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Alocosaurus Group, Large, Organized Claws (d8+4 damage 1 piercing) 10 HP 2 armor Forceful Special Qualities: Amphibious Chewed carcasses litter an alocosaurus nest, their entrails spilling out into the muddy wetlands they inhabit. Alocosauri are bipedal alligators with claws and teeth that rend steel, and the feral temperament of rabid dogs. Instinct: to hunt
- Tear into flesh
- Summon the pack
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Aetherachnid Horde, Tiny, Magical, Devious, Organized, Planar Spearing Forelegs (d4-2 damage 1 piercing) 3 HP 0 Armor Hand Born from the nightmares of arachnophobiacs, the Aetherachnid appears as a collection of eight spearlike crystalline legs with no obvious body at the core. They thrive on dreamers, entering our world through the conduit maintained by their slumber, and gradually feed off their life essence. Rumours that humans eat up to eight of these in their sleep a year are grossly understated. Instinct: to absorb
- Crawl all over
- Teleport to the Land of Dreams
- Drain the essence from a living thing
- Swarm a single foe
- Appear near a dreamer
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Thunder Wyrm Solitary, Huge, Stealthy, Magical, Intelligent, Cautious Thunderbolt (d10+3 damage 2 piercing) 20 HP 3 armor Reach, Near, Far Special Qualities: Patagium His first heralds are the land's beasts, who yip and howl long before those tall dark clouds creep over the horizon. When you hear the rumbling thunder, you have little time. Once you feel the frigid rain on your skin, it is too late: He has claimed your lands as his own. His true form, if a force of nature can have one, is that of a great reclining lizard. His eyes crackle with electricity as he looks you up and down, but in the end, he finds all wanting. Instinct: to rule
- Roar with the strength of a gale
- Make a promise he does not intend to keep.
- Teleport as lightning to an advantageous position
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Sand Wyrm Solitary, Huge, Terrifying Its monstrous mouth (d12+7 damage 1 piercing) 24 HP 1 armor Reach, Forceful, Ignores Armor Special Qualities: Can burrow through the earth, Acidic saliva drips from its irising mandibles Stories tell of the Great Wyrm--The World Serpent. His dwelling place is the earth itself, and he prowls its entire surface seeking those whom he may devour. His mouth is filled with rows upon rows of irising teeth, and will be the last thing you see before it consumes you. Instinct: Drag prey to the dark places beneath the earth
- Devour from below
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terror from the deep Solitary, Huge, Magical, Divine, Planar, Terrifying (b[2d12+9] damage 1 piercing) 20 HP 4 armor Reach, Forceful, Near Special Qualities: , Instinct:
- tentacle melee mind control
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Lurkers Group, Stealthy, Magical, Devious, Organized, Intelligent, Hoarder, Terrifying Claw, life steal (d8 damage 1 piercing) 6 HP 3 armor Close Special Qualities: Melts into trees , Very creepy The lurkers stalk their pray for days, learning what they do, how to get to them. If they don't take your life they will surely plague it, dark skinny Skelton like beings with skins of bark roam the wilds in search for a little sense of terror. Instinct: To feast
- Eat pain
- can copy voices it's heard
- Minor curses
- Leeches life or poisons it
- A shrill ear piercing noise
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Noktok Group, Stealthy, Intelligent, Cautious, Hoarder Speer (d8+2 damage 1 piercing) 6 HP 2 armor Close Special Qualities: Very good ice resistance A kind of ork that lives in the cold tundra in the north Instinct: Keep its tribe safe
- Set traps and ambush
- Sets up fake campsides in order to lure outsiders in a trap
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War Worm Horde, Tiny, Devious Fangs (d4-2 damage) 3 HP 1 armor Hand A two-foot long chitinous maggot with the heads of fanged human warriors, which hiss and snarl. They stink of the grave, and leave a smear of blood and mucus as they move. This slime is slightly acidic. Instinct: To feed on something warm and wriggling.
- Leeches blood from its host.
- What it does drain dry, won't stay dead.
- Burrow through earth and stone.
- Hunt at night.