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Electreant Group, Huge, Magical, Intelligent Crushing Blow (d8+6 damage 2 piercing) 14 HP 1 armor Reach, Forceful, Construct Bane Special Qualities: Absorbs electricity, Resist fire, Regenerate 2 Electreants are a strange offshoot of the treants species. They look scorched and dead, but this is a deception. Instead of photosynthesis, they receive their energy by letting themselves be struck by lightning. Instinct: To protect its forest
- Marks enemies with luminous plasma
- Can fling bolts of lightning
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Jabberwock Solitary, Huge, Stealthy, Divine, Magical, Intelligent, Planar, Terrifying, Evasive Snicker Snack Slash (d12+9 damage 4 piercing) 22 HP 5 armor Forceful Special Qualities: Darkvision, True Sight, Regenerates 3, Immune to banishment, fire, paralysis and sleep, Resistant to acid, lightning and sound, Weak to cold, Terrifying aura Jabberwocks are members of the Tane, powerful living weapons crafted by the most powerful of fairies. And of these, jabberwocks are one of the most powerful. Draconic DNA mangled through the lens of fey whimsy, they bring a host of bizarre abilities to bear in battle. Sadly for them, they suffer from an instinctive phobia of decapitation, resulting in a great deal of discomfort when facing opponents with bladed weaponry. Instinct: To serve the Eldest
- Whiffle its wings, causing a defensive gale that imposes a -2 on Volley and forces medium or smaller sized creatures to roll STR to approach
- Release a burbling sound that either inflicts Mania in all listeners or harms for d12/d6 damage with the Sound Elemental tag
- Fire eye beams that deal d12/d6 damage with the Fire Elemental tag
- Its armour is reduced by 3 against anyone wielding a bladed weapon. Gains -1 forward if hit by a bladed weapon. This armour cannot be pierced any other way
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Athach Horde, Huge, Devious, Intelligent, Cautious, Hoarder Sawn-Off Shotgun (b[2d4+7] damage 2 piercing) 11 HP 3 armor Reach, Forceful Special Qualities: Resistant to cold, Darkvision Athachs are powerful, stout giants with a bizzare adaptation. Not only have they grown tails, the tail ends in a clawed hand that the giants often use for multi-tasking. In combat, they use this third arm to wield extra weapons or help defend themselves in melee while they are wielding ranged weaponry. Instinct: To protect its tribe
- Strike with its third hand
- Injects weakening poison with its bite
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Satyr Wild Huntsmaster Solitary, Magical, Intelligent, Planar Composite Longbow (d6+2 damage 3 piercing) 16 HP 1 armor Close, Forceful, Near, Far The hunt is an exhilerating dance of predator and prey, of pursuit and flight. Satyrs that excel at this wild dance often become obsessive hunters, always looking for the next exciting chase. Like most rangers, they have preferred prey, which they gain +3 piercing against. Instinct: To enjoy life
- Enchant people with their pipe
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Mandragora Horde, Small, Devious, Intelligent Mandrake Bite (d4 damage 1 piercing) 3 HP 1 armor Close, Bleeding Special Qualities: Resistant to cold, acid and electricity, Weakened by the dark Mandragora's are born when a mandrake root absorbs liquid containing super natural ichor, such as blood from an angel or a demon. Infused, the root grows and warps, taking on the approximate shape of a humanoid. Though it is a rare event, mandragoras usually awaken in clusters, spontaneously born into a strange and scary world. Instinct: To eat
- Unleash a painful shriek, penalizing the listener for -1 ongoing
- Poisons target with mania and fatigue
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Pharblex Spattergoo Solitary, Magical, Devious, Intelligent, Cautious Spear (d8 damage) 12 HP 3 armor Close, Reach Special Qualities: Amphibious Pharblex Spattergoo is a deranged bullywug druid. He whips his followers into a fervor by using a combination of hallucinogenic drugs and mind-altering gases. Pharblex portrays himself as a prophet or cleric, but his actual magical powers are more druid-like: giving him the ability to warp and control nature. His tainted magics make his druidic spells corrupt the world around him. Instinct: Warp the minds of his tribe
- Corrupt nature
- Conjure toxic plant life
- His strikes are poisonous
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Azbara Jos Solitary, Stealthy, Magical, Devious, Intelligent Ray of Frost (d8 damage) 12 HP 2 armor Close, Ignores Armor, Far A Red Wizard, Azbara Jos assists Dralmorrer and the cult for his own reasons - but he is not committed to their cause. If things turn against him, he will quickly flee and leave his 'allies' to their fate. Azbara prefers to deal with others civilly before resorting to casting spells - but this is certainly not because he thinks himself incapable Instinct: Use magic to defeat his enemies
- Further the cause of the Red Wizards
- Turn invisible
- Lob a fireball
- Counter or dispel magic
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Dralmorrer Borngray Solitary, Magical, Intelligent, Cautious, Hoarder Longsword (d10 damage) 12 HP 3 armor Close Dralmorrer Borngray firmly believes that elves are the only race that deserves to live. He seeks to resurrect Tiamat believing the Queen of Dragons will cleanse the world of other races, while the elves survive on their home island. Dralmorrer particularly despises the Bullywugs he is forced to work with and puts them down whenever he can. SImultaneously, he subtly does things to help the lizardfolk - such as giving them metal weapons. Dralmorrer has learned a dew spells, but prefers to fight with his longsword Instinct: To restore elvish rule
- Boss around another
- Fire a magic missle
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Unfinsished Construct (Shuri) Solitary, Intelligent, Hoarder, Construct Armaments (d10+2 damage) 23 HP 6 armor Close, Forceful, Far Special Qualities: Kept alive by the artifact in its heart In the center of a large, carved chamber lies a creature that is roughly humanoid in appearance and size, comprised of a mix of organic and inorganic materials. Its face bears recognizable features (2 eyes, hinged mouth), and its body is obviously missing components: some armor on its chest and right leg, its right arm lacks a hand. None of the working on it is orkish- it is inscribed with both human and dwarfish markings, and is wearing nondescript clothing. Holds a bastard blade in its left hand, and has a crossbow over its right shoulder that it can control like an extension of itself. What exists of its right arm is heavily reinforced. The construct is an early attempt at creating a Warforged - it exists, and is powered by a powerful magical artifact where a heart would be on a human. Not naturally inclined to violence, but its creators had no chance to socialize it before being attacked by the Acolyte of Gruumsh. Is a full person, just completely lacking in the knowledge necessary to function. Would react positively to PC's if they treated it well, and could even become a member of the group. Instinct: To socialize and learn
- Defend self wildly
- Frenzied attack
- Defend itself with its armored arm
- Try to escape
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Unfinsished Construct Solitary, Intelligent, Construct, Amorphous Armaments (d10+2 damage) 23 HP 6 armor Close, Forceful, Far Special Qualities: In the center of a large, carved chamber lies a creature that is roughly humanoid in appearance and size, comprised of a mix of organic and inorganic materials. Its face bears recognizable features (2 eyes, hinged mouth), and its body is obviously missing components: some armor on its chest and right leg, its right arm lacks a hand. None of the working on it is orkish- it is inscribed with both human and dwarfish markings, and is wearing nondescript clothing. Holds a bastard blade in its left hand, and has a crossbow over its right shoulder that it can control like an extension of itself. What exists of its right arm is heavily reinforced. The construct is an early attempt at creating a Warforged - it exists, and is powered by a powerful magical artifact where a heart would be on a human. Instinct: To socialize and learn
- Defend self wildly. Frenzied attack.