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Orc Gimp Group, Divine, Devious, Intelligent Headbutt (d4+2 damage) 6 HP 0 armor Hand An orc baby born from or into violence is forever marked as a Gimp, born to serve the ultimate sacrifice of one's body, mind, and life for the sake of destroying the enemy with the aid of an Orc One-Eye. Gimps are stark-naked, hands and legs shackled with man-leather and matted hair, with a long iron chain embedded into the base of the neck. When the Gimp recites the ancient rite Eyes for Eyes, the target indicated will suffer the same ways the Gimp does when the Orc One-Eye harms it. Instinct: to give itself freely
- Recite the ancient rite of Eyes for Eyes
- Sacrifice itself to help allies
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Coletor Solitary, Large, Magical, Stealthy, Devious, Organized, Intelligent Dissonância Mental. (d8 damage) 5 HP 0 armor Ignores Armor, Near, Far Special Qualities: Mind-Controller O monstro é um grande parasita de corpo frágil, não tendo muitas formas de defesa ele usa sua mente para atacar outras criaturas, manipulando e fugindo quando quaisquer dificuldades aparecem. O corpo é esguio e possui patas dianteiras avantajadas para se prender em outras criaturas ou se rastejar no solo oceânico, nada com muita dificuldade. Instinct: Servir Wraken espalhando sua marca
- Marca humanos para servir Wraken
- Utiliza as cascas dos coletados para se comunicar
- Retira o livre-arbítrio de outros, fazendo com que sirvam a Wraken
- Manipulação
- Mover as cascas
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Stone Warrior Group, Construct Halberd Slash (b[2d8+2] damage 1 piercing) 14 HP 3 armor Close, Forceful, Reach Special Qualities: blindsight, immune to poison, made of stone Human Stone statue of an implacably stern-faced warrior. The stone figures each bear a fully functional halberd, and wear real golden breastplates. Instinct: To Kill Intruders
- Coordinated Attack
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Unhinged Mimic Solitary, Tiny, Hoarder Chomp (d8-2 damage) 16 HP 1 armor Hand Special Qualities: Mimicry The Unhinged Mimic has spent far too much time alone and, as a result, doesn't completely remember what adventurers find valuable. Was it food? Maybe. Coin? To small. Babies! Is it babies? Hm maybe a food-baby that poops coins! Yeah that sounds valuable. This'll get 'em. Instinct: To be a treasure decoy that grabs back
- Adheres to any skin that touches it
- Chomps the fingers of the foolish
- Why? Just because it hates you
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Clockwork Collector Horde, Tiny, Organized, Construct Jabbing needles (d6-2 damage 4 piercing) 7 HP 0 armor Hand Special Qualities: Fluttering wings, Clockwork construction Out from the dark come the clockwork collectors, drugging their victims and in a group carrying them off. They never return. Where could they be taken? Why don't they just kill them? These mysteries abound about these strange constructs. The answer will probably not be to anyone's liking.... Instinct: To serve
- Inject with mind altering drugs
- Chime to herald the buzzing horde of its fellows
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Gorkin Group, Small, Stealthy, Organized Claws or blunt objects. (d10 damage) 6 HP 1 armor Close Special Qualities: A nearly perfect sense of smell and touch. Nearly blind. The Gorkin are humanoid creatures, living underground, with low intelligence. With pack tactics they are sure to hunt down most animals in close vicinity of their lair. Expanding their lair by digging they are led by a matriach or brood-mother. This alpha-female usually gives birth to up to fourteen hatchlings within a week after fertilization. The brood-mother sometimes hunts aswell but mostly stays in the lair to fight off intruders. The gorkin sleep in their lair at day and hunt at night. They tend to go for farm animals first when new to an area, plaguing human settlements. If not taken care of, a gorkin "clan" can reach a population of up to 400 members. When reaching this number most clans split and a new brood-mother is born. They have intensely long lifespans of around 120 years outliving most humans. Their sense of smell and touch are incredibly sharp. Being able to sniff out intruders before they even entered their lair. Although nearly blind they do see light and dark and can differentiate between that very easily. Instinct: To feed and multiply!
- Hunt at night
- Dropping from the ceiling on intruders.
- Their kin is always close. Maybe even right above you.
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Teutonic Giant Scorpion Solitary, Huge, Devious Claws (b[2d8+7] damage 4 piercing) 24 HP 2 armor Reach, Forceful, Ignores Armor The monster is a giant scorpion. Without a tail to inject the venom it can only inject it by pincing with it's claws. The legs being rather short it relies on it's long arms, as long as it's body, to catch it's prey. If caught the prey will be pulled towards the fangs, bit and injected with acid to be devoured later by sucking out the insides. It's chitin protects it from all but the most ferocious attacks. These monsters and their nests, woven from silk, are often found in timid, dry and dusty environments. Sometimes smaller specimen are found in dry dungeons and old abandoned libraries. If a Teutonic Giant Scorpion lives in a region the vicinity is usually devoid of other monsters and creatures as it tends to hunt and eat everything that is smaller than itself and worth pursuing as a source of food. They usually don't harm small game like rabbits or mice, except a growing specimen, but go after bears, deer and humans. Instinct: To feed.
- Cut and envenom
- It injects a venom when clawing someone!
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Dripping Tree Solitary, Huge Dripping digestive acids (d10+3 damage) 20 HP 1 armor Reach The Dripping Tree is a tree native to Hot Springs Island. It is a carnivorous tree that traps its victims with mucous and eats anything on its exposed root system with digestive acids. Instinct: to eat
- Drips sticky mucous
- Drips digestive acid
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Inspired Lightbringer Solitary, Huge, Magical, Intelligent, Construct Fists of stone (d10+3 damage) 24 HP 3 armor Reach, Ignores Armor, Forceful Special Qualities: Body of stone, Innards of clockwork At a distance one might mistake this automaton for a suitably grand lighthouse. But no, within it burns the fires of inspiration - something given to it when it was granted terrible animation. Its light can guide others, sure, but it seeks to Illuminate all, granting terrifying inspiration to all that it falls upon, destroying anything and everything that gets in its way in accomplishing this task. What inspiration it grants? Why insight of course, insight into things far beyond that which would trouble normal folk. Along that path lies madness or... ascension. Instinct: To bring light into the dark
- See all that its light touches
- Grant inspiration through its mighty rays
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Clockwork Legionary Horde, Organized, Cautious, Construct Short swords or javelins (d6 damage) 7 HP 3 armor Close, Near Special Qualities: Mechanical body Artificers can create a great many things. So why not an army? They need not for food nor water nor do they tire nor complain nor desert you when you need them most. They won't even run away unless you command it! The flesh is weak! Instinct: To serve
- Act in perfect synchronicity
- Toll out to the sound of approaching reinforcements