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Ogrekin Guardian Horde, Large, Intelligent, Terrifying Varmint Rifle (d4+2 damage) 7 HP 3 armor Forceful, Far Special Qualities: Severe Mutation, Deformed Ogrekin can grow very territorial, violently so in some cases. With a complete disregard for others also comes a terrifying capacity for defending what they consider theirs. Instinct: To serve family
- Scout
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Ogrekin Mauler Group, Large, Intelligent, Terrifying Shotgun (d8+2 damage 1 piercing) 10 HP 1 armor Forceful, Reach Special Qualities: Severe Mutation, Deformed Ogrekin sometimes learn to channel their instability into vicious and dangerous combat skills, with just enough hint of pure ameturism that it can utterly befuddle the proffesionals. Instinct: To serve family
- Hurl stuff
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Ogrekin Brute Horde, Large, Intelligent, Terrifying Shotgun (d6+2 damage) 7 HP 0 armor Forceful, Reach Special Qualities: Severe Mutations, Deformed Ogrekin, or child of ogre kin, are the sad end product of ogre inbreeding. Due to their species' low genetic diversity, if ogres are not careful they risk fostering the malformed beings known as ogrekin. Even more prone to mental instability, psychosis and malformed bodies than their parents, the ogrekin are either pitied or shunned depending on the society. Still, they should not be underestimated. Instinct: To serve family
- Hurl stuff
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Goblin acolytes Horde, Small Dagger (w[2d6] damage) 3 HP 0 armor Close Acolytes listen to Moldoch's every word. Instinct: to serve Moldoch
- Surround and attack
- Protect Moldoch
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Moldoch Solitary, Small, Magical, Devious Dark bolt (d8 damage) 6 HP 0 armor Close, Far Moldoch is the keeper of knowledge of the goblin tribes. He is surrounded by acolytes that listen as he dictates the prophecies of the dakr stone calendar. Instinct: force goblins to the surface
- Hide behinf allies
- Use the power of the dark stone
- Command acolytes
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Ozruk's Bodyguard Group, Small, Intelligent Swords and javelins (d8 damage 1 piercing) 6 HP 1 armor Close, Reach Loyal soldiers of Ozruk Instinct: to protect Ozruk
- Surround
- Throw javelin
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Goblin hordes Horde, Small, Organized Spear (d6 damage) 3 HP 1 armor Close Instinct: to pillage
- Charge forward!
- Call for aid
- Retreat and regroup
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Ozruk, the Goblin Chief Solitary, Intelligent Battleaxe (b[2d10+2] damage) 12 HP 2 armor Close He is twice as tall and twice as smart as any normal goblin Instinct: to lead goblins to prosperity
- Command goblins
- Fight without fear
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Firewhale Group, Huge Bite, flamejet (instead of blowhole) (b[2d8+7] damage) 18 HP 1 armor Reach, Forceful, Ignores Armor, Near The firewhale is a large aquatic creature renowned for its ferocity and ill temper. Firewhales are often used as guardians of underwater domains, islands, and atolls by other intelligent sea-based beings.Over the course of time and evolution, the firewhale has developed a flamejet where a whale’s blowhole would normally be. A firewhale can use this flamejet as a secondary attack, spewing a fiery stream of magma over 50’. Water will not wash off the magma once contact has been made. Instinct: To defend underwater domains
- Bite and try to swallow the victim