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Caninana Solitary, Huge, Stealthy, Intelligent Mordida, Esmagar com seu corpo gigantesco (b[2d10+7] damage 1 piercing) 24 HP 3 armor Reach, Forceful No Pará aconteceu de uma mulher ribeirinha engravidar magicamente. Alguns dizem que o responsável foi o Boto, outros atribuem a causa à Cobra-Grande. De qualquer forma, a mulher deu a luz à duas serpentes, uma delas recebeu o nome de Maria Caninana. Ela e seu outro irmão serpente foram deixados para viver no rio. Maria cresceu e se tornou uma cobra gigantesca, e passou a destruir e atacar pessoas, completamente ciente do mal que causava Instinct: destruir e atacar pessoas
- rapidamente é envolvida pela musculatura forte e robusta da serpente. sufocando e esmagando
- Emerge das aguas e destrói tudo. Rápido e caótico
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Goblin Supreme Solitary, Huge FIST (d12+2 damage) 20 HP 1 armor Reach, Forceful A Giant goblin witch HATES bugs Instinct: Bash people
- Smash
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Citizen of the City of Priests and Ghosts Group, Tiny, Magical, Organized Whatever is handy (d6-2 damage) 6 HP 0 armor Hand, Near The average citizen of the City of Priests and Ghosts belongs to a church and follows, but is mostly trying to be fruitful and multiply. They count on their clergy for protection, and to the ghosts to administrate City Services. Instinct: to survive
- Use the yellowed tome to call City Servicss
- Tattle to a priest
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Steve Mortem Group, Intelligent, Terrifying Crossbow with silver bolts (2d6 damage. 1 piercing) 8 HP 1 armor Close, Far Special Qualities: It is an undead Juan with an arrow through his head Steve was once a Juanian monk, until driven mad to the point of suicide by a deep truth of the Church of Carolyln. Drummond called a new spirit for the body to host, and it's surprisingly smart for a zombie, even more so for a zombie with a crossbow bolt lodged in his brain. Instinct: Obey Drummond
- Follow around Drummond
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Mountain ninja Group, Divine, Magical, Organized, Intelligent Fists like stones (b[2d8+2] damage) 6 HP 0 armor Close Long time ago, they made a pact with the mountain spirit. They are there, hiding, ready to strike those who offend the mountain, Instinct: To protect the mountain spirit
- Strike in silence
- Take the form of a mountain animal or a rock
- Avalanche of ninjas
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Mantid Queen Solitary Pincers [2d10] damage 2 piercing) 12 HP 2 armor Close, Near Large chitinous insectoid with a particular sheen to its exoskeleton. Instinct: protect its colony
- Royal Spit - 1d6 damage, sticks target in place, OR heals 1d4 Mantids
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Mantid Drone Horde, Small, Organized pincers (d6 damage 1 piercing) 3 HP 1 armor Close Special Qualities: burrowing Chitinous insectoid about halfling sized, most often seen in groups of 3-6, but where there are some, there are often many more. Instinct: to stay in the fight so long as the Queen remains
- burrow underground and attack by surprise
- call for 1d4 additional Mantid Drones or the Mantid Queen
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Tramble the Traveler Solitary, Small, Magical, Stealthy, Intelligent, Hoarder, Planar Barrage of Detritus (w[2d12] damage) 16 HP 4 armor Close, Reach, Far Tramble the Traveler is a wandering nomadic trader with odd and valuable wares. Tramble has no use for your silly metal discs and instead conducts business by barter, and always rolls every 'R' they say. Tramble is of an indiscernible race, and though they are roughly the size and shape of a halfling they will simply giggle at any notion of them being one, stating they "Were there when the halflings crawled out from the primordial broth." One of Tramble's eyes always seems to be following you, even if someone else claims it's looking at them, not you. Their clothing matches in neither color nor style, and indeed perhaps even the world they find themselves in as it changes any time you aren't looking, but the one thing that is constant in their apparel is a dusty pinkish fanny-pack they produce all their goods from. The fanny pack is seemingly endless and holds any number of non-living objects that can pass through the opening, and when it is opened a large cloud of dust billows out of it. Instinct: to barter with any and all
- When you Strike up a bargain with Tramble the Traveler on behalf of your party, roll +nothing. For each character in your party with at least a +1 CHA, take +1 forward to this move. For each character in your party with at least -1 CHA, take -1 forward to this move. On a 12+ Tramble finds you endearing, and bestows upon you an extra minor magical item free of charge. On a 10+ Tramble offers you a choice between three items in exchange for one item of your choosing. The item must be either a personal affect that has sentimental value, or a magical item. On a 7-9 Tramble offers you one item in exchange for their pick of your loot. Pick three items from amongst your party and lay them out for Tramble to take one in exchange. The items must be either personal affects that have sentimental value, and/or magical items.
- Leave out some key details of an item
- Open a portal to another place, world, or time
- Tramble Travels Through Truly Treacherous Terrenes and Trifles in Time
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Rotfiend Solitary, Devious, Terrifying Grasping rotten appendages (d10+2 damage 3 piercing) 20 HP 0 armor Close, Forceful Special Qualities: extra rotting appendages that burst forth from within and slough off just as quickly One of the most vile and abhorrent creatures anyone has had the misfortune of encountering, a Rotfiend is a once-living creature that is now a mass of rotting flesh and excess appendages that make a mockery of its original form. They will grasp, kick, bite, howl, and tear a man to shreds in mere moments just so they can finally feast on fresh flesh and incorporate it into itself, growing stronger each time. Instinct: to grow
- Rip and Tear
- Incorporate a victim into itself