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Gnoll Horde, Intelligent, Cautious Sawn-Off Shotgun (d6+2 damage) 3 HP 2 armor Close, Reach Special Qualities: Can see in the dark Gnolls are nocturnal humanoids with many physical traits resembling that of hyenas, creatures they often live with. Gnoll culture is often extremely matriarchal, with female gnolls being both bigger and stronger than the males, whom they often push around at their leisure. Instinct: To protect tribe
- Laughs
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Peryton Group, Magical Bloodied Antlers (b[2d8+2] damage) 6 HP 0 armor Close Special Qualities: Flight, Can see in the dark The vicious peryton is a very brutal species of magical creatures that seem to blend traits of birds, stags and wolves. Aggressive predators, males hunt alone while females gather in very small packs. Perytons prey on anything they think they can take on, including each other, tearing prey apart to feast on their favoured part, the heart. Also magical ,if they managed to copy a targets shadow, that person gets -1 on all rolls against the peryton. Instinct: To feast
- Tear hearts out of what it kills
- Copies shadows with a touch
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Dire boar Group, Large Goring Tusks (d8 damage 2 piercing) 14 HP 1 armor Special Qualities: Death attack Dire boars, also called daeodons, are vicious scavengers who trample and rip apart anything they suspect is a danger to their territory. Instinct: To protect its territory
- Attack ferociously
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Schir Group, Devious, Intelligent, Planar Diseased Halberd (d6+2 damage) 6 HP 1 armor Close, Reach Special Qualities: Immune to disease, poison and electricity, Resistant to acid, cold and fire, Universal language, Can see in the dark Dretches who at least manage to prove their willingness to work or souls who at least tried to accomplish things are often placed in the ranks of schirs, professional demonic cannon fodder. Instinct: To serve Hell
- Patrol a designated area
- Infect people with a disease causing the weak debility
- Can see invisible things
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Dust Digger Group, Large, Stealthy, Cautious Grasping Tentacles (d8 damage) 10 HP 2 armor Reach Special Qualities: Burrows Dust diggers burrow through the ground, setting up sinkholes which they use to trap prey, which they swallow whole. More stubborn prey is wrapped up in their tentacles. While primarily ambush predators, they do no refrain from digging around to hunt prey if something comes by. Instinct:
- Creates sinkholes
- Hidden in the sand
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Slime Mold Solitary, Large, Devious, Amorphous Fungal Pseudopod (d8+1 damage 1 piercing) 19 HP 2 armor Special Qualities: Resistant to Fire Slime mold are amorphous creatures that have symbiotically fused with several varieties of mushroom, mold or mildew. Like most slimes, they only want to eat, though they refrain from consuming relatives of their symbiote. Instinct: To eat
- May try to engulf prey
- Infect with rot, causing the weak and sick debility
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Pugwampi Shincracker Solitary, Tiny, Magical, Intelligent Hammer (b[2d10-2] damage) 12 HP 0 armor Hand Some pugwampis want to deliver misfortune right to people's doorstep or to them in person. these brave(To some extent) pugwampis wade into combat, trusting their aura to keep them alive, or at least alive long enough to leave their enemy hobbled. Their aura causes all non-combat 2D6 rolls to be w4D6, unless the target is a gnoll, animal or gremlin. Instinct: To make people unlucky
- Create an aura of misfortune
- Can talk with animals
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Pugwampi Horde, Tiny, Magical, Intelligent Tiny Shortbow (b[2d6-2] damage) 7 HP 0 armor Hand, Near Pugwampi are a species of gremlin, fey creatures that embody entropy and decay in all forms. Pugwampi specifically embody misfortune in all things great and small, taking a sadistic joy in ensuring that others suffer from misfortune. For some reason, they see gnolls as larger relatives and always seek to please their big brothers and sisters, much to the gnolls frustration. Their aura causes all non-combat 2D6 rolls to be w4D6, unless the target is a gnoll, animal or gremlin. Instinct: To make people unlucky
- Create an aura of misfortune
- Can talk with animals
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Arachnopteroid Solitary, Small, Stealthy bite (d4 damage 1 piercing) 5 HP 0 armor Close Special Qualities: Flying A giant bat, with a spider's face (eight eyes, twitching mandibles, you get the picture). There are a few extra spidery legs to really drive home the creepiness. When you get too close, it will grab something of yours, fly away from it's web, and drop that something. It's trying to give you an opportunity to leave. I suggest you take advantage of it. Instinct: to defend it's brood
- Swipe something in a flyby
- Encase in webbing
- Inject and Paralyze