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Battle Toad Group, Intelligent, Cautious Flippers (b[2d10] damage 1 piercing) 10 HP 4 armor Close Instinct: To beat shit up
- Kicks
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Vine Horror Group, Small, Stealthy, Amorphous strangling vines (d8 damage) 9 HP 1 armor Close, Near Corpses infected with the seeds of a animating plant. Instinct: feed on passers-by
- strangle a victim
- pretend to be a corpse
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Beastfolk Champion Solitary, Terrifying chaos armaments (b[2d10+2] damage) 12 HP 1 armor Close Special Qualities: abomination Even among the dregs of the beastfolk, some grow in strength and lead the others to victory in their bloody raids and conquests. Instinct: lead the armies of chaos
- assert dominance over the pack
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Chaos Leviathan Solitary, Huge, Terrifying grasping tentacle (d12+7 damage) 24 HP 1 armor Reach, Forceful, Near Special Qualities: alien evil The Leviathan in the deeps, sworn by oath to protect the Ziggurat, this creature will drag intruders below the waves to tear them apart. Instinct: protect the ziggurat
- consume someone whole
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Effigy of Chaos Solitary, Divine, Planar hellish flail (d10+4 damage) 14 HP 1 armor Close A hellish creature, the effigy of the chaos lord is animated by the many sacrifices that the beastfolk have made. Instinct: ruin the civilized world
- spread destruction
- summon magma-tentacles
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Beastfolk Shaman Solitary, Magical, Intelligent, Terrifying claws (d10 damage) 12 HP 0 armor Close Special Qualities: abomination The shaman is the defender of the grunt-pack, who erects the black wards and calls on the chaos star to protect those who serve it. Instinct: protect the clan
- cast a repelling ward
- cast forth a curse
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Beastfolk Acolyte Group, Magical, Intelligent, Terrifying warpfire (d8 damage) 6 HP 1 armor Close, Near Special Qualities: abomination Some grunts do not suffer under the yoke of the chaos gods. Some embrace their servitude, and are rewarded for it. Instinct: awaken the dark gods
- cast a warping spell
- empower the Grunts with magic
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Beastfolk Grunt Horde, Organized, Intelligent, Terrifying stolen weapons (d6 damage) 3 HP 0 armor Close Special Qualities: abomination Mutant, fiend, hellish servitor of chaos. Willing or otherwise, these poor men and women have been drafted into the dark army with no hope for escape but at the end of a sword. Instinct: to serve chaos
- Capture someone
- cry out for help
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Hill Troll Solitary, Large, Divine Makeshift club (d12+4 damage) 22 HP Forceful, Reach, Ignores Armor, Near Special Qualities: Regenerative blood Instinct: To feed on human flesh
- Scavenge and ambush
- Consume
- Smash