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Elemental Adept Group, Magical, Organized, Intelligent elemental blast (d8+4 damage 1 piercing) 10 HP 3 armor Close, Forceful, Reach, Near, Far Special Qualities: elemental armor A student of elemental studies at the Cavalar Academy Instinct: to support Gorsha
- cast a minor or elemental spell
- conjure an elemental
- send an elemental for help
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Academy Initiate Horde, Magical, Organized, Intelligent arcane blast (w[2d4] damage 1 piercing) 3 HP 0 armor Close, Reach, Near A student at the Cavalar Academy Can cast up to 3rd level spells or the equivalent Instinct: to gain mystical power
- cast a minor spell
- lay a counterspell or ward
- run for backup
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The Cog Spider Solitary, Construct Slashing Legs (d10+2 damage 4 piercing) 16 HP 3 armor Close Special Qualities: Unrelenting Location Sense, Endless Reassembly The Clockwork defender is created with both madness of engineering and genius of magic. It exists only to defend a single item. It survives Epoch to Epoch thanks to its ability to reassemble itself so long as any single gear is left intact. A giant spider made of mix of metals and rare elements its body is covered by hard iron carapace and its legs are sharp as a dragons claw. Its small webs, made of fine wire are not used in combat only to alert it intruders. It will never leave what it was created to guard. And it never stops searching for it if it is stolen. Instinct: Protect what it was created to protect for eternity
- This clockwork spider is built to defend an item of great power. It is relentless in its duty.
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Meliai Horde, Magical, Organized, Intelligent Slash with razor-sharp vines (b[2d8] damage 2 piercing) 12 HP 1 A vaguely manlike collection of ashy and burned branches and vines that moves and twists to form expression. Forms cults to protect itself and the forest that it calls home. Can empower cultists with protection or force, and can call upon the forest around it to protect it or attack. Instinct: To drag villages and towns back into the forest.
- Control plants and vines to do its bidding
- Empower a cultist (Attack with +1, or give +2 armor in reaction)
- Sacrifice a cultist to protect itself
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Troll Parasite Solitary, Tiny, Stealthy, Planar, Terrifying, Amorphous Venomous teeth and other misshapen appendages (d12-2 damage 1 piercing) 19 HP 2 armor Hand, Ignores Armor Special Qualities: Regeneration, Ever-mutating form Only a few know this, but there never was an original troll. Something that fell from the heavens perhaps, an infection, a parasite, that grants great regenerative abilities and turns its hosts into what are commonly known as trolls. But without the host bodies they default to this state, if not quickly burned away with acid or fire, a mass of teeth and tendrils and pincers and spider-legs and other such things, weakened but ready to pounce upon an unfortunate, overcome them and create another troll. Now make sure to burn every single body, and don't decapitate them either - that just makes these things more likely to spring up. Instinct: To Claim A Host
- Convert a body (living or dead)
- Spray blinding ichor
- Undo the effects of an attack (unless caused by a weakness, your call)
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Swamp-Claimed Asp Group, Tiny, Devious Fangs (d6 damage) 6 HP 1 armor Hand Special Qualities: Can swim effortlessly When Murkahl came into being, it's swampy tendrils touched creatures throughout the faded lands, including the new arrivals brought by human kind. It's first servants were the rats, but the snakes followed them, and now they serve as it's eyes, ears, and grasping claws. The venom binds, the fangs kill, and the whole sinuous body serves the lord of the swamp. Instinct: Kill for the swamp
- Sink it's fangs in and inject it's deadly venom
- Show Murkhal the location of anyone with their venom in their veins
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Kulakan, The Last Jinn Solitary, Large, Magical, Stealthy, Intelligent, Cautious, Planar Gale Winds (d12+2 damage) 16 HP 5 armor Forceful, Near, Far Special Qualities: Surrounded by a perpetual storm "Once, long ago when I was bound on the eve of my kind's slaughter...I swore to the moon and stars that I would reward whoever released me from my eternal prison with the power of Gods and the riches of Empires. The ages wore on, and the mountains where I was bound crumbled to dust before the wind, and I swore that I would reward the one who freed me with the pleasures of the flesh: food, drink, the happiness of warm heart and burning hearth. My vessel was discovered, and when the seals could not be broken it was sold as a curiosity, a mere trinket. I swore that whoever found me would be granted one wish: whatever their heart desired." "I tire of patience, of generosity, of offering the descendants of my people's murderers the flowers of peace. I will grant you only one thing: a swift death, and after what I have suffered you will count it as a blessing." Instinct: To take revenge on those who killed it's kind
- Twist a granted wish into a horrible curse
- Weave an illusion about someone or something
- Conjure wonders from thin air
- Bring up ancient feuds, oaths, and obligations.
