-
Flesh-Eating Fish Horde, Tiny, Organized Bite (b[2d4-2] damage 1 piercing) 3 HP 4 armor Hand, Ignores Armor Like piranha, but meaner. If a target is swarmed, don't attack for each individually; instead do 1 damage per 4 fish. Instinct: to feast
- Nibble painfully
- Swarm around a bleeding target
-
Fisherman Group, Organized, Intelligent Spears (b[3w[3d8] damage) 6 HP 0 armor Close, Reach, Near, Far These fishers aren't eager to fight, but will if they have to. Some of them won't be as friendly (check the disposition of the nearest settlement). Instinct: to feast and be joyous
- Offer a share of the catch in return for help
- Sound the warning horn
-
Giant Fish Solitary, Huge Ram (w[2d8+3] damage) 24 HP 2 armor Reach Special Qualities: Aquatic A massive fish, large enough to eat people. It's not really aggressive, though. It's stomach has 8 hit points but heals rapidly. Instinct: to remain undisturbed
- Swallow Whole
-
Giant Serpent Solitary, Huge, Devious Bite (d8+7 damage 1 piercing) 20 HP 2 armor Reach, Forceful A massive snake, large enough to swallow people whole. It's stomach has 10 hit points, 2 armor, and does 1d4 acid damage + poison. Instinct: to devour meat
- Swallow someone whole
- Spit venomous acid
-
Hunter Group, Stealthy, Organized, Intelligent Hunting Bow (b[2d8] damage 1 piercing) 6 HP 1 armor Close, Near, Far A hunter from a nearby community. Friendly and welcoming to strangers - if the strangers are friendly themselves. Instinct: to provide for their community
- Offer a meal and shelter
- Appear or disappear from the wilderness
- Return home
-
Outcast Solitary, Stealthy, Intelligent Club (w[2d8] damage) 12 HP 0 armor Close A criminal, runaway, eccentric, or witch; looking to be left in peace. Witches might offer a ritual, blessing, or concoction. Instinct: to avoid attention
- Flee or hide
- Offer promises or minor goods in return for being left alone
-
Dragon Solitary, Large, Stealthy, Magical, Devious, Intelligent, Hoarder Claws (b[2d10+4] damage 3 piercing) 24 HP 5 armor Forceful Special Qualities: flying All dragons are selfish and egocentric. Some are just nicer than others... Instinct: to feel superior
- Play with them
- offer a deal or quest
- use magic appropriate to it's color
- breath a terrible weapon
-
Magical Ogre Solitary, Large, Magical, Intelligent, Hoarder Stone club (d10+4 damage) 20 HP 1 armor Forceful, Reach An ogre, blessed with inborn magic. Still pretty nasty, though. Instinct: to turn people to soup
- Smash something to bits
- cast sleep, magic missile, darkness, or flight