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Doppelganger Solitary, Magical, Stealthy, Devious, Terrifying, Amorphous Vein Whip (d8 damage) 23 HP 5 armor Close, Reach, Near Special Qualities: Stay your blade- on a failed CHA check, it takes on the form of a loved one to make it's enemies hesitate An assassin born of profane magic and alchemy. Its body can change to match the shape of its prey. It spreads fear and paranoia everywhere it goes. Instinct: Murder and sabotage
- Imitation- The doppelganger can become anyone that it kills
- Mimic Sound- The creature can mimic any sound it hears, projecting it over a large distance.
- Empathic- it can sense the emotions of others
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Corpse Flower Solitary, Large, Terrifying, Hoarder Bludgeon with sickening tentacle (d10 damage) 20 HP 0 armor Ignores Armor, Near Special Qualities: Tentacles, Deadly breath A giant flower sprung from a seed atop a necromancer's grave. Once grown to the size of a horse, it uses its tentacles to quickly scavenge dead corpses. It mangles them together to later consume to heal and draw strength from. Instinct: To gather and eat corpses
- Consume the vitality of carrion
- Ensnare and hold
- Climb like a spider
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Argent Rhinocerine Juggernaut Group, Large, Magical, Divine Silvery horn-bound weapons (d8+6 damage 3 piercing) 16 HP 4 armor Forceful, Reach Special Qualities: Magic Resistance When you have loyal gigantic rhinos, what better than to armour them up even further and graft weapons to them and enchant them? Why not indeed! Instinct: To obey
- Trample and destroy
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Lunatic Argentank Solitary, Large, Magical, Divine, Intelligent, Cautious, Construct, Amorphous Myriad technomagical weaponry (b[2d10+4] damage 3 piercing) 25 HP 8 armor Reach, Near, Far Special Qualities: Body of Moonsilver, Godminded, Seleno-resonant auto-destructing One of the more potent servants of a lunar cult that shouldn't have been allowed to prosper for so long, and yet they had. A body wrought of marvelous materials clads this rail-riding automaton, with a mind made from the splintered divine essence of lunar gods giving it keen autonomous abilities. Combined together these make it a profound threat, worse, because of the flexible nature of the moonsilver that makes up its being its armaments are polymorphous: One minute it might be unleashing a hail of silvery fléchettes, next it unleashes gouts of silver-laced steam or blasts of silvery light that chill the soul, or worse even more creative things. As long as its inventions have some kind of military application at least. Its primary weakness is its limited mobility, but if its power were to be applied in a more creative sense... even that might be overcome. Instinct: To obey
- Harry foes with silver-laced artillery
- Unleash militarily-focused divine magic with vicious aplomb
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Guardian Trees Horde, Huge, Magical, Devious, Organized, Cautious, Hoarder, Amorphous Immobilize and piercing thorn (d4+3 damage 1 piercing) 22 HP 6 armor Reach, Ignores Armor, Far Instinct: Protect the forest
- Put people to sleep
- Cast sleep
- Cause debility
- It is a forest!
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Emerald Scale Mirejaw Solitary Clamp and bite with jaws (b[2d10+2] damage 1 piercing) 12 HP 1 armor Close Special Qualities: Camouflage and wait, Snap lock jaws Sleek 4-7 foot long alligator type predators of mid to southern Heartlands. Normally found in along water banks or swimming in the rivers. Scales are emerald green and shiny, but they have the ability to darken them to watch their surroundings for camouflage. Instinct: Feed on prey
- Bite with jaws
- Grab prey into water
- Sense movement through ground or water
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Large Crabs Group, Small, Cautious Crush with pincers (d8 damage 1 piercing) 6 HP 5 armor Close, Reach Found throughout the water and waterways. 2-5 feet in length. 3 different types. Snow crabs in colder climates, mud crabs in rivers in mild climates, and snow carbs in cold climates. Their colors are similar to their surrounds. Sometimes found half buried in the loose ground around the water. Initially defensive stands and slowly moves away, but attacks if getting to close to it or its territory. Instinct: Territorial to the water area it is around
- Defends itself with its pincers
- Shell is very hard, sometimes used as rudimentary armor
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Fungal Regenerator Solitary, Large, Magical Vines and Claws (d12 damage) 17 1 armor Reach Special Qualities: Made of Root and Mycelia Every swarm and army needs a mender and helaer. The Blessings of Earth and light created these ones for the task. Slow and hulking forms, surrounded by greeinsh light and spore-clouds. While their craft may seem crude their ability to use roots, spores and mycelia to mend flesh and wood and scale rivals those of most healers. That craft takes time however. Being made of root and spore, blunt strikes are quite ineffective. Instinct: To keep its allies alive
- Mend Flesh with Roots and Spores
- Root the patient in place
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Crag Beetle Horde, Tiny Mandibles (d4) 3 HP 1 armor Hand, Ignores Armor If it werent for their propensity for violence, these beetles are quite pretty specimens to look at, with their iridescend dark blue carapace and their crystalline abdomens. Said propensity however makes them terrifying hazards on the battlefield. Once they grab a hold of something, be it limb or scale, they violently explode, taking with them whatever they are holding onto. Best avoid them altogether, or crush them, before their orange glow reaches its full potential. Instinct: To serve the swarm
- Violently explode
- Burrow into Flesh