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Stormvermin Horde, Organized, Intelligent, Cautious, Hoarder, Terrifying Clan Weapon (b[2d6] damage) 3 HP 2 armor Close Special Qualities: immune to poison, poisonous bite The Stormvermin are the fighting elite of the Skaven Warlord clans. They are distinguishable from their scrawnier litter-mates, often standing a full head taller, with thick muscular necks and powerful build. They are equipped with the best of the armory of their clans. Instinct: to spread
- run if caught in a spot
- overwhelm with numbers
- summon Clanrats from below
- feast on the dead or injured
- fight for the Chieftain
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Clanrat Horde, Stealthy, Organized, Intelligent, Hoarder, Terrifying Rusty weapons (d4 damage) 3 HP 0 armor Close Special Qualities: poisonous bite, immune to poison The bulk of most Skaven armies are formed of Clanrats, a vast and verminous horde of ratmen that make up the warrior class. Of all the teeming masses, only the Skavenslaves are more numerous than the Clanrats. They are possessed of a constant energy, most commonly seen in a nervous twitching of their hairless, worm.like tails. A single Clanrat is not a fearsome opponent. A lone warrior will lack any degree of discipline or determination and is likely to skulk in the shadows, afraid to go forward, too cautious to go backwards. Unless driven by black hunger, a single Clanrat will only attack something that is visibly weakened or crippled, preferring even then to attack unseen from behind. When banded together in a large pack, however, Skaven bolster each other's confidence and fuel their feral ferocity to a highly aggressive level. After the adrenaline-burst of melee Clanrats need to feed or suffer the unbearable pangs of the Black Hunger. Immediately following any combat the ratmen scour the battlefield, devouring the dead and injured of friend and foe alike. Instinct: to spread
- run if caught in a spot
- overwhelm with numbers
- summon Clanrats from below
- feed on the spoils
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Shade Maw Solitary, Large, Magical, Divine, Planar, Terrifying, Amorphous Tendrils (d6 + 4 damage 2 piercing) 10 HP 5 armor Forceful, Far Special Qualities: Appear and disappear at will, Cannot be killed, only driven away The Shades reaches out to touch the Material Plane from the 5th dimension, and when it does, shadow portals appear in this world. These are the Shade Maws, terrifying moving shadows that swallow the light. When the Shade Maw senses a victim it will send out its vicious tendrils, restraining the creature and pulling it into its mouth. If successful, the Shade Maw will envelop the creature, transforming it into a Shade Thrall. The Shade Maw is not a corporeal thing or a spirit, but it can be banished back to the realm of The Shades by the same means as banishing a spirit. Mind Warp: When a creature stares into the Shade Maw for more than a few seconds, roll + WIS. On a 10+, the creature only chooses one option. On a 7-9, the creature must choose two options. On a 6-, the creature must choose all three options. Option 1: You involuntarily begin walking towards the Shade Maw Option 2: You take 1d8 psychic damage Option 3: You are blinded for 1d4 hours Instinct: Seek the Encroaching Light
- Ensnare and make into a Shade Thrall
- Mind Warp
- Consume light