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Blood Elemental Solitary, Large, Devious, Amorphous tentacles blows (d8 damage) 23 HP 1 armor Reach, Ignores Armor Special Qualities: immune to attacks that draw on its basic natural element A blood elemental can be called forth only from a large quantity of blood or from water drawn from the lungs of drowned men. Appears as a roughly humanoid creature composed entirely of blood. Blood dries in a trail behind it, and the air around it reeks with the scent of iron. Instinct: destroy the one who created it and free from slavery
- drain blood
- smother an opponent
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Titanic Warden (Bronze) Solitary, Huge, Divine, Intelligent, Construct Fists (d10+7 damage) 24 HP 3 armor Reach, Forceful Special Qualities: Created by Spirits of Nature Bronze Titanic Wardens are the most curious of Titanic Wardens, They often associate themselves with travelers who they meet (and who do not instantly attack them) to learn about their travels. They are the friendliest of all Metal Wardens as well as the most versed in interacting with other languages, however they are considered the weakest in terms of durability. Abilities. Minor Metal Warden: +1 Armor Combat For the most part Bronze Wardens use melee attacks hitting with fists and feet. Bronze Wardens wield the power of Lightning and can charge their bodies to deal 1D6 Extra Damage to anything that touches them. Instinct: obliterates offenders of nature.
- Protector
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Gold Smilodon Solitary, Tiny, Magical, Construct Saber teeth (b[2d10] damage 3 piercing) 16 HP 4 armor Hand Special Qualities: Lurks in impossibly small places A small carved statue of a saber toothed tiger. Instinct: To hunt
- Pounce from the shadows
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Blight Zombie Horde, Stealthy, Devious, Terrifying Vicious bite (d4 damage) 7 HP 0 armor Close Special Qualities: Uncanny Valley This is a corpse animated by the shadow blight that slew it. These creatures are smarter and more capable than your typical brain-eater, and can often pass themselves off as living beings. That said, there is often something very wrong with their appearance, a waxen appearance that terrifies mortals. Instinct: to devour and to spread the plague
- Swarm the living
- Pass itself off as a living being
- Infect an opponent with the blight
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Titantic Warden Solitary, Huge, Divine, Intelligent Fists (d10+9 damage) 24 HP 3 armor Reach, Forceful Titanic Wardens are huge humanoid Constructs of Stone, Metal, or even Wood. They seem to have been borne of the material where they lived, and each seemed to have different abilities based on that they were made of. Wood: Word Wardens are Large Human-esque beings, Their bodies covered in various flowers, thorns and other forms of flora. They specialize in forests and bogs and are often friendly to visitors who pose no threat. They dislike Fire -Hands of Thorns +1D6 To damage. Stone: Found mostly in Caves and Deserts. Stone Wardens are watchful, stoic guardians of their homes and are not much on conversation. They dislike Water. Rock: +1 Armor Sand: Meld with Ground (instant action, heals 1 HP per round) Gem Stone: +1D6 Attack Metal: The Metal Crafted Wardens are some of the most powerful, Almost completely human looking in form these towering constructs are vast fonts of both physical and Divine power. They carry not only human intelligence but free will, and many wonder the world searching out things that harm land not just the one they were born in. They are as temperamental as a human but with the ability to squish you like you bug. They Dislike Magic. Bronze: +2 Armor Iron: +1 Armor +1D6 Damage Gold: Spawn 20g Goins per day for free. +2 to Damage after roll. Instinct: to protect.
- Divine constructs dedicated to protecting the planet form unnatural harm.
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The Gardinel Solitary, Huge, Stealthy, Terrifying digestive secretions (d10+3 damage) 20 HP 3 armor Reach, Ignores Armor Special Qualities: Just like a stomach from the inside If the gardinel’s an old folks’ tale, I’m honest to tell you it’s a true one. Few words about them are best, I should reckon. They look some way like a shed or cabin, snug and rightly made, except the open door might could be a mouth, the two little windows might could be eyes. Never you’ll see one on main roads or near towns; only back in the thicketty places, by high trails among tall ridges, and they show themselves there when it rains and storms and a lone rarer hopes to come to a house to shelter him. The few that’s lucky enough to have gone into a gardinel and win out again, helped maybe by friends with axes and corn knives to chop in to them, tell that inside it’s pinky-walled and dippy-floored, with on the floor all the skulls and bones of those who never did win out; and from the floor and the walls come spouting rivers of wet juice that stings, and as they tell this, why, all at once you know that inside a gardinel is like a stomach. Down in the lowlands I’ve seen things grow they name the Venus flytrap and the pitcher plant, that can tole in bugs and flies to eat. It’s just a possible chance that the gardinel is some way the same species, only it’s so big it can tole in people. Gardinel. Why they’re named that I can’t tell you, so don’t inquire me. (c) Original Text from Manly Wade Wellman's "Why they're called that." Instinct: Lure in human prey
- Digest the unsuspecting
- look like secure shelter
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White Dragon Wyrmling Solitary, Small, Organized, Intelligent, Hoarder Frost Breath (d10 damage) 16 HP 4 armor Close, Ignores Armor Special Qualities: wings, elemental blood Even dragons have to start somewhere. It may not be much bigger than a dog, but it's probably smarter than your brother and it's frost breath will cling to you, slowing your every move. Sure, it's scales are softer than a larger dragon's, but it will still turn aside a blade or arrow that isn't perfectly aimed. Instinct: To grow in power
- Start a lair, form a base of power
- Demand oaths of servitude
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Kobold Slyblade Horde, Small, Stealthy, Organized, Intelligent short sword (d6 damage) 3 HP 1 armor Close Kobolds are a sneaky, dangerous lot in general. Slyblades take it to another level. They excel in stealth and are deadly with their dual blades. Instinct: To serve dragons
- Dual Strike - Strike with 2 blades for +1d4 damage
- Sly Dodge - redirect an attack to an adjacent ally
- Call on dragons or draconic allies
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Kobold Wyrmpriest Horde, Small, Magical, Organized, Intelligent Energy Orb (d6 damage) 3 HP 1 armor Close, Ignores Armor, Far Wyrmpriests are leaders of a dragon's kobold minions. Expect it to keep lots of underlings between it and its enemies. A wyrmpriest's energy orb deals damage of a specific type based on the dragon the wyrmpriest servers for reveres. Instinct: To serve dragons
- Incite Kobolds
- Sacrifice underlings to save itself
- Call on dragons or draconic allies