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Water Drake Solitary, Huge, Divine, Magical, Intelligent, Hoarder tearing with claws (d12+7 damage 2 piercing) 26 HP 2 armor Reach, Forceful Special Qualities: draws power from standing water Commonly found in arid environments with little water, Water Drakes jealously guard their lake or oasis and will violently strike anyone who approaches, especially creatures it knows need great quantities of water (such as humanoids). Instinct: to protect its source
- create a torrent of water
- summon a downpour
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Anti-Commerce Golem Solitary, Huge, Hoarder, Construct massive fists (d10+5 damage 1 piercing) 24 HP 3 armor Reach, Forceful, Near Special Qualities: made of metal Seems an inventor was scorned greatly by the shopkeepers and wealthy, and unleashed these beasts on the world. Instinct: halt trade and services
- destroy merchant's belongings
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Sky Serpent Solitary, Huge, Magical, Intelligent tremors (d12+7 damage 2 piercing) 20 HP 1 armor Reach, Forceful, Near Floating islands are one of the longest dreams of the Hazriel people, but their expeditions have never returned. They remain tragically ignorant to what lurks in the skies; a grand serpent that feeds on earth whenever it sees it. It inspires terror and awe in all who see it, daring them to defy its ancient might. Instinct: to soar and feed
- Consume the Floating Earth
- bring down divine lightning
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Merfolk Fighter Horde, Magical, Organized, Intelligent, Hoarder Spear strike (d6+2 damage 1 piercing) 3 HP 3 armor Close Merfolk can hold a grudge. Try to hunt down one of the princesses, attack a passing one on the beach, and you'll be their enemy until the day your last child dies. It's nothing personal, really, but their intense loyalty to the crown certainly makes it unsurprising. Instinct: to hunt down enemies
- stab and throw
- conjure water
- call more merfolk
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Vengeful Spirit Solitary, Tiny, Magical, Stealthy, Hoarder, Amorphous icy projectiles (d10-2 damage) 23 HP 5 armor Hand, Far Some people just can't let go. Most people, upon death, pass beyond the veil never to be seen again. But others, whether by some magic, attachment to this life. or indomitable will become Vengeful Spirits. They often have a specific item or situation that keeps them bound to the world of the living; a lost possession of value, a grudge held against someone, and so on. They can be tricky to defeat by conventional means due to their common manifestation as mist and cold temperatures, so the simplest way is to either force them to coalesce into their icy physical form or to resolve whatever is keeping them here. Instinct: to resolve unfinished business
- seek out its target
- control a past belonging
- manipulate ice, frost or cold