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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
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Rakshasa Prince Solitary, Magical, Stealthy, Intelligent, Hoarder, Planar Curse-inducing blade (d12+2 damage 4 piercing) 12 HP 4 armor Close Special Qualities: Immune to mundane weapons, vulnerable to holy weapons The dreaded Rakshasa are creatures from the more infernal realms, dangerous and wily. Their princes are greater threat even still, whose sorcerous abilities outmatch most mortal magicians, and whose plans stretch forth like intricate webs. It would be recommended to stay clear away from them and their machinations, but it is unlikely that you will have a choice. Instinct: To control
- Enact plans within plans
- Conjure illusions with frightening ease
- Wield sorcerous might
- Change shape with terrifying speed
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Blackscale Guard Solitary, Large, Construct Maul Strike (d10+2 damage) 20 HP 3 armor Forceful, Ignores Armor Special Qualities: Armored, Heavy The Blackguard are warforged rebuilt the Black Barons true image. Instinct: to Crush the Foe.
- A heavily armored Draconic Warforged swings its maul
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Solitary, Magical, Stealthy, Divine, Planar, Amorphous (d10+2 damage) 15 HP 5 armor Close, Far Special Qualities: Electromagnetic field They are wrathful, proud, vengeful, boasting, jealous, and deceitful. Instinct: To dominate and create hierarchy
- Demonstrate the concept of Asura
- Force others to attack on its behalf
- Coerce cooperation with unworldly knowledge
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Kobold Mago Anda em um grupo de mais 5 kobolds, Perto de um tamanho humano, Mago Lançar espetos de ossos com suas magias (d6), curar aliado (1d4), buff de armadura e dano +1 ambos, constante até o mago morrer 6 HP 0 armor Longe, Ignora armadura Um kobold mago capaz de curar aliados e melhorar tanto suas defesas como ataques, sua forma de ataque sempre é jogando uma magia que cria espetos de ossos capaz de perfurar armadura, incrivelmente fraco contra quaisquer tipo de ataque, sempre ficando na retarguarda Instinct:
- Curar aliados
- Buffer
- Ataques magicos que ignoram armadura
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Kobold Grupos de 5, Proximos ao tamanho de um humano, Organizados, Cuidadosos Enfincar sua lança em seu inimigo (1d6 + 1 perfurante) 8 HP 2 armor Perto, Afastar Anda geralmente em grupos de 5 proximo a caverna do dragão desertico, eles estao sempre la para defender a entrada de intrusos que possam pertubar o seu mestre Instinct: Proteger o dragão desertico
- Flanqueia com seus companheiros para atacar um por um do grupo
- Um de seu grupo recua para ir chamar ajuda a outros kobolds