-
Shadow Mastiff Group, Planar Maul (d8 damage) 6 HP 2 armor Close Shadow Mastiff's are dog-like beings from the Shadow Realm. A harsh world has bread harsh creatures and these vicious beasts hunt in well-coordinated back, switching between cunning ambushes and ferocious all-out attacks as needed. Instinct: To hunt
- Utter a Terrifying Howl
- Hide in shadow
-
Glabrezu Solitary, Huge, Stealthy, Magical, Intelligent, Planar Pincer (d10+7 damage) 28 HP 1 armor Reach, Forceful Special Qualities: Extra limbs Glabrezu are the most common tradesfolk of Hell. They are authorized to grant boons, blessings and miracles fueled by the power of Hell, often in return for a soul or favour. To this end, they are also capable of crafting quasits, the proof of one's tie to hell. While not warriors, the Glabrezu are perfectly capable of defending themselves, as their buisnesses are often targeted by forces that are aligned against Hell. Instinct: To aquire souls for Hell
- Offer a deal
- Grant Wish
- Disguise self as a mortal
- Craft Quasit
-
Haunt Horde, Devious, Planar Burning Hands (d4 damage) 7 HP 0 armor Close, Far "A shimmer of the air, a cold draft is all you get sometimes. Haunts, their weak on their own. Don't get overwhelmed, that's where their strength is. They travel in hoards and charge their victims to feed to burn them with their hands. Remember, keep your aggression in check while fighting them, they feed on it. We can only guess that they absorb it through touch." - Monster Hunter Manual: The Guide to Ghosts, Ghouls and Specters" Instinct: To feed off of negative energy
- Aggressively charges it's target with it's hands
- It's hands burn it's target with ghostly energy.
- It absorbs aggression through touch.
-
Death Solitary, Magical, Divine, Intelligent, Planar, Terrifying, Amorphous Scythe Swing (b[3w[3d12+6] damage 2 piercing) 25 HP 7 armor Close, Forceful, Ignores Armor, Near, Far Special Qualities: Incites fear with his frightening visage. The Death of Discworld is a traditionalist, which is appropriate for an anthropomorphic personification whose shop floor is a flat world carried on the back of an enormous turtle. He wears a black robe, carries a scythe, rides a white horse and talks in a heavy yet peculiarly hollow voice. He has no vocal cords to speak with, and therefore the words enter the head with no involvement from the ears. His voice could be described as being like two concrete blocks being rubbed together or the slamming of coffin lids. Death owes his existence in this incarnation to humanity's ancient tendency to put faces to names. He is immortal, although technically the term applies only to those who live forever, and indeed Death does not have a life, as such. He has something subtly other. The difference is like that between a marvelous view, and a very good painting of a marvelous view. But... observation, now known to affect the thing observed, also affects the observer... After hundreds of thousands of years of mindless reaping, the Death of Discworld began to take an interest in his job. Who were they, these brief mortals whose one aim seemed to be to make their tiny lives as complicated as possible? Why, when the existence of their entire species was shorter than the tiniest heartbeat of the universe, did they waste time as though they had a permanent supply of the stuff? Was it at all possible that they had some sort of secret? The observer changed... Now, in his pursuit of something he has no name for yet. Instinct: to release the spirits of dead beings.
- Summon Binky
- Unimpeded Phasing
- Reveal Knowledge of the Future
-
Taint Wolf Group, Small, Organized Chomp! (d8+2 damage) 6 HP 0 armor Close, Forceful These wolves have been infected and all they want to do is spread it. often attacking animals and leaving them alive to crack their bones and grow them into a wolf like them. They hunt together and recoup strength at the old wolf god's castle. Instinct: Bite and spread the taint.
- Hunt for anything.
- Howl!
-
Wolf Knight Solitary, Organized, Intelligent Spear or Longbow (d10 damage 1 piercing) 12 HP 2 armor Close, Reach, Near A knight from older times with allegiance to the last remnants of the wolf tribe. Hoping to spread the taint the wolf god has been affected by. His name was once Hrugar or maybe Gallius, but now that no wolf can speak, he no longer needs a name. He mine as well be a beast himself. Instinct: to spread taint on flying arrows
- Keep away.
- Howl like a wolf!
-
Tainted Wolf God Solitary, Huge Snap of the jaws (d12+7 damage) 24 HP 0 armor Reach, Forceful, Near The great wolf once ruled over the wolf tribe and taught them their own tongue, but after some unknown event has become an awful mindless monster. Its' maw is rigid and open most of the time gasping for every breath through the sludgy taint. The huge form is chained in the wolf castle dungeon. Instinct: Taint everything to be like it.
- Puke Taint
-
Toad-goyle Group, Small Bite (d8 damage) 6 HP 1 armor Close, Near Special Qualities: Appear as stone statues These are the toad-goyles in section 1-5 of the DCC module "The Croaking Fane." Instinct: To protect the Croaking Fane
- Vomit suffocating swamp mucous
-
Winged Frog Idol Solitary, Huge, Divine, Amorphous Crushing leap (d10+7 damage) 27 HP 4 armor Reach, Forceful, Near Special Qualities: Cannot be harmed by cold, fire, electrical attacks This is the winged toad idol in section 1-7 of the DCC Module "The Croaking Fane." Instinct: Protect the Croaking Fane
- Exhale poison gas
-
Barbarian Chief Solitary, Cautious Warhammer or Battle Axe (b[2d10+4] damage) 16 HP 5 armor Close, Forceful, Reach The Chief is a tank full of explosive power and will not hesitate to cut down friend or foe. The Leader of the Barbarians must be tough for he is the hammer that drives in the nail. Instinct: To Conquer and Destroy
- Lead over the Tribe