-
Bo Goblin Group, Stealthy, Organized, Intelligent Shoddy Club (d8+2 damage) 6 HP 1 armor Close 4-5ft tall, hunched, with spindly limbs, and pointed ears protruding from its large head. These nuisance monsters are the bane of many beginner adventurers. Not to be underestimated however, they are viscous and dangerous in large numbers Instinct: to pester
- Encircle the foe
- Call reinforcements
- Sacrifice itself for the group
-
Rex the Rat King Solitary, Magical, Stealthy, Intelligent, Terrifying Claws (d10+2 damage) 12 HP 6 armor Close, Reach Special Qualities: Gnarled teeth and a scarred face Rex is a malformed large were-rat. He has the body of a large human with head and face of a rat. His skin is stretched over his rat like face, causing scars and tearing. His teeth are too big for his head and stick out wildly. His fingers have shrunk to stubs but his nails have become long claws that he uses to slice and dice any approaching enemies. He wears a crudely constructed crown of metal wire. Instinct: To rid the world of humans
- Bite
- Distract with summoned rat horde
-
The Mahina Group, Magical, Organized, Intelligent, Amorphous (d10 damage) 9 HP 5 armor Close The Children of the Moon Instinct: Treat everyone the same
- To observe the universe
-
Rella Mozza Solitario (preferisce scopa) 2d4+3 danni perforanti 10 HP 3 armatura vicino, intelligente La figlia adottiva del Capitan Barbagialla, combatte con agilità e trucchi subdoli. Inoltre, è anche una bravissima cameriera. Instinct:
- Coltello da Pizza
- Forchetta
-
Hippopotamus Group, Large Crushing Bite (d8+2 damage 1 piercing) 10 HP 1 armor Hand, Forceful The Hippopotamus is a massive, barrel-shaped creature with short legs and a wide mouth filled with formidable teeth. Its thick, hairless skin varies in shades of gray and brown, offering some protection against the elements. Despite its seemingly docile appearance, the Hippopotamus possesses incredible strength and is known for its aggressive behavior.
The Hippopotamus is known to fiercely guard its territory and offspring, creating problems for those who encroach upon its domain. It aggressively defends its space, charging and attacking any potential threats with its formidable jaws and sheer strength. The Hippopotamus is especially dangerous when protecting its young, as it becomes even more aggressive and relentless in its pursuit. Its territorial nature and imposing presence make it a formidable foe, capable of causing significant problems and dangers for adventurers or individuals who enter its domain without caution.
Ferocious Charge: The Hippopotamus can charge with remarkable speed, using its weight and momentum to crash into enemies. Its charge is accompanied by powerful jaws that snap shut with bone-crushing force, dealing significant damage to its target.
Territorial Aggression: The Hippopotamus is fiercely territorial and will defend its space against intruders. It becomes especially aggressive when its territory is threatened, charging at foes and aggressively attacking with its massive jaws. It will pursue adversaries relentlessly, making it challenging for them to escape its wrath.
Wall of Flesh: The Hippopotamus possesses a thick, tough hide that acts as natural armor, offering substantial protection against physical attacks. Combined with its massive size, this formidable defense makes it challenging to harm the Hippopotamus with conventional weaponry.
Acquatic Adaptation: The Hippopotamus is a proficient swimmer and can hold its breath for extended periods. It can traverse bodies of water with ease, and its amphibious nature allows it to launch surprise attacks from rivers, lakes, or swamps.
Move: Surprise Attack from the Water
When the Hippopotamus launches a surprise attack from the water, roll +Dexterity. On a 10+, choose two. On a 7-9, choose one:- Ambush: The Hippopotamus catches its target off guard, gaining a significant advantage in the attack. It inflicts additional damage or gains a bonus to its attack roll.
- Drag Under: The Hippopotamus lunges at its target and attempts to drag them underwater. The target is momentarily submerged, struggling to breathe and losing their footing, granting the Hippopotamus an opportunity to disorient or incapacitate them.
- Disruptive Presence: The sudden emergence of the Hippopotamus startles and distracts the target and any nearby allies, causing them to momentarily lose focus or become disorganized. The target suffers penalties to their next action or attack.
- Retreat: The Hippopotamus launches its surprise attack and swiftly retreats back into the water, escaping any immediate reprisal. It is difficult for the target or their allies to retaliate effectively against the swift and elusive Hippopotamus.
On a miss: The target manages to evade or counter the Hippopotamus' surprise attack, turning the tables on the creature. The GM will introduce a complication or twist related to the failed attack.
Note: This move allows the Hippopotamus to utilize its aquatic adaptation to its advantage, launching unexpected assaults from bodies of water. It represents the Hippopotamus' ability to capitalize on its environment, catching its targets off guard and creating chaos in combat. The move reflects the Hippopotamus' territorial nature and its capability to surprise and disorient adversaries, making it a formidable and unpredictable opponent.
