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Waterling Horde, Tiny, Magical, Stealthy, Devious Splash of water (d4-2 damage) 3 HP 4 armor Hand, Near Special Qualities: Liquid Waterlings are not really Water Elementals. In fact, they have trouble staying in an 'Elemental-like' form, which is why they most often stay unnoticed, even though someone might get curious about that random puddle of water. "Has it rained today?" A single Waterling really is no threat as it will just seep through the earth trying to find ground water. In large numbers however, they can combine to a hefty stream of water with a sense of direction, which delights in tearing up the ground or worse - your home. Instinct: To erode
- Flow uncontrollably
- Hide in a body of water
- Flow into someone's lungs
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Earthling Horde, Small Fists of stone (d6+2 damage) 7 HP 3 armor Close, Forceful The Earthling is a lesser version of the Earth Elemental, not quite as strong and much much smaller with about half the size of a Halfling. It seems to be made of some kind of hardened mud rather than rock, which makes it prone to being dissolved in water. A single Earthling poses little threat and is best dealt with by tying it up and throwing it into the next moving body of water. In numbers they tend to get quite annoying, as they will continue to punch and throw rocks at any human-made structure until it collapses to a more natural state of 'pile of rubble'. Instinct: To flatten the earth
- Tear out a lump of earth to throw
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Fireling Horde, Small, Magical Hand of fire (d6 damage) 3 HP 4 armor Close, Ignores Armor Special Qualities: Immune to fire The Fireling is a small elemental creature, not quite as powerful as a true Fire Elemental, but nonetheless dangerous. A single Fireling may be a nuisance quickly dealt with with a bucket of water or a thick blanket, but innlarger numbers they can quickly get out of control. They are not really smart beyond figuring out which of the things close to it burns best. Instinct: To engulf in flames
- Set something on fire
- Create a burst of flames to defend itself
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Swineomancer Solitary, Stealthy, Devious, Intelligent Staff (d6 damage) 12 HP 0 armor Close The swineomancer is a perverted form of body altering nefarious overlord. Instead of reanimating dead corpses or building a Frankenstein's Monster from dead body parts, it collects living humanoids to combine them with a special breed of war-pigs. The resulting abominations are of exceptional strenght and weak will. They follow their creator's order with as little thought as a pig might give to its free will. Instinct: To spread blight and misery
- Command an army of pigmen
- Vanish in a cloud of stenching gas
- Throw a plague bomb
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Pigman Group, Intelligent, Construct, Terrifying Spiked Flail (d8+2 damage) 6 HP 1 armor Close Special Qualities: Immune to plague and stench A nafarious Swineomancer created these pity creatures to serve his will. Stitching together parts of human, dwarf or any other humanoid and pigs as he sees fit, creatures of horrible looks are created. With no means to communicate their pain with their heads of pigs and guttural oinking sounds, they serve the Swineomancer in reluctant devotion to share their pain with others whom they collect for their master. Instinct: To share its pain
- Capture a defenseless person
- Call for the herd
- Enrage a herd of pigs
- Unleash a terrifying shriek
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Corrupted Owlbear Solitary, Large, Magical, Construct Claws and Beak (d10+4 damage 4 piercing) 20 HP 4 armor Forceful Special Qualities: Magical Construct Once a twisted creation of wizards, this creature has been tainted by a well-spring of ancient magic. Instinct: To hunt
- Strike from darkness
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Thieves' Guild Assassin Solitary, Stealthy, Intelligent, Hoarder Poisoned Rapier/Blowdart (b[2d10] damage 1 piercing) 12 HP 1 armor Close, Near When they hear 'assassin' people usually think of long black capes and hoods. That wouldn't be very subtle, though- the assassins of the Thieves' Guilds tend to be as inconspicuous as they are deadly. They could be your best friend, or that bartender, or that prostitute, or that fisherman, or, hell, maybe that pumpkin. In any case, its best not to cross them (or they're employer), lest you find yourself poisoned or cut to ribbons with a blade. Instinct: To eliminate
- Ambush unsuspecting prey
- Inject a deadly poison
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Thieves' Guild Agent Solitary, Stealthy, Devious, Intelligent, Hoarder Stiletto and Throwing Daggers (d8 damage) 12 HP 1 armor Close, Near The best thieves come from Thieves' Guilds, as one might expect. Found in almost every city on the continent, the agents of the Guild are skilled at being where they shouldn't and getting their hands on what doesn't belong to them. As well, they're pretty handy with a knife. Instinct: To infiltrate
- Go somewhere they shouldn't
- Blind someone
- Pickpocket someone
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Eye of Hell Solitary, Tiny, Magical, Devious, Hoarder, Planar, Amorphous Eye Beam (w[2d8-2] damage) 15 HP 1 armor Hand, Near Not much larger than a small dog, these fiery eyeballs stalk the world of mortals, reporting back their findings to the Dukes of Hell. If cornered, they can put up some kind of fight, but their most dangerous action is to call up the legions of hell. Instinct: To observe
- Report back to its demonic masters
- Blind an attacker
- Call up demonic assistance
- Erase knowledge
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Chaos Knight Solitary, Magical, Intelligent Pike (b[2d10+4] damage) 12 HP 2 armor Close, Forceful, Reach Chaos can always be found in the world, in some places more abundantly than other. These darkly armored men and women appear from time to time when the balance between Chaos and Order hangs by a thread, hoping to tip it in the favor of anarchy. It is rumored they have a secret monastery somewhere in the mountains near Stormcrag, but whether this is true is open to a lot of speculation. Instinct: To Upend Order
- Consume Life Force
- Polymorph Someone