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Revenant Solitary, Terrifying, Amorphous Fists (b[2d10+2] damage) 19 HP 4 armor Close Special Qualities: Disturbingly nasty When a man is wronged in life, and spends the rest of his days trying to get back at his wrong-doer, he may turn into a revenant. A revenant hunts its target until it is killed, runs out of time, or it kills its target. If it kills its target or runs out of time(as explained below), it falls into a pile of rotting dust. Revenants are very vicious and dangerous. They will brutally kill anyone who stands in their way. Sometimes, whole groups of people die being wronged by a single person. In circumstances such as this, all the revenants that come from those dead may join forces and hunt their target together. However, all of them want the pleasure to kill the one who wronged them, causing them to fight each other over who will get the killing blow. A revenant may only live for 100 years. If it cannot kill its target within the time limit, it dies (explained above). In some rare cases, the revenant may have been wronged several times. In cases such as this, it will hunt the one who it thinks wronged it the most or worst. Revenants rarely join forces with others unless they have the same target. Even then, the revenant will only agree to any terms if it gets the killing blow. Revenants may also find other undead such as skeletons or zombies wandering around with no goal whatsoever. If it does find such creatures, it may recruit them to help it hunt its target. Although, it will make sure that itself will be the one who killed its target, killing all of its undead comrades if it needs to. Instinct: To hunt its target
- Hunt down its target
- Recruit undead
- Betray its comrades
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Insane Scientist Solitary, Intelligent Exploding potion (d10 damage) 12 HP 0 armor Close, Reach, Far Working in a unorganized laboratory, sits the insane scientist, creating and discovering new things that hurts civilization. Brewing dangerous potions and elixirs that can completely take over one's mind. Instinct: To discover and create
- Drink a potion
- Throw a potion containing a mind controlling liquid
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Porcupine-Wolf Solitary, Small, Construct Bite (b[2d10+4] damage) 12 HP 1 armor Close, Forceful Special Qualities: Quilled (deals damage when touched) Instinct: To defend itself
- Shoot a quill
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Commoner, Tribal Horde, Cautious Fists or farm tools (d4 damage) 3 HP 0 armor Close Instinct: To farm and provide food for the tribe
- Farm
- Give a small reward
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Tribal Leader/King Solitary, Intelligent Tribal Sword (b[2d10+2] damage) 12 HP 4 armor Close The leader of the tribe, the one who gives the tribesman their orders and talks with important representatives. They can sometimes be greedy, and keep secret hoards of gold or other valuables in a secret place(e.g. inside a statue, under a throne, in a vault, etc.). Instinct: To lead
- Order a guard
- Call for help
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Tribal Guard Group, Intelligent Spear (d8 damage) 6 HP 2 armor Close Tribal guards, the protectors of the tribe. Instinct: To protect
- Jump in front of an attack
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Tribal Shaman Solitary, Magical, Intelligent Quarterstaff (w[2d10] damage) 12 HP 1 armor Close The tribal shaman is the doctor or healer of their tribe. Shamans are highly valued and when a tribe can have more than one, they will. The shaman of the tribe is usually guarded by a few tribesmen wielding spears. Instinct: To heal the weak or wounded (of their tribe)
- Give or drink a healing potion
- Cast Magic Missile(2/day)
- Cast Invisibility(2/day)
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Mosquito, Giant Group, Small Bug Bite (b[2d6] damage) 6 HP 0 armor Close Instinct: To suck blood
- Suck Blood
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Vrazda Solitary, Terrifying, Amorphous Undead Crows (d8 damage) 19 HP 1 armor Close, Far Special Qualities: 6 Feet under- his corporeal form is buried underground Vrazda was once a man, and a rather sedate and scholarly man at that. He would have told you how nice it was to meet you and asked if you'd like to come in for a cup of tea or if you'd have liked to peruse the vast tomes stored within the Varje library and he would have genially meant it, as far as he or anyone else could tell. Indeed the very thought of thousands of slowly decomposing undead crows animated by a single will, would have, as with most people filled Vrazda with the sort of inordinate terror usually reserved for Agoraphobics, arachnophobes and those with a fear of Jesters, Mummers and any others who practice make-upped frippery. Now you may think the mention of undead crows oddly specific but when the Library became overrun with strange unholy magic (these things tend to happen when said Library is a repository for information on the divine and is specifically attempting to "create" an artificial God. His maddened colleagues conducted a number of...interesting experiments, one of which was merging Vrazda's soul with that of about twelve dozen slowly dying crows. The man they buried alive under the eaves of the Library, the crows however perch on the roof and look out attacking any who approach and often seen amongst them is a man who appears almost like a crow himself, attacks seem to pass right through him almost like he isn't there, but one thing is most assuredly true, the crows do his bidding, after all spending years trapped underground with naught but an endless chorus of crows screaming inside your head is enough to turn even the most sedate man vicious. Instinct: To protect the Porch, to drive within
- Astral Projection- Casts a flickering image amongst his crows
- Murder of Crows- Commands his rotting Undead crows to strike at his foes
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Yak-Man Group, Large, Stealthy, Magical, Devious, Intelligent, Terrifying Lacerate with foul magic (d6 damage) 10 HP 2 armor Far Special Qualities: Shrouded in ice & fog Yak-men live in the highest mountains, comfortable among the foreboding heights and deep, hidden valleys of the most inaccessible ranges. Here, they maintain their petty empires, ruling all other life forms within their borders. They come under cover of ferocious blizzards to steal children into slavery and possess the bodies of adults, living undercover as agents of a nefarious purpose among us! Instinct: To kidnap, infiltrate, and control
- Take over another's body
- Pass without a trace
- Control the weather
- Summon a Mountain Spirit