-
Red Baron-Wraith Solitary, Magical, Organized, Intelligent, Planar, Construct, Terrifying, Amorphous Flare Longbow (d10 damage 1 piercing) 18 HP 3 armor Far Special Qualities: Bound Loyalty to Creator, Ghostly Visage A medium sized woman in salemail armor that radiates a Red glow, the Red Baron-Wraith is an expert archer and uses limited fire magic to improve its archery. Instinct: To serve its Overlord and its creator
- Firebolt Volley: Add a d6 of fire damage to regular Volley
- Burst Arrow: Meteors follow the arrow, which explode by near by allies. Defy Danger Roll, on fails it is 2d6 Fire which Ignores Armor
- Summon Minions: Summons up to 8 minions at a time.
- Phantasmal Aspects: Misty Step, Fear Aura, and Resistance to non-magical damage
-
Gold Baron-Wraith Solitary, Small, Intelligent, Planar, Construct, Terrifying, Amorphous Anvil Hammer (b[2d10+4] damage 2 piercing) 23 HP 6 armor Close, Forceful Special Qualities: Armored Juggernaut, Ghostly Visage, Bound Loyalty to Creator Short but stocky, the Golden Baron-Wraith looks as if it was once a dwarf. But now fully covered head to toe in platemail that glows with a Golden Yellow light. This Baron-Wraith wields an Anvil-Hammer and uses its strength and endurance to fight enemies in the open. Instinct: To obey its Overlord and its creator
- Summon Minions: Summons up to 8 minions at a time.
- Phantasmal Aspects: Misty Step, Fear Aura, and Resistance to non-magical damage
-
Dracosect Group, Devious, Organized, Hoarder sharp Horn and Stinger (b[2d6+2] damage 1 piercing) 6 HP 2 armor Close Special Qualities: Wings Dracosects are the perfect balance between insect and dragon. These yellow and black creatures live in huge hives, just like wasps, but hunt in smaller groups. Their huge insect wings allow for them to hunt from the air and stay above the ground even while fighting prey on the ground. Their Horn is as sharp as a good sword and they can chop off bodyparts, but the most dangerous part is their stinger. With their flexible "Tail" they can reach nearly anywhere around the with the stinger, that can pierce steel and injects a dangerous paralysing poison, so the prey will stop fighting soon after being stung. Instinct: hunt for the hive
- Hunt from the Air
- paralysing poison
- gather the hive
-
Sandling Solitary, Large, Planar, Amorphous Abrasive pseudopod (d10 damage 1 piercing) 19 HP 1 armor Near A sandling appears to be an amorphous mass of moving, sliding sand. An adult sandling is a solitary creature, and it dwells in lonely sandy areas such as uninhabited deserts, siliceous caverns and deserted beaches. Sandlings are savagely territorial, and will attack any creatures that trespass upon their areas. They fight by slashing and lacerating with a coarse, abrasive pseudopod. Sandlings’ flexible, shifting forms are difficult to damage by physical assault. If a sufficient quantity of water or other liquid (10 gallons or more) is cast upon the creature it will cause the sandling to strike for only one-half damage. Sandlings are apparently silicon-based creatures, and some sages believe that they originated on the Elemental Plane of Earth. A sandling grows until it reaches full size (10’ diameter), and then it begins to reproduce by budding. Tiny sandlings grow to about 2” in diameter before they split from the parent. An adult sandling’s territory often swarms with thousands of infant sandlings, none larger than ’h’ in diameter. When one grows above this size, the parent sandling perceives it as a threat, and kills it. When the parent sandling dies, the largest infant grows to take its place, killing all rivals (if it can). Sandlings sense heat, sound and moisture. They dislike wetness, and will burrow underground to avoid rain or water (unless al- ready defending their territories). There have been reports of huge sandlings three times as large as normal adults, but these have not been substantiated. Sandlings are always the same color as the sand of their territories. They are also the same temperature as their surroundings, and thus are invisible to infravision. Instinct: Defend Lair
- Inhabits Lair
- Elemental Creature
- Silicon Lifeform
-
Grimhand, demonic Goblin Mage Solitary, Small, Magical, Stealthy, Organized, Intelligent Death bolt (w[2d10] damage) 16 HP 4 armor Close, Ignores Armor, Far Beneath the tattered purple robe, Grimhand seemed withered and dry but his open ribcage pulsed with demonic vitality from hits blackened heart. He'd been trying for days to break into the fortress, with all manner of conniving plans. Even surrender had been offered. But in truth, he could have easily killed off the defenders and taken the territory, had he cared to. No, far worse than that... Grimhand the Goblin Ghoul wanted to take them ALIVE... Instinct: To gather life force
- Steal vitality with his touch.
