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Elven Soldier Group, Stealthy, Magical, Organized, Intelligent Grand Scimitar (d8 damage) 6 HP 2 armor Close Instinct: To dominate the weak
- Form a Sheildwall
- Be an Illusion!
- Disguise Self as Local Landscape
- Summon the Warband
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Burrowing Titan Larva Group, Huge, Terrifying Barbed Mandibles (b[2d8+7] damage) 14 HP 3 armor Reach, Forceful, Ignores Armor Special Qualities: Burrow deep within the ground, Long, moss-covered body; tiny insect-like legs run down it's long, worm-like body; mandibles that come to a point and covered in barbs; razor-sharp rows of teeth "It begins with a soft rumble. The birds screech and jet from the tree tops; dust, leaves, and loose branches fall from above. The rumble grows into a mild quake beneath your feet and you watch as the tallest towers and buildings shake. Suddenly, one of the guard towers wavers and flails, the sun framing its silhouette, as it slowly teeters and collapses. The rumbling grows stronger and stronger, more buildings shift and begin to fall. A spray of earth and stone blasts over one of the shorter buildings, much closer to your location than the others, and an echoing cry fills the sky above. Whatever this is, it is getting closer to your location..." Instinct: To devour
- Erupt from the ground
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Great Dunes Scorpion Group, Small Tail Lash (d8+2 damage 1 piercing) 6 HP 1 armor Close A huge scorpion native to the Great Dunes. The spine on its tail contains a dangerous venom. Instinct: TO EAT
- Stinging Tail (Poison: -1 HP per turn)
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Mountain Drake Horde, Large, Devious, Hoarder Claw and Poisonous Bite (d4+4 damage 1 piercing) 7 HP 2 armor Forceful Special Qualities: Wings These pseudo-dragons live high in the mountain caves, and hunting for prey in the nearby areas. They usually live in small groups of males and females. The males often hunt and bring back shiny objects as gifts to the females, whom often protect the nest. Instinct: To hunt
- Grapple it's prey and poison it.
- Poisonous bite: Deny Danger+CON. On a 6- take -1 ongoing until the poison is cured or you rest for a few uniterrupted hours. On a 7-9 take -1 forward. On a 10+ you resist the poison.
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Ethereal Sphinx Solitary, Intelligent Claws (d8 damage) 12 HP 1 armor Close, Ignores Armor A winged lion with the face of a beautiful woman. Its eyes, claws, and wings glow with void energy- many a man has been lured to his death by staring into a sphinx's eyes, only to be rent apart by its cruel talons. Instinct: To protect.
- Dive Bomb- Flies far above and dives into a creature, dealing 1d20/2 damage.
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Ethereal Golem Solitary, Large, Magical, Planar Void punch. (d10 damage) 16 HP 4 armor Far A colossus from beyond this world. Born of the void, the being of pure energy can alter its shape at will. Its horrible appearance instills fear in those who encounter it, making it excellent for guarding ancient treasures. Instinct: To defend.
- Can alter its shape at will.
- Can terrify opponents (skips their turn).
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Ethereal Mummy Solitary, Magical, Planar Bandage Lance (d10 damage) 12 HP 0 armor Close, Near This ancient human glanced into the void and was forever changed by it. In death, their corpse became little more than pure void energy. Now, having been mummified, they guard the tomb in which they were buried for all of eternity. They use their bandages for both offense and defense, altering their shape to fit their needs. Instinct: To guard.
- Can levitate for short periods.
- Reform: Can alter the shape of its bandages to form a shield (+2 armor).
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Tiny Drake Whelp Group, Tiny Claws (b[1d8-2] damage) 6 HP 2 armor Hand A tiny drake whelpling. Roughly the size of a housecat, these creatures are covered in thin scales and have weak claws. Their biggest defense is their ability to breath fire, although even that can backfire at times. Instinct: To eat.
- Belches up small fireballs.
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Mechroman Solitary, Large, Magical, Cautious, Construct, Amorphous Sword arm punching (d10+4 damage 2 piercing) 27 HP 5 armor Forceful, Close Special Qualities: Autostabalizing, Piloted These giant metal men are piloted by slightly smaller fleshy men, usually the human who made it. Mechromen act as soldiers and bodyguards for important people more than anything else. Instinct: to serve the pilot
- Grab hold of attackers
- Flamethrower attachment
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Ral'shuud the Iron DracoDemon Solitary, Huge, Intelligent, Hoarder, Terrifying Breath of forged iron (b[2d12+7] damage 2 piercing) 24 HP 4 armor Reach, Forceful, Near, Far Special Qualities: Mass of Bone and Metal, Wings, Demonic Aura, Ferrokinesis "Have you heard the songs of despair? The sounds that none can bear. The screech of metal through the air. Desecrating the lands with no care. Look to the skies, The DracoDemon is here." The demon lord of forged iron. A mass of bone, metal, and bleeding flesh shaped into that of an enormous beast. Unlike dragons who breathe flames or poison, Ral'shuud takes pleasure in mocking those who stand before him. If they are armed with swords, he will breath forth a blast of the most wicked blades. If they wield a bow, he will skewer them with a blast of iron arrows of the highest quality. The wise man avoids this demon. The truly wise man submits. Instinct: To gorge oneself on precious metals
- Devour metal and all
- Create more in his image
- Purify the earth and stone