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Candle Golem Group, Large, Construct Burning Wax (d4 damage) 18 HP 2 armor Ignores Armor Special Qualities: Sluggish These hulking golems are made from burning wax housed in a suit of armor. They are often found patrolling castles of powerful lords, ancient libraries, or the halls of a wizard's tower. Their sole purpose is to guard an area and keep out intruders. There is no reasoning with the creature as it is completely mindless; only those who have been granted clearance from their master may pass them without confrontation. The light shed by their burning bodies is enchanted to reveal and dispel illusions. They will attack any offenders either in melee or and at range by throwing globs of burning wax at them. Instinct: Guard, Protect
- It's Light reveals illusions
- Attacks are fire based.
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Rat Queen Solitary, Small, Divine, Devious, Organized, Intelligent, Cautious Bite (d8 damage 2 piercing) 18 HP 2 armor Close Special Qualities: Poison and Disease resistance Rat Queens are a physical manifestation of disease and pestilence. They form when a large enough group of rats amass in one area, drawing the attention of dark divine presences. A Rat Queen has the ability to organize and rally swarms of normal rats into dangerous waves of teeth that gnaw and spread sickness. A Rat Queen will willingly sacrifice it's followers to protect itself, actively keeping other rats on its body as a form of regenerating armor. It's bite is much stronger then a normal rat and can bypass many forms of armor. They are roughly the size of a human child. Instinct: To amass followers and infect
- Consume Young
- Plague Bite
- Rat Armor
- Summon Rat Swarm
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Manticore Solitary, Large, Intelligent, Hoarder Claws, (b[2d10+2] damage 2 piercing) 16 HP 2 armor Forceful, Reach This pious creature is calm and collective but also strong and fierce. They make homes in places of great importance and near collections of great value where they deem themselves as only being worthy of their greatness. They guard these places with great ferocity and paranoia. Instinct: Territorial
- Poisonous Tail Strike
- Flight
- Not as smart as it thinks.
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Oruun Solitary, Huge, Magical Crush and Trample (d12+5 damage) 20 HP 3 armor Reach, Forceful, Ignores Armor Special Qualities: Dexterous Mandibles The Oruun are the harbingers of the burning wood. They drag their titanic carapace across the countryside, burning everything underfoot in their search for water to quench their thirst. Instinct: Search for water
- Burn the countryside
- Oruun Song- deafening vibrations like rolling thunder
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Piper Fink Group, Small, Organized, Intelligent, Cautious, Hoarder Teeth (d6 damage) 6 HP 1 armor Close Special Qualities: Grabby Tail Piper Fink is a Ratten in the pornographic crystalcast industry who owns her own studio which doubles as an escort service. She doesn't like fighting and has a modest security staff on site which she calls for immediately on any threat to her person, merchandise, or employees. Instinct: To bring pleasure to others
- SECURITY!
- Rat Race
- Natural Climber
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Mercenaries Horde, Organized, Intelligent Weapons of the Trade (d6+2 damage) 7 HP 1 armor Close, Near It's a tough job, but someone's gotta do it. Instinct: Burn and Pillage
- Fight for gold and glory
- Call for reinforcement
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Chompkin Riders Horde, Cautious Beak and Blade (b[2d6+2] damage 1 piercing) 3 HP 2 armor Close Special Qualities: Leap- spring into the air and glide for short distances The people of the Taziran desert ride a race of large, flightless birds into battle called Chompkin. While not as large or powerful as common war horses, they're much more agile and better suited to running across the sun-scorched dunes of the Gold Coast. The birds themselves are ill-tempered and difficult to tame. Their diet consists almost entirely of serpents, but they've also been known to take a bite of unwary humans as well... Instinct: To flank and ravage
- Desert Scouts- quickly dash through difficult terrain and obstacles
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Enhanced Choker Group, Small, Stealthy, Amorphous Elastic grasp (d10+2 damage 1 piercing) 17 HP 4 armor Close, Reach Special Qualities: Cartilage "bones", extreme speed An ordinary choker is already bad enough--a nasty thing of cartilage and sinew and starfish-hands covered in needles. But the Burning Eye shapes its servants to its wicked will, and grants them greater power in exchange for devotion. These chokers can slip from shadow to shadow without passing through the light they abhor, and have some limited magical prowess in addition to their speed and durability. Their speed and agility is even further enhanced, to outright supernatural levels. Don't fight them without a plan...or at least without some expendable targets, since they only really care about their next meal if the Burning Eye has not cast its gaze upon them. Instinct: To eat flesh and spurn light
- Squeeze out the breath of life
- Shadow-walking to flank prey
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Milo - Water Weird Demon Solitary, Huge, Magical, Intelligent tendrils (d10+3 damage 1 piercing) 24 HP 6 armor Reach, Near Special Qualities: Can roll 1d6 for additional armour of water or shadown A young boy drowned in a desecrated pool - brought back as a seemingly normal boy with memory lapses. A demon with control over water and shadow. Instinct: To consume water; vengeance;
- Shadown/water whip
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Dragon Cat Solitary, Huge, Stealthy, Devious, Intelligent, Hoarder Claw Swipe (d8+3 damage 2 piercing) 24 HP 1 armor Reach, Near Special Qualities: Wings, Mischievous The Dragon Cat is a massive cat about the size of a tavern. It is very rare and tends to live far from civilization. It has massive fluffy wings that carry it great distances. It likes to steal and hoards interesting items as a way to keep it occupied, and from getting lonely. It does sometimes still get lonely, however, and may attempt to make friends. It often accidentally kills its new friends, especially if they don't know how to respect the Dragon Cat's need for autonomy. Instinct: to protect it's hoard.
- Collect interesting and novel items.
- Play with prey for pleasure.
- Sweet one moment, vicious the next.