- Play dead.
- Puppeteer a corpse.
- Convert his brethren into an undead horde.
-
Blackfang, possessed Goblin Lord Solitary, Demonic, Intelligent, Cautious, Planar, Terrifying Swift limbs (b[2d8+4] damage 2 piercing) 22 HP 2 armor Close, Forceful, Reach Special Qualities: Vulnerable to Holy, Unnatural Speed, Damage and Armor +1 per Rage Blackfang rose from the flames of the ringed farmhouse, a cruel grin across his monstrous face. His demonic heart pulsated with black blood, and lightning- like patterns rose across his limbs as dark veins bulged with unholy power. The archer took his shot upon the demon-posessed goblin as planned, but recieved a cruel surprise as Blackfang snatched the arrow from the air a foot from his face, and threw the broadhead back faster than it had come... Instinct: To subjugate
- Throw projectiles back at attackers with his lightning reflexes.
- Draw vitality and power from demonic rage.
-
Giant Sundew Solitary, Large, Hoarder Sticky tendrils (d4 damage 1 piercing) 16 HP 0 armor Far Special Qualities: Plant, Sticky, acidic globs of sap, Mssile and fire based attacks will only do 1/2 damage Unlike its smaller cousin, this plant is almost sentient, being slightly aware of its surroundings. Preferring shaded, cool places to grow, the giant sundew grows only hairlike roots to lightly anchor it in place. Furthermore, it may at will with- draw these roots and pull itself along the ground with its sticky tendrils. It primarily derives its sustenance from the prey it catches. Giant sundews appear as 3 to 4’ large mounds of gray-green tarry ropes or rags. Areas where they are found are often heavily insect infested. If found in a closed area, the air will often have a thick odor like sweet syrup. These tendrils may be broken on a DEFY DANGER+STR roll for each character. Failure to due so may cause a character to eventually be engulfed and suffocated. The sap is mildly acidic but will dissolve and become harmless if soaked with vinegar or alcohol (such as wine). Due to the plant’s sticky exterior, missile and fire based attacks will only do 1/2 damage. Instinct: Consume
- Trap in sap
- Engulf prey and suffocate
- Collect shiny things
-
Aspis Larvae Swarm Solitary, Tiny Bites (w[2d10-2] damage) 12 HP 0 armor Hand Considered unfathomable by humans, aspis are seldom encountered in populated lands unless raiding for food. They commonly live in small groups, tending to their own business and only occasionally dealing with outsiders. Few people can report of ever meeting one of these creatures, and the existence of larva and cows is only a subject of rumor. These do exist, however, as they are necessary for the survival of the race. Aspis lairs are found underground and consist of sloping tunnels bored through soft rock or dirt. A lair or nest will consist of 1-3 egg chambers, 2-4 rooms for food storage, 1-3 grub hatcheries, and a central chamber. The tunnels are commonly about 4’ high and will be well defended by traps and guards. The grub hatcheries will contain a larvae swarm each. Only one cow will be found in any nest. Aspis larvae are the offspring of the nest. Ranging anywhere from 1%’ to 3’ in length, they resemble fat, white grubs. They are blind and deaf but can locate and identify other crea- tures through vibrations and scent. They have voracious appetites and require an almost constant supply of food. They are most commonly found in hatcheries maintained by the drones - usually pits of rotting materials in which the larvae swim or burrow and feed. Occasionally the drones will select one larva and feed and treat it in such a way that it will not develop along normal lines, but will instead become an aspis cow. Instinct: Devour
-
Aspis Cow Solitary, Large, Organized, Intelligent, Hoarder Bite (w[2d10] damage) 16 HP 0 armor Near Considered unfathomable by humans, aspis are seldom encountered in populated lands unless raiding for food. They commonly live in small groups, tending to their own business and only occasionally dealing with outsiders. Few people can report of ever meeting one of these creatures, and the existence of larva and cows is only a subject of rumor. These do exist, however, as they are necessary for the survival of the race. Unlike other larvae who harden their skins and metamorphose into drones, the cows retain their larval form, becoming huge and bloated females, 10’ to 15’ in length. Their sole purpose in life is to lay eggs for the nest. They are sluggish creatures, but their large size makes their bite dangerous. In addition, their skin exudes a milky acidic slime which causes 1d4d if touched. If killed the surviving drones will abandon the Hive and move to another location with any remaining larvae and create a new Apsis Cow and Hive. Instinct: Feeds
- Creates the Hive
- Summon drones
- Command drones