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Archer centaur Group, Large, Organized, Cautious Bow & Arrow (d8 damage 2 piercing) 10 HP 1 armor Far Instinct: to provide for its family
- Shooting arrows
- Using a horn
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Gnoll Skull Rider Solitary, Terrifying, Cautious, Hoarder Axe strike (w[2d10-2] damage 1 piercing) 14 HP 4 armor Hand, Near Special Qualities: A rotten skull covering his head A humanoid hyena riding some sort of horse like creatures. Has a big skull over his head, informing everyone he is supreme. Instinct: to eat flesh
- Axe
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Fleshbound Clockwork Solitary, Large, Stealthy, Terrifying Razor sharp claws (d10 damage 1 piercing) 20 HP 3 armor Special Qualities: Fleshy torso, Metallic appendages We camped that night beneath a great dome in the Undertombs. Before us stood the great sarcophagus. On it in elven runes was a dire warning, "Here lies the elven queen, bound here forever for her crimes. Let he who reads these words beware to break this seal." A clear enough warning you might think. The trouble was, we had traveled a hundred leagues down into the dark to free her, so that we might learn the only spell to save our people. Our party loudly debated what we should do for many hours, until at last put the decision off and, one by one, went to sleep. That's when it came, slowly descending from the dome above by a cable, a great mass of quietly ticking gears, bound together by sinews of muscle. It inhaled, and our ring of torches began to burn low. Then there was a flash of lightning and whirring of gears as it struck. Our paladin was the first to die. One by one we fell, till I alone was faced with a terrible question, "Do I, in my desperation, break the seal?" Instinct: To keep the Elf Queen in her tomb.
- Sneak Attack: When player characters Make Camp in the tombs, it will try to get the drop on them.
- Drain Energy: When it draws the energy from all nearby artificial light sources to itself (dimming them or putting them out), it gains X hold per light source.
- Lightnings: When it unleashes a blast of electricity, it can spend 2 hold to deal 2d6 damage to all enemies.
- Weakness: A player character may Defy Danger with Wisdom to discern its fleshy weak spot. All player characters who know the weakness may ignore its armor.
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Djinni Group, Large, Intelligent, Planar Storm Slam (d8+1 damage 1 piercing) 10 HP 0 armor Special Qualities: Advantage against flying creatures, Flying, Immune to Electricity Djinns are the genies of air. Their demeanor can best be described as attentive flightiness. This gives them a reputation of being easily distracted, but those who think they can pull a fast one on these windy spirits are in for a surprise. Instinct: To experience
- Grant wishes
- Cast minor magic
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Dire Weasel Group, Large, Devious Latching bite (d6+1 damage 2 piercing) 10 HP 0 armor Special Qualities: Berserker Dire weasels are fearless predators with a species wide tendency to completely lose their fudge and go nuts Instinct: To feed
- Bite onto things
- Rips open gushing wounds, causing the sickened debility
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Steam Mephit Horde, Small, Intelligent, Planar Scalding Claw (d6 damage) 3 HP 0 armor Close Special Qualities: Heals in boiling water Steam mephits live in areas where the elements of fire and water meet. They draw on the power of both, striking enemies with scalding sprays. As a species, they tend towards being very brash. Instinct: To prove themselves
- Breathe a spray of scalding water, causing D4 damage with the Fire Elemental tag and -1 forward on a 6-
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Abominable Snowman Solitary, Stealthy, Devious, Amorphous Chilling Punch (d8 damage 1 piercing) 23 HP 2 armor Close Special Qualities: Immune to Cold, Weak to Fire Abominable snowmen are frost and snow brought to life through stolen or misplaced life energy. They are rarely intentional creation and seek to perpetuate themselves by stealing more life energy from living beings. Creatures of cold, they lose a point of amour and the ability to shape-shift in any temperature above freezing. Instinct: To drain life
- Take on the shape of a snow flurry
- Rearrange itself into a facsimile of a person
- Drains warms, causing the scarred debility
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Frost Wolf Group, Large, Magical Chilly Bite (d8+1 damage 1 piercing) 10 HP 0 armor Special Qualities: Moves easily through snow Frost wolves are a cousin species of the winter wolves, but unlike their cousins, frost wolves are non-sapient. They do still retain a link to the winter magic that their cousins are know for, freezing prey dead in their tracks. Instinct: To eat
- Track prey in arctic enviroments
- Breathe a swath of frost that deals D4 damage with the Cold Elemental and Ignore Armour tags. On a 6-, the target gets -1 forward.