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Social Justice Warrior Group, Stealthy, Organized, Terrifying Ranting and raving (d8 damage) 6 HP 0 armor Close, Far Special Qualities: Usually obese and completely unfuckable Autistic as fuck. Instinct: to spread propaganda
- Rants about white guilt
- Using ad hominems and strawmen
- Signal Boosting - screams for help
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Wretched Fog-Breathers Group, Stealthy, Terrifying Filed bones (d8+2 damage) 10 HP 1 armor Close Special Qualities: Breath fog, Deadly Silent Instinct: Rend flesh
- Fashion bones into weapons
- Fade into the mists
- Ambush prey
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Mallow Leech Horde, Tiny, Stealthy Ring of teeth (d4-2 damage) 3 HP 1 armor Hand Instinct: to drink blood
- Latch on to the unaware
- inject a local anesthetic
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Lyndbane Moths Horde, Tiny, Magical, Devious Proboscis (w[2d4-2] damage) 3 HP 0 armor Hand Special Qualities: Immune to magic, Poisonous if ingested Instinct: to be drawn to light
- Swarm and obscure vision
- Interfere with the ability to wield magic
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Pazer Group, Small, Organized Teeth and claws (d8 damage 1 piercing) 6 HP 1 armor Close Hunting in packs of 10-12, these small raptors are effective at bringing down prey much larger than themselves using effective pack tactics. They swarm their target, nipping at it's legs and feet until it tumbles to the ground, before ripping it apart. Instinct: Bring down prey
- Rend prey with tooth and claw
- Summon the pack
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Scryczr Horde, Small, Stealthy Fangs (d4 damage) 3 HP 0 armor Close Special Qualities: Echolocation Looking like an oversized bat with a rat's tail and a wolf's snout, Scryzcr hunt in large "flocks" of 15-30 individuals. Their flimsy wings stretch to about 5 feet long, but flight abilities are limited. It doesn't take very much to bring one Scryzcr down, but bear in mind that the others are likely to be all over you in an instant. Instinct: To overwhelm and devour
- Knock prey off it's feet
- Strike from above
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Narost Solitary, Large Claws (d10+4 damage) 16 HP 3 armor Forceful Special Qualities: Sedative bite, Powerful nose Standing roughly 8 feet tall at the shoulder and 16 feet tall when upright this enormous bear is not something to be trifled with. Its body is covered in thick fur and bony plates that act as a sort of armor, easily deflecting even mighty blows. These defense capabilities are complemented by razor sharp claws attached to paws whose forceful blows can break bones, and a slavering maw filled with a uniquely sedative saliva. This phenomenon is due to the narost's penchant for seeking out and eating the valerian plant, whose natural sedative qualities are enhanced by compounds present in the bear's saliva. It uses this adaptation to put it's prey to sleep before dragging them off to it's lair, to be eaten at a later time. Instinct: To hunt and devour
- Body slam
- Bite to sedate
- Drag away prey
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Arachnodroids of Gnomington Horde, Tiny, Organized, Hoarder, Construct, Amorphous Electrified mandibles (d6 damage) 6 HP 3 armor Hand Special Qualities: Wall-crawling, Summoned by alarms Instinct: to defend it's territory
- Swarm intruders
- Overwhelm a single opponent
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The Bearstuck of White Group, Organized, Intelligent, Cautious Beaten metal warhammer (b[2d8] damage 1 piercing) 10 HP 2 armor Close No-one knows why the Gnomes were forced from their mountain homes, but some say it was the ferocious Bear-men clans from the polar seas. These warriors are what happens when the monsters turn their hand to "monster hunting" - they scour the world in search of the greatest threats to monster-dom. In this case, they did what no other race managed - they discovered the secret lairs of the Gnomes. The gnomes have fled, hiding in plain sight among the "civilised" races, but the bears are patient hunters and willing to bide their time. Instinct: to crave glory
- Defeat a "monster" in glorious battle
- Surround and disable an opponent