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Chimera Solitary, Large, Intelligent, Cautious Claws and Teeth (b[2d12+4] damage) 16 HP 3 armor Forceful, Reach, Near Special Qualities: Combination of multiple animals The chimera is what happens when nature makes a mistake it refuses to correct. Built like a bear but low and aggressive, dark fur over dense muscle that simply endures. The head is pure mountain lion — wide and flat with amber eyes that carry no hesitation, flanked by two heavy curved goat horns that sweep back like something carved from rock. The claws are enormous, each capable of splitting stone. Across its back sits a thick tortoise shell, plated and ancient, dark green-grey like lichen covered stone — attacking from above or behind is an answer that gets people killed. The scorpion tail rises from beneath the shell's rear edge, segmented and heavy, curling upward with the stinger positioned like a second head waiting for its turn. There is no good side to stand on. Instinct: Protect territory
- Attack with tail
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The Gilded Djin Horde, Stealthy, Devious Potion bombs (d4 damage) 3 HP 1 armor Close, Near Special Qualities: Fill an area with choking golden vapor War alchemists from the Gold Coast. Their wisdom is matched only by their cruelty. Instinct: Release chaos on the battlefield
- Melt hinges, locks, or gate reinforcements
- Smoke bombs
- Ignite something valuable
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The Chainbound Horde, Cautious Polearms (d6+2 damage) 3 HP 6 armor Close, Forceful, Reach The shock troopers of the Gilded Chain mercenaires. The whole host stands chained to one another, dragging even the corpses of their fellow warriors to use as shields. Instinct: Advance no matter the cost
- Form a shield wall
- Call on support
- Rush forward into battle
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Filth Troll Solitary, Large, Intelligent, Cautious Smash, Horrid Bite (b[2d10]+2 damage) 15 HP 2 armor Forceful, Reach A huge mangy humanoid beast with thick hide and groupings of dirty clustered hair. Sporting an arsenal of muscles capable of ripping a man in half, these monstrous creatures sport a set of numerous sharp teeth; some that don't even to serve a function. What's worse is even if a group manages to defeat this foul beast they then must deal with the huge fleas that infest it. Instinct: Kill and Eat
- Rip People Apart
- Dire Flea Clouds
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Dreamlord Anzagar Solitary, Large, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar, Construct, Amorphous Dreamlash (d10+3 damage 1 piercing) 29 HP 6 armor Ignores Armor, Near Special Qualities: The Censer is its true body; so long as the censer exists, it cannot truly die;, As it was born from absorbing others, it may be wounded by separating them; Al-Qabus. High Yawatim. Anzagar. Shay al-Qawm. Hulum. It has many names, for it tastes the dreams of mortal and noble-genie alike. Sustained for over a thousand years on the spirits of the few who could not escape the Sky-Palace, its true goal is simple: Become fully real, and escape with its Dream-Censer, to found its own court where dream and reality blur until they cannot be separated. But it needs power. The King and Queen it consumed simply gave it the ability to manifest on its own; it must merge with a being of sufficient power to truly live. And now it has a captive noble genie...and will do anything to secure its position, tell any lie, kill any opponent, despoil any place necessary to succeed. Anzagar may not be of genie blood, but it has a genie's ambition...and none of the restraint. Instinct: To absorb minds and power
- Weave dreams into deceptions and deceptions into dreams
- Stealing thought, memory, and dream to disguise itself
- Illusions and consumption are its magic
- Every strike can steal memories--or implant them
- It can see the true natures of things and glimpse past and future
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Adult Myconid Horde, Organized Stunning spores (d6 damage) 3 HP 1 armor Close, Ignores Armor, Near Special Qualities: Spores Basically a humanoid sized ambulatory fungus. It walks on two legs and has arms. The cap is the head. They are not violent and do not look for trouble, just wanting to be left alone. They use spores both to communicate and to stun attackers. They can also hack and slash with their arms. Instinct: Nothing, it wants a peaceful existence. Sometimes there is a conflict for resources.
- Rapport spores: It casts spores into the air, anything that is not an undead, a construct or an elemental can communicate with them telepathically.
- It uses telepathy to communicate with others.
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Samira, la contrabbandiera Solitary, Stealthy, Intelligent Spada e pistola (1d10 radiante + 1d10 tagliente) 12 HP 1 armor Close Samira, contrabbandiera ricercata in quattro pianeti del cerchio esterno. Si narra sia in contatto con l'Impero ribelle e che abbia a che fare con l'imperatore in persona. Instinct: Sostenere l'Impero
- Sparare (1d10 radiante)
- cambiare stile di combattimento
- Colpire (1d10tagliente)