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Mechanical Bull Solitary, Large, Construct, Amorphous crush & trample (w[2d10+4] damage 1 piercing) 27 HP 4 armor Forceful Special Qualities: automated farm tools, thick metal plates A mechanical bull and electronic tractor Instinct: protect and work the fields
- plow and trample
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Spyhawk Solitary, Tiny, Stealthy, Organized, Intelligent, Construct, Amorphous steel claws (b[2d8-2] damage 2 piercing) 19 HP 5 armor Hand Special Qualities: a fleet little thing A small mechanized bird built for stealth Instinct: to report back
- vanish behind a scientific cloak
- launch a cloak of smoke and sonic blasts
- send an electronic message
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Trollkiller Solitary, Small, Stealthy, Intelligent, Cautious, Construct, Amorphous a burst of fire and acid (b[2d10+4] damage 3 piercing) 23 HP 7 armor Close, Forceful, Reach Special Qualities: tanks of explosive acid A squat, dwarf-like mechanism with large tanks on it's back. Instinct: bring down big prey
- leap like a panther
- cloak itself with hi-tech
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Parasitic Flybot Horde, Tiny, Stealthy, Devious, Organized, Construct, Amorphous tiny bites (b[3w[3d4-2] damage 1 piercing) 10 HP 5 armor Hand Special Qualities: feed on flesh and blood, tiny little feeder Teensy tinsy bug-machines that burrow under the skin Instinct: destroy from the inside
- infect under the skin
- blend into the surroundings
- wasting wounds
- call the swarm
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Cannon Hound Group, Small, Cautious, Construct, Amorphous launch a cannonball (b[2d8+4] damage 1 piercing) 13 HP 3 armor Close, Forceful, Ignores Armor, Near Special Qualities: cannon on legs! A small cannon on legs with wheels Instinct: destroy intruders
- launch a spark
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Clockwork Archer Solitary, Small, Organized, Intelligent, Construct, Amorphous launch a thunderous bolt (b[2d10+4] damage 2 piercing) 19 HP 3 armor Close, Forceful, Near, Far Special Qualities: walking powered crossbow, built to kill A high-powered crossbow on legs; capable of folding up for protection (+2 armor) Instinct: destroy intruders
- turtle up
- send an electronic message
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Clockwork Defender Solitary, Large, Organized, Intelligent, Cautious, Construct, Amorphous a brutal smash (w[2d10+2] damage) 27 HP 7 armor Special Qualities: impervious plates, steel and wood and lightening A steel behemoth with orichalcum plates and self-repairing capabilities Instinct: guard the labs and workings
- repair it's armor
- send an electronic message
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Clockwork Soldier Group, Organized, Intelligent, Construct, Amorphous elegant saber (d8+2 damage 2 piercing) 17 HP 3 armor Close, Forceful, Reach Special Qualities: spark launcher, a thing of metal and lightening A clockwork soldier, surprisingly fast; carries a fine sword and a spark blaster. Instinct: destroy intruders
- launch a spark
- send an electronic message
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Guardian of the grove Group, Large, Terrifying Claw (d8+4 damage 2 piercing) 14 HP 1 armor Forceful Special Qualities: Spiky vines covering its body Instinct: To rampage
- Attack without abandon
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Wandering Behemoth Solitary, Huge, Planar, Terrifying Crushing footstep (d12+5 damage) 24 HP 3 armor Reach, Forceful, Ignores Armor, Near Special Qualities: The very sight of this thing causes Terror There are few wandering behemoths left on N'Urth. Most were destroyed in the nuclear annihilation of the Age of Fog and Flame, but some managed to slip through the net and now slowly lumber across the surface world and even under the oceans without need to breath air. They are not particularly aggressive and normally seem oblivious to any other lifeforms, although any attack sufficient to cause it enough pain will draw its ire and be crushed. Unfathomable and incommunicable, behemoths wander the world and are sometimes harnessed by maniacal wizards as mobile bastions of power. Instinct: To roam the world
- Slowly crushes anything underfoot
- Any magic used against a Behemoth has a chance of failure (variable)