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Gluttony-Cursed Lamia Horde, Devious, Intelligent, Hoarder Hunting rifle (d4+2 damage 2 piercing) 3 HP 0 armor Close Special Qualities: Flight Gluttony-cursed lamias are descendants of an ancient empires, their ancestors cursed for the sin of gluttony. As a result, their warped bird-like bodies are plagued by constant hunger. Their organs are ineffecient and wasteful at absorbing nutrients, with most just passing through. As a result, these flying mutants have to constantly eat in order to survive. Instinct: To feed
- Snipe
- Rake with diseased claws
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Cloud Giant Horde, Huge, Intelligent Avalanche Blaster (d6+7 damage 1 piercing) 11 HP 2 armor Reach, Forceful, Near, Far Special Qualities: Levitation Cloud Giants are bonded with spirits of the air and often live in areas that bring the close to the sky, such as mountains. Some even master teh art of cloudshaping, creating flying fortresses driven by the elemental forces that they're fused with. Instinct: To aid clans
- Hurl Rocks
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Wendigo Solitary, Large, Magical, Stealthy, Intelligent, Terrifying Rending claws (b[2d12] damage) 20 HP 4 armor Special Qualities: Flight, Horrifying howl The will to survive can lead people to desperate measures. Out in the cold, unforgiving reaches of the world, the mettle of mortals are often tested. And sometimes, in the coldest of winters, during the harshest of blizzards, everything fades under the intense need to survive. Such people, having shed their humanity, mortality and very soul on the altar of persistence, sometimes transform into the horrifying spirit beings called wendigo. Instinct: To spread cannibalism
- Haunt people with cannibalistic urges, causing confusion
- Turn into snow
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Treant Group, Huge, Magical, Intelligent Smash (d10+5 damage 2 piercing) 18 HP 1 armor Reach, Forceful Treants are ancient beings, long-lives sapient plants. Capable of living for millenia, they take things slowly most of the time, moving at a pace befitting for a tree. But when their belowed woodland is in danger, these peaceful, lumbering giants lurch into action with unmatched ferocity. Instinct: To protect the woods
- Talk with plants
- Animate trees
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Shemhazian Solitary, Huge, Stealthy, Intelligent, Planar Massive claws (b[2d10+7] damage 4 piercing) 28 HP 1 armor Reach, Forceful Shemhazians are fearsome demons, created to hunt down and eradicate troublesome targets, especially in out in the dangerous wastes of hell. Thus they are sometimes reffered to as the rangers of the netherworld. Instinct: To serve Hell
- Weaken with a bite
- Track prey
- Paralyze with a glare
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Ice Dragon Solitary, Huge, Divine, Intelligent, Cautious, Hoarder, Terrifying freezing breath (b[2d12+9] damage 3 piercing) 30 HP 6 armor Reach, Forceful, Near Special Qualities: flight, immune to cold, awesome in the classical sense The four ice dragons come from the northern Frosthylle, where they've slumbered for centuries. Now the Winter Queen has awakened them, to help usher in the endless winter. Instinct: to subjugate
- Rain frozen death from the skies
- Force lesser creatures to cow before it
- Devour enemies whole.
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Raging Executioner Horde, Intelligent, Construct, Magical Executioner's Axe (d6+2 damage 2 piercing) 7 HP 3 armor Close, Forceful, Reach Enhanced raging ones, the raging executioners are even better shock troops. While still always just a moment from going batshit crazy, they have the presence of mind to understand weaponry and armory and how to use both the reduce their enemies to liquid smears. Instinct: To rip and tear
- Go Berserk
- Use Pyromancy
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Horde, Magical, Intelligent, Construct (d6+2 damage 2 piercing) 7 HP 3 armor Close, Forceful, Reach Special Qualities: Enhanced raging ones, the raging executioners are even better shock troops. While still always just a moment from going batshit crazy, they have the presence of mind to understand weaponry and armory and how to use both the reduce their enemies to liquid smears. Instinct:
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Iron Golem Solitary, Large, Construct Crushing blow (d10+4 damage 2 piercing) 24 HP 3 armor Forceful Special Qualities: Ward 3 against non-lightning spells, Construct Iron golems have been compared to living suits of armour, which would be true except suits are hollow. These near unbreakable behemoths are both sluggish and cumbersome, but hits with the force of a freight train, shattering armor, limbs and bone. Instinct: To serve creator
- Break things
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Cultist Group, Divine, Magical, Intelligent Sacrificial Dagger (d6+2 damage) 6 HP 1 armor Close A member of a sacrificial cult, this person changes people into lifeless husks for their god. Their power detracts from their life force, so they aren't as strong as the normal man. Instinct: to sacrifice for a god
- Sacrifice
- Possession Spells; CON check