Instinct: Protect its territory and its young- Territorial aggression
- Ferocious charge
- Surprise attack from the water
-
Bush Elephant Solitary, Large Tusk (d10+4 damage 3 piercing) 20 HP 1 armor Forceful, Ignores Armor, Near The Bush Elephant is a majestic creature, slightly smaller than its War Elephant counterpart, but still towering above most other creatures. It has a robust build, covered in a rough, sandy-colored hide. Its large ears fan out like sails, and it possesses elongated, curved tusks.
The Bush Elephant has a deep affinity for the natural world and acts as a guardian of the wilderness. It is known to defend its habitat fiercely, ensuring the safety and balance of the surrounding flora and fauna. The Bush Elephant reacts aggressively to those who threaten or exploit the natural environment, whether it be poachers, deforestation, or other destructive forces. It charges into battle, using its abilities to trample and incapacitate foes, while also employing its plant manipulation skills to create barriers and protect the natural world. The Bush Elephant's actions often cause problems for those who disrespect or seek to harm the delicate balance of nature.
Trample: The Bush Elephant charges forward with surprising speed and agility, using its sheer size and momentum to trample enemies in its path. Its thunderous charge can knock foes off balance, inflict substantial damage, and create chaos on the battlefield.
Thick Hide: The Bush Elephant's hide is tough and weathered, offering natural protection against physical attacks. It possesses a high degree of resistance to most mundane weaponry, requiring more powerful or specialized means to harm it.
Plant Manipulation: The Bush Elephant has a unique connection to the plant life around it. It can manipulate nearby vegetation, causing vines to entangle enemies, roots to trip or immobilize them, or even summon thorny brambles to impede foes' movements. This ability allows the Bush Elephant to control the battlefield and create obstacles for its adversaries.
Move: Plant Manipulation
When the Bush Elephant focuses its energy on manipulating nearby vegetation, roll +Wisdom. On a 10+, choose two. On a 7-9, choose one:- Vines of Entanglement: The Bush Elephant causes thick vines to sprout from the ground, entangling and restraining enemies within reach. The affected targets are immobilized or have their movement significantly impeded.
- Root Snare: The Bush Elephant summons roots from the earth to ensnare a target's legs, tripping them and causing them to fall prone. The affected target suffers a penalty to their next action or attack.
- Bramble Barricade: The Bush Elephant creates a barrier of thorny brambles, obstructing the path of enemies. The brambles provide cover and can make it difficult for foes to approach or attack. Healing Verdure: The Bush Elephant channels its connection with nature to release a burst of healing energy. Allies within range are surrounded by rejuvenating plant life, restoring some health and temporarily alleviating minor injuries or ailments.
On a miss, the Bush Elephant's attempt at plant manipulation goes awry or attracts unintended consequences. The GM will introduce a complication or twist related to the manipulation of vegetation.
Note: This move allows the Bush Elephant to tap into its unique connection with plants and harness the power of nature. It provides versatile options for hindering enemies, creating barriers, or aiding allies through the manipulation of nearby vegetation. The move reflects the Bush Elephant's role as a guardian of the natural world and its ability to utilize the environment to its advantage. Instinct: Protect the natural world- Plant manipulation
- Charge and trample
-
War Elephant Horde, Huge, Organized Tusks (b[2d6+7] damage 1 piercing) 11 HP 1 armor Reach, Forceful, Ignores Armor, Near The War Elephant is a symbol of military might and dominance. It is trained for warfare, and its primary objective is to crush any opposition that stands in its way. Whether it is defending its allies or advancing on an enemy stronghold, the War Elephant charges into the midst of battle, wreaking havoc and trampling adversaries. Its immense strength and resilience, combined with its intimidating presence, make the War Elephant a formidable adversary that can pose significant problems for both armies and individuals alike.
Abilities:
Trample: The War Elephant charges forward, trampling everything in its path. Its sheer weight and force cause devastation, knocking aside foes and causing significant damage. The trample can be used strategically to break enemy formations or scatter opposing forces. Iron Hide: The War Elephant's skin is incredibly tough, providing natural armor against physical attacks. It is resistant to most mundane weapons and can withstand a significant amount of punishment before succumbing to damage.
Fearful Presence: The sheer size and ferocity of the War Elephant strike fear into the hearts of its enemies. Its presence alone can demoralize opponents, making them hesitant and prone to making mistakes in combat. This fear-inducing aura can also disrupt spellcasting and destabilize magical effects.
Siege Weaponry: The War Elephant is equipped with a variety of mounted weapons and armor enhancements. These can include enormous tusks capable of goring foes, armored plating that provides additional protection, or even specialized ranged weaponry like ballistas or mounted archers. These enhancements make the War Elephant a formidable siege weapon and a devastating force on the battlefield.
