-
Mandrake Group, Tiny, Stealthy, Devious Leaves (w[2d4-2] damage) 6 HP 0 armor Hand Sleeping half buried underground, peacefully. These ugly creatures with a body made from roots and hair of leaves will spend their lives doing nothing. That is until some idiot quartermaster mistakes one for a parsnip and tries to pull them up by the hair. Instinct:
- Release hallucinogens
- Plant self
- Scream
-
Tidehunter Solitary, Huge, Divine, Terrifying Armored Snout (d10+7 damage) 26 HP 5 armor Reach, Forceful, Ignores Armor Special Qualities: A thing out of horrid dreams This great creature with grey scales and thorny appearence may be calle a distant relative of the "Mermaids" but outside its weird appendages it shares nothing more. It's a lone hunter, armored and huge, capable of capsizing even Galleons. It reaches 15 meters long and up to 7 meters width in its crescent shaped head. Although tales have been told many times about its appearences the most widely spread is that of the whistling white lady, surrounded by frost, that calls him to sunk its enemies. From the truthful beastiary Vol. II. (1473, by Edward Collins & Mathias Fitzroy Jr.) Instinct: to follow the master's bidding
- Smash ships
- Take speed and charge.
-
Hill Giant Solitary, Large, Intelligent Caber (d10+2 damage) 12 HP 2 armor Forceful, Messy, Awkward, Ignores Armor, Near Half again as tall as a man, giants have lichen-filled bears and swooping eyebrows. Their voices are cave-deep and their words carefully chosen. Hill giants prefer to wield cabers, but they will use sapling trees as weapons if required. Instinct: To roam
- Tear up trees and wield them
- Throw an ally at an enemy
- Ignore an insignificant enemy
-
Sneaky Shrub Solitary, Small, Stealthy, Devious, Amorphous Vines (d10 damage) 15 HP 1 armor Close, Near Wait....was that bush always there? Wasn't that the same one we saw yesterday? Doesn't that kind of look like a face on that branch? It cant be following us, that would be silly! Instinct: Entangle, kill!
- Blend in.
- Sneak up whilst they sleep.
- Drag them away.
-
Clockwork Owl Solitary, Small, Construct Arrow (d10 damage 1 piercing) 16 HP 3 armor Close, Reach, Near Special Qualities: It was specially designed to scout for things. Not much else, but here you are, fighting it. This is a cute clockwork owl, likely hoarded by some dirty scrublord. It's a would-be high-level bit of loot that instead wants to have a piece of the party, activated by a key-word or something. It seems to be a scouting device, on more cursory inspections. Instinct: To combat lucky adventurers.
- Shoot a cute lil' arrow from its mouth.
-
Dirt Sheppard Solitary, Tiny, Organized A big staff. (d10-2 damage) 16 HP 2 armor Hand A big ol' orc who doesn't want you to steal his treasure. The dirt goblins really like him, so they help him out a bunch! You should probably murder it. Instinct: To bathe in blood.
- Command dirt goblins to do rude things.
- It calls a buncha little dirt goblins.
-
Dirt Goblin Group, Small, Stealthy, Intelligent, Cautious Shitty Menagerie of Weapons (b[2d6] damage) 6 HP 2 armor Close This is a really rude goblin that's pretty fond of using sucky weapons like rusty axes and daggers and such. They like hiding inside of dirt walls and floors and pop out to harass ill-begotten adventurers. Instinct: To steal, nab, enslave. Stuff like that.
- Jump out of dirt walls! Blend in with the environment!
- They really like going for the knees!