-
Guardian of the grove Group, Large, Terrifying Claw (d8+4 damage 2 piercing) 14 HP 1 armor Forceful Special Qualities: Spiky vines covering its body Instinct: To rampage
- Attack without abandon
-
Wandering Behemoth Solitary, Huge, Planar, Terrifying Crushing footstep (d12+5 damage) 24 HP 3 armor Reach, Forceful, Ignores Armor, Near Special Qualities: The very sight of this thing causes Terror There are few wandering behemoths left on N'Urth. Most were destroyed in the nuclear annihilation of the Age of Fog and Flame, but some managed to slip through the net and now slowly lumber across the surface world and even under the oceans without need to breath air. They are not particularly aggressive and normally seem oblivious to any other lifeforms, although any attack sufficient to cause it enough pain will draw its ire and be crushed. Unfathomable and incommunicable, behemoths wander the world and are sometimes harnessed by maniacal wizards as mobile bastions of power. Instinct: To roam the world
- Slowly crushes anything underfoot
- Any magic used against a Behemoth has a chance of failure (variable)
-
Snake Monsta (Grabber) Group, Large Multi-forked tongues that grab and bite (d8+2 damage 1 piercing) 10 HP 3 armor Special Qualities: Burrowing; Tremorsense; Surprise attack Also known as grabbers, these horrible things hunt in desert regions where they can easily burrow through the earth, detecting motion on the surface with uncanny precision up to 1000 meters away. Patient and unrelenting, they will wait in ambush for prey to enter terrain from which the grabbers can burst forth and attack. Instinct: To pull victims underground
- Bursts from the ground and grabs with hooked tentacles
- Incredible patience
-
Grizzly Snake Solitary, Huge, Terrifying Non-venomous bite (b[2d10+7] damage) 20 HP 1 armor Reach, Forceful Special Qualities: Unnatural blend of a snake and bear The grizzly snake is a horrible mutation that now exists in New Urth (N'Urth). Stealthy and patient, it waits for prey to get close than launches a strike, biting and constricting until the foe is dead and it can be devoured at leisure. Instinct: To devour
- Wraps you in its tail and gnaws
-
Baloth Solitary, Large Teeth and Nails (b[1d10+2] damage) 16 HP 3 armor Reach, Near Its insatiable hunger quickly depletes a region of prey. It must migrate from place to place to feed its massive bulk. Its diet consists of fruits, plants, small woodland animals, large woodland animals, woodlands, fruit groves, fruit farmers, and small cities. If a baloth isn't hungry, it's dead. Instinct: To feed and grow
- Consume to gain strength
- Charge at prey
-
Timekeeper Group, Stealthy, Divine, Intelligent Sword (b[2d8] damage) 6 HP 3 armor Close Devoted to protecting the flow of time in the world, and thus the world itself, Timekeepers act as the high guard of the city Hub, ensuring the ongoing operations of the mechanism at any and all cost. Instinct: Protect the mechanism
- Manipulate others for their own ends
- Observer: Can maintain a glamor of invisibility when not actively engaging with creatures or objects
-
Herrena the Henna-Haired Harridan Solitary, Devious, Intelligent Cleaving Sword (b[2d8+2] damage 2 piercing) 16 HP 4 armor Close, Forceful Instinct: to make a living as a female barbarian.
- Engage in masterful mounted combat.
- Over power an oppenent and put them on the ground.
-
Prim Peevey Solitary, Stealthy, Devious, Intelligent Hammer Fist Punches (b[2d8+4] damage 3 piercing) 16 HP 2 armor Close, Forceful Special Qualities: Prim can enter a state of mind where she seemingly doesn't feel pain. Prim grew up on a farm in the Octarine Grass Country and moved to Ankh-Morpork by herself at age fifteen. She quickly realized that she had a mind for understanding law, so she dedicated her self to the practicing of law-- and imbibing alcoholic beverages. At some point in time she was discovered by Maggie Knight who employed her as the in house lawyer for the Commission of Undisclosed & Beneficial Espionage. Prim loves her job and has made it her mission to be the life of the party in CUBE. Prim is a large, tall, muscular, and awkward woman. Instinct: to treat life as a party-- drink all the booze, and bang anything that moves.
- Intimidate with an incredible feat of strength.
- Use poisoned dagger.
- Expertly ride a horse through city streets and open country a like.
-
Dr. Von Strauss Solitary, Stealthy, Magical, Devious, Organized, Intelligent, Hoarder Radiation Rod (d8 damage) 12 HP 0 armor Close, Ignores Armor, Near, Far Special Qualities: Years of small doses of a multitude of poisons has left Dr. Von Strauss immune to most poisons, and his blood acts as anti-venom. Dr. Von Strauss is the Head of Alchemy & Artificing for the Commission of Undisclosed & Beneficial Espionage of Ankh-Morpork as well as a member of the Guild of Alchemists, and the Guild of Cunning Artificers. Dr. Von Strauss hails from Überwald, and his three Igors and their ancestors have been with the Von Strauss family for as long as time. The Igors and Monsicky make up the reserch and development team in the office of Von Strauss. Dr. Von Strauss wears a signature white coat, the kind of white coat you expect to see on every mad scientist. Instinct: to conduct disturbing research and experiments in the name of science.
- Create an abomination.
- Use his Octarion Mind Manipulator.
- Deploy Monsicky (winged homunculus), to complete a suitable task.
- Use an all original and untested potion.
- Call upon his trio of Igors to assisst.
-
Grey Bradbury Solitary, Devious, Intelligent Duel Katana Strike (b[2d8] damage 2 piercing) 12 HP 1 armor Close Grey is a very optimistic and well meaning agent in the Commission of Undisclosed & Beneficial Espionage of Ankh-Morpork. He has been known to be sarcastic, but he would selflessly put himself at risk in defense of any of his colleagues at CUBE... well maybe not Silver. Grey, like many of his co-workers at CUBE, takes pleasure in tormenting Silver. Grey wears a very stylish suits and talks with an ever so slight lisp and a twang. He carries two exquisite golden katanas lovingly named Marlene and Candy. Instinct: to
- Uses survival skills in extreme environments.
- Uses his naturally athletic and acrobatic abilities to expertly free run.