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Bauchan Huntsmaster Solitary, Small, Magical, Devious, Planar, Evasive Shortbow (b[2d6] damage 2 piercing) 16 HP 0 armor Close, Near Bauchans with a focus on the hunt as a way of sustaining oneself on the frontier often develop fearsome skills with their weaponry, using it both to hunt prey and punish transgressors. Instinct: To protect their land
- Create illusions of sights and sounds
- Can turn itself invisible
- Uses a sickening venom
- Can change shape into animals
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Bauchan Horde, Small, Magical, Devious, Intelligent, Planar Shortbow (d4 damage 1 piercing) 3 HP 0 armor Close, Near Bauchans are closely related to house faeries such as brownies, but with a focus on frontier homes. As such, they are much harsher in behavior and more readily uses violence as a deterrent than their shyer cousins. And they can make deadly adversaries when pushed. Instinct: To protect their land
- Create illusions of sights and sounds
- Can turn itself invisible
- Uses a sickening poison
- Can change shape into animals
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Sewer Crocodilian Solitary, Large, Hoarder Serrated Jaws (d10+4 damage 1 piercing) 20 HP 0 armor Forceful A gigantic crocodile which lurks exclusively in sewers. It feasts on any other organisms in the sewers by simply keeping it's huge maw open while swimming through the water. This means they often hold treasures of various kinds. Instinct: to hunt.
- Lunge at an opponent from underwater
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Lesser Raptor Horde, Organized, Hoarder Nibble (d4 damage 1 piercing) 3 HP 0 armor Close A minor pest, and the genetic brother to the Greater Raptor. While not as fearsome as their cousin, the lesser raptor can still be an annoyance, as they will make their nests anywhere, and then defend that location from anyone, even the original resident of said location. Instinct: to protect their nest.
- Throw dirt at enemies
- Scream out for aid when endangered
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Sewer Eel Group, Small, Organized, Terrifying Fangs (d6 damage) 6 HP 0 armor Close Special Qualities: Mind-Numbing Stench, Appalling Stink Sewers are not where anyone ever wants to be, for many reasons. A compelling reason is the existence of these damned pests. Eels who have lived in the sewers for so long they have developed a natural stink that can even dull the brain and senses. Not too much of a threat, but don't let them drag you under. Instinct: To feed
- Drag an opponent into the water
- Retreat to it's nest and send backup
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Scalesword Solitary, Stealthy, Intelligent Scaled Katana (b[2d10] damage 2 piercing) 12 HP 2 armor Close Special Qualities: Incredible Speed A fighter, a duelist, and an incredibly fast reptilian. A scalesword is all of the above, possessing dextrous combat skills and tactical knowledge of hardened veterans. These creatures once lived in modern society, but their tendency to duel anyone who they see makes them a struggle to be around. Instinct: To challenge foes.
- Command a stranger to duel
- Vanish in plain sight
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Giant Bone Pope Solitary, Large, Divine, Magical, Intelligent, Cautious Stone Cross (w[2d10+2] damage) 20 HP 4 armor Reach The soul of a fanatic priest doomed to unlife through their own hubris. They must cleanse the world of all sin if they are ever to live again, but they can't really get out much due to their urge to purge. Instinct: To live again
- Stun enemies with a holy cross
- Cage a foe in holy light
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Amalgamate Solitary, Magical, Terrifying Mangled Fists (d10+4 damage) 12 HP 1 armor Close, Forceful Special Qualities: Gruesome Flesh, Willed by Magic A horrid beast, comprised of body parts from various different creatures and sentient beings. It bears an ill-mannered amount of sensory organs, serving their purpose no longer as it is only driven by the enchantment given to it by whatever cruel master created it. Instinct: To serve it's commands
- Grab an opponent with incredible force
- Absorb an opponent's flesh to heal
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Horned Skeleton Group Greataxe (b[2d8] damage 1 piercing) 10 HP 3 armor Close Undead creatures resembling minotaurs, with large bull horns sprouting from human skulls. Their bodies are larger than average for skeletons, and they always carry some sort of high-grade weapon. Their past military experience is obvious, and they know how to fight. Instinct: To destroy life
- Gore an opponent with it's horns