-
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
-
Grizzly Bear Solitary, Large Claws or Bite (d10+4 damage) 16 HP 1 armor Forceful, Near Grizzly bear, also known as the "North American brown bear". Instinct: To Forage and Hunt
- Forage
- Rip something apart
- Maul them
-
Black Bear Solitary Claws or Bite (d10+4 damage) 12 HP 1 armor Close, Forceful American black bear, its coat can range from white, blonde, cinnamon, light brown or dark chocolate brown to jet black. Instinct: To Forage
- Forage
- Maul them
- Climb a tree
-
Strangletree Solitary, Large, Terrifying Gnarly Branches (d10+4 damage) 20 HP 1 armor Forceful Special Qualities: Twisted by chaos Huge living Trees with five gnarly Branches that look just like fingers of a rotting hand. With it's three leglike roots it can run around, and it does so quite fast. These territorial chaos beasts never stop expanding their territory by leaving small saplings, that form a kind of stangletrap all around their teritory. Instinct: Attack everything that entery your territory
- Constrit around something
-
Spidermushroom Horde, Tiny, Stealthy, Devious, Terrifying Bites and poison-spores (d4-2 damage) 3 HP 1 armor Hand, Ignores Armor Special Qualities: Climbingfeet, It's a chaos creature made of corrupted spiders Spiders as big as a small cat, with twited bodies covered in strange mushrooms. These little buggers scarry around in huge numbers and where ever they rest, they create a living fortress of strange chaos mushrooms. Instinct: Infect the Area with spores
- Swarm your prey
- release toxic spores
- spread the chaos mushroom
-
Moggna Horde, Small, Devious, Organized Grasping Claws (b[2d4] damage) 3 HP 1 armor Close Special Qualities: Leathery, winged beast A flying bird-like creature with leathery skin that builds great ball-shaped nests. The approach of any other creature enrages this "reptile of prey". Stories have been told of wanderers torn in pieces high up in the air - just because they strolled too close to a nest of Moggnas. If they are not defending their territory, they usually stick to smaller prey and hunt in small packs. Instinct: to scare off intruders
- Swoop down from the sky and attack
- Infect a wound with redskin fever
- Alarm the swarm
-
Animated Ice Horde, Small, Magical, Construct Blunt blows with icy limbs (d6 damage) 7 HP 2 armor Close Special Qualities: Ice construct, Magically powered Have you insulted a mage lately? That may be the cause for all the ice creatures raining down on your head. These magical constructs can come in any shape or form, resembling animals, monsters or humans. All are guided by a single malicious mind that controls their movements and sends them into the fray, leading them to cause as much havoc as possible before their unnatural bodies give in and fall apart into blueish ice that does not melt. Instinct: to cause destruction
- Rain down from the sky
- Whirl a gush of wind that freezes things together
-
Flying Armor Group, Magical, Planar, Terrifying, Amorphous Ectoplasmic Excrescence (d8 damage) 9 HP 4 armor Close, Ignores Armor Special Qualities: ghostly apparition, otherwordly voice, stinging tentacles of ectoplasma Things moving around without anyone touching them, pieces of armor reassembling themselves, hollow voices speaking wicked words - seems like you disturbed the ghostly spirits of an ancient tomb. You better run, because rumour has it that they can't be defeated for good. They might just spring back to life in a corner of the room or flee through the thick, stony walls to haunt you when you least expect it. Instinct: to haunt the living
- Touch their hearts with chill and despair
- Spontaneously leave its current dwelling and haunt something else
- Travel through matter