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Leech spawn Group, Terrifying, Amorphous Tentacles (d8 damage) 13 HP 1 armor Close Special Qualities: It looks like a pile of worms and a tumour. Blood from previous victims sometimes oozes from it. These creatures appear around locations where ancient otherworldly creatures sleep. They feed on whatever life they can find, until their energies can be harvested by those who would want the ancient beasts to awaken once more. The leech spawn's whole body consists of worm-like tentacles, with the exception of a glowing sphere-shaped organ constantly moving around in the creature's "body". When the creature is severely injured, this organ will begin to twitch and shine, before exploding shortly afterwards. If the leech spawn is able to gather sufficient nutrition (roughly one human), the organ will detach itself from the leech spawn, who will then start growing a new one. What anyone would do with a ball of volatile bio-magical energy like this is up to them. Instinct: To feed
- Detonates when severely injured
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Forest Witch Group, Stealthy, Divine, Magical, Devious, Intelligent, Hoarder Raking iron claws (d6+4 damage 1 piercing) 6 HP 1 armor Close Upon our moors of Witch Country, Another hero comes, you see? Toil, toil, bubble and strife! Another one will lose their life! Instinct: to ensnare the weak
- Concoct a foul experiment, ritual, or potion
- Evade capture (by broomstick, giant pestle & mortar, house on chicken-legs etc.)
- Bring a curse upon the people
- Unleash a terrible doom
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Cellar-dweller Solitary, Magical, Stealthy, Devious, Intelligent, Cautious, Hoarder, Terrifying Thornbrush lash (b[2d8+2] damage 2 piercing) 12 HP 5 armor Close, Near Special Qualities: Reveal itself when they least expect it They call the fields of Oskabad by night "Witch Country" for a reason, you know. Many is the weary traveller who thanked their gods for finding an abandoned barn or hovel to shelter from the wind and storms. But that knocking drove them mad in the night, you see? They couldn't let it lie. So of course they picked the padlock open. Of course they ignored the notes, scrawled in blood. And now their soul, once so fresh, is trapped in the cellar with all the others. Instinct: Lurk in cursed places
- Lash out at trespassers
- Scuttle about between and below the walls
- Curse the trees
- Corrupt the land it inhabits
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The Beastlord of Oskabad Solitary, Divine, Intelligent, Cautious, Hoarder Bone-sword (b[2d10+6] damage 1 piercing) 16 HP 3 armor Close, Forceful The greatest of the beasts, the boldest and most foul. The ambition of the worst kind of man, the savagery of the worst kind of beast. The ur-example of beast kind. Stop him, before all Oskabad is lost. Instinct: To reign over the weak
- Use tactics like man
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Oskabad Shaman Group, Stealthy, Magical, Organized, Intelligent Skull-topped staff (b[2d8] damage 1 piercing) 6 HP 2 armor Close, Near Usually, only one shaman of power would be born in a generation - a grave threat in itself, but manageable. This generation, there have been dozens. The templars of Mirkasa have been unable to destroy them all, and in the darkness of the forests they have gathered their strength and are finally ready to strike. Instinct: To see the lands of men destroyed
- Drive the hordes onward
- Hide within a larger horde
- Breathe gouts of unholy fire
- Disappear into the herd
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Oskabad Great Taur Group, Large Crude great-ax (d8+2 damage) 14 HP 1 armor Forceful, Reach, Near Savage cousins of the lords of Altai Keep, these minotaurs want nothing more than to gore and dispatch the enemy. Instinct: to drive apart
- Fly into a rage
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Slaves of Oskabad Horde, Intelligent, Cautious Slave-chains (w[2d4] damage) 3 HP 1 armor Close These unfortunates were taken captive in the beast's raids to Nekesti and elsewhere last month. Driven before the rest of the army as cannon fodder, all they want is to get out and get away - often right into the path of their would-be saviours. Instinct: to get away
- Flee into the path of danger
- Get sacrificed
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Duskshade Assassin Solitary, Intelligent Ornate Longbow (d10 damage 2 piercing) 12 HP 1 armor Long Special Qualities: Perfect vision in the Dark Fear the unseen. The Dusk-shade assassin treads carefully and will use all of it's Witt's to remain undetected from player characters. Its reasoning can be one of few: *Protecting Sacred Land *A Contract Killing *Scouting Beyond Enemy Lines. The Dusk-shade has uncanny senses able to see with clarity within the dark as if it was day. Their weapons are known to those with knowledge of the kingdoms from the far north for being silent yet devastating from long range. PC's must be wary and quick witted when facing against a Dusk-shade Assassin, If they are unable to discern the location of its whereabouts, The Incoming damage from its volley of razor tipped arrows will be overwhelming to say the least. Instinct: To kill without detection
- Snipe (If undetected this monster prepares it's next shot causing double damage)
- Deftly escape when detected
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Medium Statue Solitary, Cautious Long Sword (d12+4 damage 1 piercing) 16 HP 1 armor Close, Forceful Medium Statue Instinct: Follow orders implacably
- Slash at foes
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Large Statue Solitary, Large, Cautious Long Sword (d12+4 damage 1 piercing) 20 HP 1 armor Forceful A Large Statue Instinct: Follow orders implacably
- Slash at foes