-
Nordfolk Thug Horde, Organized, Cautious Short sword and shield (d6 damage) 3 HP 2 armor Close These nordfolk are the most common of their ilk. Farmers at home, they have traveled with their captains to raid other lands. They have some training with blade and shield, though, especially with forming a shield wall and taking opportunistic jabs through it. In Far Abscissa, they protect the slaver parties and the caravans bringing loot to the shores for return to the north. Instinct: to get their share
- Stun someone with a blow to the head
- Regroup and cover allies with shields
-
Warden Centaur Solitary, Magical, Intelligent A crescent runka (d10 damage 1 piercing) 12 HP 2 armor Reach Special Qualities: Excellent Tracking The wardens of the scarps were made by the magic of Qirtaj before a disaster destroyed that land. These beings are intelligent chimeric centaurs. They once inhabited Ma'Azili Enclave and patrolled the banks of the rivers to protect Qirtaj from monsters without. They have long since lost their Enclave and their purpose, but they wander the scarps still, warning travelers away from the cursed Qirtaj highlands to protect them from the secrets that sleep there. This one has the head of a cockatoo, an armored torso, a camel's hindbody, salamander-like forelimbs, a pair of goat's hindlegs, a boar's forelegs, and an iguana's tail. Instinct: to prevent passage into cursed lands
- block a bottleneck with its body and armaments
- create mirror images of itself to confound foes
-
Typhon Solitary, Huge, Magical, Divine, Organized, Intelligent, Planar, Terrifying One hundred snake heads with flaming fangs (b[2d12+9] damage 4 piercing) 26 HP 6 armor Reach, Forceful, Ignores Armor, Near, Far Special Qualities: Spits poison and fire from every orifice Typhon is a creature of pure power, resembling neither humans nor gods. His hundred snake heads breath poisonous fire, and his humanoid head burns with such anger that you cannot even look him in the eyes. His dragon-like wings allow him to move with remarkable speed for a being so large. With his partner Echidna, the immortal snake-woman, he is the father of many monstrous children, including multi-headed hellhounds Orthrus and Cerberus, the fearsome serpent Hydra, and the fire-breathing Chimera. Instinct: To seize power
- To tear limb from limb
- Breathe poisonous fire
- Summon Echidna
- Sense bonds and allegiances
-
Echidna Solitary, Huge, Divine, Organized, Planar, Terrifying Poisonous fangs (d12+7 damage 4 piercing) 26 HP 4 armor Reach, Far Special Qualities: Scales oozing like half-healed pustules Echidna is an immortal creature, half-woman and half-snake. Living deep within the caves, she prefers a life of isolation. Take care not to intrude on her space - she won't hesitate to kill to preserve her peace and quiet. With her partner Typhon, the hundred-headed serpentine horror, she is the mother of many monstrous children, including multi-headed hellhounds Orthrus and Cerberus, the fearsome serpent Hydra, and the fire-breathing Chimera. She lives only to protect her children. It's probably best not to get on her bad side. Instinct: To protect her family
- Rip flesh from the bone
- Summon her monstrous children
- Sprout snake heads from wounds, healing completely
-
Calydonian Boar Solitary, Large, Divine, Magical, Intelligent, Construct Tusks (b[2d10+6] damage 4 piercing) 20 HP 1 armor Forceful, Ignores Armor, Near Special Qualities: Summon the strength of Artemis Born from the goddess Artemis's rage, the Calydonian Boar lives only to kill. Its strength is unmatched and its power is legendary. Many great heroes have died in its path. Instinct: To kill
- Spear with its deadly tusks
- Exhales searing lightning
-
Cerastes Solitary, Huge, Stealthy Fangs (b[2d12+3] damage 2 piercing) 20 HP 4 armor Reach, Far This vicious horned serpent hides in the sand, waiting to feed on anything that moves. From a distance, it can be hard to discern from any other serpent. If you can see its horns up close, it's already too late. Instinct: To feed
- Bite with its poisonous fangs
- Disappear into the sand
-
Wood Dragon Solitary, Tiny, Stealthy, Intelligent, Hoarder bite, claw, fire breath (d10-2 damage) 12 HP 2 armor Hand Instinct: to steal shiny things
- A tiny Dragon who lives in the woods und hunts small animals like mice
- to steal something
-
Sexy wolfe Group, Tiny, Magical, Devious (b[3w[3d6-2] damage 3 piercing) 10 HP 6 armor Hand, Near, Far Instinct: Helps them
- Loves to have "fun"
- Used a spell to make them explode
-
Sleeping Tor Solitary, Huge, Stealthy, Magical Massive jagged maw (d10+7 damage) 20 HP 3 armor Reach, Forceful, Ignores Armor Special Qualities: Hibernation A rocky tor juts up from the bottom of a depression, still and straight, brush and vines radiating out from its base. The vines are feelers waiting to awaken the enormous monster that lies hibernating and disguised. The creature is the mature form of a being that spends the rest of its life stages deep beneath the earth in hidden magma caverns. It wants only to sleep and eat, and has crawled its way up to the surface of the chasm to do so. Instinct: to wake and feed
- Swallow creatures whole
- Disguise its sleeping body as a rocky tor
- Create illusory rock formations to block escape
-
Living Gobs Horde, Tiny, Stealthy Sizzling, acidic fat and tissue (d4-2 damage) 3 HP 0 armor Hand Special Qualities: Undead, Acidic Flesh Out in the scarps, somehow, this thing was left. Possibly dropped from a devastating height onto sharp rocks, exploding in a shower of gore, bone, and organs. Each scattered piece yet remains unliving, with a will to add to itself by rending apart the living. Few living things of appreciable size ever venture into the region. Perhaps this was the reason it was left here. Whatever accursed oil permeates the fats and tissues of this thing is able to spread into other dead flesh, animating it and passing along its terrible properties. Instinct: to add to itself
- Ensnare with ropes of sinew and organs
- Appear to be nothing more than a pile of gore
- Ruin a piece of gear with acid