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Mud Mephit Group, Tiny, Magical, Stealthy, Devious, Amorphous Fists (d6-2 damage) 10 HP 2 armor Hand, Near Special Qualities: While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud. Small and stealthy elemental, Mud Mephit is a night creature as direct sunlight dries them up so they may not move. Unlike other supernatural creatures of the swamps, who shape and try to extend the reach of their home, Mud Mephits' only task is to increase the amount of basic building materials (i.e. decomposing organics). Instinct: To trap, to dissolve.
- In small groups, they trap their prey (if medium or larger, more than one Mephit at a time) in the ground and slowly dissolve them.
- Mud Breath: When a Mud Mephit belches at a small or medium creature (even with their Last Breath), that creature must defy danger + DEX. If it fails, it is restrained for one minute.
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Shroob Commando Solitary, Stealthy, Devious, Intelligent Rayblade (d8 damage 4 piercing) 12 HP 0 armor Close Special Qualities: 20 HP Forcefield, Resistant to poison and disease, Immune to fear, Death Attack, +2 damage to constructs, Weak to Cold Elite agents of the shroob, commandos lead small squads of shroob into intense conflict. Capable of fighting both up close and range, shroob commandos are deadly at any distance. Instinct: To expand
- Deflects projectiles
- Shield bracelet grants +3 super armour until it has absorbed 24 damage
- Uses toxic grenades
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Shroob Group, Small, Intelligent Laser Pistol (b[2d8] damage 3 piercing) 6 HP 0 armor Close, Near, Fire Elemental Special Qualities: 5 HP forcefield, Resistant to poison and disease, Immune to fear, Weak to cold Shroobs are fungoid creatures with a war-focused society, willing to take all comers. They are also a people of great curiosity, constantly tinkering to find new things to add to their impressive arsenal of deadly weaponry. Instinct: To expand
- Use advanced technology
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Tenderizer Group, Construct, Terrifying (d8+2 damage 1 piercing) 6 HP 1 armor Close, Forceful Special Qualities: Unrelenting, it cannot be distracted from its prey, Bloody froth bubbles from its mouth when it nears its prey The Tenderizer has the head of a ferocious dog on the body of a man-sized tarantula. It can crawl on walls and ceilings and squeeze into tight spaces in its nocturnal hunt for its prey. Hunting in small packs, it stalks its victims until they are alone and vulnerable to attack. Instinct: To punish
- adulterers
- those peripheral to adultery
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Tenderizer Group, Organized Fangs (d8+2 damage 1 piercing) 6 HP 1 armor Close, Forceful Instinct: To punish adulterers and those peripheral to adultery.
- Gnashes his teeth against genitalia.
- Howls to gather more forces to its cause.
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River Drake Group, Small, Devious Teeth (d4 damage 1 piercing) 6 HP 0 armor Close, Near Special Qualities: Swimming Instinct: To eat
- Suffocating Breath
- Quick movements
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The Thunder Bird Solitary, Huge, Divine, Intelligent' Summon Lightening (d10+3 damage) 26 HP 4 armor Reach, Far Special Qualities: Weak to Poison A huge bird that makes thunder by flapping its wings and lightning by blinking its eyes. The Thunderbird brings rain. It guards and protects people. It gives warriors power. The Thunderbird was summoned from the ether for the express purpose of fighting the underwater spirits. They were also used to punish humans who broke moral rules. The thunderbirds live in the four directions and arrive with the other birds in the springtime. Instinct: To battle water monsters, to punish humans that break moral rules
- Knock opponents over with strong gusts from its wings
- Summon Lightening from the skies
- Scratch and pierce enemies with sharp talons
- Dropping enemies from great heights
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Mishepeshu (The Water Panther) Solitary, Huge, Divine, Intelligent Claws, Fangs (d12+3 damage 1 piercing) 26 HP 3 armor Reach Special Qualities: Poisonous, Weak to Lightening Resembling a huge panther with horns, a long tail, and scaled skin, this water panther is a powerful creature believed to dwell beneath lakes, sometimes venturing upstream. It's True Name is not known with great certainty, but historians have hypothesized that it is related to the town, the lake, or the mountains. Athertonians have always offered reverence to the creature before taking from its waters by sprinkling the water with the prevalent herb, Alkadelphin. Although it is a spirit of great power, it is not the embodiment of evil. It can be destructive, but is also said to bestow great blessings to those it favors, going so far as to use healing powers. Instinct: To siphon energy; To consume
- Ambush from the Shadows
- Drown enemies underwater
- Claw and Bite
- Heal damage taken
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Fell Hound Group, Intelligent Fell Fire Bite (d8 damage) 10 HP 0 armor Close, Ignores Armor Once they discovered the Fell Fire, some of them volunteered to help further their goals. What better form than a hound that track not only by smell of the prey but also by the smell of their magic. Unrelenting, they never tire until they return. If they manage to get away that will mark them. They will surround them. They are unrelenting. While they appear as pony sized sleek hounds with a jagged maw that breathes forth the Fell Fire, they have been known when needed to transform back into their once human forms. But still, they are a Fell Hound. Instinct: Hunt its prey for the Masters
- Corners it prey through unnatural collaboration
- Mark them with the Fell Fire to make it easier to track them and chase them in their dreams
- Transform back to a man and circle them with the Fell Fire
- Make a surprising leap over the prey to land behind the prey with a trail of Fell Fire