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Vrock Group, Large, Magical, Devious, Planar Claws of the Skyterror (b[2d6] damage 1 piercing) 10 HP 3 armor Special Qualities: Flight, Immunity to Electricity Vrocks are demons given form to serve as aerial soldiers, scouts and raiders. They patrol Hell's skies, keeping a close eye on everything that happens, reporting it back to their overseers. In combat, they favour using their spores and magic to kill rather than relying on weaponry that might interfere with their flight. Instinct: To fight for Hell
- Expel a stunning scream
- Conjure storms
- Infect with damaging spores
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Ochre Jelly Solitary, Large, Amorphous Acidic Touch (d10 damage) 19 HP 1 armor Special Qualities: Immune to electricity Ochre Jelly are the archetypical ooze predator. Their acid is specifically designed to dissolve flesh, not metal, a tidbit that comes in hand when trying to prevent them from devouring you. Every time they split, they divide their health and reduce their damage die by one step. Instinct: To eat
- Splits when damaged
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Fire Elemental Group, Large, Planar, Amorphous Inferno Swipe (b[2d8+2] damage) 17 HP 1 armor Ignores Armor Fire elementals are rarely still, always on the move to add more fuel. They are voracious, but strangely, despite their destructive qualities, this also makes them easier for conjurers to deal with, as they are easily placated with even simple stacks fo wood. Instinct: To consume
- Set things on fire
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Invisible Stalker Solitary, Stealthy, Intelligent, Planar Unseen Chokehold [d10] damage 1 piercing) 16 HP 2 armor Close Special Qualities: Flight, Permanently Invisible Creatures of air from the elemental plane, invisible stalkers are often conjured to serve as assassins, thieves and guards. Most of them resent this and carry grudges against mortals, which they channel into their frustrated attacks. A poorly worded instruction usually results in the stalker slitting its summoner's throat at the first oppertunity. Instinct: To complete its task and return t the elemental plane
- Move without a trace
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Chuul Group, Large, Devious Pincers (d6 damage 3 piercing) 10 HP 3 armor Chuuls are crusteceans with an attitude. They are very territorial and gladly tear apart everythign that comes near, both for sustenance and for choice pieces to impress potential mates with. Instinct: To feed
- Lurk in water
- Paralyzing secretions
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Black Dragon Solitary, Large, Stealthy, Magical, Intelligent, Cautious Obsidian Wrecking (b[2d12+4] damage 1 piercing) 16 HP 3 armor Forceful, Reach Special Qualities: Aquatic, Flight Black dragons are some of the smaller dragons, living usually in swampland and marshes. Even for dragons they are loners, not helped by a racial tendency towards paranoia and sadism. They have a habit of kidnapping people they find entertaining and keeping them as part of their treasures. Their breath weapon gains no bonuses to the damage die, but ignores armoru and can hit groups. Instinct: To guard its territory
- Spew Acid
- Hide in swampland
- Speak with reptiles
- Poison water
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Micronstruct Swarm Solitary, Fine, Devious, Construct Deconstructing Presence (d8-6 damage) 16 HP 0 armor Hand, Ignores Armor Special Qualities: Hive mind, Flight, Construct, Swarm Micronstruct are an attempt at replicating nanotechnology through magitech. These tiny constructs are still in development, but would hypothetically be used for fine tasks, such as microsurgery, subtle repairs and reconfiguing the flesh of the creator's enemies. Instinct: To upgrade and enhance at its masters command
- Upgrade a living creature
- Control a upgraded creature
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Mummy Swarshifter Horde, Magical, Construct Brutal Fist (d6+2 damage) 11 HP 1 armor Close, Forceful Special Qualities: Undead Mummy Swarmshifters are suprisingly stealthy creatures. Their wrappings are imbued with ancient magic, allowing them to transform into a swarm. Lower ranking mummies were granted the form of a scarab swarm, allowing them to overwhelm and devour their enemies. Instinct: Guard ancient treasure
- Inflict sickness and scaring with a touch
- Can transform into a swarm scarabs
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Shambling Mound Solitary, Large, Stealthy Crushing Growths (d10+2 damage) 16 HP 0 armor Special Qualities: Absorbs electricity, Camouflage Shambling mounds are large, mobile plants. They feast upon everything they can get their hands on, including living things which they ambush and smother in their grasp. They become especially active during thunderstorms. Instinct: To grow
- Hide in the undergrowth
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Sergeant Willem Nereth Solitary, Cautious Rapier Thrust (d10 damage 1 piercing) 12 HP 5 armor Close, Reach About Willem. Instinct: to follow the letter of the law and instill discipline.
- Write a hefty citation for small infractions.