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Crystal Guardian Horde, Tiny, Organized, Construct, Amorphous Crystal shards (b[2d6-2] damage 2 piercing) 6 HP 1 armor Hand, Near Special Qualities: Crystalline, Fractal Instinct: To guard
- Blend in with other crystals.
- Summon the guardians
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Humanoid Crystal Group, Organized, Intelligent, Construct, Amorphous Crystal club (w[2d8] damage) 7 HP 2 armor Close Special Qualities: Crystalline, inorganic Instinct: To create a homeland.
- Make the land into crystal.
- Call on the village guard
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The King of Cheapside Solitary, Stealthy, Intelligent, Hoarder Rapier (b[2d10+2] damage 2 piercing) 12 HP 4 armor Close The King of Cheapside is a were-rat with three heads that is tall enough to loom menacingly over most humans. He is also the undisputed ruler of all criminal activities in the city and may pull strings in the royal court as well. He doesn't let enemies engage him directly, relying on his rat-ogre bodyguards for protection. If he he does have to fight, he's quite skilled with his rapier and will fight dirty as opportunities allow. He wears a mail shirt under his doublet and always carries smoke bombs in case he needs to escape. Instinct: Control the world from from the bowels of the ghetto
- Disarm them with a swipe of his tale
- Smash open a flask of choking gas
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Children of Hwaki'kiah Horde, Small, Organized, Intelligent, Hoarder Dirk (d4 damage 1 piercing) 3 HP 0 armor Close Special Qualities: Wings The Children of Hwaki'kiah appear to be a mash-up of human and seagull traits. They have heads like gulls but a roughly humanoid shape with long feathered arms that they tend to hide under loose cloaks. Their arms still function as wings for gliding or slowing a fall. They never wear shoes but their webbed, yellow feet are coarse and tough. They are almost as tall as humans but hunch in a way that makes them seem much smaller. The Children have a very flexible sense of group loyalty. They are always on the look-out for small, valuable goods and will produce nasty rust-covered dirks to get the owner to relinquish them. If they are not immediately successful, they'll call a larger group. These flocks will materialize rapidly and grow to fifteen or more assailants. Once the object is obtained, they will often forget the victim entirely and start fighting over who gets it. Instinct: Fight over trifles
- Block all avenues of escape
- Draw attention from more of the children
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Soul Servant Group, Divine, Terrifying, Amorphous Ghastly Chains (d10+2 damage) 13 HP 1 armor Close, Ignores Armor, Near Special Qualities: Alien Appearance The tortured servants of the Whisperers own race that she took with her to the new world. They have long since abandoned all hope of freedom, and even their own identities. They exist only to serve now, no matter the cost. Instinct: To Serve their Master
- Sacrifice anything for master
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Djinn Solitary, Magical, Intelligent, Hoarder, Construct Scimitar (w[2d10] damage) 16 HP 4 armor Close Special Qualities: Innate Subservience The Djinn are a servant race from another world. They grant wishes to those who bind them, but their naive or literal understandings of language can cause them to be quite dangerous. Instinct: To Serve
- Misinterpret Wish
- Spell Mastery
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Soulforged Weapon Solitary, Tiny, Magical, Divine, Intelligent, Construct Slashing (d10+2 damage 1 piercing) 12 HP 4 armor Hand Special Qualities: Living Weapon Enchanted weapons made using the souls of great warriors. These trapped souls seek justice for their imprisonment within these weapons and will try to convince their new masters to help them get their revenge Instinct: To Avenge Themselves
- Compel Wielder
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Stone Cobra Group, Small, Stealthy, Devious Vicious Fangs (d6 damage) 6 HP 3 armor Close The stone cobras are a strange race of burrowing snakes with stonelike hide who camouflage themselves in and around cave formations. They target prey much larger than themselves to share amongst a small group and use a poison that renders prey paralyzed before eating them alive. Instinct: To Hunt
- Hide in Stones
- Steathy movements
- Paralyzing Poison
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Mad Spirit Group, Tiny, Undead, Devious Spectral Claws (d4 damage) 5 HP 1 armor Hand, Ignores Armor Special Qualities: Dominated Soul, Nightmarish Laugh Taking the form of a skull surrounded by a swirling mass of claws and teeth, these are the souls of dominated mortals who's bodies have finally rotted away. Even in death however their souls are not released from servitude, but being unable to Fullfill their masters wishes they are driven mad, and begin tormenting others around them Instinct: To drive others mad
- Torment the living
- Cacophony of Madness