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Dust Man Horde, Magical, Construct, Amorphous Eroding grasp (d6 damage 1 piercing) 10 HP 1 armor Close Special Qualities: Made of dust, Reborn from dust All is dust, they say. Time destroys all things. The ancients knew this, so they made their ancient guardians with the powers of the gods. The ability to drain the very essence of a victim and turn them to dust is powerful yes, but to be able to affix some measure of that power into their dusty remains and turn them into roughly man-shaped dust clouds with ill intent is entirely another. Ever wonder why these tombs are so dusty? It's not sand, they built it too well to let the sand in... Instinct: To Obey
- Suffocate with dust
- Unleash blinding inner radiance
- Drain life with a touch
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Hell Cat Group, Large, Stealthy, Planar, Evasive Wicked Claws (d8+1 damage 1 piercing) 10 HP 0 armor Special Qualities: Resistant to fire, -1 to hit in bright light Hellcats are feline predators of the netherworlds. Their flesh has strange properties that makes it hard to see in light, making it look like a cats skeleton is closing in. In dark areas, the fiendish blood lights up, letting their true form be seen. Instinct: To eat
- Track prey for miles
- Hide in areas of light
- Grab hold of prey
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Swamp-Claimed Adventurers Horde, Magical, Devious, Terrifying Sword (b[2d4] damage) 7 HP 1 armor Close Special Qualities: Show the face of decay Told it would be an easy bounty they were. Kill a few rats and close off the engine room. It's a pity their employer didn't tell 'em the whole story. Now look at them, clad in mud and with fungus bulging from their eyes. Swamp-claimed the lot of them, half-alive and still with the smallest bit of their souls to answer for the dark deeds they commit on behalf of the spirit within the engine. Don't have pity on them, though I know it's tempting. That's when they'll strike, with half-remembered spells, rusted swords, and blind fury. Instinct: To serve Murkahl
- Draw on half-remembered skills
- Use a minor spell of the swamp
- Press ever onward, ignoring minor injuries.
- Show the face of decay
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Soulbound Doll Horde, Tiny, Magical, Intelligent, Construct Knife (d4-2 damage) 11 HP 1 armor Hand Special Qualities: Not immune to mental manipulation, Construct A soulbound doll is created by infusing a tiny piece of a soul into a crystal, which is bonded to the doll, animating it. While a little piece of soul in not enough to copy the original personality, the resulting doll often share personality traits with the soul donor. Instinct: To obey its creator
- Move unseen
- Depending on the nature of the soul, it can inflict rage, heroism, sleep, pain or obedience.
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Triceratops Group, Huge, Cautious Triptych Horn (d6+5 damage 3 piercing) 18 HP 3 armor Reach, Forceful Triceratops are massive herbivorous dinosaurs. They are more than capable of defending themselves if threatened, hammering into foes with their massive horns. Instinct: To defend its herd
- Charge full speed
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Giant Skeleton Warrior Group, Huge, Magical, Construct Huge Sword (d8+7 damage 3 piercing) 22 HP 4 armor Reach, Forceful, Messy Special Qualities: Covered in wards When a giant dies its remains can go to waste. Not so for the properly enterprising necromancer! Clean and treat the bones, reinforce everything as appropriate, but before you finish the animation process you need to consider what its purpose! Whether guard or soldier you want it to survive don't you? Rivet armour to it and cover it in lots and lots of runes, make anyone taking it on regret ever trying to hit it. Then give it a huge sword and make them regret ever being born. Instinct: To Serve
- Shatter something with mighty blows
- Stand vigil over a place or person
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Ghoul Ancient Solitary, Stealthy, Magical, Intelligent, Hoarder Void burn (b[2d12] damage) 16 HP 4 armor Close, Ignores Armor, Near, Messy Ghouls eat and eat and eat, given the opportunity. With each meal they can gain memories, but what happens if these memories pile atop one another? Memories are knowledge, of sorts, with more and more knowledge and memories and personality, sooner or later they pile upon one another enough that it refines the mind of the ghoul. They become smarter, and able to do more than hunger and eat and hunger and eat. They become aware of their ability, and so they now eat to grow stronger and more knowledgeable, eating magicians to learn spells or warriors to learn skill in battle. If they exist for long enough they can become frighteningly powerful. Once powerful enough it is said they make a pilgrimage meet their erstwhile patron... but not all of them. Instinct: To Grow More Powerful
- Gain memories of their meal
- Utilise uncanny knowledge
- Wield stolen magic
- Gnaw off a body part
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Flameborn Simulacrum Solitary, Magical, Intelligent, Construct, Terrifying Fire magic (d10 damage 3 piercing) 16 HP 0 armor Close, Ignores Armor, Near Special Qualities: Born of flame, Aura of disquiet The primordial flame is not to be wielded without due caution. Sometimes things are created that should not exist, especially if the intricacies of other forms of magic can become interwoven or misspliced into the conjurations of the flame. A gnawing hunger for its own existence is the only thing such creations can feel. Instinct: To Survive and Live
- Absorb magical essence
- Wield the primordial flame
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Kobold Pirate Horde, Small, Stealthy, Organized, Intelligent Primitive Pistol (d6 damage 1 piercing) 3 HP 1 armor Close, Near Special Qualities: Dragon-Bonded Finally got to live as dragons, they did with fire in their bellies and great soaring wings. Wings of canvas, grant you and fire barely contained in a primitive engine within the bowels of their giant scrap-metal ship, but they did it. Their ships, with names like Plunderer and Dragonsrath scour the coasts of far-off lands, looking for what booty they can find and burning the marks of their masters into all the rest. You wouldn't think many would sign up for life at sea, eating rats and freezing to death in winter storms. But in their cavern temples, it is said that any kobold that dies at sea in the bowels of their ship will be immediately reborn as a dragon in majesty and power. ...I wonder Instinct: To die a good death upon the seas
- Go out in a blaze of glory
- Sabotage an enemy ship.
- Call more, always more.
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Moonblind Lunatic Group, Stealthy, Magical, Organized, Intelligent Silvery Weapons (d8 damage 1 piercing) 6 HP 0 armor Close Special Qualities: Unearthly Grace Many scoured by the moon's light turn into bestial creatures, werewolves and the like are among them... but some are not so fortunate, a bestial curse is no joke - but it implies freedom. Those that cannot rebel in such a fashion can be broken and remade by the forces that gaze down from the darkened skies. The pale face of the moon conceals those that envy our verdant world, and seek to conquer the hearts and minds of those that might allow their arrival... Instinct: To Serve Their Patron
- Act in disquieting unison
- Reveal an illusory deception
- Wield lunar magic
- Sing to summon its brethren