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Frostborn barbarian Group, Intelligent, Magical, Construct Old blade or spear (b[2d8] damage) 14 HP 1 armor Close Dead clan warriors (Bears or Wolfs maybe), turned into frost undead. Instinct: to protect their graves
- gather up into group
- surround them in freezing circe
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Frostborn giant Solitary, Huge, Magical, Construct Ice-covered blade (d12+5 damage) 32 HP 2 armor Reach, Forceful Special Qualities: Vulnerable heart Once noble and mighty, this giant's skeleton is now turned into ice-coverd, vicious, undead creature. Instinct: to protect sacred place
- hurl an iceball
- freeze them with a icy grasp
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Clockwork Myrmidon Group, Construct Spear, Longsword (d8+2 damage) 10 HP 5 armor Close Special Qualities: Clockwork and plate armor, constructed to defend. This hulking brass and iron creature resembles a giant suit of plate armor. Instinct: Attack with the element of surprise
- Drive them back. Protect this place/treasure
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The Grim Reaper Solitary, Magical, Planar Scythe (b[2d6]+2 damage 1 piercing) 16 HP 3 armor Close, Far This tall, cloaked figure stares out from the black hood that covers its head. It wields an enormous scythe in its skeletal, bone-white hands, looking as though it is freezing the very air around it. Instinct: To cause fear
- Hack and slash
- Black Gate, realm of the dead
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Broken One, Greater Solitary, Devious, Organized, Intelligent, Construct claws or other natural weapon (d8+4 damage) 12 HP 1 armor Close, Forceful Special Qualities: regenerate Greater Broken Ones are, relatively speaking, superior specimens of this almost unclassifiable species that usually acts in a leadership role for these creatures. Instinct: rule over others broken ones
- terrorize others
- use a move specific to the creature they're fused to
- call other broken ones
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Broken One, Common Group, Intelligent, Construct claws or other natural weapon (d8+2 damage) 6 HP 1 armor Close Special Qualities: regenerate Broken Ones are creatures that are possibly created from scientific or magical mishaps that fuse a human or humanoid creature with that of an animal, creating a horrific combination. The result is usually something that is less than human and more than animal, or at least often enough a fusion of both. These creatures are very durable and can regenerate wounds and damaged or severed limbs. Often they gain an ability specific to the creature they're fused to, such as a cheetah's speed or a scorpion's stinger. Instinct: to survive
- disgust others
- use a move specific to the creature they're fused to
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Galbortorixaxaaxaxa Solo Whip (w[2d6+2] damage) 20 HP 20 Close, Forceful Instinct: To defend its treasure
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The Questing Beast Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder Bite (w[2d6] damage) 12 HP 1 armor Close After days of hunting you and your party, the beast steps from the shadows slowly. The first thing you see is a large lizard head with a frill around its neck. This head is connected to the body of an ox, with the hindquarters of a lion and the tail of a very large snake. At the end of the tail is a false snake head that looks threatening, but doesn't appear to be able to do anything. Despite the strange appearance, it walks without making a sound and approaches your group. Its tongue flits in and out of its mouth periodically as it surveys your faces. It...smiles (somehow)...and says, "I have a gift for you quesssssst takerssss. Pleasssssse, you will do great thingsssss, and I would like to help you achieve." Instinct: To shape the world as it sees fit.
- When the beast looks into the future and sees a quest taken by a nearby person or group, the beast will seek this group to give a boon or hinderance to the quest takers
- When discovered, it will tell you what you want to hear, regardless of the truth.
- When the beast senses a quest in progress, it can look into the future to determine the outcome of the quest.
- When confronting an adventuring group on a quest, it can summon a magic item that can aid the party - but is more often cursed.
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Tribesman Group, Terrifying Spear (d8 damage) 14 HP 0 armor Close, Near Special Qualities: Feels no pain A tribesman loyal to its master. Their flesh has been enchanted causing them to feel no pain. Instinct: To carry out the wishes of he who cannot be pronounced.
- Stabs repeatedly
- Keeps fighting on despite gathering wounds that would normally kill a man
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Minotaur Earth Shaman Solitary, Large, Divine, Magical, Intelligent, Hoarder Earthen Strike (d8+4 damage) 16 HP 0 armor Forceful, Reach, Far Serves as a wise man for a Minotaur group. Has spent years training and studying to read the stones and farseer for his people. Instinct: Shatter the Ground
- Speak to the Spirits
- Launch Rocks