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Giant Group, Large Smash (d8+2 damage) 10 HP 0 armor Forceful Ordinary "giants" are the most nomadic of all the humanoid giant species, preferring to travel from one settlement to the next in order to raid and pillage.While they prefer temperate climates, they’ll travel far from their preferred environment so long as the raiding is plentiful and successful. They are, as a whole, incredibly selfish creatures and rarely engage in battles they don’t automatically know they’ll win. Giants are known for shoving one another at terrifying foes and won’t hesitate to sacrifice a clan-mate to save their own skins. Roving bands of giants are common in temperate hills, and their constant aggression makes them one of the more feared dangers in this climate. Stupid, lazy and cowardly they will cheerfully devour humans or demi-humans. They love simple rhymes, riddles, puzzles and are fond of singing. Instinct: Raids and devours
- Sings
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Undine Group, Magical, Amorphous Drowning (w[2d8] damage) 13 HP 0 Close, Ignores Armor Special Qualities: Only sorcery or spiritual powers suffice to slay it, Incorporeal, Regenerates, Require water We only know this elemental maiden of water waits unseen within pools, lurking until it can lash out, entwine around a victim, and drag them down to their destiny, a watery death. And how does one fight it? Do the waves fear swords? Can hammers crush currents? You can beat it back for a time, but it'll rise again from its pool as if unharmed; sages say only sorcery or spiritual powers suffice to slay it. Instinct: Drown mortals
- Haunt waterways
- Regenerates mundane damage
- Meld unseen with water
- May only manifest in water
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Giant Muck Fly Solitary Bite (d10 damage) 12 HP 0 armor Close Special Qualities: Flight Muck fly transformed into a giant version of its breed by the malfunctioning magic of the Sky-Blind Spire. Instinct: Bite
- Buzz
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Dire Pelican Group, Large, Hoarder Beak Crunch (d8 damage) 10 HP 0 armor Special Qualities: Flight Dire Pelicans are large enough to swallow a single human. Dire Pelicans would normally ignore players have are sacrificially loving parents. If adventurers distress hatchlings or encroach on the eggs of the pelicans, even by accident, they are liable to go into a berserk frenzy. Nests are liable to have treasure, but also have eggs. This giant was created by the weird magic of the Sky-Blind Spire. Custom Moves: When you engulfed by a Dire Pelican, roll+DEX. On a 10+, you avoid the pelican’s jaws. On a 7-9, you evade getting eaten and simply take damage. On a miss, you take no damage but the pelican swallows you whole. When you're inside take -1 forward from the digestive juices and don't get too comfortable. When you try to escape roll+CON. On a miss, the pelican deals damage to you and some of your stuff gets ruined. On a 10+, pick two. On a 7-9, pick one: *You get out *Deal your damage to the bird *None of your stuff is ruined. On a miss, the pelican deals damage to you. Instinct: Swallow you whole
- Nests
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Fallen Farrow Horde, Organized, Terrifying Cleavers (d6 damage) 11 HP 1 armor Close Special Qualities: Oinks ominously Farrow are terrible creatures, undead they're even worse. They'll just eat and eat and eat and eat. When they're dead they'll keep doing that until they burst themselves and continue on, unless bade otherwise. Instinct: To Devour
- Swarm in
- Bring forth more of them
- Eat their prey
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The Obliviator Solitary, Huge, Magical, Construct Thinaun fists (b[2d10+7] damage 3 piercing) 28 HP 6 armor Reach, Forceful, Ignores Armor, Near, Messy Special Qualities: Devourer of souls, Eater of magic, Aura of disquiet Golem-making is both an art and a science. In either case madness can easily grip those who are making such things. But if there's one thing worse than madness, especially in these circumstances... it's hubris. What might otherwise possess someone to make them think that making a huge golem out of the soul-sucking alloy known as thinaun would be a good idea - but then to also empower it so it can drain souls away to power itself and then use that power to unleash blasts of energy? It would be laughable if someone hadn't actually attempted it, and worse... succeeded. Instinct: To Obey/To Annihilate
- Inhale souls
- Unleash a blast of soul energy
- Smash through anything in its way
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Boneshard Skeleton Group, Magical, Construct Blade and boneshard (d8 damage 3 piercing) 10 HP 1 armor Close Special Qualities: Necrotic nexus Some necromantic experiments fare worse than others. For instance, it turns out it's possible to tie a necrotic nexus to the... framework of a skeleton that you animate, especially if you make the proper modifications to let it discharge appropriately. But only a fool would use one in their presence, they are barely stable and notorious for exploding in a necrotic haze when too heavily damaged. Still, if they're doing something on your behalf, makes people regret messing with your things... Instinct: To kill and obey
- Explode in a burst of necromantic energy
- Discharge baleful energies
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Skeletal Tomb Guardian Group, Construct Four scimitars (b[2d8] damage 1 piercing) 10 HP 4 armor Close Special Qualities: Four arms Sometimes you want to guard a place for a long time, and undead servants are the best for that indeed. But sometimes it's a matter of scarcity or demand for quality or various other factors... and let's just say that it's much easier to guard a place when you have four arms, each wielding a razor-sharp blade, and that even the bravest of tomb raiders will think twice lest it spill their blood on the dusty tomb floor. Instinct: To guard and obey
- Guard a place or creature
- Rise again
- Inflict a wound that bleeds profusely
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Blazing Skeleton Group, Magical, Construct Flame orb (d8 damage) 10 HP 1 armor Close, Ignores Armor, Near Special Qualities: Blazing aura In necromantic circles, opinions are mixed. The big question is quantity versus quality, but one has to admit that finding a way to mix fire magic into the creation of a skeleton to turn it into a burning horror that can raze a village with nary a regret is certainly an effective terror weapon. Instinct: To Serve
- Be reborn in flame
- Set things (or creatures) ablaze
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Vampiric Cazador Horde, Tiny, Stealthy, Construct Proboscis-Spear (d6-2 damage 1 piercing) 7 HP 0 armor Hand, Ignores Armor Special Qualities: Wings of a giant mosquito, Blood tracker Vampires don't always want to hunt for their food, as they grow older they grow lazier. So they made these creatures from the insects they found, twisting them with their foul blood magic and turning them into undead creatures bolstered by their terrible essence. Now they hunt out creatures, swarming about the living and draining them dry, leaving dessicated corpses before returning with their ill-gotten gains to their masters. Instinct: To Serve
- Drain blood for storage
- Hide in the dark and high places