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Hill Giant Horde, Large, Intelligent Improvised club (d6+5 damage) 7 HP 0 armor Reach, Forceful Many giants surivve by binding their young to spirits, gaining extra power and capabilities. Hill giants are descendants of those who never figured out how to do that. Wihtout the benefits of spirits, hill giants are forced into a nomadic lifestyle, traveling from place to place eating whatever they can find. This has prevented them from developing a truly advanced civilization, something that ahs made them a target of mockery and scorn by more "civilized" societies. Instinct: To survive
- Hurl rock
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Nutcracker Puppets Horde, Small, Organized, Construct jaw, short sword, grapple (d6 damage) 3 HP 0 armor Close Special Qualities: Crushing jaw, wooden body, magical invisible strings Instinct: crush things in its mouth
- move disturbingly and unnaturally
- make drumming sound to summon friends
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Redcap Horde, Small, Intelligent, Planar Farm implement (b[2d6+4] damage) 3 HP 1 armor Close, Forceful, Reach Redcaps are faeries of sadistic violence, incarnations of the very worst of war. They don't just inflict pain, they enjoy it. Nothing gets a redcap's jollies off like the sight of spilled blood and a victim in pain. And then they stomp on people with their iron boots. Not suprisingly, they also enjoy wielding impractical but horrifying weaponry, like scythes and chainsaws. Instinct: To cause injury and death
- Bathe cap in blood
- Gain power from blood
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Stone Giant Commander Group, Large, Organized, Intelligent, Hoarder Oversized rifle (b[2d8+3] damage 2 piercing) 10 HP 2 armor Reach, Forceful, Far Special Qualities: Skin of stone Patient and cunning strategists, stone giant commanders organize their kin into unbrekable battalions, often with a focus on the terrain and small groups. Instinct: To serve clan
- Bark Orders
- Sound the alarm
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Jeffrey Bleakwood Solitary, Intelligent Headman's axe (d10+4 damage 1 piercing) 20 HP 0 armor Close, Forceful Jeffrey Bleakwood appears as a headman wearing a scarlet hood and dragging a large, long-handled axe behind him. Instinct: To protect Bleakwood Manor from intruders
- Strike from the darkness
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Frost Giant Horde, Large, Organized, Intelligent, Hoarder Reaver Gun (b[2d6+4] damage 2 piercing) 10 HP 2 armor Forceful Special Qualities: Immune to cold Frost Giants have bonded with elemental spirits of ice, making them well suited for living in the colder northern reaches. Their elemental bond not only protectst hem from the cold, it also reduces their dependency on sustenance, a boon in the sparcely populated reaches they live in. Interclan theft of food is common, though not considered a particularly serious crime. Instinct: To serve clan
- Throw clumps of ice
- Battle call
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Mammoth Horde, Huge, Organized Tusks (d6+7 damage) 11 HP 1 armor Reach, Forceful Special Qualities: Protection from cold Mammoths are relatives of the common elephant geared for survival in harsh climates by a notable layer of hair. Though herbivores, they can be quite vicious when defending their family. Some people train them as mounts and in older times, they made for fearsome living siege-engines. Instinct: To protect herd
- Trample
- Trumpet
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Roc Solitary, Huge Dive attack (b[2d10+5] damage 1 piercing) 20 HP 0 armor Reach Special Qualities: Flight Rocs are truly enormous birds of prey. Due to their size, they often migrate from nesting point to nesting point, seeing cows and humans much like a eagle would see mice. Instinct: To hunt food
- Keep watch
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Mummy Guardian Horde, Intelligent, Cautious, Construct Brutal fist (d6+2 damage 3 piercing) 11 HP 4 armor Close, Forceful Special Qualities: Undead Mummy Guardians stand vigil over valued treasure, which is sometimes even stored inside them. Chosen from among powerful warriors in life, the guardians are skilled and fast, striking with fearsome accuracy. During the embalming, their mortal souls are also sealed inside, making the guardians notably smarter than even the average mummy. The decaying touch causes both the sick and scarred penalty. Instinct: Guard ancient treasure
- Touch of Decay
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Mummy Horde, Intelligent, Construct Brutal fist (d6+2 damage) 11 HP 1 armor Close, Forceful Special Qualities: Undead Unlike zombies, where one just take a random corpse and reanimates, mummies are deliberatly created, often to guard an important site. A combination of the embalming process and their isolated guard posts mean that they can last many times longer than a zombie, making them good long term investments. They also tend to be smarter, though few mummies are truly intelligent. The decaying touch causes both the sick and scarred penalty. Instinct: To protect site
- Touch of decay