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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
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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
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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
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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
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Inquisitor Solitary, Stealthy, Devious, Organized Dagger (d4 damage) 3 HP 0 armor Close Special Qualities: Fanatic An inquisitor was an official (usually with judicial or investigative functions) in an inquisition – an organization or program intended to eliminate heresy and other things contrary to the doctrine or teachings of a repressive faith. Literally, an inquisitor is one who "searches out" or "inquires" (Latin inquirere < quaerere, 'to seek'). Inquisitors sought out the social networks that people used to spread "heresy". There were accounts where the Inquisition could not tell who was a heretic or devout, and they were killed anyway. Instinct: Enforce doctrine
- Spread terror to maintain order
- Torture
- Summon unstable mob
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Mercane Solitary, Magical, Stealthy, Intelligent, Hoarder, Planar Sword-cane (w[2d10] damage 1 piercing) 16 HP 4 armor Close Mercanes are tall, lanky beings resembling humans in shape, albeit with short bodies, exaggerated arms and legs, and blue skin. They are commonly found throughout the planes, buying and selling magical artifacts and trinkets. In fact, some grimoires even state that mercanes literally feed by exchanging money between parties, that they're markets personified... In any case, mercanes are fond of dressing in opulent clothing, though their fashion sense needs a bit of work. While they are certainly capable of putting up a fight, mercanes prefer to hire bodyguards and mercenaries instead of fighting on their own, relying on their warping abilities to get themselves out of trouble. Oh, yeah: they can do that. They also have access to an extradimensional space where they keep all the merchandise in. Helps with traveling without carrying a bunch of luggage. Instinct: To sell
- Make an offer
- Impress a potential buyer
- Warp out of a fight
- Pull something from seemingly nowhere
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Kemosh, Demon Lord of Slaughter Solitary, Large, Divine, Intelligent, Cautious, Planar, Terrifying Demonic maul (b[2d10+6] damage 2 piercing) 26 HP 4 armor Forceful, Ignores Armor, Near Special Qualities: Infernal visage One of many legendary demons to claim the title of "Demon Lord" is Kemosh, a violent being resembling a twisted blend of a warhorse and mastiff. Kemosh lays claim to a region of Hell known as the Infernal Battlefield, a place where demons, devils, and other evil beings from throughout the planes are locked in eternal warfare. Kemosh delights in wreaking havoc in this realm, carving a path of destruction through the battlefield and leaving many an infernal war machine in a scrapheap. Kemosh's mortal worshippers are fond of starting riots in cities, conspiring to get kingdoms to war against each other, and just straight up murdering as many people as they come across. The Lord of Slaughter cares not who spills blood in his name, only that it is done. Kemosh himself wields a colossal hammer named Skullcrusher, which he used to crush the skull of another fiend who formerly laid claim to his title. It is said by many a diabolist that whoever can defeat Kemosh in combat can claim Skullcrusher for their own, but be warned: the hammer has a tendency to corrupt the mind of its wielders, making them more like Kemosh himself... Instinct: To create war
- Inspire others to violence
- Call on the legions of Hell
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Undertow Solitary, Huge, Terrifying Paralyzing spines, serrated teeth (d10+4 damage 1 piercing) 25 HP 2 armor Reach Special Qualities: Bearing the face of the First Empress Beyond the picket fence of primordial sea anemone is Harpy territory. Know that as soon as your boot falls past those tentacles, you're being watched. An ancient predator lurks in the human debris. Undertow is a pet, but also the most feared and respected being for leagues. When it inevitably catches up to you, you're taken, dead or alive. Instinct: To capture assailants and bring them back to the Harpy Empress
- To coil around you and squeeze
- To paralyze you with its spines
- To swallow you whole
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Death Dog Horde, Small, Terrifying Vicious twin bites (b[2d6+2] damage) 3 HP 0 armor Close Special Qualities: Carrier of the rotting death This creature appears to be a two-headed hound with rich black fur and yellow piercing eyes. Each head constantly drips a foul-smelling saliva. Death Dogs are nocturnal killing machines that hunt their prey without hesitation across the desert sands and wastelands. Adapted from Tome of Horrors Revised Instinct: Hunt and Kill
- Pack tactics
- Maul
- Overpower by numbers
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Desert Zombie Horde, Mindless, Terrifying Grasping rake attack (d4 damage) 7 HP 0 armor Close Special Qualities: Swim the desert sands, Horrific Visage Senmet sees and hears through the desert zombies, horrific undead that will relentlessly serve Senmet's commands, gliding under the desert sand as if it were water. When they rise, they rise as the legion of the dread sands, with relentless halting strides that bring terror to all. And they do so suddenly with no sound unless the dread moans are needed to instil horror and no odour of death or decay, so not even watchful animal companions can warn. Adapted from Touch of Death Instinct: Serve the whims of Senmet
- Seize victims from beneath the sands
- Unrelenting pursuit
- Reach up through sand and grab legs of victim