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Pteranodon Group, Large, Devious Beak and talons (d6 damage) 10 HP 1 armor Reach Special Qualities: Gliding Flight It is impossibly large for an avian. Its shoulders are on par with that of an elephant, but it's upright posture carries it's head several feet higher, allowing it to plunge it's long, bony beak forward an alarming distance. It walks on short legs that end in gripping talons and on bony wings, thin body arching up above. It is adorned with quill-like feathers of multi-hued radiance, with a large comb atop its skull. It seems unable to launch itself from the ground, requiring a height to glide down from and pick up speed, but is unhindered once aloft and prefers not to land for this reason. Instinct: to feed its young
- Swoop down from the sky and pluck up a morsel
- Drop them from an astounding height
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Peat Child Solitary, Magical, Construct, Amorphous Bludgeoning arms (d10 damage) 15 HP 1 armor Close Special Qualities: Unliving, Unburnt, Incomplete Harsiess, before she was transformed into the Crocogre, attempted to make her own demi-god when she was betrayed by Kione and Wetuna. She sought the Rether's aid, but his hatred of women led him to taunt her and gift her only tainted secrets of Creation. The Peat Child is an unfinished, failed experiment into granting life to the inanimate. The creature is shorter and wider than a human, with indistinct limbs ending in blunt mounds rather than articulate hands. A lump atop it serves as an ugly simulacrum of a head, but its true eyes and many and hidden. The substance of the construct is a form of river clay mixed with a rare type of peat moss that can burn even underwater. It is an ugly, unloved, stinking thing, and none too intelligent. It seeks to please its builder in the hopes that she will finish it, not understanding that she lacks the power. Instinct: to harvest materials for completion
- Spontaneously combust in a wide gout of flame
- Hurl a ball of peat which sticks and burns on contact, even underwater
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Crownshatter Solitary, Devious Lunging and constricting (d8+2 damage) 16 HP 1 armor Close Special Qualities: Large Tentacle which siphons Mettle from living things Monster made for "Welcome to Amara" campaign. Named for their creators malevolent intentions towards the Ember restricting Monarchy and all of Eyien. Crownshatter are the result of twisted men and women selfishly investing unsavory deeds into their Mettle, killing, harming, and hating to accelerate the growth of their own Mettle. Crownshatter are specifically designed to seek out and consume Mettle. They leech Mettle from living organisms, and are even able to siphon Mettle from other creatures Embers. Instinct: To Consume Mettle
- Seek out Coterie Members
- Siphon mettle from a living thing
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Verdant Sicklemaw Group, Large, Stealthy Sickle-bladed teeth (d8+2 damage 3 piercing, Close, Messy) 10 HP 2 armor Special Qualities: Camouflaged (Grass) What kind of predators lurk in the tall grasses? Why the verdant sicklemaw of course! A scaled creature, a little like a particularly vicious alligator or similar, but it has grass itself budding off of it giving it the perfect camouflage for such a specific environment! Scholars speculate upon a creature that lives in such a specific niche, but it sure does fill it. Hard to see until its too late and it has torn your leg off and has begun feasting on what's left of you. So the best advice: Stay out of the tall grass. Instinct: To feed
- Disappear into the tall grass
- Feign inanimation
- Tear off something important
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Odinian Crows Group, Stealthy, Magical, Intelligent Beak and talons (d8 damage) 6 HP 0 armor Close Special Qualities: Immune to illusions Long ago, it is said that a great and terrible feathered god sought to know all and see all, and in doing so they bud off myriad feathers - each which grew into a wolf-sized crow. Each of these creatures spread out across the world to learn all that they could. The truth of the matter is less certain, but these creatures certainly match that bill, for no illusion can stall them, and they seem able to remember all that they see and report it at-will. Which such peculiar, and specific abilities it is no wonder people suspect that they are spies. Instinct: To collect
- Speak uncanny truths
