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Wamp Solitary, Large Bite (d10 damage 1 piercing) 16 HP 0 armor Special Qualities: Silent , Darksight, Immune to disease, Drains Blood A giant spider with webbed feet and the face of a bat; the eyeless Wamp is a terrible predator that haunts ruined cities. Survivors of Wamp bite must roll+CON. 10+ indicates the victim is immune to Wamp; now and forever. 7-9 means the player has a mild case of Wamp Fever and must take -1 on all rolls until the group next makes camp. Character is now immune to Wamp fever. 6 or less and the player falls into a coma until any form of magical healing is given. If untreated an immature wamp will emerge from the character in a few days. (Last Breath roll required; if survives immune to Wamp Fever) Instinct: Drains blood silently
- Stalks Silently
- Feeds Silently
- Always Silent
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Bahadur of the great Red Desert Group, Divine, Organized, Intelligent, Cautious A red sabre (b[2d8+2] damage) 6 HP 3 armor Close An elite warrior of the Sultanate of the great Southern Desert. The red sabre is a sign of honor bestowed only upon the greatest warriors in the Sultanate. These warriors practice a special technique developed by their founder. It uses the power of the wind to protect its user. Bahadur means 'hero' in the tounge of the Sultanate. __________________________________________________________________________________ "The great Southern Desert is a violent place only connected to the rest of the world through a small passage, found in the southernmost corner of the Western continent. Because of unknown reasons, savage storms plague it's shores, preventing any ships from passage. Though it is a violent place, this just makes its residents all the fiercer." - Excerpt from William Altier's "The Ways of the Desert" Instinct: To fight honorably
- To deflect projectiles through the wind
- A sharp whistling sound carried by the wind to it's allies
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Savage Group, Intelligent A worn and bloodied waraxe (d8+4 damage) 10 HP 1 armor Close, Forceful The uncivilised and savage tribes in the north of the great western continent mostly keep to themselves. Rarely though some savages lead raiding parties into the more civilised realms or go traveling to find worthy foes. Instinct: To devestate through violence
- Overpower an enemy through sheer strength
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Divine Tarot-Trickster Horde, Stealthy, Divine, Magical, Devious, Intelligent Throwing Cards (w[2d4+2] damage) 3 HP 0 armor Close, Ignores Armor, Far Like a cleric the Divine Tarot-Trickster draws it's power from it's patron god. However, unlike the cleric it's power is more subtle, because it manifests through cards. Divine Tarot-Tricksters are commonly strange in their mannerisms and as such tend to choose more obscure deities to be their patron. It dislikes violence and as such does not fight if it isn't absolutely necessary. Instinct: To trick
- To imbue cards with divine power
- To trick and bend ones fate, for a price
- Casting spells through cards
- To predict the future through cards
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Dragonslayer Solitary, Magical, Intelligent Magical Spear (b[2d10+2] damage 1 piercing) 20 HP 6 armor Close, Forceful, Near A humanoid that once slew a dragon and bathed in it's blood for seven days and seven nights. The dragons blood tempered it's body to the extreme, through a constant flow of arcane energies and the pain they caused. Instinct: To Hunt
- Being immune to non-magical damage
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Ælfa Solitary, Divine, Devious, Intelligent, Planar Mind Raze (d10 damage) 14 HP 0 armor Close, Ignores Armor Ælfa are highly magical beings who possess extraordinary beauty. The Ælfa of the Prose Edda (Norse text) are akin to angels and demons of Christian lore. In texts that predate that one, they are referred to as cunning sexual beings. The Norse reverted them as gods in some areas, but mostly praised their masculine beauty as if they were sons of Baldr. In Christian texts they are referred to as incubi and succubi. Instinct: To meddle in human affairs
- Display its unearthly beauty
- Seduce them
- Corrupt their mind with secrets
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Ælfa Solitary Mind Raze (d10-2 damage) 14 HP 0 armor Hand, Ignores Armor Ælfa are highly magical beings who possess extraordinary beauty. The Ælfa of the Prose Edda (Norse text) are akin to angels and demons of Christian lore. In texts that predate that one, they are referred to as cunning sexual beings. The Norse reverted them as gods in some areas, but mostly praised their masculine beauty as if they were sons of Baldr. In Christian texts they are referred to as incubi and succubi. Instinct: to Meddle in Human Affairs
- Display its Beauty
- Seduce them
- Share its angelic secrets
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Black Annis Solitary, Magical, Stealthy, Devious, Organized, Intelligent, Hoarder Claws of iron (b[2d10+4] damage 2 piercing) 16 HP 4 armor Close, Forceful Black Annis is a hideous hag with bluish skin and glowing eyes, bathed in a constant mass of swirling, cold air. She enjoys devouring human flesh, especially that of children, which she flays living. She adorns her macabre abode with the skins of her victims. Instinct: to devour children
- Snatch a child from its home
- Appear as an attractive maiden
- Inflict wracking pain with a gesture
- Wrap her frog-like tongue around someone
- Summon help from her coven
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Saral One-Eye Group, Magical, Organized, Intelligent, Hoarder Magical Missile ([b]2d8 damage) 10 HP 2 armor Close, Hand Special Qualities: Vis Empowered Saral One-Eye is a wizard with no interest in pomp or ceremony. His clothes are tough and practical, heavy drab linens with belts here and there sporting pouches and pockets. His hair is black and wild, his form is hunched and withdrawn - the right side of his face is a destroyed mess, no doubt caused by violent magics. Red, angry magic courses up and down his body once a fight begins... No doubt some spell of protection. Instinct: To collect Vis
- Cripple with Magic
- Entangle someone with Flora
- Call for Protection
- Inhale Vis for Power
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Vis Farmer Group, Stealthy, Organized, Intelligent, Hoarder Spear (d8 damage) 6 HP 1 armor Close, Near One of the Wizard Saral One-Eye's minions. Clad in silk and leathers, it looks like he's been camping in the jungle for a few days. Instinct: To capture Adventurers
- Entangle with Net
- Push someone into a trap
- Call for Backup