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Automaton Birds Horde, Tiny, Devious, Organized, Intelligent, Hoarder, Construct Tiny beaks and talons (d4-2 damage 1 piercing) 3 HP 1 armor Hand Special Qualities: Fly away quickly, Beautiful construction Instinct: Flock to anything interesting
- Get in the way for no reason
- Hypnotic Songs
- Come out of the woodwork
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Automaton God Statue Solitary, Huge, Magical, Devious, Intelligent, Construct Disturbing abstract visions (d8+3 damage) 24 HP 2 armor Reach, Ignores Armor, Far Special Qualities: Multiple Faces, Carefully crafted Instinct: To exemplify the eating gods
- Inspire intense awe and fear
- Project otherworldy energies
- Communicate directly with Vitrim Spledidor Rex
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Automaton Lightbearer Solitary, Divine, Intelligent, Construct Burn with its powerful torch (d10+2 damage) 14 HP 3 armor Close, Ignores Armor, Near Special Qualities: Intense heat all around it, Stand still for great lengths of time Instinct: To Bring light to darkness
- Glow blindingly bright
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Giant Tarantula Group, Gargantuan, Devious Giant bite (d6+5 damage 3 piercing) 18 HP 3 armor Giant tarantulas are house sized hunting spider which even giants and adult dragons have to be careful around. While not the most stealthy of the oversized arachnid family, they make up for that by their strength and power. Instinct: To eat
- Fire its hairs a people. Harmless, but Agonizing
- Injects a weakening venom
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Gnoll Host Solitary, Intelligent, Cautious, Troop Shotgun Barrage (d10+2 damage) 12 HP 2 armor Close, Forceful, Troop A large group of gnolls gathered into a potent warband for the purpose of waging war. Instinct: To protect the tribe
- Laughs in a chorus
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Shaitan Dunereaver Group, Intelligent, Planar, Evasive Twin scimitars (b[2d8] damage) 6 HP 2 armor Close Special Qualities: Immune to Acid, Tremorsense, Burrows Shaitan dunereavers specialise in ambushing people from below, rising from the ground and unleashing a flurry of blows. Like all rogues, their damage die is upgraded by one step when they ambush prey. Instinct: To push boundaries
- Shape metal
- Sink opponents into stone
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Cult Guards Group Spear (d8 damage) 6 HP 3 armor Close, Reach, Near Simple Guard for a cult research facility Instinct: Prevent Escape
- Guard Exits
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Void Demon Horde, Magical, Divine, Intelligent, Planar, Terrifying Rending claws (d6+6 damage 2 piercing) 13 HP 4 armor Close, Forceful Special Qualities: Soulless "The first symptoms are blackened veins, spreading across the body - then black crystalline growths form as a deep fever sets in. By the third day the victims are almost certainly mad, screaming about 'the voices'. If left untended they all hunch together into the fetal position as the growths form over them entirely forming a chrysalis of sorts, then those wicked creatures erupt from what remains of the poor victims. Sharp of claw, lacking heads but instead possessing a black flame atop which sits a golden eye, black shiny hides and the strength to tear a man limb-from-limb and the speed to snuff a life without needing to stop. If this truly spreads then we are all doomed." Instinct: To Serve the Void
- Infect and Corrupt
- Wield void magic
- Issue forth a black miasma
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Mirror Snake Group, Small, Cautious, Construct Embrace and crush (d8+2 damage 1 piercing) 10 HP 3 armor Close Special Qualities: Reflects magic, shines bright light Python-sized biomagical snake. Moves/slithers with alarming, almosty supernatural speed. Its plate armour skin is made up entirely of reflective magic material, that makes it impervious to most ordinary attacks. It cannot be scratched or burned. The material is brittle however, and may shatter when brute, blunt force is applied to it. Instinct: To suffocate
- Encoil (1d8)
- Focus light as a weapon (blinding)
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Frost Giant Group, Huge, Intelligent, Planar Giant-sized axe (b[2d10+5] damage) 18 HP 3 armor Reach, Forceful, Near Special Qualities: Immune to cold Few know this, but the world was once ice. Or nearly all of it. Most of the lands were theirs, but then it began to thaw and they retreated, farther and farther, unable to tolerate the warmth, until most had returned to their own realm, but there they just schemed and planned, seeking to make the world like it once was: A frozen tomb, but more important to these giants - tall and mighty, clad in ancient armour and wielding ancient arms - theirs. Instinct: To create an ice age
- Pelt with boulders
- Command ice and frost
- Shatter things
- Rend asunder