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Gargoyle Manhunter Solitary, Stealthy, Intelligent, Evasive Rocky Claws (d6 damage 2 piercing) 16 HP 3 armor Close Special Qualities: Flight, Darkvision The most skilled pursuers among gargoyles can quietly follow targets over great distances, constantly slipping into disguise as a rock, a statue or something else, until they finally close in on their target. Their damage die increases by one when ambushing. Instinct: To defend their lair
- Stand perfectly still
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Oni Mage Commander Solitary, Large, Magical, Organized, Intelligent Heavy Assault Rifle (d10+2 damage 1 piercing) 16 HP 3 armor Near Special Qualities: Darkvision, Regenerate 1 per die roll unless subjected to fire or acid, Magical flight Oni Mages can be quite charismatic, and those who take advantage of that become commanders. With their booming voice and frightening presence, they tower over their minions as they yell out orders and commands. Instinct: To live a life of pleasure
- Turn invisible
- Conjure darkness, Change shape
- Increases damage of allies by 3
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Daddy Dunc The Collector Solitary, Intelligent Mace/bat (d10+2 damage) 12 HP 1 armor Close, Forceful Instinct: To take prisoners
- Collect slaves for The Stadium
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Corpse Viper Group, Large, Divine, Terrifying bite (b[2d8+2] damage 2 piercing) 12 HP 2 armor Special Qualities: undead amalgam of humanoid and serpent Instinct: to guard the brood
- infect with necrotic poison
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Dire Squirrel Solitary, Stealthy, Hoarder Sudden and Unexpected Bite (d8 damage) 7 HP 0 Armor Close Special Qualities: Climb almost anything An invasive species to not just the Mystery Islands but also the mainlands. These giant squirrels can readily drive out other species if not kept in check. Unlike their smaller cousins, they are omnivores and consider some stock and small humans and halfings a tasty meal. Beyond constantly storing food for the winter, they also are attracted to shiny things. They have figured out that dried food of humans in their barns or persons (Rations!) will keep well for the winter, and will face danger to obtain it if they think they can. Their big buck teeth can make them look cute, but pack a hellauv punch. Like their smaller cousins they flee when hurt, but will come back to get what they want. On the mainland and Halflings home they have all but been eliminated. Instinct: Invade the space taking all the food driving out other species
- Look cute and beg for food, before taking a chunk out of them
- steal their shiny objects or food and runaway to bury it
- Bark at them from up a tree or a from a distance driving all the predator animals in the party (dogs, cougars, hawks, etc) into chasing it.
- Run away when hurt going some way you didn't expect only to return later to get what they wanted
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Silver Dolphins of the Mystery Islands Horde, Small, Organized, Intelligent Battering with their nose before taking a nip (d6 damage) 5 HP 1 armor Close Special Qualities: Jump from the water to avoid danger, Sonar lets them see through any conditions These curious beasts form pods that can be found around the Mystery Islands. The smallest dolphin the shallow waters, but probably the smartest and most troublesome. They have been known to help those drowning, but also have been known to steal stuff from them at the same time. Sometimes when bored, they like to "play". What is fun for them can be hurtful for others. They will work in groups to toss people and things around above the sea, battering them with their noses or against the rocks. They just thinking they are playing with each other. Instinct: Innately curious, see what those close to them are up to
- Swim with remarkable speed and coordination with others of its kind, faster than you thought
- Squeel and chirp to alert the rest of the pod
- Group together to toss something or someone into the air
- Turn on a dime
- Jump from the water to avoid danger
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Soul-abandoned Butcher Group, Organized, Intelligent, Construct Stab (d8+4 damage) 14 HP 2 armor Close, Forceful Special Qualities: Unnatural strength The Soul-abandoned Butchers rise from the Black Cauldron for one purpose only. While they will focus on the enemies of the Cauldron's owner, they cannot go long without killing. They will even kill friendly soldiers and add them to their ranks if no enemies are available. The butchers retain the appearance and some of the knowledge of the person who was dumped into the Cauldron to make them. Thin illuminated green smoke encircles their bodies and their eyes leer hungrily at foe and ally alike. Instinct: Collect bodies for the Cauldron
- Howl and charge as a group
- Shriek to call another butcher
- Ignore damage in order to grasp a victim
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Quickwood Solitary, Huge, Stealthy, Magical, Intelligent, Terrifying Trunk Maw (b[2d10+5] damage 2 piercing) 20 HP 1 armor Reach, Forceful Special Qualities: Ward 4 against magic, Immune to fire and electricity, Darkvision, Magical aura of menace Quickwoods are cousins of the treants, though they have developed carnivorous habbits to supplement themselves. This makes them much more active than the docile and occasionally downright sluggish treants, though that does not make them impatient. In fact, they make for terrifyingly efficient ambush hunters. Instinct: To hunt
- Pull targets in with its long roots
- Can view things from nearby trees
- If it manages to completely absorb a spell, it gains +1 Ward against magic. It may release this magic to power is Terrifying tag
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Crag Linnorm Solitary, Gargantuan, Magical, Devious, Intelligent, Planar Venomous Bite (d8+7 damage 5 piercing) 24 HP 4 armor Reach, Forceful Special Qualities: Immune to curses, entangling, fire, posion, sleep, paralysis and mental manipulation, Can fly and swim, Regenerates 2 unless wounded with cold iron Crag linnorms are among the weakest of the linnorms. And yet still it is a giant, fire breathing serpent. Aggressive and temperamental, their solution to most of life's issues seem to be find the correct things to incinerate with a magma bath. Instinct: To rule its domain
- Breathe a flood of magma for d12/d8 damage with the Fire Elemental and Ignore Armour tags
- Curses an enemy with weakness to fire when defeated
- Fiery venom causes the Sickened debility and a fire based version of Bleed
- Can see through illusions, darkness and invisibility
- Wraps enemies up in its long tail to crush them