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Bog Giant Group, Huge, Hoarder Various makeshift weapons, hands, feet and teeth (d8+3 damage) 10 HP 1 armor Reach, Near " As big as a tree, and dumb as an ox...but don't let that fool you. They can hold their breath for a long time, and are more then willing to sit under the brackish water, in the muck and slime, just waiting for a tasty treat to wander by. And they are strong as Hell! I've seen one snap a gators neck like a twig...imagine what it would do to you! And even if you manage to get away from one, there's always a few more nearby...waiting to cave your head in with a club, or drown you like an ant." Pither Moore-Swamp Ranger Instinct: Hide under water, hunt and gather, protect territory
- bash with club, squash in hands, drown the puny human
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Bog Giant Group, Huge, Hoarder Various makeshift weapons, hands, feet and teeth (d8+3 damage) 14 HP 1 armor Reach, Near " As big as a tree, and dumb as an ox...but don't let that fool you. They can hold their breath for a long time, and are more then willing to sit under the brackish water, in the muck and slime, just waiting for a tasty treat to wander by. And they are strong as Hell! I've seen one snap a gators neck like a twig...imagine what it would do to you! And even if you manage to get away from one, there's always a few more nearby...waiting to cave your head in with a club, or drown you like an ant." Pither Moore-Swamp Ranger Instinct: Hide under water, hunt and gather, protect territory
- bash with club, squash in hands, drown the puny human
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Street Urchin Group, Small, Stealthy Bite (w[2d6] damage) 3 HP 0 armor Close Homeless children organized into a gang by a ruthless "Fagin" to pickpocket on his or her behalf. Pickpocket (Move by Jeremy Strandberg) When you stand idly about in the bustling city streets, roll +Wis. On a 10+, you catch the pickpocket in the act or see him coming. On a 7-9, they only got away with trifles: 1d6 rations, uses of adventuring gear, or coin. On a miss, you'll miss whatever's gone. Instinct: Obey your gang leader
- Steal
- Distract
- Run Away!
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Serpent-man Group, Magical Talons (d10+2 damage) 6 HP 1 armor Close, Forceful Serpent men are a fictional race created by Robert E. Howard for his King Kull tales. They first appeared in "The Shadow Kingdom," published in Weird Tales in August 1929. Serpent men are humanoids with scaled skin and snake-like heads. Some possess magical abilities, the most common of which is the use of illusion to disguise themselves as a human.In Robert E. Howard's King Kull stories, the serpent people worship a god known as the Great Serpent. Later writers would identify the Great Serpent with the Great Old One Yig and with the Stygian serpent god Set from Howard's Conan stories.They built subterranean cities, of which only ruins remain in the modern age. Instinct: Corrupts
- Enslaves
- Often appears human
- Blackmail
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Metal Spider Horde, Tiny, Organized, Hoarder, Construct Appendage Pierce (d6-2 damage 2 piercing) 3 HP 1 armor Hand, Ignores Armor Special Qualities: Metal, Weakspot, Nimble Metal Spiders inhabit dark corners of civilization, driven by their desire to collect and build their web of treasure and secrets. These spiders have 8 blade-like appendages that they walk with, generally stabbing into whatever surface they're on, and they're never alone. If you ever hear the screeching skitter in the night, it may be best to stay put and let them take whatever they want. Additionally, they can be controlled by their creator, and will even present their webs to him. But who is this creator, and why would he unleash these "spiders" into the world? Instinct: To steal / To defend its web
- Leg/Sensor Coordination --- May steal an item, even if it is in a bag
- Swarm --- if any Metal Spiders are near, they join the fight
- Steals Your Secrets --- Can record snippets of a conversation, if juicy enough
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Sentient Artifact Solitary, Tiny, Magical, Stealthy, Intelligent Telekinetic Strike (d6+3 damage) 10HP to disable 0, 1 or 2 armor, depending on material made from reach, close, medium range, Ignores Armor Special Qualities: telepathy, telekinesis, move self(artifact) or other item small distance The Abbott of the Order was a great teacher and kind man. Thus it was a great shock to all when he was found dead in his room killed by a single bloodless blow. No sign of resistance or trespass. Alone in his room with the artifacts he studies. He had been complaining of headaches lately and seemed more and more distracted almost like he was confused by the thoughts in his own mind. A sentient artifact that communicates and interacts with the world through telepathy and telekinesis. remains alive until artifact is destroyed by any means (melt, smash to bits, vaporize, etc). Instinct: To destroy false religions and their followers
- to find a worthy wielder - enslavement
- Confuse mind of other
- Bend other to will
- escape
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Sentient Artifact Solitary, Tiny, Magical, Stealthy Telekinetic Strike (d10-2 damage) 12 HP 4 armor Hand Instinct: to destroy those who follow false religions
- Find a worthy wielder - enslavement
- confuse mind of other
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Purifying Sprite Solitary, Tiny, Magical, Intelligent, Amorphous purifying (d10-2 damage) 15 HP 1 armor Hand, Ignores Armor cannot be harmed by impure metals. Instinct: to purify
- Seek out nearby sources of impurity and cleanse them
- Painfully cleanse impurities
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Giant Spider Solitary, Devious Bite (d8 damage) 12 HP Close, Reach Mutated by strange magics, this spider has grown a large as a man. In order to sustain itself, it has shifted from making its webs to catch flying creatures, to those who traverse the land. Covering large areas of land with an almost invisible glue like substance, anyone who treads it it gets inevitably stuck. Instinct: To Devour
- Groundweb
- Paralyzing venom