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Terronok, the Ur-Trogg Solitary, Large, Organized Bony club (d12+4 damage) 20 HP 1 armor Forceful, Reach No-one knows why the Gnomes were forced from their mountain homes, but some say it was the work of the Ur-Trogg. A savant among neanderthals, it was the shame of being brought low by such a primitive creature that has kept the gnomes' reason for their exodus such a tightly-guarded secret. Now they are making efforts to retake their land by building more ironclads and weapons - it remains to be seen if it'll be enough. Instinct: to eat
- Club a foe senseless
- Brutally shout for more of it's kind
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Cursed Bullywug Infector Horde, Devious, Organized, Intelligent Claws (d4 damage 3 piercing) 3 HP 0 armor Close Special Qualities: Amphibious What was once a frog-man of the Slaad tribe has now become a man-sized ochre toad-like creature. He has long, slender talons adept at snaking in to the cracks in his foe's armour. Any mortal it mauls runs the risk of catching the curse which inflicts the Slaadi people, and those unlucky souls will be transformed in to a bullywug incubator on the next full moon. Once the transformation takes hold, the victim loses all semblance of their former selves- they are now a fully grown bullywug with the faculties of a newborn. Instinct: To spread the curse.
- Leap long distances.
- Spread the curse with a claw swipe.
- Communicate over long distances with a powerful croak.
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Cursed Bullywug Incubator Group, Large, Devious, Organized, Intelligent Bone spurs (d6+4 damage 1 piercing) 14 HP 1 armor Forceful Special Qualities: Amphibious What was once a frog-woman of the Slaad tribe is now a hulking blue toad-like creature. Two spurs of bone protrude from the top of her wrists, and extend for more than two feet past her meaty fists. If this cursed creature sinks one of those spurs in to a victim, they are injected with a clutch of bullywug eggs, which if left untreated will hatch in to parasitic tadpoles in a matter of hours. Within two days, a young bullywug infector will emerge, having consumed all of his clutch brothers and eaten his way out of the host. Needless to say this is usually fatal to the host, and the few who survive are horribly maimed. Instinct: To inject outsiders with parasitic young.
- Lurk in the foliage.
- Inject a foe with bullywug eggs.
- Communicate over long distances with powerful croak.
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Lurcher Group, Intelligent, Cautious Mace (d6 damage) 6 HP 4 armor Close Special Qualities: Pull projectiles askew A Lurcher is a Misting who ingests and 'burns' the metal iron to detect and 'pull' on metals in their surroundings. They use this ability to pull opponents off-balance, as objects that weigh less than they do will travel towards them at very high speeds. They can also use this ability to leap great heights, by pulling on metal objects that weigh more than they do, or attached to other things that are, they fly more straight and less gracefully than Coinshots because of this. Instinct: To protect their charge
- Pull opponent off-balance
- Shield against coins
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Pentario Solitary, Magical, Devious Running towards its opponent and make him fall down or lose his equipment (d6 damage) 20 HP 3 armor Close, Far A tank-armadillo as big as a small bear, but with a very large (ear to ear) mouth. Colour: light grey. Body covered with scails. Very fast in running against the enemy. It steals objects immobilising its opponent with its entire body and using its long claws to grab them. Once it has grabbed an object it immediately devours it. It takes energy not only from the object itself but from the regret that its owner feels for losing it. This means that it does not steal (and eat) unattended objects, because it is necessary for him that their loss causes immediate regret to their owners. Once it has attacked, grabbed and devoured the object, it does not run away, but uses its psionic powers in order to make its opponents forget its existence and dangerousness. The opponent will only feel very sorry for his loss, not remembering any of its circumstances Instinct: Devouring objects that are valuable for their owners
- Steal one's equipment or valuable goods
- It can use its psionic power to make an opponent completely forget its existence (it instantly becomes of no importance for him, just part of the environment, like an insect or a stone or a small plant)
- Charge to make the enemy fall down and lose weapons or equipment
