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Fungal Cannon Group, Devious Caustic Spores (d6 damage) 14 HP 1 armor Close, Reach, Far A form of fungi that attacks from afar. The strain infests the torso of the victim, turning their chest cavity into a foul brewery of poisonous and hallucinatory chemicals. Instinct: To spread the infestation
- Lay down a barrage of caustic fluid.
- Explode when sliced open.
- Spray hallucinatory spores
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The Dryad Solitary, Large, Stealthy, Magical, Devious, Intelligent, Construct Vines (d8 damage 1 piercing) 16 HP 0 armor Reach, Near Special Qualities: Daemonbound The Ophidae house bound a succubus to the flora of Copperleaf Woods in a twisted experiment. Of course, even the most reckless summoner advises against summoning a cubus, for their ability to play on the desires and insecurities of humanity are renowned. The creature now resides as a plant-like monster deep in the woods, beguiling the weak willed and converting the dead into puppets with virulent fungi. Instinct: To expand its realm.
- Control people with infectious fungi.
- Prey on the desires of people.
- Cast a beguiling illusion.
- Call its thralls for aid.
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Diablous Machina Solitary, Large, Organized, Intelligent, Construct Cannon (d10+4 damage 3 piercing) 27 HP 4 armor Forceful, Far Special Qualities: Metal, Daemonbound The Ancestors bound a Daemon of Strife to the Bandit's cannon as part of their contract. Now the deadliest weapon of these thieves must be chained down for fear it will break loose. An aura of rage surrounds the implement, an anger so great that it can inspire even the dead to move. Instinct: To lay ruin
- Fire flaming cannonballs
- Raise dead bandits
- Smash through obstacles
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Bandit Leader Group, Organized, Intelligent Whip and Pistol (d8+2 damage) 10 HP 1 armor Close, Forceful, Near Bigger than the average bandit. Instinct: To raid
- Use another Bandit's move.
- Use another Bandit as a meat shield.
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Bandit Rifleman Group, Organized, Intelligent Flintlock rifle (d8 damage 1 piercing) 6 HP 1 armor Far, Reload A bandit with a gun in the Copperleaf Woods. Never has quite enough powder. Instinct: To raid
- Lay srupressing fire.
- Call for defenders
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Bandit Slicer Group, Organized, Intelligent Twin swords (d8 damage 1 piercing) 6 HP 1 armor Close A humble bandit that makes camp in the Copperleaf Woods. Probably wishes they weren't here. Instinct: To raid
- Deal harsh, bleeding wounds.
- Shout for help.
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Infested Cadaver Group Grasping hands (d8 damage) 14 HP 0 armor Close Infected by the corrupted strain of plants in the Copperleaf woods, these cadavers obey the whims of the Dryad. Instinct: to spread the infestation
- Vomit choking spores.
- Gang up on the wounded.
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Lullivan Warrior Solitary, Stealthy, Intelligent, Amorphous Sword (d10+2 damage) 19 HP 3 armor Close, Forceful, Near An assassin for the Lullivan family. Instinct: take out a target.
- Strike with unnerving accuracy.
- Unviel a hidden gadget.
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Daggerback Solitary, Large Vicious claws (d10+4 damage) 16 HP 1 armor Forceful Special Qualities: Quilled hide A nasty monster raised by the Salizzi family to fight in the pits. Instinct: To smash the foe to bits
- Sweep a foe aside.
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Prince Danicolo Solitary, Organized, Intelligent Longsword (b[2d10] damage 1 piercing) 12 HP 5 armor Close The fancy prince of one of the families. Instinct: To gain power for his family
- Bark an order to a servant
- Shriek for help