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Oruun Solitary, Huge, Magical Crush and Trample (d12+5 damage) 20 HP 3 armor Reach, Forceful, Ignores Armor Special Qualities: Dexterous Mandibles The Oruun are the harbingers of the burning wood. They drag their titanic carapace across the countryside, burning everything underfoot in their search for water to quench their thirst. Instinct: Search for water
- Burn the countryside
- Oruun Song- deafening vibrations like rolling thunder
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Piper Fink Group, Small, Organized, Intelligent, Cautious, Hoarder Teeth (d6 damage) 6 HP 1 armor Close Special Qualities: Grabby Tail Piper Fink is a Ratten in the pornographic crystalcast industry who owns her own studio which doubles as an escort service. She doesn't like fighting and has a modest security staff on site which she calls for immediately on any threat to her person, merchandise, or employees. Instinct: To bring pleasure to others
- SECURITY!
- Rat Race
- Natural Climber
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Mercenaries Horde, Organized, Intelligent Weapons of the Trade (d6+2 damage) 7 HP 1 armor Close, Near It's a tough job, but someone's gotta do it. Instinct: Burn and Pillage
- Fight for gold and glory
- Call for reinforcement
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Chompkin Riders Horde, Cautious Beak and Blade (b[2d6+2] damage 1 piercing) 3 HP 2 armor Close Special Qualities: Leap- spring into the air and glide for short distances The people of the Taziran desert ride a race of large, flightless birds into battle called Chompkin. While not as large or powerful as common war horses, they're much more agile and better suited to running across the sun-scorched dunes of the Gold Coast. The birds themselves are ill-tempered and difficult to tame. Their diet consists almost entirely of serpents, but they've also been known to take a bite of unwary humans as well... Instinct: To flank and ravage
- Desert Scouts- quickly dash through difficult terrain and obstacles
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Enhanced Choker Group, Small, Stealthy, Amorphous Elastic grasp (d10+2 damage 1 piercing) 17 HP 4 armor Close, Reach Special Qualities: Cartilage "bones", extreme speed An ordinary choker is already bad enough--a nasty thing of cartilage and sinew and starfish-hands covered in needles. But the Burning Eye shapes its servants to its wicked will, and grants them greater power in exchange for devotion. These chokers can slip from shadow to shadow without passing through the light they abhor, and have some limited magical prowess in addition to their speed and durability. Their speed and agility is even further enhanced, to outright supernatural levels. Don't fight them without a plan...or at least without some expendable targets, since they only really care about their next meal if the Burning Eye has not cast its gaze upon them. Instinct: To eat flesh and spurn light
- Squeeze out the breath of life
- Shadow-walking to flank prey
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Milo - Water Weird Demon Solitary, Huge, Magical, Intelligent tendrils (d10+3 damage 1 piercing) 24 HP 6 armor Reach, Near Special Qualities: Can roll 1d6 for additional armour of water or shadown A young boy drowned in a desecrated pool - brought back as a seemingly normal boy with memory lapses. A demon with control over water and shadow. Instinct: To consume water; vengeance;
- Shadown/water whip
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Dragon Cat Solitary, Huge, Stealthy, Devious, Intelligent, Hoarder Claw Swipe (d8+3 damage 2 piercing) 24 HP 1 armor Reach, Near Special Qualities: Wings, Mischievous The Dragon Cat is a massive cat about the size of a tavern. It is very rare and tends to live far from civilization. It has massive fluffy wings that carry it great distances. It likes to steal and hoards interesting items as a way to keep it occupied, and from getting lonely. It does sometimes still get lonely, however, and may attempt to make friends. It often accidentally kills its new friends, especially if they don't know how to respect the Dragon Cat's need for autonomy. Instinct: to protect it's hoard.
- Collect interesting and novel items.
- Play with prey for pleasure.
- Sweet one moment, vicious the next.
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The Candle King Solitary, Magical, Divine, Organized, Amorphous Drake's Bone Club (d10+6 damage) 19 HP 5 armor Close, Forceful King Siegfried was embalmed in wax upon his death to guard the way to the Burning Wheel. Instinct: Guard the Scarlet Prison from intruders
- Preside over the Hall of Judgment
- Call for Aid- Summons Candle Saints from the gallery
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Kamineko Solitary, Small, Stealthy, Divine, Organized, Intelligent, Hoarder, Terrifying Pounce (b[2d12+4] damage 4 piercing) 14 HP 3 armor Close, Reach, Near Special Qualities: Faintly shimmering The Kamineko is a spirit that regularly takes on the body of a recently deceased Nekojin offered in reverence to the spirit. Instinct: Protect Nekoshima
- Rule by Divine Right
- Ruffle their feathers
- Summon Nekojin