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Pitto guerriero selvaggio Group, Organized arco o pugnali e lancia (1d8 damage 1 piercing) 7 HP 0 armor Close E' il tipico selvaggio, il barbaro della savana, con perizoma e osso nei capelli. Può avere delle pelli o scudi di legno che gli danno 1 alla C.A.. Instinct: difendere territorio
- uccidere i nemici
- richiamare il clan
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Kinsmen Councilman Solitary, Stealthy, Intelligent, Hoarder Enchanted Knives (d10 damage 2 piercing) 12 HP 1 armor Close Instinct: To kill the unkillable
- Expert Assassin
- Double Cross
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Elder Brain Solitary, Huge, Magical, Intelligent, Cautious, Terrifying Tentacle (d12+5 damage) 24 HP 5 armor Reach, Near, Far Special Qualities: Instinct: To seize power
- Dominate the mind
- Psionic Storm
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Demone delle ceneri Solitary, Large, Magical, Stealthy, Planar, Amorphous strangolare a mani nude (d10+4 damage) 27 HP 5 armor Forceful, Reach Special Qualities: non ha un vero corpo, ma può usare molte braccia Questo demone antico e selvaggio può essere richiamato dalle ceneri. Se il suo padrone riesce a domarlo, il demone può essere incaricato di un compito, come proteggere una stanza o annientare un nemico. Non ha un vero corpo, è più simile ad un insieme di luci azzurre e blu e di banchi di fumo, da cui sbucano braccia robuste (anche più di due) e attraverso cui si può distinguere una volto malvagio e famelico. Generalmente è richiamato da chi fa uso di magia selvaggi, e solo grandi stregoni possono tentare di domarlo. I danni causatigli da fuoco e argento dimezzano la sua protezione alla C.A. magica (se usati entrambi la annullano). Instinct: stritolare i nemici
- braccia possenti
- si materializza dalle ceneri in forma di luci e fumo
- esegue le volontà del suo padrone
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Fungal Cannon Group, Devious Caustic Spores (d6 damage) 14 HP 1 armor Close, Reach, Far A form of fungi that attacks from afar. The strain infests the torso of the victim, turning their chest cavity into a foul brewery of poisonous and hallucinatory chemicals. Instinct: To spread the infestation
- Lay down a barrage of caustic fluid.
- Explode when sliced open.
- Spray hallucinatory spores
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The Dryad Solitary, Large, Stealthy, Magical, Devious, Intelligent, Construct Vines (d8 damage 1 piercing) 16 HP 0 armor Reach, Near Special Qualities: Daemonbound The Ophidae house bound a succubus to the flora of Copperleaf Woods in a twisted experiment. Of course, even the most reckless summoner advises against summoning a cubus, for their ability to play on the desires and insecurities of humanity are renowned. The creature now resides as a plant-like monster deep in the woods, beguiling the weak willed and converting the dead into puppets with virulent fungi. Instinct: To expand its realm.
- Control people with infectious fungi.
- Prey on the desires of people.
- Cast a beguiling illusion.
- Call its thralls for aid.
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Souls of the Storm Group, Devious etheral weapons (d6 damage) 10 HP 0 armor Close, Ignores Armor Special Qualities: etheral Souls taken by the Blizzard wander within it, hounting those, that lost themselves in the storm. They're attracted to the warmth of the living Instinct: to seek warmth
- drain warmth
- freeze smn to death
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Will o' wisp Horde, Small, Stealthy, Devious Foxfire (d4 damage 1 piercing) 7 HP 0 armor Close, Ignores Armor These children have been lost for so long, that they don’t even remember a road, or a home, may exist. Instinct: to play. Regardless of others wellbeing.
- Show a dangerous, or wonderful place.
- Separate someone from a group.
- Suggest a dangerous game. Give a prize or boon to the winner, or force the losers to pay.
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Airling Horde, Tiny, Magical, Stealthy, Amorphous (d4-2 damage) 10 HP 7 armor Hand Special Qualities: Invisible You know those Air Elementals that can wreak havoc like it's their day job? Airlings are nothing like that. They are so tiny, a single one cannot even push a leaf. In fact, they are so hard to catch or even observe that there is little study on them at all. There are rumors of random events like a chair being misplaced, a knife suddenly dropping off a shelf or even someone being blown off a cliff, but never was a direct connection to an Airling established. Anyway, as they are so miniscule, even a slight breeze will quickly carry them away from you. Just don't get trapped with a population of them in a room, or you will be spinning about in a vortex quickly. Instinct: To blow stuff around
- Be a ... 'gust'
- Misplace an object