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Keg Bot Group, Small, Organized, Construct, Amorphous Burning Oil (w[2d6] damage) 17 HP 2 armor Close, Near Special Qualities: Designed to give out mead Keg bots have all sorts of liquids inside their barrel chest. They’ll give you your drinks in all kinds of perilous situations, from riding on a dragon to sitting in the Tarrasque’s stomach. Just make sure the barrel’s solid, or it might burst at high altitudes, and being covered in beer and oil isn’t fun. Instinct: To hydrate
- Spray out liquid
- Call on other bots
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Insect Swarm Horde, Tiny, Devious, Construct, Terrifying, Amorphous Death by a thousand bites (d4-2 damage 1 piercing) 6 HP 1 armor Hand, Ignores Armor, Near Special Qualities: Untargetable mass, Bound to Geoffrey Kalibar, Baleful buzzing and clicking From out of the swamp, we rise - spiders, flies, mosquitos and worms. We serve him until you are nothing but bones. Instinct: To strip to the bone
- Gather and attack
- Tiny creatures seek cracks in the armor
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The Warlock of Gracy Street Solitary, Magical, Divine, Planar, Terrifying Summon creatures from the elements themselves (d10+2 damage) 14 HP 4 armor Close, Far Special Qualities: Teleportation, The Flayed Man, held together by insanity Geoffrey Kalibar, once a powerful mage, driven mad by knowledge of all that is, has but one mission left - protect the Wells. Blinded by insanity, he can no longer tell friend, from foe, from anything. He inhabits the lands of the Coan weaving spells that pervert the creatures, the land itself. Instinct: To protect the Wells
- Use ancient magics
- Spells of shock and awe
- Infused by ancient magics
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Heat Elemental Group, Magical Heat Wave (d8 damage) 14 HP 4 armor Close, Ignores Armor, Near Children of the greater fire, these creatures spend most of their time nesting in geothermal pockets. They are only dangerous if disturbed. Instinct: To sleep in warmth and comfort
- Feed off thermal energy
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Prismatic Dragon Solitary, Huge, Magical, Intelligent, Hoarder, Planar Breath of Light (b[2d12+7] damage 3 piercing) 28 HP 6 armor Reach, Forceful, Ignores Armor, Far Special Qualities: Flight, Immune to light based effects A prismatic dragon’s scales shine like the rainbow, as does its breath. They love to create new things and tear down old ones. That might sound good, until it decides humanity’s gone on long enough. Instinct: To change
- Bend and create with light
- Unleash blinding light
- Make reality anew
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Puma/Cougar/Mountain Lion Solitary Claws (b[2d10+2] damage) 12 HP 0 armor Close, Forceful Instinct: To sneak and hunt
- Run fast on short distance
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The Languisher Solitary, Large, Stealthy, Divine, Magical, Devious, Intelligent, Planar, Terrifying, Amorphous claws, bite, grapple, soulsuck (b[2d10+4] damage 1 piercing) 25 HP 4 armor Reach, Ignores Armor Special Qualities: skeletal, undead In a hole in the ocean, trapped by a mangrove forest, something lurks among silt and roots. It's dead, but not in a way that mortals can understand. It languishes and rots, waiting until it can grasp life once again in its stiffened fingers. That is now its eternal state -- reaching, raking, wrapping, sinking -- and whatever it can have, it takes. It isn't without its tricks. It understands even what it lacks, and it will use it against you in the cruelest of ways. It hears dreams and dangles that which you love just out of reach, until you've waded too far and it can take you. Instinct: to enter our living world
- invade dreams
- lure
- soulsuck
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Mechanitrix Technomancer Solitary, Magical, Organized, Intelligent, Cautious, Hoarder, Planar Many hidden weapons (d10+2 damage 3 piercing) 12 HP 4 armor Close, Near, Far, Ignore Armor Special Qualities: Powered armor - laden with secrets The mechanitrices are rarely mentioned, but are akin to Tieflings and Aasimar in a sense, but while those creatures possess the blood of demons and angels, a Mechanitrix instead has ancestry stemming from creatures of order. A peculiar thought if there ever was one. What is less peculiar is that they tend to have a great knack for technology and especially technomancy. They have great potential and those that can live up to their name can make terrible foes indeed - their inventions reshaping the world around them, possibly forever. Instinct: To build
- Command technology with but a word
- Unveil a technological solution to a problem that you had all along
- Summon forth drones and other techno-minions
- Cease the petty chaos known as 'magic' with a gesture
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Elder Grinch Solitary, Stealthy, Intelligent, Hoarder, Planar, Terrifying Razor-edged claws (d12+2 damage 4 piercing) 12 HP 1 armor Close Special Qualities: Infectious Long have the krampuses and grinches been arch-enemies. Long have some waged to uphold or prevent yuletide - though few remember the significance as to why. The Elder Grinches, although very rare however know - and that makes them all the more keener to spread their terrible plague. For being a grinch isn't something that one is born into, but made. A parasitic existence which will only be fulfilled once yule has been destroyed. This is why the krampuses despite their powers and might try so hard and yet cannot fully extinguish the blight of the grinches. Instinct: To steal
- Corrupt those who meet your gaze into naughtiness
- Slip into and out of the shadows unseen
- Steal things of value (sentimental or real) with but a gesture