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Ghul Group, Stealthy, Intelligent Ripping claws (d8+2 damage 2 piercing) 14 HP 0 armor Close, Forceful Ghuls a genies infected with ghoul fever. They are more prone to retaining their intelligence than humans, but are as equally driven by their hunger. Depending on which type of genie they were in life, they have different defenses powers to match. Instinct: To eat
- Shapechange
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Luxurious Spectre Solitary, Magical, Devious, Intelligent Greedy Touch (d8 damage) 16 HP 4 armor Close Luxuriant spectres are obsessed with material wealth, so obsessed that their soul cannot leave their treasure behind when they die. It doesn't even have to be their own treasure. if they coveted another's property strongly enough, that can also be the focus of their haunt. Instinct: To indulge in its greed
- Create discord
- Deals cursed wounds which are hard to heal
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Sepid Solitary, Large, Intelligent, Planar Falchion (d10+5 damage 2 piercing) 16 HP 3 armor Forceful Special Qualities: Immune to acid and poison Sepid divs are the div equivalent of the shaitans. They excel at warfare and strategy, which they use to subjugate the mortal races. However, like all the div clans, the sepids have developed a peculiar weaknesses. In their case, they seek to gain insight into mortal kind by understanding their writings, and they can often be bought off with any kind of writing, as they seek tactical advantages in the most banal of documents. Instinct: To rule mortals
- Can deflect magic
- Create a rain of rocks, dealing D12/D6 damage
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Child of Seere Solitary, Tiny, Magical, Divine, Intelligent, Planar, Construct Chrysopoeia, Gold Gold-metal Aura, Gold Constructs, Gold Manipulation and Generation, Metal attacks (d8 damage) 16 HP 4 armor Hand, Near Special Qualities: The ability to manipulate gold, Magical homunculi/son, Gold avatar of Seere Progeny of that which no longer exists, a manifestation of the power of gold and greed. A last gamble from the Gatherer created Seere's firstborn. Still vulnerable, undeveloped physically, cognitively and emotionally. The baby lacks sensory and motor development as well as learning languages by those spoken around them. Perhaps in the right hands this child can grow into something truly unique. Instinct: seeks to learn, adapt and grow
- Gold Elemental
- Manipulate the properties of gold, Repair gold, Metal Attacks using gold, Matter Surfing by riding gold objects, Elemental Flight using gold, Gold Dust Manipulation, Gold Generation, Chyrsokinetic Constructs, Chrysopoeia (transform matter into gold), Move/lift gold, Chrysokinetic combat, Chrysokinetic Regeneration, Supernatural Beauty, Immortality
- Commune with 'Father', allows communication with Seere
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Dontis Dagoth Solitary, Magical, Intelligent, Cautious, Hoarder, Terrifying hand to hand combat, shapeshifting, morphing into a giant mouth (d10+2 damage 1 piercing) 12 HP 7 armor Close Special Qualities: His armour is made of 'Riverine' an unusual material made from water under extremely high pressure, looks like a bloody man with blood swirling all over his body A viking reaver enclosed in armor of magical force, a high pressure water jet constantly weaving around his body. This fiend disguised himself in the trappings of a former Olbion knight to manipulate Pirates and explore the ocean raiding and reaving, sacking and taking from the shadows as well as in full view. He resides at North Academy, realm of vikings and the graveyard of mages. Instinct: to raid, to pillage, to rape, to punish, to manipulate
- Riverine-bonded host
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Fire Giant Horde, Large, Intelligent Assault Rifle (d6+5 damage 4 piercing) 7 HP 3 armor Forceful Special Qualities: Immune to fire, Vulnerable to cold Fire giants have bonded with elemental spirits of fire, infusing them with heat. Their society is very ordered and militaristic, with a peculiar blend of pragmatism and gung-ho bravado. Instinct: To protect its tribe
- Heat things with a touch
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Lizardgiant Haruspex Solitary, Large, Stealthy, Divine, Intelligent Tearing Claws (d10+4 damage 1 piercing) 18 HP 2 armor Lizardgiant haruspices combine their inborn sense of hunting with religious devotion, tearing apart prey to study the words of their gods in the flow of entrails and blood. Instinct: To protect its pack
- Hold its breath for a long time
- Attack from ambush
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Lizardgiant Solitary, Large, Stealthy, Intelligent Ripping claws (d10 damage) 16 HP 2 armor Lizardgiants are a mutant offshot of the lizardfolk race. Their features have many more crocodilian or dinosaurian traits, including a body proportioned more for walking on all fours that upright. Born hunters, they have an innate sense for moving stealthily and many have very predatory personalities. Instinct: To protect its pack
- Hold its breath for a long time
- Attack from ambush
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Lizardfolk Hunter Horde, Intelligent Longbow (d6 damage 1 piercing) 3 HP 2 armor Close, Near, Far Dedicated to both tracking dangers and ensuring food for their tribe, lizardfolk hunters eschew close combat for mastery of the bow. Allied animals gain +1 damage and +1 amour. Instinct: To protect its tribe
- Hold its breath for a long time
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Pyrotrice Horde, Small, Planar Peck (d4 damage 1 piercing) 3 HP 2 armor Close Special Qualities: Flight, Immune to fire, Weak to cold Pyrotrices are fire elemental cousins of the cockatrice. Instead of having a petrifying bite, their bite causes the target to be engulfed in flames. Instinct: To protect its nest
- Set things ablaze with a bite
- Can launch a blinding flame