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Carroc Group, Intelligent, Cautious Claw/Bite (d8+4 damage) 6 HP 2 armor Close, Forceful, Near Carrocs are reptilian bipeds that have evolved (or mutated) from crocodiles and/or alligators. They are covered with a thick scaly hide that acts as a natural armor. They have a long reptile’s tail, jet-black eyes, sharp claws, and a strong wide jaw filled with razor-sharp teeth. Carrocs are incredibly strong, able to lift five times their own weight with ease. Even through they look like they come from a watery and/or swampy area, carrocs cannot breathe underwater and do not swim very well. Carrocs are quick to anger and are very vicious fighters, preferring to slash and bite an opponent, even if they have a weapon in hand. Carrocs are a slaver race, capturing humans to work in their fields and/or to be sold off as slaves for profit. It is rumored that carrocs will eat a slave that no longer pulls his weight, so being captured by a carroc tribe is considered to be a fate worse than death. (This entire description was copied and pasted from Tim Snider's The World of Thundarr the Barbarian sourcebook) Instinct: to enslave
- Force its victims to work as a slave in the Death Flower fields
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Mutated Beast Group, Terrifying claws (d8 damage 1 piercing) 10 HP 0 armor Close Special Qualities: mutated Instinct: to hunt
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Groundling Horde, Stealthy, Organized, Intelligent, Hoarder Club and/or Claw (b[2d6] damage) 3 HP 0 armor Close Groundlings are “rat-men” that are devious, cowardly, and untrustworthy. They are covered in fine grey hair, and they have the elongated snout and ears of a rodent. Groundlings attack the weak and shy away from the strong, so they are often found tormenting and robbing weaker mutants they encounter. Because of their cowardice, they are often found working as minions for more powerful villains. Groundlings live underground in massive caverns and cave complexes. Most groundling lairs have one leader, who is the strongest and/or most intelligent of the clan. This leader can be identified by the human finery he chooses to outfit himself with (robes, jewelry, a crown perhaps). Groundlings are fairly clever and dexterous. They are able to use most advanced weapons and some have even been seen driving vehicles. It isn't unusual to see groundlings armed with lasers or other firearms. In combat, they are very quick and nimble, so hitting them can be problematic. However, they aren't very physically strong, so they won’t stand toe-to-toe with an enemy, preferring to either attack from a distance or run in, attack, and dash away. They are also quite cowardly, choosing to ambush a party from the shadows and then run if the tide turns against them. (This entire description was copied and pasted from Tim Snider's World of Thundarr sourcebook) Instinct: to take what's not theirs
- Ambush
- Ambush
- Group Attack
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Grizagrath Solitary, Stealthy, Magical, Devious, Organized, Intelligent, Terrifying Dagger (b[2d8] damage 1 piercing) 12 HP 0 armor Close, Near Special Qualities: Shark teeth, war paint, demonic yellow eyes An elf of the Korohai, a tribe of savage cannibals living in the depths of the mountains. Expert hunters that live for the thrill of the kill. Grizagrath has mastered the arts of blood magic to aid his killing, using it to teleport and cloak himself. Instinct: To hunt
- Strike from the darkness
- Cloaks
- Uses dimensional blood magic to teleport
- Poison
- Hunting horn
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Gremlin Scout Horde, Small, Stealthy, Organized, Hoarder Fists (d3 damage) 3 HP 0 armor Close The gremlin scout is a smaller monster, about 4 feet tall. It is part of the Gremlin Army, and will scout ahead. It also has an uncanny love for jewels, and will steal them though trickery, speed, and stealth. Gremlin scouts tend to hang out at taverns, drink lots of rum, and overall are an annoyance. That being said, their fighting skills are quite weak, tending to run in confronted. Instinct: To Steal
- Loots dead bodies
- Jumps from cover to cover
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Bakak Solitary, Magical, Devious, Intelligent, Planar Piercing Screech (d8 damage) 16 HP 1 armor Close, Ignores Armor, Far Like a cadaver stretched on the rack, its pale skin drawn tight over skeletal bones, the flesh stretched from hand to foot to form bat-like wings. The Bakak is a harbinger of doom - the tribes tell of its piercing shriek, that it is a servant of death. Pray it never comes for you. Instinct: Send mortals to their final rest.
- Prophesize Another's Death
- Shriek with Skin-Splitting Force
- Bring Death on Swift Wings
- Summon Energy from the Black Gates
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Giwakwa Solitary, Stealthy Claws and Fangs (d10+2 damage 1 piercing) 12 HP 0 armor Close Once a man, now little more than a slavering beast, the Giwakwa is a creature that stalks the dark woods and jungles of the world. Cursed by the gods for a great crime, usually allowing someone else to starve when they could have been saved, the Giwakwa is always hungry, and will stalk prey for days before finally swooping down from the trees to feast on their flesh. Instinct: Sate its hunger with manflesh
- Stealthily Move from Tree to Tree
- Hide Amongst the Leaves
- Attack from Hiding
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Atosis Solitary, Magical, Stealthy, Devious, Intelligent, Terrifying Devouring Vines (d10 damage) 12 HP 4 armor Close, Ignores Armor, Near Special Qualities: Slimy, Scaly Skin Once a shaman, a healer for its people, Atosis was long ago cursed to live in solitude for the terrible crimes this sorcerer committed - some say it killed and ate its kin, others, that it watched as another family starved and died. No matter the case, Atosis now hungers for the flesh of others, and has turned its formerly divine gift towards evil aims. Instinct: Devour the Flesh of Man
- Corrupt the Magic of the Earth
- Use Cunning Illusions and Trickery
- Channel Nature's Darkest Facets
- Dominate the Minds of Others
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Adlet Horde, Organized, Intelligent Primitive Spear (d6 damage) 7 HP 1 armor Close, Near Creeping out from the forests and thickets in the dark of night, the Adlet, fangs gleaming, stone-tipped spears sharper than razors, sneak into the settlements and homes of the more civilized races. Hoping to steal away with the hard-made goods of man, and more than happy to kill if that is what it takes. Instinct: To plunder the creations of man.
- Swiftly Evade Consequences
- Howl for the Pack
- Sneak Away with Loot
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Akyalatopa Group, Small, Hoarder Blade-Edged Feathers (b[2d8+2] damage 2 piercing) 6 HP 0 armor Close, Far From a distance, it appears a bird, perhaps a large hawk - but the closer one travels, the worse their situation becomes - the Akyalatopa is a large creature, with a head like a vulture and the wingspan of an eagle, but its feathers are its truest threat - made from obsidian and flint, and shaped like arrowheads, the Akyalatopa travels in small flocks, and rends the flesh from the bones of any who would are trespass on its territory, stealing anything that shines or reflects light to bring to its gore-soaked nest. Instinct: To rend flesh
- Fling Bladed Feathers
- Descend Upon Them
- Steal Their Valuables