Move: Rally the Troops
When the War Elephant lets out a mighty trumpet call, using its presence and commanding aura to rally the troops, roll +Charisma. On a 10+, choose two. On a 7-9, choose one:- The morale of allied forces is bolstered, granting them a temporary bonus to their combat abilities.
- Inspired by the War Elephant's call, a select group of allies gains a surge of energy, allowing them to recover from fatigue or minor injuries.
- The War Elephant's powerful presence instills courage and determination, reducing the effects of fear or mental manipulation on allied forces.
- The sight of the War Elephant and its rally fills allies with renewed vigor and resolve, clearing one debility or negative status condition from each affected ally.
On a miss, the War Elephant's rallying call has unintended consequences or attracts unwanted attention. The GM will introduce a complication or twist related to the rally.
Note: This move is designed for the War Elephant to inspire and support its allies on the battlefield, boosting their morale and providing beneficial effects to enhance their combat capabilities or mitigate disadvantages. It reflects the commanding presence and leadership qualities of the War Elephant, showcasing its ability to rally the troops and turn the tide of battle in favor of its allies.
Instinct: Crush Opposition- Trample
- Rally the troops
-
Rhinoceros Solitary, Large Horn (d10+4 damage) 20 HP 1 armor Forceful, Close, The Rhinoceros is a massive creature covered in thick, armored hide. It stands at a towering height of over eight feet and possesses a large horn on its snout. Its muscular body is built for brute strength, and it exhibits a fearsome and aggressive demeanor.
The Rhinoceros is fiercely protective of its territory and will aggressively defend it against any perceived threats. It will charge at intruders or creatures that encroach upon its domain, using its formidable strength and horn to attack and repel intruders. The Rhinoceros considers its territory as its own and is relentless in its defense, often becoming an obstacle for adventurers or individuals who venture into its domain, causing problems and confrontations.
Charge: The Rhinoceros charges at its foes with incredible speed and force, aiming to impale them with its horn. This charge is a devastating attack that deals substantial damage and can easily knock enemies off balance or even send them flying.
Thick Hide: The Rhinoceros boasts a thick, durable hide that provides natural armor against physical attacks. It is resistant to many forms of damage, making it challenging to harm through conventional means.
Territorial Stampede: When the Rhinoceros feels threatened or enraged, it can summon its kindred from the surrounding area to join it in a stampede. The thunderous sound of their approach can cause panic and confusion among enemies, while the sheer force of the stampede can trample or crush anything in its path.
Stubborn Resolve: The Rhinoceros possesses a relentless determination and an unwavering resolve. It is highly resistant to mental manipulation, such as charms or fear-inducing effects, making it difficult to sway or intimidate.
Instinct: Defend its territory- Charge and gore
- Summon stampede
- Resist control
-
Moose Solitary, Large, Cautious Antlers (d10+4 damage 1 piercing) 16 HP 2 armor Forceful, Reach The moose is an enormous creature, standing at least 10 feet tall at the shoulder. Its body is covered in shaggy fur, primarily shades of brown and gray, allowing it to blend in with its forested surroundings. Its large antlers span several feet wide and are adorned with sharp, pointed tines.
Instincts: The moose, driven by its territorial nature and desire for dominance, seeks to establish itself as the supreme presence in its chosen territory. It relentlessly marks its territory, aggressively defending it against any intruders or perceived threats. The moose will charge at and attack creatures that encroach upon its domain, intending to assert its dominance and drive away potential rivals or challengers. Its actions can disrupt the balance of the ecosystem and cause conflicts with other creatures or even adventurers who venture too close to its territory. The moose's relentless pursuit of dominance can create problems and dangerous encounters for those who unwittingly cross its path.
Abilities:
Charge: The moose can build up incredible speed and momentum. It can perform a powerful charge attack, ramming into its target with its antlers, causing substantial damage. The charge is quick and difficult to evade.
Trample: The moose possesses immense strength and weight. It can stomp the ground forcefully, causing the earth to shake and knocking back nearby foes. This ability can also be used to create obstacles or distractions in the environment.
Nature's Resilience: The moose has a natural affinity with its surroundings. It can blend seamlessly into wooded areas, making it difficult to detect. Additionally, it has a strong resistance to nature-based magic and effects, such as spells that manipulate plants or weather.
Bellow: When threatened or enraged, the moose emits a thunderous roar that can stun or intimidate nearby creatures. This can momentarily disorient foes or create an opportunity for the moose to escape or gain an advantage in combat. Instinct: to dominate- Charge and Gore
- Trample
-
Half-elven child Solitary, Small Bite (1d4 damage) 1 HP 0 armor Close Child victim of the local peasants who plan to burn the poor girl at the stake for being a "infidel" elf. Instinct: Desires escape
- Cry
- Pleads
- Hides