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Criminal Gnomish Mech Pilot Group, Small, Intelligent Dagger Attack (d6 damage) 6 HP 1 armor Close A gnome that is a part of the criminal element that has been trained to pilot a mechanical tank Instinct: To Protect it's Drug Den
- Pilot Mechanical Tanks
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Zhasharzi, the White Princess Solitary, Divine, Magical, Intelligent, Hoarder Divine spells (d10 damage) 14 HP 0 armor Close, Near When Iron House took over the Bri-Korom Merchants' Guild, the holy lands of Ahmaradis officially became a part of the Empire. Unwilling to see her nation reduced to a vassal state and her faith bastardized by the Church, the White Princess committed suicide and was entombed within the Necropolis of Balredim... where the turmoil of her nation keeps her spirit from eternal rest. Instinct: To seek revenge
- Summon Khiritan's lightning
- Raise an undead thrall
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Spinner Queen Solitary, Large, Devious Fangs (d8+2 damage 1 piercing) 16 HP 0 armor Special Qualities: Climbs walls and ceilings The Spinner Queen is an intelligent menace. With a horde of giant spinners to lay the groundwork, she can control webs around her like a puppet master does to a puppet. She spins individual strings that, when pulled independently, will shift her network as she wishes to. This turns her into a very cunning and dangerous threat. Although she's not venomous, much like her spinners, her fangs are enormous and deadly, piercing metal and flesh with ease. Instinct: to grow
- Expand her web network
- Control webs
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Giant Spinner Horde, Small Fangs (d4 damage) 3 HP 0 armor Close Special Qualities: Climbs ceilings and walls These giant spinners dwell in deep caves and forests. They're compelled by their queen's drive to spin webs and entangle prey. WHile they're not poisonous and their bite's not that dangerous, their sticky webs and strong and elastic. Once you're trapped, you can hear their skittering in the dark recesses of their lairs. You don't want to be there to find out what happens later. Instinct: to spin for the queen
- Shoot webs
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Corrupted Behemoth Solitary, Huge, Terrifying Large claws (d10+7 damage) 28 HP Reach, Forceful Special Qualities: Regenerate broken bones, Soul-piercing screech The Corrupted Behemoth is the embodiment of a curse that infects and twists nature itself. It spreads the curse with every step and wants to devour all living things. It stands tall on its hind legs and uses its long arms to grab and tear prey apart. It's screech can shake the souls of even the bravest of mortals. It's mangy and hanging fur revels a slim yet powerful build, and enormous, bloody antlers come out of its skull. Instinct: to devour and spread the curse
- Leap long distances
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Nerelas Solitary, Stealthy, Intelligent, Hoarder Sword & Dagger (d8+2 damage 1 piercing) 12 HP 3 armor Close Nerelas the Assassin, who functions as the local assasin's guildmaster — and as one of the Slave Lords Instinct: Silence those who resist
- Fight with silent cunning
- Drink a potion of invisibility
- Strike with poisoned blade
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Corrupted Packbeast Group, Small, Devious, Terrifying Fangs (d6 damage) 10 HP 0 armor Close Special Qualities: Festering, rotten flesh Victims of an ensnaring curse, these packbeasts have been transformed into hideous versions of their former selves. Long, messy and dirty fur, festering, visible wounds and an unnatural hunger make these a formidable foe. They hunt in small packs, often ambushing prey in the dark. Anyone or anything that survives its ambush is likely infected with a terrible, corrupting condition. Instinct: to feed
- Ambush prey
- Spread the curse
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Frost Dwarf Captain Group, Intelligent Greathammer (b[2d8+2] damage) 10 HP 2 armor Close, Forceful The Frost Dwarf expedition Captains are formidable warriors and one among the hardiest of their clans. They're chosen not only for their skill in combat, but their leading capabilities. They're the highest authority in an expedition, advised by their trustworthy Rimeconjurers. Instinct: to protect the expedition
- Endure adversity
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Frost Dwarf Rimeconjurer Group, Magical, Devious, Intelligent Cold of cold (d6 damage) 6 HP 2 armor Close, Ignores Armor, Near The Rimeconjurers are usually the smarts behind every Frost Dwarven expedition. Their magical talents are used to make, mold and unmake ice - and they use that to navigate difficult environments, fortify a camp, or freeze foes in their places. They're responsible for charting their progress and finding suitable places for settling in. Instinct: safely lead dwarves
- Endure adversity
- Encase foes in ice
- Disrupt the battlefield
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Frost Dwarf Group, Intelligent, Cautious Flail (b[2d8] damage) 10 HP 3 armor Close Frost dwarves, when found outside their cities, are usually organized into small expedition groups. These expeditions look for artifacts, supplies and places to settle and expand their clan's hold on the snowy, frozen land or underground. Their usual weapon of choice is the flail, and such expeditions are usually clad in climate-appropriate scale or chain mail, with big shields covering their flanks. Instinct: to settle in frozen environments
- Endure adversity