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Infested Badger Horde, Tiny, Organized, Terrifying Claws (d4-2 damage) 11 HP 0 armor Hand Special Qualities: His face is covered in mushrooms It's the victim of a failed experiment. The mind-controlling mushroom that was created found it's way into this forest and has infected everything. The Badger's faces are rotting and from the rot spring disgusting mushrooms Instinct: To obey the hivemind
- Claw slash
- Hivemind
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Shadow Solitary, Stealthy, Devious, Intelligent, Hoarder, Amorphous Icecold Claws (d8 damage) 15 HP 1 armor Close, Ignores Armor While technically not dangerous, Shadows sure are scary. They rarely kill people however, as the dead cannot fear and thus do not provide the "food" a Shadow needs. Even though they are material, and not as etherial as the seem, it is hard to harm a Shadow with normal weapons. Big weapons, or fire work better, as they have to shapeshift more in order to dodge the blow. Once they are ever so slightly harmed they usually try to flee, and even change towns so as to not be recognized too fast. Instinct: To scare to death
- Hides in dark places to feast off of the fear of the people
- Shapeshift - it can change up its form however it likes
- It shapeshifts into other people to not be attacked
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The Tophat-Man Solitary, Stealthy, Intelligent, Hoarder, Classy His hat with razor edges (d12 damage) 12 HP 1 armor Close, Reach, Far Special Qualities: Well-dressed He's a monster from a fairytale, that the people in this town tell the children when they are naughty. He's an ancient being and no one knows where he comes from. He always wears a black suit, black trousers, a white shirt, a black bowtie and, of course; his tophat. Nobody has ever seen his face, or at least nobody that did survived. He lurks in the shadows and is known to murder everyone that attempts to look more handsome than him. Instinct: To be the classiest
- Tophat throw
- Duplication
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Rifleman of the East Group, Intelligent Musket (b[2d8] damage 1 piercing) 6 HP 0 armor Close The weapons of the Riflemen are new, to say the least. Some even call them "magic for the common people". Because these weapons are extremely pricey, and hard to create, only the best of the best qualify as Riflemen. So far, their only weakness in battle seems to be fire due to the highly explosive ammunition. It is, however, advised to torch them up from afar, as the resulting explosion is as deadly as the shooter himself. Instinct: to spread chaos
- Retain calm attitude even if confronted with own death
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Eastern Caster Solitary, Magical, Devious, Intelligent Fists (d6 damage) 12 HP 0 armor Close Near nothing is known about the casters from the eastern kingdom. They are trained in desolate places, until they can channel their chi for direct use in combat, or everyday life. It is said that a dead caster can reanimate his body even from behind the black gates, to continue the fight for his passed mind. Instinct: to spread chaos
- It meditates even in battle, to unleash powerful Chi magic
- Chi Blast - the caster channels chi and manifests it in various ways, depending on mood and character. (Elemental damage, at least b(2d8), more if there is time for preparation)
- While physically weak, a casters mind is just as dangerous as a sharp weapon.
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Entling Solitary, Huge, Construct, Amorphous Giant wood-fists (d12+5 damage) 31 HP 3 armor Reach, Forceful, Ignores Armor Special Qualities: The Ents were created by the Dryads long ago, to help fend off mortals who wandered the woods back then. When the first Ent was formed from a great tree, its powerful blows and near indestructability provided a great challenge for the elves, that wandered the woods back then. Although a few were eventually brought down, these were seldom victories for large groups of skilled fighters. The Ents have since proven to be one of the fiercest kind of golem ever created, and to this day form the core of the Dryads fighting strength. Instinct: to protect its homeforest
- Do as the Dryads wish
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Thornwood Old One Solitary, Huge, Intelligent, Construct, Amorphous Barbs (w[2d8+7] damage 1 piercing) 27 HP 2 armor Reach, Forceful, Near Special Qualities: Bark Skin, Protects the Thornwood "Wow," you think, "That is a huge tree." Indeed it is, almost 20 feet tall, and 6 feet wide at each of its bases, as it appears to be two trees which melded together. It looks like the perfect spot to make camp. As you settle in for the night, lighting your fire and laying out your bedroll, you hear some strange groaning and creaking coming from the tree. Before you have time to act, the trunk you are leaning against suddenly lifts up, roots and all, before coming crashing down on top of your fire, smothering it instantly. You hear a wail of anguish, and then a barrage of needle-like barbs fly through the air and land just inches from your hand. The Old One has you trapped. Instinct: To crush
- Pin them to the ground
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Thornwood Sorcerer Solitary, Stealthy, Devious, Organized, Hoarder, Intelligent, Magical Forest Ire (d6 damage) 12 HP 0 armor Close, Near, Far "Don't go into the Thornwood," they said. "People who go into the Thornwood never come out," they said. "Ha!" you shouted to their faces, "I'll show you guys!" But now- now you're not so sure. You keep hearing whimperings and murmurs, and you keep swearing that the branches of the trees themselves are running around you. There is one thing, though, one thing that is oddly calming about this place. You can't quite put your finger on it, but you feel like this might be a nice place to rest for a while. You'll go prove the other townsfolk wrong later, you're terribly tired. "Sleep," a voice urges you, "Sleep, my child." The voice is soothing, it reminds you of your sweet grandmother, who also vanished into the Thornwood so long ago. In fact, this is exactly what your grandmother sounded like! "No! They were right! I never should have come here! Let me go!" you want to scream, but you can't. You can feel the forest around you, hear its thoughts. They calm you, reassure you. "Maybe it is a nice place to rest, at least for now..." You think, and then the darkness overwhelms you. Instinct: To continue the growth of the forest
- Make them a part of the forest
- Make them hear voices
- Call the natural spirits to its command
- Make them want to stay
- Summon Thornlings
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Dryad Group, Stealthy, Intelligent, Amorphous, Magical Vines (w[2d6+1] damage) 13 HP 3 armor Close The Dryads of the Greenlands have once been strong allies of the high-elves of this region, until one day a youngling of the elves practiced his fire-magic in the woods. He and all of the other elves in the dryad forest were obliterated by hundreds of angry wood-nymphs. Instinct: to purge its forest from humans
- Despise mortal meatbags
- Charm - every mortal who lays eyes on a Dryad is either stunned or even charmed into fighting for it.
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Soldier of the east Group, Intelligent Sword (b[2d8] damage) 6 HP 2 armor Close The soldiers from the eastern kingdoms may not be the brightest, but they are comparatively well armed and trained. The combat value of a group of soldiers rises dramatically, if they are lead by superior. Instinct: to spread chaos
- it follows orders from its superiors
- Only 1d8 damage if alone