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Shadow Puppet Horde, Small, Magical, Construct Shadow knife (d6 damage) HP equal to the damage that created it 1 armor Close, Ignores Armor Special Qualities: It is created by the Shadow Puppeteer to attack and kill its enemies. A shadow that either attacks independently, or through an animated puppet or marionette. Its sole drive is to kill, swarming its opponents with overwhelming force. Instinct: To kill
- Swarm enemies
- Absorb life to heal the Puppeteer (special hard move, only on a failure)
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Shadow Doppelganger Group, Magical, Intelligent Shadow touch (2x[source character damage die] damage) 10 HP Armor = source character's Close, Near Special Qualities: Mimic Your shadow detaches from you, lightening from darkness into grays, then muted colors, until it takes a form indistinguishable from yours. In perfect mimicry of your voice, it speaks to your companions. Weakness: It cannot harm its own source character. Instinct: To destroy its source and take its life and identity.
- Mimic a living creature
- Transfer half of all damage it takes to its source character
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Shadow Puppeteer Solitary, Organized, Intelligent Life absorption (1d8 damage) 12 HP 0 armor Close, Ignores Armor, Near A shadow-touched puppeteer with rictus-like grin and deep-set eyes, the Puppeteer summons minions of shadow to do its bidding, perhaps even imbuing its lifelike marionettes with the stolen life force of its victims. Instinct: To convert life into shadows
- Summons shadow puppets to do its bidding
- Each time it deals damage, it summons a Shadow Puppet with hit points equal to the damage it dealt.
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The Shadowblooded Solitary, Small, Magical, Stealthy, Intelligent Absorbs the life force of others through its touch (d12 damage) 16 HP 4 armor Close, Ignores Armor, Near It appears as someone innocent, usually a child. Beneath its clothes, one might see a deep hole in its chest, with black mist where the heart should be. This mist seeps out during its attack, enshrouding its victim. Instinct: To absorb life
- It steals life from others
- Enthralls its victims through its innocent-seeming eyes.
- Turns into black mist to escape (there is a way to trap it... what is it?)
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Fell Crows Horde, Small Claws (d4 damage) 3 HP 0 armor Close, Far Great crows of the Pine Barrens are called Fell Crows because in their lust for blood and eyeballs they do not always wait for the end of a skirmish before descending from the skies to feast on warriors. Instinct: To encircle battlefields.
- Swoop down for eyes
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Barbarians of Fernkeep Horde, Organized, Intelligent axe (d6 damage) 3 HP 1 armor Close Barbarians of the Fernkeep rally under the flag of Ahma to loot and pillage the people living at the Pine Barrens. Instinct: To crush their enemies, to see them driven before them, and to hear the lamentations of their women.
- Overwhelm enemies with number.
- Signal the hordes
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Spider Goddess Solitary, Huge, Stealthy, Intelligent, Terrifying Mandibles (d12+7 damage) 20 HP 3 armor Reach, Forceful Special Qualities: gigantic size The largest of spiders of the Sylvan World is worshipped as a goddess. It dwells in the dark hearth of the woods, conspiring, spawning armies of smaller spiders and dreaming of cultists bring juicy sacrifices for it. Instinct: to feed and spawn offspring
- Jump to crush
- Lure prey into webs (both literally and figuratively)
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Stun Drone Group, Small, Devious, Construct Stun Spear (d6 damage 1 piercing) 4 HP 1 armor Close, Ignores Armor, Near Special Qualities: lightweight Steel alloy Gliding about on rapidly spinning blades, Drones seek and hunt down targets, then crash into them with a wicked, piercing stun baton. This is an effective and dangerous attack, but destroys the drone. Instinct: Search and Destroy
- Stun Dive- the drone hovers above the target, then comes down full speed with a electric spear.
- Stun- If a target is hit with the kamikaze attack of a drone and survives the spear, they still suffer from the electric discharge. roll, on a 6 they're paralyzed, 7-9 they're partially stunned and severely slowed, and resist the effects on 10+.
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Automaton Group, Large, Construct, Amorphous Metal fists (d8+4 damage) 17 HP 6 armor Forceful Special Qualities: Guardian construct The whirling sentinels that comprise the majority of Bartholomew's forces, these lumbering machine men are designed to take a beating and keep ticking. Their limbs are made of lumber, and their extremities are made of heavy iron. A rumbling can be felt as they march, and they hum with a constant magical energy. Instinct: protect Bartholomew
- Bash- a wild swing with a heavy iron fist.
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Bartholomew the Tyrant Solitary, Magical, Intelligent, Hoarder Spear or Mortar; or issuing orders to automatons (b[2d10+2] damage) 12 HP 4 armor Close, Near, Far Bartholomew the Tyrant is a master of war, machine, and magic. Once a member of the Gevaun elite, he has been exiled by the upstart Cemartie and has established a hidden base in the Evergreen vale. His magical prowess is focused on powering machines and enhancing production, though he does favor explosions in a pinch. Instinct: To see His enemies driven before him under the might of Steel and Magic.
- Rocket Spear- Bart's spear can hone in and fly at a target using the built in magi-rockets.
- Mortar- Lobs a volatile orb of raw magical energy, igniting and knocking back all in the blast.
- Overdrive- target automaton is healed for half of health and gets a +1 forward ongoing.
- BOOM- When Bart dies, his thick steam powered armor explodes as a final vengeful strike.