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The Mountain Turtle Solitary, Huge, Magical, Stealthy, Divine, Intelligent, Cautious, Hoarder, Terrifying Stomp (b[2d12+9] damage 4 piercing) 26 HP 7 armor Reach, Forceful, Ignores Armor, Near, Far Special Qualities: Spiked shell, It's a walking mountain! Largest and oldest living creature known to man. Said to have been born at the dawn of time itself, this creature first appears in documents from the earliest civilizations in written history. According to said records, metal procured from its shell is among the strongest in the world, and capable of producing great barrier magics. Instinct: To lash out at those who hinder its slumber
- Shake the very ground
- Spin like a top
- Rockbreath
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Flammender Oger Solitary, Large, Construct Schwarzeisenkeule (d10+4 damage) 20 HP 1 armor Forceful, Reach Special Qualities: Die Runen auf dem Körper gewähren Kontrolle über Feuer Riesige Bestien, die einst Oger gewesen sein könnten. Seit Elechtels sie mit den Runen unter seine Kontrolle gebracht hat, und sie die Macht dieser Runen nutzen können sind sie die Vernichtensten Einheiten seiner Armee. Instinct: Die Feinde Elechtels vernichten
- Schleudere ein brennendes Geschoss
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Casni Horselord Horde, Organized, Intelligent Spear (b[2d6] damage) 3 HP 3 armor Close, Reach The Casni nomads of Kuorsix have long resisted attempts at assimilation by more 'civilized' peoples. Long have they made the steppe their home, roaming its vast expanse and surviving off its wild game. They offer aid to the Houses when they can, but ultimately owe allegiance to no one. Instinct: To roam their ancestral land
- Overwhelm a target
- Move as one across the plains
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Wicked wood witch Solitary, Large, Magical, Spiderhybrid Acid saliva (d10+4 damage) 30 HP 6 armor Ignores Armor Special Qualities: No blind spot , Smells fear, Acidic saliva The wicked wood witch is a gigantic spider. An accident turned the once good witch into a fearless monster that will harvest you for potion ingredients, if her saliva doesn't liquidise your insides first, in which case it'll simply use you as food. The silk threads from its gland will stick to anything and can't be destroyed with common weapons. If you encounter the wicked wood witch, your best move is to use your best teleportation spell and just get as far away as possible. Instinct: Use you as a portion ingredient or simply eat you
- Uses threads to immobilise possible prey
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Nightmarcher Horde, Terrifying Sword (d6 damage) 7 HP 0 armor Close, Ignores Armor Special Qualities: Insubstantial The Dwarven city of Damaisithymos Pelegon was decimated in the war. Enough blood was spilled there, folk said, that the very land was cursed with evil. Some nights, they say, the spirits of those who fell return to fight their battles anew... Instinct: To haunt a place of battle
- Fight as it did in life
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Runkaaja, the True Paladin Solitary, Divine, Organized, Intelligent, Cautious Longsword (b[2d10+2] damage) 14 HP 3 armor Close Special Qualities: An unwavering sense of direction to the false Paladin, Invulnerability to magic, Bound to truth and piety Only the most righteous, the most pious, the most honorable of servants to the Gods may take on the mantle of Paladin. Lord Zyrres has judged you, boy, and found you wanting. Instinct: To serve Zyrres
- Deny mercy to nonbelievers
- Command with divine authority
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Death Pistil Horde, Tiny, Stealthy, Devious, Alien Organism, Psychic Sharp, piercing tubes (d4-2 damage 1 piercing) 3 HP 0 armor Hand, Ignores Armor Special Qualities: Appear as a common plant or flower Where we come from, hunting is hard. The prey there has psychic defenses (which we honed for them!). But here, here, the prey willingly offer themselves up. All we need do is present ourselves as something pretty, fragrant, or useful. They bend down to gather us. We strike. Hurts a little. At first. Then you get sleepy. Down you go. Dinner time. One blood sack, served fresh. Instinct: To incapacitate and devour
- Read your mind; create something that appeals to you,
- Hide within a bouquet of plants
- Inject you with sleep poison.
- Attach and drain the blood of the unconscious (d6/turn)
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Xogroth's thralls Group, Small, Magical, Devious, Construct, Terrifying Small, puncturing, paralytic fangs (d4 damage) 6 HP 1 armor Close, Near Special Qualities: Iron Will (immune to charms and other mental effects), Muddled target: rotting, melded anatomy We used to be several things. Now, we are one. The discarded pieces of Xogroth's meals, welded together by his viciousness and power, sent forth into the world, amorphous, seeking more of ourselves. Instinct: To serve until it falls apart
- Seek out food for the master
- Unerring location: Once bitten, we (and Xogroth) will always know where you are
- Paralyze and prepare them for delivery.