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Minotaur Runeknight Solitary, Large, Intelligent Sword Strike (b[2d10+4] damage) 24 HP 3 armor Forceful A lucky (or unlucky) warrior who stumbled upon a mystic Runeblade. Though it has greatly augmented his physical abilities, as a side affect, it has absorbed his soul. Should he stray too far from his new weapon, he will wither and die. Instinct: Collect Souls
- Defend Minotaur Interests
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Snow Leopard Solitary, Intelligent claws, bite, pounce (d10+2 damage 4 piercing) 18 HP 0 armor Close Special Qualities: Low-Light Vision, High Resistance to extreme cold weather, +3 on Strength and Dexterity rolls when in mountain regions One of the Inhabitants of the Frozen North the Snow Leopard is used to fighting to survive. Wary of strange occurrences the Snow Leopard has been known to hunt down the occasional wary traveler. It's bite is strong and it's quick and vicious attacks from it's claws can rend strong armor. As a canny hunter it has near human intelligence yet lacks the appreciation of culture and beauty. The safest way to confront one is in a group, or not at all. Instinct: to survive
- Take down the kill: When prey is weakened and flees combat the Snow Leopard goes in for the finishing blow (2d10)
- Pursuit: When the Snow Leopard is hunting it's predatory instincts kick in and it receives a +2 towards Discern Reality rolls
- Fur Coat: When in a warm climate the Snow Leopard becomes exhaustible faster and receives -2 on Dexterity rolls
- Territorial: +2 on watch rolls
- Playing with your food: when the Snow Leopard pounces on an enemy it may choose to keep it's prey pinned instead of dealing d10 damage
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Lawyer Group, Stealthy, Devious, Organized, Intelligent, Hoarder Pen (w[2d4] damage) 6 HP 0 armor Close The Law is a wonderful thing. It defines clearly the winners from the losers. The rules of the law are for the strong. Rules are meant to be bent. Who is to say that a witness was right? Who is to say that a moral ground is really clear? By the way, about my fee... Instinct: Lie, cheat, and manipulate others to win
- Win the social combat, no matter what
- Manipulation
- Legal problems
- Legal Team increases ability to manipulate the truth
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Ms Dolly Solitary, Tiny, Stealthy, Devious, Intelligent, Construct, Amorphous Tacks (d6-2 damage 1 piercing) 19 HP 4 armor Hand Special Qualities: Appears to be a porcelain doll , Made of Bone Ms Dolly was made to be loved. It would grow from love and the warmth of a girl's love for a doll. But little girls are mean, and the vicious attacks to each other were learned by Ms Dolly. Never claim Ms Dolly, she doesn't want to be owned. She will never outright kill her owner. But the owner will wish they were dead. Instinct: To torture
- Tortures others while appearing innocent
- Pricks in the night
- Mental Torture
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Entharo Solitary, Magical, Devious, Intelligent, Planar, Terrifying Possessed Form (d10 damage) 12 HP 4 armor Close Special Qualities: Shadowy Aura around the Being it Possesses Entharo is a spirit that has broken through from another dimension and taken control of humans, elves, dwarves, and saurops alike. He and the shadow forms with him have no power except when inhabiting others. Instinct: Power
- Posses others and control the shadow forms
- Possess Being
- Control Shadow Forms
- Tear Rifts Wider
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Ice Wyverns Group, Large, Organized, Intelligent Teethy bite (b[2d10+2] damage 2 piercing) 10 HP 2 armor Near Special Qualities: Icy spines The Ice Dragon shaped them, so they obey the Ice Dragon. Instinct: Obey the Ice Dragon, else, hunt
- Pierce with icy darts
- Shrill Call to the Wyvern
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The Ice Dragons, Kariraho Solitary, Huge, Magical, Devious, Intelligent, Hoarder Claws, Teeth, and Icy Breath (d10+7 damage 4 piercing) 24 HP 2 armor Reach, Forceful, Near When the elves threw out the humans, dwarves, and other creatures from the northern city they claimed for their own, they also sent away dragons and wyverns. The biting cold of the north reclaimed the region. The humans became nomads. The dwarves hid under the mountains. Most wyrms fled for warmer climates. Some died in the frost, not willing to leave the realm they called home. Kariraho did neither. Instead, she bent the cold to her will, reformed her scales and form, and shaped the lesser wyverns in the same way. Now she plots retaking the city from the elves. She has found allies among the humans and dwarves and bides her time, helping their communities and sharpening them for the fight she must win. Instinct: Seek Revenge on the Elves
- Bathe in Cold
- Cold Control
- Gain Obedience
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Squeg Group, Huge Club (d8+1 damage) 11 HP 0 armor Reach Special Qualities: Bred as a slave to deep giants, nearly mindless Squegs are the result of deep giants interbreeding with trolls, resulting in a weaker giant race that has been conditioned to serve without question. Standing a few feet shorter than deep giants but well over the height of a human, they are giants in their own right but easily picked on by their masters. Squegs are generally the laborers, food tasters and performers of other unsavory tasks in deep giant society. Instinct: to please its master.
- Serve a deep giant unquestioningly
- Do the dirty work
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Deep Giant Group, Huge, Intelligent, Hoarder Stone club (d8+5 damage) 18 HP 1 armor Reach, Forceful, Messy Deep giants dwell beneath the surface of the world, emerging periodically to gather food and supplies. Unfortunately, the giants' hunting territory often includes remote farms and villages, where livestock and other supplies are easily taken. While a deep giant maintains its abode beneath the ground, it considers its territory to extend above. It is not uncommon for surface dwellers to find themselves in the middle of rivaling deep giant clans, battling for dominance over people who never knew they existed. Where the giants are most dangerous is in their underground labyrinths, where traps abound and the giants are most familiar with every crevice. With the average human standing no higher than a deep giant's knee, their capacity to kill and maim smaller races is legendary. Furthermore, treasure tempts a deep giant as it would most surface dwellers, and they will attack caravans that pass through their territory for the sole purpose of gathering trinkets and treasures from the merchants they squash. Instinct: to expand its territory, regardless of inhabitants.
- Smash foes to a pulp
- Steal livestock and crops