become frighteningly powerful. Once powerful enough it is said they make a pilgrimage meet their erstwhile patron... but not all of them. Instinct: To Grow More Powerful
- Gain memories of their meal
- Utilise uncanny knowledge
- Wield stolen magic
- Gnaw off a body part
-
Flameborn Simulacrum Solitary, Magical, Intelligent, Construct, Terrifying Fire magic (d10 damage 3 piercing) 16 HP 0 armor Close, Ignores Armor, Near Special Qualities: Born of flame, Aura of disquiet The primordial flame is not to be wielded without due caution. Sometimes things are created that should not exist, especially if the intricacies of other forms of magic can become interwoven or misspliced into the conjurations of the flame. A gnawing hunger for its own existence is the only thing such creations can feel. Instinct: To Survive and Live
- Absorb magical essence
- Wield the primordial flame
-
Kobold Pirate Horde, Small, Stealthy, Organized, Intelligent Primitive Pistol (d6 damage 1 piercing) 3 HP 1 armor Close, Near Special Qualities: Dragon-Bonded Finally got to live as dragons, they did with fire in their bellies and great soaring wings. Wings of canvas, grant you and fire barely contained in a primitive engine within the bowels of their giant scrap-metal ship, but they did it. Their ships, with names like Plunderer and Dragonsrath scour the coasts of far-off lands, looking for what booty they can find and burning the marks of their masters into all the rest. You wouldn't think many would sign up for life at sea, eating rats and freezing to death in winter storms. But in their cavern temples, it is said that any kobold that dies at sea in the bowels of their ship will be immediately reborn as a dragon in majesty and power. ...I wonder Instinct: To die a good death upon the seas
- Go out in a blaze of glory
- Sabotage an enemy ship.
- Call more, always more.
-
Moonblind Lunatic Group, Stealthy, Magical, Organized, Intelligent Silvery Weapons (d8 damage 1 piercing) 6 HP 0 armor Close Special Qualities: Unearthly Grace Many scoured by the moon's light turn into bestial creatures, werewolves and the like are among them... but some are not so fortunate, a bestial curse is no joke - but it implies freedom. Those that cannot rebel in such a fashion can be broken and remade by the forces that gaze down from the darkened skies. The pale face of the moon conceals those that envy our verdant world, and seek to conquer the hearts and minds of those that might allow their arrival... Instinct: To Serve Their Patron
- Act in disquieting unison
- Reveal an illusory deception
- Wield lunar magic
- Sing to summon its brethren
-
Tuatara, Giant Group Snapping chomp (b[2d8] damage) 6 HP 2 armor Close Special Qualities: Tremorsense: 60 ft An 8-foot-long lizard that looks like a cross between an iguana and a toad is the giant tuatara. White spikes along its back protrude from olive-colored, pebbly hide. Tuataras have a temperature-sensitive membrane over their eyes which, when lowered, allows the lizards to “see” in total darkness. Tuataras love to hunt small animals at night and sleep during the day. They aggressively attack people who wander too close to their lairs. Although these lizards can be trained to attack, the spines along their backs make them poor mounts. Instinct: Hunt for food
- Grasp in jaws
-
Carrion Crawler Group, Devious Wiggly face tentacles (d4 damage 2 piercing) 6 HP 3 armor Close Special Qualities: Walk across ceiling, walls Carrion crawlers strongly resemble a cross between a giant green cutworm and a huge cephalopod. They are usually found only in subterranean areas. The carrion crawler is, as its name implies, a scavenger, but this does not preclude aggressive attacks upon living creatures, for that insures a constant supply of corpses upon which to feed or for deposit of eggs. The armored head of the monster is well protected, but its body is somewhat softer. A carrion crawler moves quite rapidly on its multiple legs despite its bulk, and a wall or ceiling is as easily traveled as a floor, for each of the beast's feet are equipped with sharp claws which hold it fast. The head is equipped with 8 tentacles which flail at prey and wiggle into armor; each 2' long tentacle exudes a gummy secretion which when fresh, will paralyze opponents (lasting for a few seconds, or removed by curative magic). Instinct: Eat flesh
- Paralyze with its face tentacles
- Messily chew on helpless prey
-
G.G. Gnomes Solitary, Small, Stealthy, Magical, Devious, Intelligent Razor Slash (b[2d6] damage 1 piercing) 12 HP 0 armor Close Special Qualities: Bleeding Cuts, Silent as the grave, Remarkably Unremarkable A smartly dressed Gnome in a bowler hat just another face in the crowd. No one remarkable at all. Til he offers to help the down and out or travelers find the best inn in town. In the heart of the city the Sturdy Bed a simple two story inn rustic in the entry way. It isn't until night that the horror begins. Walls move, furniture apears to animate. Invisble blads slash and cut. But it is the silence. The utter silence as G.G. Holmes hunts his prey in this illusion backed murder inn that drives victims to madness. Never knowing when the next slash will come. Is that a gnome walking around the corner, is it finally him? Is it really him or another damned illusion. Why are the exits all bricked over... Instinct: To hunt worthy prey
- Razor slash to ligaments
- Your Killer is in another room.
- Slowly expanding Illusion
- Death of a thousand cuts.