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Fae Wolf Group, Magical, Terrifying Claws, Fangs (d8+2 damage 1 piercing) 6 HP 4 armor Close Special Qualities: Can melt into Shadows, Made from pure flickering Shadows that shift and change as it moves, making its true shape difficult to discern It's thought that at one time before the birth of magic, the ancestors of these creatures were just normal wolves, however over the course of multiple generations dwelling within the magically rich areas of the Bryn woods, these beasts have taken on increasingly large amounts of magic within themselves, warping their form. No longer creatures of fur and flesh, Fae wolves are instead made of intangible shadow which coats them, constantly moving and shifting to disguise their presence and form from would be predators and prey alike. Travellers are warned that when journeying through or near the Bryn to remain near well lit areas with few shadows, to lower if not eliminate the change of Fae wolves hiding within. Instinct: Stalk prey
- Hide in Shadows
- Strike from the darkness
- alter its appearance to terrify
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Goblin Sharpshooter Horde, Stealthy Bow (d6 damage 1 piercing) 3 HP 0 armor Close, Far Surprising to many is the goblin's skill with the bow, many assume the creatures to be to savage or lacking the patience required to master the bow. However these assumptions are often quickly whittled away in a hail of black fletched arrows. Due to their small size and often wiry frame most goblins practice bow-craft, often taking up advantageous positions they will lie in wait for their foes sometimes for hours but at other times for whole days at a time, once again exercising an uncharacteristic patience. It is only once they are sure that their quarries are either dead or sufficiently incapacitated that the creatures will slip from their hiding places to loot the corpses of the dead. Instinct: Kill from hiding
- Swarm- Surround and entrap enemies
- Ambush- will strike from the shadows
- Snipe- will strike with accuracy
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Goblin Raider Horde, Small, Stealthy, Organized, Intelligent Axe (d6 damage) 3 HP 0 armor Close Goblin Raiders are the strongest of their kind, a collection of rangy muscle stretched over wiry frames, they are the shock troops of the raiding bands killing indiscriminately often sent ahead to lure the unwary into the waiting blades and arrows of their comrades. Instinct: To loot and pillage
- Swarm- Surround and entrap enemies
- Ambush- will lure foes to it's allies
- Hunting Horn- The Goblin signals it's raiding party to attack
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Kobold Alchemist Solitary, Small, Stealthy, Organized, Intelligent, Hoarder Poison needles (d10 damage) 12 HP 1 armor Hand, Near Special Qualities: Alchemical insights Kobold alchemists tend to not be long-lived, but their expertise and dedication affords them some measure of respect (and isolation) amongst their tribe, for it is they who make all the necessary alchemicals and poisons that kobolds would use to better even the odds and mix into their traps and use on slings to make their foes regret invading their warrens. Instinct: To serve dragons
- Lob alchemical mixes
- Lay an alchemically-enhanced trap
- Retreat and regroup
- Die explosively
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The Order of the Golden Swan- Knight Group, Intelligent Pollaxe (d8 damage 1 piercing) 6 HP 3 armor Close, Reach, Near "Knights of the Order of the Golden Swan" are mercenaries who have sold their services to the Merchant Compact, who in return for their protection of important trade caravans and Compact personnel are provided the finest in weapons and armor. Instinct: To Protect it's employer's interests
- Guard Duty- Form ranks around whatever they are protecting
- By Hook or By Crook- Will attempt to hook their pollaxe around their opponents weapon, disarming them, or their feet pulling them to the floor
- Overhead Swing
- Quarterstaff comabt
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Caranau Solitary, Large Horn (d10+4 damage) 10 HP 3 armor Forceful, Reach Special Qualities: Bone-Plate Skin Hulking and brutish the Caranau are the Goblin's most valuable resource, Serving as both creatures of burden and ferocious mounts in times of war. Protected by thick plates of bone all over their musclebound bodies and armed not only with their crushing weight but also a large horn of black bone and heavy bone-lined hooves. Local to the Goblin's homeland of the rocky Sheqland Steppes these creatures are usually fairly placid, provided they are undisturbed from their grazing. Taking lifetimes and many crushing-related deaths to tame, the Caranau remains difficult to control and should the goblin rider be killed the creature will fly into a wild frenzy. Instinct: Obey its rider
- Charge in fury
- To trample and destroy.
- To Gore with Horn
- Frenzy if freed.
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A Whole Damn Army Horde, Huge, Organized, Intelligent, Terrifying Wall of Steel (b[2d6+7] damage 1 piercing) 30 HP 4 armor Reach, Forceful, Near, Far Special Qualities: A Metric Shitload of people!, Pick 2 moves below, plus Shatter Their Morale! Every once in a while, a noble calls for a great force to be gathered by the conglomeration of his vassals. This is the result. Instinct: Just following orders
- Shatter Their Morale! (any)
- Loose! (Archers)
- Surround Them! (Infantry)
- Crush the Opposition! (Cavalry)
- Hold the Lines! (Pikes)
- Sound... the Reinfocements (Commander).
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Elder Centaur Solitary, Large, Organized, Intelligent, Cautious Spear (d10 damage) 20 HP 2 armor Near Instinct: to provide for it's tribe
- Slash
- Blow horn
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Centaur Warrior Group, Large, Organized, Intelligent Spear (d8 damage) 10 HP 0 armor Instinct: to provide for it's tribe
- Slash
- Blow horn