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Dune Hunter Group, Large Claws (d8+2 damage) 10 HP 2 armor Special Qualities: Dive beneath the sands Horse sized, cat shaped, covered in scales. Protected from the scouring sands and able to hold its breath for several minutes, it will often lurk in ambush disguised as a small dune. Oviparous, they hunt as mated pairs until eggs are laid, when the male assumes all hunting duties. Instinct: To feed
- Stalk the wastelands
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Ser Jubaka the Skulltwister Solitary, Large, Intelligent Large Warhammer (b[2d10+4] damage) 20 HP 3 armor Forceful, Reach, Near A giant Half-Orc turned personal bodyguard of a Prince. He was knighted but that's probably the only thing he has in common with 'proper' knights. He is able to use the force of both his hands to twists someone's head around 180°. To perform this feat he obviously has to drop his warhammer and it is preferable that the target is stunned. Instinct: to serve his lord
- Twist someone's head 180°
- Break someone's bones with a powerful blow
- Knock someone out with your warhammer
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Killer Croc Horde, Tiny, Intelligent, Hoarder Claw and Jaw (b[2d4+2] damage) 7 HP 2 armor Hand, Forceful Special Qualities: Amphibious that can breathe underwater Descriptions: Johnathan Myers, was an ex-soldier from the capital, in the times of the Civil War before the Neo-Nexul was whole with all of its district. Through his time he learned to despise the capital and wanted to get discharge from the army (a very rare event, as most soldiers dedicate their lives to the capital). He got that chance when he signed up for Project S.E.A.S excited by the LIZ Corporation. They were testing ways to make earth creatures survive underwater for long periods of time. John was one of their partial successes. Mutated so strongly with Crocodile DNA, he eventually became part human part amphibian, and loosing much of his human along the way. He later escaped the LIZ’s laboratory and ran havoc to the nearby towns. Took a big effort from many capital soldiers to eventually lead John to a dungeon where he now lives. Now under the sub-name Killer Croc (given by adventures who were sent by the capital to collect samples of him to continue the S.E.A.S project) he lives in the State 12 dungeon where he spends his life secluded from the world. Awaiting the time for a strong opponent to take his out of his misery or for his next meal to arrive. Instinct: To kill Intruders
- Croc Shredder—when target is surprise, Target is grabbed with his mouth submerges and starts twirling uncontrollably. (1d10+) Has to be under some kind of water area
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Rat Cultist Group, Stealthy, Devious, Organized, Intelligent Biting (d6 damage 2 piercing) 6 HP 0 armor Close The God of Pests has granted this once-human the form of a were-rat. This form gives him the ability to cut through steel using its teeth. The cultist wants nothing more than to populate the world with rats and will stop at nothing to please his God. Instinct: to resurrect the God of Pests
- Inflicts debilities with their bite
- Tricks people into their lair to offer them to their God.
- Call on other cultists for help
- Call on rats for help
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Rat Cultist Group, Stealthy, Devious, Organized, Intelligent Biting (d6 damage 2 piercing) 6 HP 0 armor Close The God of Pests has granted this once-human the form of a were-rat. This form gives him the ability to cut through steel using its teeth. The cultist wants nothing more than to populate the world with rats and will stop at nothing to please his God. Instinct: to resurrect the God of Pests
- Bite
- Tricks people into their lair to offer them to their God.
- Infection
- Swarm
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Black Lamenter Group, Large, Stealthy, Devious, Intelligent, Planar Splitting Shriek (d8 damage) 10 HP 0 armor Reach, Ignores Armor Special Qualities: Angelic Aura The Black Lamenter is a key functionary of the Archive. Its purpose is to summon the Archive's victims from long distances and organize them, preparing them for assimilation into the Archive's database. Its form is an angelic figure with many black-feathered wings. Its mouth is a vortex, from which it sounds a lament that tugs at hearts and souls for miles around. When cornered, it emits a piercing shriek, though it much prefers to call upon the aid of the Archive or the crowd of new believers it has summoned. Instinct: To Collect Knowledge
- Draw in the curious
- Command the Compassionate
- Draw Them Into A Trap
- Summon Otherworldy Guardians
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Crawling Skeletal Shark Solitary, Large, Construct, Terrifying, Amorphous CHOMP (b[2d10+4] damage) 23 HP 3 armor Forceful, Near Special Qualities: Fast Swimming, Snake like lightning strike., , This skeletal construct was created by the Bone Priests of Melkor. It can swim through the water as per a normal shark but it can also move upon the land using its severed ribs as 2 dozen small legs and using its tale to strike with lightning speed over a short distance. Instinct: It follows the simple orders of the Bone Priests of Melkor
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Armoured Frost Wolf Group, Small, Devious, Organized, Cautious Swipes and bites (1d6 +4) 20 HP 4 armor Close Special Qualities: Frost armour, Momentum Ball About the size of a large wolf, these creatures are far more intelligent than any usual canine. Capable of tactical thinking they rely on their think interlacing ice fur to form a strong barrier against slashing and crushing blows. Always hunting with several of its unarmored brothers, these frost wolves are the first wave of any attack, using their ability to roll up and form an armored ball formation to knock down and cause disarray among their intended victims. Once the initial momentum ball has been used it is rare it will be seen in combat again as distance is required for its effective use. When in close quarters with the target they use their menacing size to pull the enemies focus whilst their far more deadly brethren attack and kill the target. Instinct: Usually only hunting for food and defense, unless acted on by an outside influence they tend to stay away from groups that they percieve to be too much trouble.
- When attacking an enemy, as an initial attack as well as to gain ground quickly the Armoured Frost Wolf will leap into the air and roll itself up, interlacing the armoured ice spines along it back to form a ball of armoured ice that can move with surprising speed.
- A successful hit with its roll will render a target knocked down, Allowing them to be an easy target for hunting companions
- These creatures always hunt in packs, with around 2 armoured wolves and 4 or 5 other, less armoured but more offensive brethren
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The Prophets Mount Group, Large tusks (d8+4 damage) 14 HP 2 armor Forceful The Beast-Made Prophets mount is a great razor boar covered in the grey scales of the Beast-Made. It loves nothing more than corpses collected on it's tusks. Instinct: to impale
- charge
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Beast-Made Prophet Group Small, Magical, Intelligent Staff (d10 damage) 14 HP 2 armor Close The Beast-Made Prophet was once a human, but years of feeding on the God Beasts rotting flesh has covered his body completely in grey scales. His head most resembles a boar now, with a thick mane of bristly hair in a mo-hawk across his head. Thick tusk jut out from his mouth. He still stands upright however, wearing robes, and unlike his brethren he maintains a certain amount of intelligence. He has learned a few spells, one of which will cure anyone or anything tainted by the Beast flesh. If he's going to fight, he prefers to ride his mount into battle. Instinct: to spread the will of the Beast
- Calls upon the Brethren, Enforces the Beast's Will
- Fortify His Brethren