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Gnoll Pup Group, Small, Devious, Organized, Intelligent missile (d4 damage) 6 HP 0 armor Close Gnoll pups are cute and cuddly but not to be trifled with. Where there's a gnoll pup there's bound to be a parent. Pups have a voracious desire to get into any and all sorts of trouble. They are known to pilfer all sorts of things. Pups usually travel in packs, much like their parents. Some would call this a weird form of daycare, others would consider this a nightmare. Instinct: to create mischief
- Call on others
- Where there's a pup there's a mom
- Call for backup
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Fog Monster Solitary, Stealthy Claws (d10 damage) 12 HP 0 armor Close Special Qualities: Light footed Be careful not to wander deep into those mists, there be hunters within them. They move silently, strike from nowhere, and absorb back without a trace. Instinct: to capture
- Strike quickly from hiding
- Hide within the mists
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Ratt-lesnake Solitary, Tiny, Magical, Intelligent Blunt fangs (d8-2 damage) 12 HP 0 armor Hand A seemingly regular rattlesnake, with a tail covered in rat fur. It is always surrounded by a few regular rats. It hypnotizes the rats with it's shaking tail and uses them to fight for it. Instinct: To dominate lesser minds
- Command rats around it to attack
- Put small creatures under a trance
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Dire Rat Group Fangs (d8+2 damage 1 piercing) 6 HP 2 armor Close Special Qualities: Huge fanged teeth, scales A 5-foot tall rat with pointed fangs. It's fur grows out of dark brown scales that cover it's body, showing it's heritage as a hybrid between reptile and mammal. Instinct: To feed
- Bite holes in armor
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Sand Serpent Solitary, Large, Stealthy Tail Wallop (d10 damage) 16 HP 2 armor Reach Special Qualities: Sand-burrowing, Speedy slither A 10-foot long brown serpent that lurks under sand all across the Reptilian desert. Doesn't attack unless you step on the sand surrounding it, but can hide itself incredibly well beneath your feet. Don't trust the ground you step on. Instinct: To defend
- Burrow underground for a surprise attack
- Hide in waiting under sand
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Greater Gnole Solitary, Large Tentacles (d10 damage) 16 HP 1 armor Special Qualities: Gem Eyes, Tribal Gnole Leader If a gnole is lucky enough to survive a century or more, it undergoes a metamorphosis, transforming into a greater gnole. Greater gnoles typically stand 7’ tall, but can grow up to twice that size. Their bodies are oval in shape, with nodules of rubbery flesh protruding from their torsos and abdomens. Greater gnoles lose their coarse fur, revealing its naked, slate gray skin. Their arms become tentacles and their ears are grown over with folds of flesh, rendering them largely deaf. Even stranger, the eyes of a greater gnole transform into faceted gemstones and can be removed from their sockets. These gemstones are often magical and a Greater Gnole will regrow new eyes if his old eyes are lost and will often keep spare sets of "eyes". If these are stolen the Greater Gnole will hunt down the thief with his or her tribe to capture and devour all of the thief and all of his or her comrades. Instinct: Protect gem eyes
- Devour Humans
- Produce and protect gemstone eyes
- Lead a lesser gnole tribe
- Inspired by DCC Module Gnole House
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Gibbelin Group, Small, Intelligent, Hoarder Weapon (d6 damage) 3 HP 0 armor Close Special Qualities: Cannibal, Wealthly in gems, Collecter Short, ochre-colored humanoids with broad noses, catlike ears, and four-fingered hands. Gibbelins are a race of short humanoids said to be related to evil gnomes. Gibbelins dwell in the darkest of forests and in shallow caves under hills. They are intrigued by all manner of tools, weapons, and fancy clothing. The gnoles accumulate all these items from their victims and trade regularly with the gibbelins to acquire the green crystals they admire. Instinct: Devour humans
- Mine gems
- Collect fancy human items
- Trade with gnoles
- Inspired by DCC Module Gnole House
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Lesser Gnole Group, Organized, Hoarder Brutal Weapon (d8 damage) 6 HP 0 armor Close Special Qualities: Cannibal, Evil Merchants Gnoles go through two distinct life phases and lesser gnoles are the first stage. Lesser gnoles are man-sized, hulking creatures with a physique reminiscent of an ape. They have rubbery flesh covered with coarse, dark hair, and beady, piggish eyes of bright red. Lesser gnoles don’t typically wear clothing, but enjoy accessories such as hats, scarves, sashes, and oversized boots when they can find them. Their tongues are long and ribbon-like, and they can understand but not speak the Common tongue, communicating with one another in a complex language of purrs, whines, whistles, trills, and grunts. All gnoles live in family groups that mimic human society to the point of parody. They fight with clubs, axes, spears, and other brutal but simple weapons. Instinct: Devour Humans!
- Collects items
- Summon other gnoles with whistle
- Defend the tribe
- Inspired by DCC Module Gnole House
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Boggard Priest King Solitary, Divine, Cautious Holy Mace (d6+2 damage 1 piercing) 18 HP 2 armor Close Boggard priest kings are the rulers of boggard kind in both matters of politics and religion. Blessed by their patron, they ensure that their tribe obeys their deity's edicts. Instinct: To lead its swampy home
- Catch things with its long tongue
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Boggard Marsh Stalker Horde, Devious, Terrifying Blowgun (b[2d4+4] damage) 7 HP 1 armor Close, Forceful, Near Special Qualities: Amphibious, Creepy croak Hunters who prove adapt at hunting are trained as marsh stalkers, where they learn to wield blowguns with terrifying efficiency, sent out to both hunt the greatest prey and the greatest enemies. Gain +2 piercing against humanoids and animals. Instinct: To defned its swampy home
- Catch things with its long tongue
- Uses sickening poison