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Great Dunes Scorpion Group, Small Tail Lash (d8+2 damage 1 piercing) 6 HP 1 armor Close A huge scorpion native to the Great Dunes. The spine on its tail contains a dangerous venom. Instinct: TO EAT
- Stinging Tail (Poison: -1 HP per turn)
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Mountain Drake Horde, Large, Devious, Hoarder Claw and Poisonous Bite (d4+4 damage 1 piercing) 7 HP 2 armor Forceful Special Qualities: Wings These pseudo-dragons live high in the mountain caves, and hunting for prey in the nearby areas. They usually live in small groups of males and females. The males often hunt and bring back shiny objects as gifts to the females, whom often protect the nest. Instinct: To hunt
- Grapple it's prey and poison it.
- Poisonous bite: Deny Danger+CON. On a 6- take -1 ongoing until the poison is cured or you rest for a few uniterrupted hours. On a 7-9 take -1 forward. On a 10+ you resist the poison.
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Ethereal Sphinx Solitary, Intelligent Claws (d8 damage) 12 HP 1 armor Close, Ignores Armor A winged lion with the face of a beautiful woman. Its eyes, claws, and wings glow with void energy- many a man has been lured to his death by staring into a sphinx's eyes, only to be rent apart by its cruel talons. Instinct: To protect.
- Dive Bomb- Flies far above and dives into a creature, dealing 1d20/2 damage.
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Ethereal Golem Solitary, Large, Magical, Planar Void punch. (d10 damage) 16 HP 4 armor Far A colossus from beyond this world. Born of the void, the being of pure energy can alter its shape at will. Its horrible appearance instills fear in those who encounter it, making it excellent for guarding ancient treasures. Instinct: To defend.
- Can alter its shape at will.
- Can terrify opponents (skips their turn).
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Ethereal Mummy Solitary, Magical, Planar Bandage Lance (d10 damage) 12 HP 0 armor Close, Near This ancient human glanced into the void and was forever changed by it. In death, their corpse became little more than pure void energy. Now, having been mummified, they guard the tomb in which they were buried for all of eternity. They use their bandages for both offense and defense, altering their shape to fit their needs. Instinct: To guard.
- Can levitate for short periods.
- Reform: Can alter the shape of its bandages to form a shield (+2 armor).
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Tiny Drake Whelp Group, Tiny Claws (b[1d8-2] damage) 6 HP 2 armor Hand A tiny drake whelpling. Roughly the size of a housecat, these creatures are covered in thin scales and have weak claws. Their biggest defense is their ability to breath fire, although even that can backfire at times. Instinct: To eat.
- Belches up small fireballs.
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Mechroman Solitary, Large, Magical, Cautious, Construct, Amorphous Sword arm punching (d10+4 damage 2 piercing) 27 HP 5 armor Forceful, Close Special Qualities: Autostabalizing, Piloted These giant metal men are piloted by slightly smaller fleshy men, usually the human who made it. Mechromen act as soldiers and bodyguards for important people more than anything else. Instinct: to serve the pilot
- Grab hold of attackers
- Flamethrower attachment
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Ral'shuud the Iron DracoDemon Solitary, Huge, Intelligent, Hoarder, Terrifying Breath of forged iron (b[2d12+7] damage 2 piercing) 24 HP 4 armor Reach, Forceful, Near, Far Special Qualities: Mass of Bone and Metal, Wings, Demonic Aura, Ferrokinesis "Have you heard the songs of despair? The sounds that none can bear. The screech of metal through the air. Desecrating the lands with no care. Look to the skies, The DracoDemon is here." The demon lord of forged iron. A mass of bone, metal, and bleeding flesh shaped into that of an enormous beast. Unlike dragons who breathe flames or poison, Ral'shuud takes pleasure in mocking those who stand before him. If they are armed with swords, he will breath forth a blast of the most wicked blades. If they wield a bow, he will skewer them with a blast of iron arrows of the highest quality. The wise man avoids this demon. The truly wise man submits. Instinct: To gorge oneself on precious metals
- Devour metal and all
- Create more in his image
- Purify the earth and stone
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Kumakatok Group, Magical, Divine, Planar, Terrifying Knock on door (Instant death to a sick member of the house) 6 HP 0 armor Close, Far Special Qualities: Porcelain smooth face, without discernible facial features "Three hooded figures, knocking on the door. Delivering news that you will abhorr. Death to man! Death to the weakest! Death brought upon by the greatest illness" Instinct: To bring news of death
- Knock on someone's door
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Worker Drone Horde, Small, Organized, Construct, Amorphous drills, saws, hammers (w[2d4] damage 1 piercing) 14 HP 3 armor Close, Reach Special Qualities: many tools, strange little device A small-ish thing with many long, articulate arms; it works in the factories. Instinct: to defend it's work
- dissemble or assemble something
- radio for help