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Fallen Acolyte of Azul Group, Magical, Devious, Intelligent Electricity (d8 damage, ignores metal armor) 6 HP 0 armor Close, Reach Acolytes of the sea-god Azul, ranking only higher than initiates to the order, who have fallen into the ways of dark magic, deceived into joining a wicked cult, and who now act to set into motion plans which will spell doom for the civilised peoples of the world. They typically live in small covens in remote coastal caves or islands, having been rejected by their former friends and families. Their bodies, including their faces, are adorned with simple tattoos to mark their status, but most of this is usually hidden by dark hooded cloaks. Their study of Azul's domain allows them to conjure forth small bolts of lightning and command some of the less intelligent denizens of the sea. Schooled by their masters in the cult, they can now also raise the dead, from land or sea, to serve them unquestioningly. Instinct: to further the nefarious agenda of the cult.
- Call upon sea creatures to attack enemies.
- Animate a corpse to attack enemies.
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Colossal Squid Solitary, Large, Hoarder tentacles (d10+1 damage) 16 HP 0 armor Close, Reach Giant squid are usually seen as a mass of eight writhing arms and two longer grasping tentacles emerging from the water to grab victims from the deck of a ship or from a shore, but beneath the surface there is a huge, bulbous head with a mouth capable of swallowing countless men whole. The more one of these creatures devours, the larger and hungrier it grows. Those lucky enough to slay one will often find in its belly whatever treasures their less sucessful precursors possessed that could not be digested. Instinct: to devour.
- Grab and constrict foes with its tentacles.
- Pull things underwater to devour them.
- Release a spray of ink to escape danger.
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Giant Crab Group, Small, Cautious claws (w[2d6] damage) 6 HP 2 armor Close Special Qualities: amphibious, burrowing Giant crabs come in about as many varieties as normal-sized crabs do (some of which are not true crabs, taxnomically speaking, but are still commonly referred to as such), some of which are described here. Most giant crabs have a thick red, white or yellow exeskeleton, and six legs which they use to walk around above or below water. Most giant crabs will also burrow into the sand of a beach to hide from a predator or lie in wait for prey, but giant hermit crabs are particularly cautious, reusing a discarded shell or shell-like object to protect itself while moving around above water. Male giant fiddler crabs have one claw which is much larger than the other, and can be used to bash foes, stunning or crushing them, while females do not possess this adaptation. Giant spider crabs are rarely seen on land, as they usually keep to very deep waters; but they are very tall, with long legs and sharp pincers, making them dangerous when they are. Instinct: to defend territory.
- Bash or pinch foes with its claws.
- Burrow into the sand to hide from danger.
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Giant Snapping Turtle Group Bite (d6 damage) 10 HP 3 armor Close Special Qualities: shell, amphibious It has a large oval domed shell into which its feet and its head, which ends in an almost beak-like mouth, can be quickly retracted at need. The shell itself is divided into hexagonal plates, which are coloured according to the turtle's breed and diet. An adult is the weight of a human, but shorter, meaning that most attacks from this turtle will be suffered by the legs; however, ancient turtles of up to twice this since do exist. Instinct: to devour.
- Emerge from the sea to devour prey in with vicious bites.
- Retreat into its shell to endure danger.
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Lesser Fishman Hunter Horde, Small, Organized, Intelligent spear (d6 damage) 3 HP 1 armor Close Special Qualities: amphibious A bit smaller than a halfling due to their habitually bent-over stature and covered all over with fine scales, this species of fishman emerges from the water onto dry land, waddling awkwardly on its webbed feet, when no prey can be found underwater. The hunters of their race jab their prey with short spears, or from a distance throw weighted nets over them with metal hooks that cut into a struggling victim. Unless especially provoked, they will usually just take away a few animals or a hapless angler; but incidents have been recorded where fishmen were incited to swarm into large numbers and attack whole coastal villages. Instinct: to hunt.
- Emerge from the sea to drag away surface-dwellers.
- Throw nets over foes to bind them.
- Call allies from the sea for help.
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Wracked one Horde, Large, Stealthy (d6+2 damage) 11 HP 1 armor Forceful Special Qualities: Immunity to wrackstone Instinct: Retake the mines.
- Tunnel through earth and stone.
- Emerge from the shadows.
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Shadow Fiend Solitary, Divine, Magical, Intelligent, Planar The Black Bow (d12+2 damage 1 piercing) 18 HP 1 armor Close, Forceful, Far The fiend appears as a man with cloven feet and a massive set of curling horns. Instinct: To rule with fear
- Fills people with fear
- Make people see their nightmares
- Make itself invisible in shadows
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Syndra, Master Theif Solitary, Stealthy, Devious, Organized, Intelligent, Cautious, Hoarder Dual Needle Daggers (d6 damage 2 piercing) 12 HP 3 armor Close Syndra is fast and she is precise. Fighting her one-on-one is like facing a ghost. She is quick and deadly, always landing her strikes, but almost always ducking and dodging incoming attacks made at her. She is best dealt with at a distance or with some nasty tricks of your own. Instinct: To steal
- Vanish into the shadows
- Toss smoke bombs to confuse foes
- Use quick acrobatics to dodge basic attacks
- Use special whistle to summon more thieves to help her make an escape