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Scarecrow Group, Devious Claws (d6+2 damage 1 piercing) 10 HP 0 armor Close While it appears to be a normal scarecrow on its post, it watches you intently from afar. Once you get close enough to examine it it lunges at you. Instinct: To steal souls
- Surprise attack
- It strikes when you least expect
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Dry One Solitary, Large, Intelligent Clawed hands (d10 damage) 24 HP 1 armor Near Humanoid, but not human. Man-sized at rest, it unfolds to double that size when fighting. Long, thin arms lash out to rend flesh and draw blood. Conquered foes are drained of all moisture, left behind as desiccated husks. Instinct: To drink until all has been drunk
- Feast on the body's water
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Thirsty Dead Horde, Devious Withered fingers (d4 damage) 11 HP 0 armor Close When a Dry One feeds, the husks are discarded and left behind in its wake. Some of them get back up. Desiccated but still somehow mobile, animated entirely by an unquenchable thirst. Too mindless to use weapons, they can only paw at their targets - but their touch drains moisture from breath and skin, and the gods help you if they get to your blood. Instinct: to seek moisture
- Swarm and grasp
- Steal the body's water
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Fae Spear-Thane Group, Magical, Organized, Intelligent, Cautious, Planar Shining Spear (b[2d8] damage 1 piercing) 6 HP 3 armor Close, Reach The Spear-Thanes are elite troops of the fae-lords. When it comes to open battle, they will be found. Instinct: Show superiority
- Stab and pierce
- Dazzle with glittering armaments
- Form a spear circle
- Shout with feral power
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Kiet - Water Folk Haruspex Group, Divine, Magical, Intelligent, Hoarder Harpoons (w[2d8+2] damage) 6 HP 0 armor Close, Near Kiet is the haruspex (fortune-teller) of the Water Folk. He reads the entrails of fish, eels, dead people, etc. to see the future. He can call upon the spirits to bring good and bad luck. Instinct: See a safe future
- Spout Omens and Portents
- Good and bad luck
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Somsri - Water Folk Boss Organized, Stealthy, Intelligent A Gaff in Each Hand (d8+2 damage) 9 HP 1 armor Close Somsri is what passes for a leader among the Water Folk. Everyone respects her wisdom and knowledge, and will listen to her. Instinct: Keep her people safe
- Order a fighting retreat
- Use nets and lines to entangle
- Sound the alarm
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Frogman Deviator Solitary, Stealthy, Magical, Intelligent, Construct, Terrifying Rend with Talons (d10+2 damage 1 piercing) 16 HP 1 armor Close Special Qualities: Poison flesh, Servant of the Deepening Powers, Obviously inimical to all that is real The Deviator is a servant of the powers of the Deep, that seek to drive out all that is natural from the Shallow Sea. The Frogmen will call it if they are in danger, otherwise, it resides in their nest. Instinct: Convert all to chaos
- Corrupt Reality
- Confuse and blind the senses
- Drive back natural things
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Patchwork Crusher Solitary, Huge, Terrifying, Amorphous Crusher Tusks (d10+7 damage) 27 HP 2 armor Reach, Forceful Special Qualities: Homonculi appearance, Smell The Patchwork Crusher is a homonculi created by an aspiring necromancer with the simple idea that bigger is better. Being a homonculus and created by magic and not having any discernable rhyme or reason to it's anatomy. When the crusher attacks it generally slams whatever body part is available at its adversaries. Dangerous in enclosed spaces as it flails about wildly. Instinct: Attack relentlessly at anything that it comes across
- Crush with Limbs
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Stone Leather Back Solitary, Large Claws (d10+4 damage 2 piercing) 35 HP 5 armor Forceful Instinct: It kill all that enter its territoy
- Live in Dark Cakes deep in mountains