- Mimic voices with impossible accuracy
- Locate anything that it desires
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The Crocogre Solitary, Large, Stealthy, Divine, Intelligent, Hoarder, Terrifying Monstrous bite (d10+4 damage) 16 HP 1 armor Special Qualities: Powerful Swimmer, Grotesque Mutation The elven woman Harsiess has been thrice-scorned by the gods. In exchange for her magical assistance she was promised a demi-god child by the goddess Kione. When she was betrayed, she sought to create such a child to challenge Kione by petitioning Rether. Ignored for 3 seasons, finally Rether replied to her prayer, but it was with mockery and scorn. When she profaned his altar, Rether and Kione's lover Wetuna cursed the elf, mutating her cruelly. The crocogre is a monstrous hybrid of a crocodile and elf, grown to ogrish size and proportions. She seeks vengeance on the gods and their works, though her success would only doom her further to life as a monster. To that end, she seeks artifacts and servants of the gods to destroy, agonizingly, in her lair. Instinct: to avenge herself
- Carry someone off to an oubliette
- Lay in wait to drag them into the water
- Pin them between her jaws
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Pale Venomous Snake Solitary, Large Venomous bite (d10+2 damage 1 piercing) 16 HP 0 armor Special Qualities: Deadly Venom Specimens vary considerably in colour, including olive, yellowish-brown, khaki and gunmetal but are rarely black. The scales of some individuals may have a purplish sheen. Individuals occasionally display dark mottling towards the posterior, which may appear in the form of diagonal crossbands. Black mambas have greyish-white underbellies and the inside of the mouth is dark bluish-grey to nearly black. Mamba eyes range between greyish-brown and shades of black; the pupil is surrounded by a silvery-white or yellow colour. Juvenile snakes are lighter in colour than adults; these are typically grey or olive green and darken as they age. It can lunge with approximately 40% of its body from its threat display. Sudden movements during such a display are likely to provoke it to strike. The venom is usually fatal within 20 minutes. Instinct: to chase away intruders
- Strike rapidly with venomous fangs
- Rear up and display its fangs to scare them off
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Dune Banshee Solitary, Magical, Terrifying Slicing sandy winds (d8 damage) 12 HP 0 armor Close, Near Special Qualities: Incorporeal, Undead The people who came to occupy the eastern shores learned from the survivors of Qirtaj that they absorbed into their own culture not to leave the dead in the sands of the desert. For the shades of those to whom no offerings were given to take them into the Underworld would linger, and those lingering among the dunes would be warped by that place. They yearn to bring their bones back to people who might lay them to rest, but they cannot affect the world as with hands. But long enough in the desert, and they may learn from it. Agonizingly, they howl a gust at the sands in which their marrow lies, rolling it dune by dune, carried as foam on the waves, over decades, back to their homeland. And when the bones arrive, so does the mad, twisted shade, a demon of sand and wind, its voice no longer able to make its final request. Instead, it can only shred skin with a scream. Instinct: to return its bones to civilization
- Terrify with a mounrful, tormented scream
- Summon a powerful gale with its howl
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Arms of Four Pair, Large, Profane, Intelligent, Planar, Terrifying Knock prone and rend with its tail [2d8+2] damage 1 piercing) 12 HP 3 armor Reach, Near Special Qualities: The twisted malignant protrusions of bone from flesh cause immense suffering to the Four Armed, suffering it is compelled to share. Only the most stout of heart can approach it willingly. The Arms of Four are twisted creations of suffering. Their only relief is to inflict pain on hapless travelers who venture too close to their nest. Mated pairs roam the rocky crags and vaulted ceilings of dark caverns pouncing and carrying away their prey. Once back to the nest a profane ritual indoctrinates the victim in the suffering of the Arms of Four, creating the next generations of foul monstrosities. Instinct: Feed on pain and suffering
- Abduct and swiftly flee with the dying
- Consume blood to renew its strength
- Incapacitate by tearing and crushing limbs