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Beehemoth Solitary, Large Claws, Stinger (d10+4 damage) 20 HP 1 armor Forceful, Reach Deep in the wilderness some forms of bees create massive underground hives that will popup out of the ground in the form of giant hexagonal blooms. These hives are guarded by huge Beehemoth that are grown in giant gestation chambers below the ground. More resembling a beefed up hornet, the creatures only goal in life is to keep the hive safe. They have no value for their own life or wellbeing as long as their goals are kept. Instinct: Protect Hive
- Fly by Attack
- Flight
- Impale
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Gnoll Slave Driver Group, Stealthy, Intelligent Whip (d8+2 damage) 7 HP 1 armor Close, Near Gnolls seldom take slaves, at least not in the long term, but some of their kind take a sick pleasure in capturing and dominating their enemies. Slave Drivers specialize in instilling fear into enemies and favor using whips over their own claws and teeth. Instinct: Instill Fear, Dominate, Capture
- Ensnaring
- Intimidate
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Gnoll Mystic Solitary, Magical, Divine, Devious, Intelligent Spirit Strike (d6+2 damage) 12 HP 4 armor Close, Reach, Ignores Armor, Far A sacred roll for female Gnolls is that of the mystic. These gnolls specialize in not only communicating with ancient spirits, but also using them to defend their clan. Gnoll Mystics are just as much feared by most of their tribe as they are respected. Instinct: Predict the future, find areas of intense magic
- Commune with the Spirits
- Soul Manipulation
- Cause debuffs.
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Elf Nomad Ranger Solitary, Magical, Intelligent Bow (b[2d10] damage 1 piercing) 12 HP 1 armor Close, Far Special Qualities: Temperature Endurance Vigilant protector of nature, these elves have a distain for the city and towns of man for their destructive tendencies and impact on the local environment. Will seek to deter people from exploring too deep into the woods, sometimes for their own protection. They are usually distrustful of outsiders, but not always hostile. May call on the animals of their surroundings for help. Instinct: Protect Nature
- Unseen Shot
- Enchanted Vines
- Animal Companions
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Gnoll Pup Horde, Tiny, Organized Claws and Teeth (b[2d4] damage) 2 HP 0 armor Hand Special Qualities: Barely Intelligent The children of gnolls are barely beyond animals until they mature. They are constantly hungry and will actively seek out meals, sometimes even eating each other. Gnolls have many babies at a time so it is rare to see a single gnoll pup alone. Instinct: Eat
- Always Hungry
- Child's Howl (call others)
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Murder Eye Swarm Horde, Tiny, Terrifying Many Bites (d4 damage) 5 HP 0 armor Touch, Ignores Armor Summoned from the cloak of a Bragvid, these vicious little flying eyes swarm and bite their targets with thousands of tiny little teeth, getting into the nooks and crannies where armor doesn't protect. Their sole purpose is to protect their master and consume a target whole, only leaving their eye balls intact (a favored treat of their master). Instinct: Destroy
- Overwhelm
- Flight
- Magic Resistance
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Bragvid Solitary, Stealthy, Divine, Intelligent, Hoarder, Planar, Terrifying Long Claws (d10+4 damage 1 piercing) 18 HP 2 armor (non-magic) Close, Reach Special Qualities: Eyes of Madness Bragvid are large cloaked figures with a hunched posture. Their cloak is covered with strange eyes that blink independently. The cloak seem to mystically cover most of their features, but cannot hide their long slender arms with horrid claws and a strange crow-like beak. These ancient creatures roam the planes collecting the eyes of other creatures it comes across. It isn't entirely know as to why these creatures do such a thing, but some believe they are able to claim a creatures memories by consuming their eyes. Although usually quite aggressive, these creatures can often be bargained with for the vast amount of information they have collected; it is for this reason many of them have been summoned into the mortal plane by curious wizards. In combat a Bragvid can summon a swarm of Murder Eyes that spring from it's cloak to distract opponents. Instinct: Collect eyes.
- All-seeing
- Eye Pluck
- Victim's Memories
- Summon 'Murder Eyes Swarm'
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Candle Golem Group, Large, Construct Burning Wax (d4 damage) 18 HP 2 armor Ignores Armor Special Qualities: Sluggish These hulking golems are made from burning wax housed in a suit of armor. They are often found patrolling castles of powerful lords, ancient libraries, or the halls of a wizard's tower. Their sole purpose is to guard an area and keep out intruders. There is no reasoning with the creature as it is completely mindless; only those who have been granted clearance from their master may pass them without confrontation. The light shed by their burning bodies is enchanted to reveal and dispel illusions. They will attack any offenders either in melee or and at range by throwing globs of burning wax at them. Instinct: Guard, Protect
- It's Light reveals illusions
- Attacks are fire based.
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Rat Queen Solitary, Small, Divine, Devious, Organized, Intelligent, Cautious Bite (d8 damage 2 piercing) 18 HP 2 armor Close Special Qualities: Poison and Disease resistance Rat Queens are a physical manifestation of disease and pestilence. They form when a large enough group of rats amass in one area, drawing the attention of dark divine presences. A Rat Queen has the ability to organize and rally swarms of normal rats into dangerous waves of teeth that gnaw and spread sickness. A Rat Queen will willingly sacrifice it's followers to protect itself, actively keeping other rats on its body as a form of regenerating armor. It's bite is much stronger then a normal rat and can bypass many forms of armor. They are roughly the size of a human child. Instinct: To amass followers and infect
- Consume Young
- Plague Bite
- Rat Armor
- Summon Rat Swarm
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Manticore Solitary, Large, Intelligent, Hoarder Claws, (b[2d10+2] damage 2 piercing) 16 HP 2 armor Forceful, Reach This pious creature is calm and collective but also strong and fierce. They make homes in places of great importance and near collections of great value where they deem themselves as only being worthy of their greatness. They guard these places with great ferocity and paranoia. Instinct: Territorial
- Poisonous Tail Strike
- Flight
- Not as smart as it thinks.