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The Plagued Horde, Terrifying Hands (w[d6] damage) 7 HP 0 armor Close Special Qualities: Sick These poor souls aren't quite dead, but they will be soon. The plagued aren't particularly dangerous due to any weaponry, instead their danger lies within. When they come in contact with an uninfected person, they can spread the plague and ruin whole cities. It's best to just avoid them, or put them out of their misery already. It's unclear why they wander the way they do, almost like the undead. It's as if something is keeping them alive... Instinct: Spread disease
- Grab at the uninfected
- Cough
- Die in the street
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Giant Scorpion Solitary, Stealthy Pincers (d10+2 damage) 16 HP 3 armor Close Special Qualities: Stinger tail A good desert guide will tell you that the small scorpions are the ones you should be afraid of. The small ones, say, about the size of your toe, carry much more dangerous venom. The bigger ones, around the size of your hand, are just as aggressive but much less deadly. The REALLY big ones, though... Instinct: To paralyze and consume
- Inject paralyzing venom
- Burrow in the sand
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Polukranos, World Eater Solitary, Huge, Divine, Planar Claws (b[2d12+3] damage 1 piercing) 30 HP 5 armor Reach Special Qualities: regeneration Polukranos, called the World Eater, is the mortal manifestation of the eternal ideal of a hydra. In its first incarnation, it fell from Nyx to the mortal world, and so great were its size and strength that the gods Nylea and Heliod combined their power to bind the monster deep within the Nessian Wood. That incarnation was slain, but the eternal ideal remains. A new incarnation of the World Eater is a fearsome omen, as the monster only ap pears when the pillars of the world tremble and terrible things are a ot in the realm of the gods. Its rampages often presage an age of menace for all civilization. Special: Regenerate- IT gains +3 HP after a round when it lost a head. Instinct: Destroy the world
- Bite
- regenerate.
- stomp
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Arasta-The Endless Web Solitary, Huge, Divine, Organized, Monster, -MYTHIC- Claws (d10+4 damage 2 piercing) 24 HP 3 armor Forceful, Near, Far Special Qualities: spider reflex, poison immunity A victim of the gods' petty rivalries, Arasta was once one of Nylea's most beloved dryad companions. Phe nax's bitterness saw her transformed into an arachnid monstrosity and driven into the darkest depths of the Nessian Wood. Now she broods on her unjust fate and the ckleness of the gods who left her cursed with monstrous immortality. When Arasta, drops to 0 HP, instead of it dying, she gains 15 HP and 2 additional Armor. Special: Summon spiders. Arasta can summon 2d4 giant spiders. They act as a army- 12HP 1 Armor, dmg.(1d6 piercing +1 for each adjacent) Instinct: To summon spiders
- Spread webs
- Summon spiders
- Nyx Weave
- Armor of Spiders
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Bullywug Strider Solitary, Huge, Divine, Construct, Amorphous Ballista (b[2d10+7] damage 1 piercing) 23 HP 5 armor Reach, Forceful, Far Special Qualities: Haphazard construction Perched atop two spindly mechanical legs, this pile of scrap totters around the battlefield dealing destruction to friend and foe alike. The size of a large elephant and in the shape of a giant frog, the Strider safely houses up to 5 Bullywugs and is constructed of steel, wood and anything else these folk were able to scavenge. Powered by a mixture of other worldly and mechanical means, the Strider sports a couple of ballista on the top, 2 mechanical pincers on the bottom and a hatch at the back for access. Instinct: To destroy
- Create wanton mayhem and destruction.
- Winch loaded ballistas (though who knows what they will hit?)
- Nasty pincers, perfect for grabbing and ripping (but not always when intended)
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Orc One-Eye Solitary, Magical, Intelligent Sacred dagger (d10 damage) 12 HP 0 armor Close, Ignores Armor, Far This one eyed orc cleric is always accompanied by a naked and chained disciple. When they spot a suitable target to pain I prefer to please their god, they offer up a loud prayer and name their target by description. When they stab or slice their disciple, the damage inflict on them is akin to religious bliss, though it does them real damage. Any injury incurred by the disciple is immediately mirrored on the target. Rather than removing hit points, this damage leads to a debility or fictional injuries. Instinct: Inflict pain and suffering to appease it's god.
- Announces it's target.
- Harms its disciple to inflict pain on others.
- Seeks to inflict as much pain as possible.
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Iron Knuckle Solitary Greataxe (b[2d10+4] damage 3 piercing) 16 HP 5 armor Close, Forceful, Near Instinct: To guard
- Swing its massive axe
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Dwarven Guardian Solitary, Small, Intelligent, Cautious Weapons (b[2d10+2] damage 2 piercing) 12 HP 6 armor Close, Forceful Instinct: to obliterate offenders
- Protect the Master Geomancer
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Dwarven Master Geomancer Solitary, Small, Magical, Divine, Intelligent, Cautious Molten-stone-breath-weapon (d10+2 damage) 18 HP 5 armor Close, Near An old dwarven wizard, outcast by most of his people. He gained the ability to call upon the forces inhabiting the very ground, earth and stone. Instinct: to destroy who stands between him and his goal
- Gain power to overthrow the Dwarven Ore-Kings.
- Summon a huge Earth-Elemental