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Barkfish Group, Tiny sharp fangs (d8-2 damage 1 piercing) 6 HP 0 armor Hand, Near Special Qualities: wings and gills Some beasts should stay in the water. Barkfish are nasty little fish created by the Arcane in wooded areas, and they love to chew on just about anything. They don't cook up particularly well, unfortunately, and they can also hide amongst trees, but at rest, their heads stick out from their hiding holes. If left unchecked, they eat a lot of squirrels. Instinct: dig into flesh and wood
- dive amongst trees
- burrow into the earth
- chew apart something wooden
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Glacier Hare Group, Small, Hoarder, Terrifying Pounce (d8+2 damage 1 piercing) 6 HP 0 armor Close Special Qualities: Powerful legs, Drooling Fangs The failed experiment of a mage attempting to make the people of the ice more resilient, these artic hare/human hybrids long for what they cannot have. Living in the network of chasms beneath glaciers and searching for what is lost beneath the ice, they will kidnap anyone that strays too far from help and force them to give lessons on how to be people. They are more than willing to trade but get confused easily, which leads them to flee with bounds of their powerful legs or attack if cornered. While they are able to trade with nearby settlements via drop off points and read simple messages, traders have to be careful not to visit them in person. Those the hares take rarely return. Instinct: To be like people
- To Scavenge
- To Flee
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Kesseki the Kasa Obake Solitary, Small, Magical, Organized, Amorphous tongue lash (d8 damage) 15 HP 1 armor Close, Near A living 100 year old umbrella who work as the town enchanter. Seems to have a grudge against Kasa, the rock man and other enchanter in the town Instinct: to enchant
- Frightens
- Create other tsukumogami
- summon other tsukumogami
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Kuchisake Onna Solitary, Stealthy, Terrifying Knife (d10 damage) 12 HP 0 armor Close Special Qualities: Her mouth is split from ear to ear A seemingly beautiful woman with a scarf covering the lower half of her face. Instinct: To seek validation
- Scare
- Appears human
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Clanky Brass Golem Group, Small, Construct Hammer and claw (d8+2 damage) 10 HP 3 armor Close, Forceful Special Qualities: Spiders that fix it in 1d20 hours, Alto como dos enanos, de placas de bronce abolladas y oxidadas en partes. En una mano lelva una gran masa y en la otra una tenaza. Parece estar hecho de chatarra reciclada y hace mucho ruido al moverse. Es lento pero fuerte. Instinct: To guard a location
- Grapple, to spew nuts and bolts, Use a special tool or adaptation, built-in
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Stray Moose Solitary, Huge, Devious Wild Moose Chase (b[2d10+7] damage 2 piercing) 24 HP 5 armor Reach, Forceful This is a moose. I’m sorry it has to end this way. Instinct: to demonstrate supremacy
- TPK: kill fast, eat grass
- I’m so sorry.
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Analexis, the High Priestess Solitary, Medium, Divine, Devious, Magical Small Dagger (d4+1) 8 HP 0 armor Hand, Reach, Far Analexis is the former High Priestess of Coszcali's temple. She was excommunicated from the temple by the goddess when she was found to be using her magic to benefit a dark power. Analexis is powerful and still maintains her magic, much of it taking from the dark powers as their new source. Instinct: To finish the ritual by any means
- Penitent
- Cause Fear
- Cure Light Wounds
- Contagion
- Divine Presence
- Sanctuary
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Dryad Guardian Group, Huge, Magical, Intelligent, Cautious Fists or Spear (w[2d8+7] damage) 16 HP 3 armor Reach, Forceful, Far Special Qualities: Blends in with large trees The largest of the Dryads, reaching upwards of 15 to 20ft. in height, they act as sentries and first line of defense for the rest of their people. Instinct: To protect the forest and their homestead
- Roars
- Controls vines
- Calls in reinforcements -- other Dryads, wild animals, or magical constructs
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Half-Dryad Solitary, Magical, Intelligent Spear or Bow (w[2d10] damage) 8 HP 2 armor Close, Reach, Far Special Qualities: Travels through trees The children of Dryads and non-Dryads, they're smaller than most Dryads but their skin is protected by a thick layer of bark, and their hair, if they have it, changes with the seasons. They prefer to avoid violence and will often set other magical creatures on their enemies before going into the fight themselves. They're vulnerable to fire. Instinct: To protect forest and homestead
- Blends into the forest
- Controls vines
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Golem Sentry Solitary, Large, Haphazard, Construct, Amorphous Fists (d8+2 damage 2 force) 23 HP 5 armor Forceful, Near Special Qualities: Magical Construct A dormant golem made from pieces of the surrounding ruins that magically activates when unauthorized trespassers come too close to the cavern entrance. It feels no pain and relies on pure, brute force to clear the area by any means possible. Instinct: Keep trespassers out
- Smash