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Flind Pyroblaster Solitary, Magical, Intelligent, Evasive Swath of Fire (d10+2 damage) 15 HP 1 armor Close, Ignores Armor, Near Flind sorcerers often develop a nack for fire and in combat, serve as walking, chuckling flamethrowers to flush out enemies and reduce them to charcoal. Even other flinds find them a tad bit unnerving at times. Unlike many other combat mages, they do not focus on creating defensive shields to protect themselves, instead participating in actual combat training to improve their reflexes. Instinct: To lead the tribe
- Laugh maniacally
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Death Worm Solitary, Large, Stealthy, Devious Consuming maw (d8+2 damage) 16 HP 1 armor Forceful Special Qualities: Immune to Electricity, Acid and Poison, Acidic Blood, Burrows Death worms are desert dwelling relatives of the purple worm. They dig through the dunes, devouring herds of camels and other similar sized creatures, fending of more dangerous creatures with their breath weapons. Instinct: To eat
- Breathes lightning or acid for D6/D4 damage, Electrical/Acid Elemental, Ignore Armou
- Hides in sand and rock
- Spreads a sickening venom through its bite and skin
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Gobogeg, the twice invoked Solitary, Huge, Magical, Divine, Amorphous, Planar Special Qualities: Ever rising The twice invoked pillar of the stars, with a single hollow eye to stare down the pests that try to tether it. This world is its egg, and all will crumble so it can return to its home outside the cosmos. Instinct: To rise
- Open the way for the worthy
- Tear up the world below
- Rise towards the stars
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Fire Yeti Group, Large, Organized, Intelligent, Hoarder Fist, magma ball (d8+2 damage) 14 HP 1 armor Forceful, Reach, Near, Far Special Qualities: Resistance to fire 'What are you playing at? You couldn't have seen a yeti out here. Yetis live on top of mountains, fool! It couldn't survive out here for heat. The lava alone wou.....LOOK OUT!' Instinct: Attack out of fear of civilization
- Barge out of nowhere
- Familial war-call
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Ice Troll Solitary, Huge, Intelligent Club (d10+5 damage) 24 HP 1 armor Reach, Forceful Special Qualities: Regenerate (1d6), Immune to Cold A troll from the frozen tundras. Treats anything smaller than itself as a potential meal, and is perpetually on the hunt for more food. It regenerates, although slower than its mainland bretheren. It is mottled grey and blue, an attempt at blending in with the icy landscape it hails from. It will throw chunks of ice or snow, but a normal boulder will suffice if none can be found. Instinct: Seek food
- Hunt for food, throw boulders, swing club
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Snow Serpent Solitary, Large Bite (b[2d10] damage 2 piercing) 16 HP 2 armor Special Qualities: Icy venom, crushing coils, Immune to Cold, Weak to Fire A giant snake that lives inside a burrow made from icy tunnels. Its white/blue coloring allows it to blend in with the ice and snow in which it makes its home. The Snow Serpent will strike at prey, and drag the back to its tunnels once its icy venom has taken effect. Instinct: Drag prey back to its burrow.
- Ambush from icy tunnels
- Freeze with venom
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Reanimated Corpse Group, Construct Pummels (b[2d8] damage) 6 HP 0 armor Close Special Qualities: Electrical damage heals, Undead Stolen bits and pieces in the night. Graveyards stealthily uprooted and maybe tonight an arm, a leg, another head (the last one came apart too soon). Even the humblest alchemist can make do with what he can and, with a little electricity, well—it's not only the gods that can make unlife, hmm? Instinct: Smash
- Obey creator
- Longs for friend
- Smash!