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Giant Crab Spider Horde, Small, Stealthy, Devious Bite (d4 damage) 3 HP 3 armor Close Giant crab spiders are colonial spiders that live a swarms of up to a dozen, an advantage they use to take down larger prey. They do not spin webs, instead relying upon their stealth and venom. Instinct:
- Ambush prey
- Forest camouflage
- Injects weakening venom
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Locust Swarm Horde, Fine, Swarm Bite, bite, bite (d8-6 damage) 3 HP 3 armor Hand, Ignores Armor Special Qualities: Flight Locust swarms are the bane of the countryside. Even at their best, these swarms devour all the crops they can find. At their worst, they come for the farmer too. Instinct: To ear, eat, EAT
- Eat anything that is organic
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Giant Scorpion Solitary, Large, Devious Claw and stinger combo (d8+1 damage 1 piercing) 16 HP 3 armor Giant scorpions are the oversized cousins of regular cousins, armored, deadly and unlike their smaller kin, more than ready to string humanoids to death to eat them. Instinct: To eat
- Grab opponents with its claws
- Injects weakening venom
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Kobold Sapper Horde, Small, Intelligent, Cautious, Hoarder Silenced Pistol (d6 damage 1 piercing) 7 HP 3 armor Close, Near While all kobolds know at least something about trap making, kobold sappers specialise in it. Quick and nimble, they often serve as first responder to enemy attacks, in response to which they move around stealthily and set up new traps, even as the enemy is on the move. Instinct: To protect the tribe
- Set up traps
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Kobold Verminlord Solitary, Small, Intelligent, Hoarder Summoned Swarm (d10 damage) 12 HP 2 armor Close, Ignores Armor, Near, Far Kobold Verminlords are powerful druids with a natural talent for charming and directing insects, arachnids and similar beings. Such animals are then incorporated into the kobolds defensive strategy, given lairs in defensive positions and used to harvest venom. Allied animals heal 3 per dice roll. Instinct: To protect the tribe
- Set up traps
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Stelk Horde, Stealthy, Organized, Amorphous Spines (d6 damage 1 piercing) 6 HP 1 armor Close, Near Special Qualities: Corn Mimic: When in cornfields, a stationary Stelk is nearly impossible to detect. "Damn Stelks got into another crop, gonna have to burn the whole field to be sure. They took one of Old Man Finney's fields last week. If this keeps up, I don't know what we're gonna do." Stelks are plant-like abominations that infest cornfields. They resemble corn-stalks when stationary, but can sprout arms and legs at will. They ambush people and animals, and drag them into the fields to serve as fertilizer for their seeds. A field may be salvaged if the infestation is detected and dealt with early enough, but since even one surviving seed can lead to a resurgence, most people choose to simply burn the field to be sure. Widespread Stelk infestations can lead to famine in areas where corn is a staple crop. Instinct: To infest.
- Drag someone away.
- Pass unseen through the cornfields.
- Draw more Stelks to the area.
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Tiger Warrior Group, Magical, Divine, Intelligent, Hoarder Claws and Fangs (b[2d8+4] damage 2 piercing) 6 HP 4 armor Close You see those women over there, the ones all dressed in orange and black saris? Those are the Maharaja's elite warriors, the Tiger Warriors. They carry no weapons, for they need none. Show them deference when they pass, for they are utterly without mercy. Instinct: To serve the Maharaja.
- Leap great distances.
- Transform into a Tiger
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Hollow Man Group, Stealthy, Magical, Intelligent, Terrifying Rapier (d8 damage 1 piercing) 10 HP 1 armor Close Black eyes, a body as light as air and dense as death. Shadowed features like running wax. Sinister sure, but more sinister is that they serve the people who made them this way. Instinct: To serve those who hollowed it.
- Command it's shadow from afar
- Fix someone's gaze with empty souless eyes.
- Serve as a portal to a distant shadow
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Joseph Edmain, Spirifer Crime Boss Group, Stealthy, Magical, Devious, Intelligent, Cautious, Hoarder Spirifers blade (d6 damage) 6 HP 1 armor Close Special Qualities: Soul sight The foremost soul-snatcher of Nessus, pupil to rogue demons and friends with all manner of Nessus's lowest cotizens, Joseph gives both humans and elves a bad name. Young, and affecting a gaudy ostentatious Joseph is a big horrible fish in a small pond. Instinct: To take and take and take
- Wrench a soul free from an incapacitated wretch.
- Drug someone with pills or powders
- Draw on the energy of a stolen soul.
- Damage a soul with a single slice
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Pyrrhus Eldred Solitary, Stealthy, Magical, Organized, Intelligent, Hoarder Black Fire (d10+2 damage) 12 HP 0 armor Close, Forceful, Ignores Armor, Near, Far The youngest son of the Eldred Clan, Pyrrhus does not bear the blood-gift of the Immolator and has lived in the shadow of his brother Lesare since birth. A brush with a traveling peddler offering strange and forbidden tomes provided a reasonable facsimile of a solution to the first problem, the resulting creeping insanity will no doubt provide a solution to the second. While a part of him still wants to be respected by a family that has ostracized him, and to honor the Eldred family name, each day more and more of what Pyrrhus was is cast into the Black Fire. Instinct: Grasp after power that is not his to claim
- Draw upon the magic of the Screaming Pyre
- Steal resources from his family's estate
- Cast something into the flame to gain greater power
- Call upon hired guards