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Steam elemental Solitary, Large, Magical, Divine, Planar, Amorphous Supercritical steam-blast (d12+2 damage) 29 HP 7 armor Forceful, Ignores Armor, Near Special Qualities: Normally, fire and water mix as well as you'd expect. But sometimes, under just the right conditions--a spirit can form of equal parts fire and water, somehow forming a higher harmony. These volatile spirits rarely stray from the conditions that created them, but burn with curiosity for anything that enters their domain. I leave as an exercise to the reader to decide whether it is more unfortunate for the spirit or the visitor that few things can stand the scalding steam that comprises their physical bodies... Instinct: To surge forward
- Burst forth and recede
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Preist of Juan Horde, Organized, Intelligent Silvered Crossbow (w[2d6] damage 1 piercing) 3 HP 3 armor Close, Far The People's Temple of Juan take tithes from the builders and provides them representation and collective strength. They welcome "civilized" visitors and prize true sacrifice for the good of the collective, but they exile the "monster races" to Kyle's H, and will not tolerate their presence. Instinct: The Build and Expand
- Bring order to chaos
- Form a committee
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Preist of Carolyn Group, Stealthy, Magical, Organized, Intelligent, Hoarder Nets and clubs (d8+2 damage) 6 HP 0 armor Close, Near The Church of Carolyn Worships that Which Lies Beneath, both literally and figuratively. They wish to dwell on and draw power and secret wisdom from ancient an terrifying beasts long dormant in the dark waters of the world, they also seek out true motivations and to learn and exploit the machinations of society. Instinct: To Horde Secrets
- Drive mad with visions of what lie below
- Summon the Spectres
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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.