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Heartwood Guardian Group, Magical, Defensive, Construct Leaf-Bladed Spear (d6+1 damage) 12 HP 3 armor Close, Reach Special Qualities: Enchanted wooden construction, Integral weapons and shield When the Elvish forebears, called the Ancients, chose to protect a location of significance, they shaped the guardians from the heartwood of oak and ash, ebony and purple heart. These they steeped in eldritch energies, giving them a semblance of life. A semblance only -- heartwood guardians have no need to eat, drink, or rest. They wait in eternal vigilance, in forgotten groves and hidden tombs, standing silent watch over that which lies unquiet. Instinct: To protect its charge
- Trap a blade in lacquered wood
- Disarm an enemy and drive them back
- Act in uncanny unison
- Block an attack against another guardian
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Roc Solitary, Large, Frightening Bite (d12+2 damage) 16 HP 3 armor Close Special Qualities: Frightening Size, Diving Attack, Flight, Poisonous Bite A giant roc. This is a medium dragon-like creature of frightening size and power. They are known to fly through deserts and wastes, hunting for prey. They are formidable foes, especially to the lonesome wanderer, tough for a small group. Their hide is thick like armor. Instinct: To hunt and eat
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Desert Jackal Group, Small Diseased Bite 1d6+2 damage 6 HP 0 armor Close Special Qualities: Desert Survival, Pack Hunting, Diseased Bite (Sickens) A desert jackal. A desert hyena. A pack of desert wolves. Whatever you call it, these animals are pack hunters and plague the desert wanderer. They are dirty and mean and would gladly eat you and everyone you care about. Their mouth's are full of disease. Instinct: To hunt and eat
- Rends with tooth
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Drungey the Puncher Solitary, Large, Construct, Terrifying Headpunch (d10+4 damage) 20 HP 1 armor Forceful Special Qualities: guardian, brute, fetid stench Instinct: Keep you out
- Punch you in the head
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Feral Stray Group, Small, Intelligent Bite (d8+4 damage) 6 HP 1 armor Close, Forceful A big mangy dog that has gone feral, will attack if hungry or provoked, hangs around roads and gallows Instinct: to hunt and feed
- Bite and Bay
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Naur-Leucadûr, Two-Headed Dragon Unique, Huge, Magical, Intelligent, Terrifying, Planar Bite (b[2d12]+5 damage, 4 piercing) 20 HP 6 armor Reach, Near Special Qualities: Infernal blood, Wings, Multi-tasking The greatest and most terrible things this world will ever have to offer: this singular horror is in service to Valac, Great President of Hell. Instinct: To act on His Awful Pleasure
- Belch forth hellfire
- Demand obedience
- Act with studied violence
- Perform two Moves at once
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Hydrose Solitary, Huge, Terrifying Bill (b[2d12+7] damage) 20 HP 2 armor Reach, Forceful, Ignores Armor Special Qualities: It is a goose hydra.... It is now known how this entity entered the world.Dark magic, genetics, or the product of a taxidermist come to life, it is unknown. What is known, is that this creature will defend its lake with the fury of 1,000 geese. Instinct: To Kill
- The offspring of a goose and hydra.
- Will defend its home
- Cannot be tammed
- If a head is cut off, regains 3 hp and another head is formed.
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Trumpet Skeleton Single, Amorphous Shovel (1d6+2 damage) 13 HP 3 armor Close Instinct: To Doot
- Attacks with shovels and pickaxes
- Commanded by Mr. Skeltal
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Shadow Ranger Solitary, Magical, Organized, Intelligent, Planar Shadow Bow (b[2d10+2] damage 1 piercing) 12 HP 4 armor Close, Reach, Ignores Armor, Far This minion of the King of all suns stay in shadows, hidden from view, firing dark arrow. Instinct: kill living thing
- Fire shadow arrows while hiding
- call shadow animals
- teleport in shadows
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Archer Infantry Horde, Organized, Intelligent Bow (1d6 damage 1 piercing), Dagger (1d6 damage) 6 HP 1 armor Close, Hand This is an archer infantryman. It can fire it's bow at the enemy. It has a dagger to defend itself and leather armor. Instinct: To rain death upon the enemy
- Shoots bow
- Reinforcements
- Formations
- Discipline
- Effective against enemy formations