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Bronze Dragon Solitary, Huge, Intelligent Tan Charge (b[2d12+7] damage) 24 HP 2 armor Reach, Forceful Special Qualities: Immune to Electricity, Electric scales, Underwater breathing Bronze dragons are coastal dwellers, taken with the idea of a just cause. What exactly that is varies from dragon to dragon, but they will not support a cause they do not 100% believe in. This zeal has lead both to very good and very bad things. Instinct: To fight for a just cause
- Breathe lightning
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Tiefling Twister Solitary, Magical, Devious, Intelligent Warping Blast (d8 damage) 16 HP 4 armor Close, Ignores Armor, Near Much like their otherworldly progenitors, tiefling often can't leave well enough alone. As a result, their magic often takes a bend towards reshaping things in their image. Instinct: To succeed
- Create clouds of darkness
- Use infernal magic
- Weaken target's armour
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Ogre Task Mage Solitary, Large, Magical, Intelligent Destructive Blast (d10 damage) 20 HP 4 armor Ignores Armor, Near Ogres do not have much of a cultural tradition of wizardry. Those that do find the opportunity to train often bend their skills towards practical matters, though in this case, practical also means serving as magical dynamite. Instinct:
- To serve clan
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Cryohydra Solitary, Huge Storm of frozen bites (10+number of heads damage 2 piercing) 20 HP 4 armor Reach Special Qualities: Immune to cold, Regenerates 2 per die roll, Can attack as many creatures as it has heads Cryohydras are frosty relatives of the common hydra, imbued with a bitter coldness. Like common hydras, they are gluttons of the most dangerous sort, especially as their frozen home rarely has enough food to truly ever satisfy them. Instinct: To eat
- Breathe ice
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Mohrg Solitary, Devious, Intelligent Hooked tongue (d8 damage 2 piercing) 16 HP 3 armor Close, Reach Mohrgs are born from killers. Not just any killers, mind you. Those killers who enjoyed what they did, who took pleasure from every life snuffed. This perverse joy can manifest in this disturbing undead being, who is reanimated by its own bloodthirst. Serial killers by nature, they retain their intelligence in their new state and use it to skillfully resume their old hobby of wanton violence. Instinct: To kill, kill, kill
- Reanimate the dead
- Paralyzing attack
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Dragonstruct Purifier Solitary, Large, Stealthy, Construct, Terrifying Elemental Beam (b[2d10] damage 1 piercing) 20 HP 3 armor Ignores Armor, Near, Far Special Qualities: Immunity to a random element, Construct, Dragon's Roar Created by true dragons to keep their most sacred places safe. Imbued with draconic essence, this dangerous guardian can call upon their elemental energy both to protect themselves and to wash away the stains of intruders. Instinct: Guard the interest of dragons
- Explode upon breaking
- Entangle opponents in metal limbs
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Thunderbot Group, Large, Organized, Construct, Amorphous ZAP! (b[2d8+2] damage 2 piercing) 17 HP 4 armor Reach, Near, Forceful Special Qualities: Conductive, Lightweight A hulking four-armed war machine, like a larger magitek automaton made out of jet-black metal roughly shaped like a headless human, with three sensor lights arranged around its upper body stands before you. The humming of a current of electricity can be heard from across the room.
Instinct: to follow directive- Set to stun
- Shock and Awe
- Assault and Battery
- Ring the alarm
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Ice Spider Solitary, Stealthy, Devious, Organized Fangs (d6 damage) 12 HP 0 armor Close Special Qualities: Frost Spinner Luminescent and nearly transparent, this creature is practically a natural formation of the ice. Where exactly they originated from is unclear, but females carry their eggs when fertile, and on death, their thorax splits open, and a number of its young emerge, consuming the mother in her entirety. Instinct: Gather food for young
- Spin Frost
- Orb-Weaving
- A bite will freeze extremities
- On death, 2d4 spiderlings scatter from its thorax
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Quasit Horde, Tiny, Devious, Intelligent, Planar Claws (d4-2 damage) 7 HP 0 armor Hand When a mortal makes a deal with hell and sells its soul, the demon responsible for the bargain tears out a shard of that person's soul and reshapes it into a quasit. The quasit assist the one who sold his or her soul, which it is bonded to. When that person dies, the quasit makes a final journey to Hell with the soul, before dissolving and allowing the two to become whole. This has the added benefit, for the devils anyway, of circumventing much of the afterlife's bureaucracy. Instinct: To bring its bonded soul to Hell
- Turn invisible
- Inflict shakyness with venom
- Usher the bonded soul to Hell
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Drow Master of the Arcana Solitary, Magical, Intelligent Flame bolt (b[2d10] damage) 12 HP 6 armor Close, Ignores Armor Masters of the arcana have worked for decades to gain their understanding of magic. If they don't head wizard schools, they often have favored positions in the various drow houses. Instinct: To secure revenge for the drow empire
- Create clouds of darkness
- Cast a variety of spells