-
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
-
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
-
Dazzling Peacock Group, Large, Magical Peck (d8 damage 1 piercing) 10 HP 2 armor Special Qualities: Can flying Large peacock Instinct: To Lure
- Hypnotize
- Dazzle them
-
Joe Average Horde, Divine, Devious, Organized, Intelligent Relentless Stare (d4+2 damage) 11 HP 2 armor Close, Far A mass of human(oid) beings. Bland faces, but with an expression of morbid curiosity. Regular, average clothes. They stare. Stare. Stare. Instinct: watch disaster and misery
- It silently stares at you, sapping your life energy
- When the Joe stares at you, roll +WIS. On a 10+, you notice its stare and are able to defend yourself. On a 7–9, you notice its stare too late and it hits you, but you can counterattack immediately.
- When there are at least 5 Joes looking at the same situation, they telepathically call 1d10 more Joes that arrive within 1d6 minutes.
-
Leonal Matriarch Group, Organized, Intelligent, Cautious, Hoarder Long Knife and shield (b[2d8+4] damage) 6 HP 2 armor Close, Forceful Leonals are humanoid folk with the faces of lions. They excel at craft and wear finely worked clothes of leather decorated with gemstones. Their flesh is sinewy and tight about their musculature and bones. They are furred in some places and bare in others. Their hunting parties prefer to take prey live back to their village, and interrogate any intelligent creatures that stray into their territory. The matriarchs of the hunting party are the anvil to the younger huntresses' hammer. They wear thicker leathers and carry stretched leather and bone shields to keep them safe from antlers, horns, and hooves, as well as the other dangers of the plains. Instinct: to capture live prey
- Disable a limb with a powerful thrust
- Summon the pack to encircle
-
Young Leonal Hunter Group, Organized, Intelligent Spear and claw (d8+2 damage) 6 HP 0 armor Close, Reach Leonals are humanoid folk with the faces of lions. They excel at craft and wear finely worked clothes of leather decorated with gemstones. Their flesh is sinewy and tight about their musculature and bones. They are furred in some places and bare in others. Their hunting parties prefer to take prey live back to their village, and interrogate any intelligent creatures that stray into their territory. The younger leonesses skirt the hunting party, seeking errant prey to herd toward the main pack. Instinct: to capture live prey
- Herd prey toward the hunting party
- Charge into their flank once they're cornered
-
Forest Bandit Group, Stealthy, Intelligent swords, bows (d8 damage) 6 HP 1 armor Close, Near Malnourished and wild, these humans have come to live in the wilds of Amara and are more vicious for it. They're humans, and what's more dangerous than a person with no reason. Instinct: kill anyone outside their group
- attack together
- throw dirt in the eyes
-
Grasshole Solitary, Huge, Stealthy Grassy tendrils and teeth (d10+5 damage 1 piercing) 20 HP 1 armor Close, Hand, Reach, Forceful Special Qualities: Camouflaged (Grass) The affectionately-named Grasshole is a creature that lives in grassy steppes and is an ambush predator that waits until a prey steps between its teeth, dragging them down to dissolve them away. Quite vicious and simple, really. Instinct: To feed
- Drag prey into the depths
- Blend in with surroundings
- Dissolve its victims in its stomach
-
Lunar Cultist Group, Stealthy, Organized, Intelligent, Hoarder Curved weapons (d8 damage) 6 HP 0 armor Close The beautiful sight of the moon enthrals many, but few become this corrupt. Peons bound by rite and power, they seek to corrupt institutions in their favour. Lyncanthropy is rife amongst their number, for they find the curse of the moon instead a blessing. Instinct: To corrupt and undermine
- Channel the power of their patron moon
- Reveal an illusory deception
- Use secret signs to beckon forth comrades
- Turn out to have been a lycanthrope all along