-
Flesh-eating scrub swarm Horde, Tiny, Devious Bite (d4-2 damage) 3 HP 0 armor Hand Special Qualities: It's a swarm The acid deals 1d4 of dmg at the beginning of each round, during 1d6 rounds Instinct: To eat
- Goes inside the clothes or armor
- They inject acid when they bite.
-
the God-Weaver Solitary, Huge, Stealthy, Divine, Intelligent, Planar, Terrifying Spear-legs (b[2d12+5] damage 1 piercing) 20 HP 3 armor Reach, Ignores Armor, Near Special Qualities: The face of death itself. "On white-covered peaks hides, The lair of the god-giver. She hides not, never has, For she is not sought, Not by men of plow or book, Neither found By people less than grand. She gives a kiss of fire, That crowns the fool, And saves the lost. - From the poem "The god-weaver and the Knight." Instinct: To hold captive the gods.
- Manipulate its slaves
- Hide behind the veils of Illusion.
- Give glimpses of realms eternal.
-
Skink Hunt-master Horde, Small, Magical, Devious, Intelligent, Cautious Spear (d4 damage 1 piercing) 3 HP 1 armor Close, Reach, Near Skink Hunt-masters are shamans specializing in the hunt. Instinct: Ensure a good hunt at all costs
- Choose prey and predict its moves
- Call hunting spirits
- Find weaknesses
-
Hunting Caimans Group, Small Powerful Jaws (d8+4 damage) 6 HP 1 armor Close, Forceful Hunting Caimans are used by Skink Bands to find prey in the wet swamps. Instinct: Clamp down and don't let go
- Sniff out prey
-
Skink Bigwig Horde, Small, Stealthy, Organized, Intelligent, Cautious Wicked Spear (d4+2 damage) 3 HP 2 armor Close, Reach, Near Special Qualities: Climbing and leaping Skink Bigwigs are the leaders of Skink bands. Instinct: Show whose boss
- Scream orders
- Pounce when least expected
- Call up reinforcements
-
Skink Warrior Horde, Small, Stealthy, Organized, Intelligent Spears (d4 damage) 3 HP 0 armor Close, Reach, Near Special Qualities: Climb and leap Skink warriors are small lizard-folk, often brightly colored both in scale and adornment. Instinct: Take easy prey
- Ambush from hiding
- Fade back and regroup
- Swarm from nowhere
-
Gremlin Chief Group, Small, Stealthy, Organized, Hoarder, Construct, Terrifying Sword, Natural Attack (d6 + 1 damage) 8 HP 2 armor Close Gremlins are curious creatures that attack remote human villages. They tend to live in caves and are disturbed by sunlight, so they prefer to leave their homestead at night. The size of gremlin tribes grow quickly. They also can eat almost anything, and will even eat their own kind. The only thing that could stop them from eating is being in immediate danger. Instinct: To eat
- Attack villages
- Sabotage
- Scream for help
- Rally
-
Gremlin Group, Small, Stealthy, Organized, Hoarder, Construct, Terrifying claws, bite (d6 damage) 6 HP 0 armor Close Special Qualities: to terrorize and grow, unatural Gremlins are curious creatures that attack remote human villages. They tend to live in caves and are disturbed by sunlight, so they prefer to leave their homestead at night. The size of gremlin tribes grow quickly. They also can eat almost anything, and will even eat their own kind. The only thing that could stop them from eating is being in immediate danger. Instinct: to eat
- Attack villages
- Sabotage
- scream for help
-
Crypt Thing Solitary, Large Claws (b[2d10] damage 2 piercing) 20 HP 0 armor A large skeleton that sits prone to a throne, close to the entrance of the crypt upon the descent into it. They are normally not hostile on their own accord unless their master asks them to be. But if something is stolen or it is attacked first it will leap from its throne and viciously rend and tear into foes with its claws. Other variants will simply teleport its victims in random directions, sometimes into the earth. It is not uncommon for victims of this magic to be crushed under the earth, or dropped from very high places to fall to their deaths. Others are harmlessly placed in a meadow or even just outside the crypt if they're fortunate. This variant prefers to paralyze priority targets and then turn them invisible, so that they are beyond help from their allies as long as this thing is alive. When peaceful, they will sometimes speak with visitors or answer questions if their master allows it. This makes them one of the races of intelligent undead in spite of their boundaries to the orders of their master. Instinct: To defend its master's tomb against those who would pillage or disrespect it.
- Paralysis
- Turning injured victims invisible