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The Grip in the Tide Solitary, Huge, Devious Entangle with Kelp (d10+3 damage) 20 HP 0 armor Reach, Ignores Armor, Near Special Qualities: Predatory Plant A Kelp-like Creature that clings to the bottom of shorelines or loches and drags down it's prey to be devoured in the sediment slowly. Its normally noticed by lack of wildlife in the water. Many treasures may be found near the bottom where it's stomach and vital systems lay (from all the meals it has eaten over the centuries). Instinct: Trap Swimmers
- Drag Down
- Strangle/ Drowning
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MudViper Group, Stealthy, Devious Strike at legs (d6 damage 2 piercing) 6 HP 0 armor Close, Ignores Armor A Viper found along the shores of The Shallow Sea. It defends it's territory with sharp jabs of its fangs and injects a paralyzing venom that will allow it to either leave it's prey to drown in the wet muck or drag it back to it's den and share the meal with it's nest. Instinct: Defend Territory
- Strike from the Mud
- Camoufage in Mud
- Poisonous Fangs
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The Wanderer Solitary, Magical, Divine, Intelligent, Cautious, Hoarder A Bo Staff adorned in various fetishes and trinkets (d10+2 damage 2 piercing) 28 HP 5 armor Close, Near Little is known about The Wanderer beyond his status as a legend or fable. They say that only those with an influence on Fate will ever happen upon The Wanderer's path. The first time you speak to him, he is said to dispense knowledge and advice. Should you happen upon his path a second time, legend says he will give you any number of the powerful baubles and trinkets from his pack or his mighty staff. If you were to ever see him a third time, he'll give you a wish, but like in many fables, it will come at a great cost. You don't find The Wanderer a fourth time. He and Fate find you. Instinct: To wander as a messenger of Fate
- Wanders aimlessly
- Teleports rapidly
- Can attack multiple targets at once, either with an expanding staff or quick teleportation
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Friends-In-The-Dark Group, Stealthy, Magical, Devious, Intelligent, Planar Claws (d6+2 damage 1 piercing) 6 HP 2 armor Close You and your party members, Hawke and Brianne, enter the next room in the temple but it is clouded by darkness. Like a thick fog, the light of your torch nor Brianne's glowing shield can pierce it; you yell to your friends to be careful, but you can't hear them. It's eerily quite in here. You brandish your sword wildly in front of you, as you take shuffling footsteps across the stone. Something else is moving in here. Something fast. You could swear you heard it behind you, but as you turn you feel long claws rake across your arm. As you spin you bump into Hawke, he grunts and tells you to be careful. Another several claws dig into your leg from the side. You yell at Hawke that they are right in front of you and you swing wildly, connecting with something, and it falls heavily. "I heard that, you killed one. What are they?" Hawke asks in your ear from behind. As you stoop over and pull the body upright, less then a few inches from your face, you see that this is Hawke, with a massive sword wound in his head and claw marks on his cheek. Whoever is behind you isn't Hawke. Instinct: Lure, deceive, and kill travelers
- Can mimic voices
- Their corrupted bodies release a thick, magical darkness that fills rooms
- They can see in any darkness
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Ice Crystal Golem Solitary, Huge, Magical, Construct, Amorphous Ice spike (d10+7 damage) 31 HP 5 armor Reach, Forceful, Near, Far Special Qualities: Ice Crystal There is a mound of ice blocking the path ahead. As you approach, the mass shifts, and a lopsided head turns its black ice crystal eyes on your group. For a moment, the creature looks scared, but it passes quickly as it bellows and rips an ice spike from its shoulder. It rushes you with a terrifying intensity. The ice golem is a byproduct of uncontrolled magic energies. Whether the ice golem was once a normal being, or completely made from pure ice crystals, it currently is confused and very hostile to things it doesn't understand. Beings made of ice crystal have one major weakness: some type of sound wave energy at the correct resonant frequency. It will shatter into pieces. The most powerful of ice golems will create smaller ice golems upon shattering. Instinct: To defend itself
- When approached, it goes into a rage
- When it shatters, it becomes 4 smaller golems with 1/4 of the health left over