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Lurcher Group, Intelligent, Cautious Mace (d6 damage) 6 HP 4 armor Close Special Qualities: Pull projectiles askew A Lurcher is a Misting who ingests and 'burns' the metal iron to detect and 'pull' on metals in their surroundings. They use this ability to pull opponents off-balance, as objects that weigh less than they do will travel towards them at very high speeds. They can also use this ability to leap great heights, by pulling on metal objects that weigh more than they do, or attached to other things that are, they fly more straight and less gracefully than Coinshots because of this. Instinct: To protect their charge
- Pull opponent off-balance
- Shield against coins
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Pentario Solitary, Magical, Devious Running towards its opponent and make him fall down or lose his equipment (d6 damage) 20 HP 3 armor Close, Far A tank-armadillo as big as a small bear, but with a very large (ear to ear) mouth. Colour: light grey. Body covered with scails. Very fast in running against the enemy. It steals objects immobilising its opponent with its entire body and using its long claws to grab them. Once it has grabbed an object it immediately devours it. It takes energy not only from the object itself but from the regret that its owner feels for losing it. This means that it does not steal (and eat) unattended objects, because it is necessary for him that their loss causes immediate regret to their owners. Once it has attacked, grabbed and devoured the object, it does not run away, but uses its psionic powers in order to make its opponents forget its existence and dangerousness. The opponent will only feel very sorry for his loss, not remembering any of its circumstances Instinct: Devouring objects that are valuable for their owners
- Steal one's equipment or valuable goods
- It can use its psionic power to make an opponent completely forget its existence (it instantly becomes of no importance for him, just part of the environment, like an insect or a stone or a small plant)
- Charge to make the enemy fall down and lose weapons or equipment
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The Grip in the Tide Solitary, Huge, Devious Entangle with Kelp (d10+3 damage) 20 HP 0 armor Reach, Ignores Armor, Near Special Qualities: Predatory Plant A Kelp-like Creature that clings to the bottom of shorelines or loches and drags down it's prey to be devoured in the sediment slowly. Its normally noticed by lack of wildlife in the water. Many treasures may be found near the bottom where it's stomach and vital systems lay (from all the meals it has eaten over the centuries). Instinct: Trap Swimmers
- Drag Down
- Strangle/ Drowning
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MudViper Group, Stealthy, Devious Strike at legs (d6 damage 2 piercing) 6 HP 0 armor Close, Ignores Armor A Viper found along the shores of The Shallow Sea. It defends it's territory with sharp jabs of its fangs and injects a paralyzing venom that will allow it to either leave it's prey to drown in the wet muck or drag it back to it's den and share the meal with it's nest. Instinct: Defend Territory
- Strike from the Mud
- Camoufage in Mud
- Poisonous Fangs
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The Wanderer Solitary, Magical, Divine, Intelligent, Cautious, Hoarder A Bo Staff adorned in various fetishes and trinkets (d10+2 damage 2 piercing) 28 HP 5 armor Close, Near Little is known about The Wanderer beyond his status as a legend or fable. They say that only those with an influence on Fate will ever happen upon The Wanderer's path. The first time you speak to him, he is said to dispense knowledge and advice. Should you happen upon his path a second time, legend says he will give you any number of the powerful baubles and trinkets from his pack or his mighty staff. If you were to ever see him a third time, he'll give you a wish, but like in many fables, it will come at a great cost. You don't find The Wanderer a fourth time. He and Fate find you. Instinct: To wander as a messenger of Fate
- Wanders aimlessly
- Teleports rapidly
- Can attack multiple targets at once, either with an expanding staff or quick teleportation
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Friends-In-The-Dark Group, Stealthy, Magical, Devious, Intelligent, Planar Claws (d6+2 damage 1 piercing) 6 HP 2 armor Close You and your party members, Hawke and Brianne, enter the next room in the temple but it is clouded by darkness. Like a thick fog, the light of your torch nor Brianne's glowing shield can pierce it; you yell to your friends to be careful, but you can't hear them. It's eerily quite in here. You brandish your sword wildly in front of you, as you take shuffling footsteps across the stone. Something else is moving in here. Something fast. You could swear you heard it behind you, but as you turn you feel long claws rake across your arm. As you spin you bump into Hawke, he grunts and tells you to be careful. Another several claws dig into your leg from the side. You yell at Hawke that they are right in front of you and you swing wildly, connecting with something, and it falls heavily. "I heard that, you killed one. What are they?" Hawke asks in your ear from behind. As you stoop over and pull the body upright, less then a few inches from your face, you see that this is Hawke, with a massive sword wound in his head and claw marks on his cheek. Whoever is behind you isn't Hawke. Instinct: Lure, deceive, and kill travelers
- Can mimic voices
- Their corrupted bodies release a thick, magical darkness that fills rooms
- They can see in any darkness
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Ice Crystal Golem Solitary, Huge, Magical, Construct, Amorphous Ice spike (d10+7 damage) 31 HP 5 armor Reach, Forceful, Near, Far Special Qualities: Ice Crystal There is a mound of ice blocking the path ahead. As you approach, the mass shifts, and a lopsided head turns its black ice crystal eyes on your group. For a moment, the creature looks scared, but it passes quickly as it bellows and rips an ice spike from its shoulder. It rushes you with a terrifying intensity. The ice golem is a byproduct of uncontrolled magic energies. Whether the ice golem was once a normal being, or completely made from pure ice crystals, it currently is confused and very hostile to things it doesn't understand. Beings made of ice crystal have one major weakness: some type of sound wave energy at the correct resonant frequency. It will shatter into pieces. The most powerful of ice golems will create smaller ice golems upon shattering. Instinct: To defend itself
- When approached, it goes into a rage
- When it shatters, it becomes 4 smaller golems with 1/4 of the health left over
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Red scale Gorilla beast Solitary, Huge, Devious Slash grab and bite. Tail wip. smash . (b[2d8+7] damage 1 piercing) 24 HP 2 armor Reach, Forceful A red gorilla beast is a giant size gorilla with a croc tail scale armor on its back and front area of its arms and legs. A red gorilla beast will wonder dense wooded areas and patrol the area at night it attracted to camp fires and groups that consists of mostly males. Once it finds a group it will jump in the middle of the group and attack only the men. If any females are in the group it will not attack them but will want to take it as a price. The woman taken will eventually die of either starvation or crush by the overly protective gorilla. It's attacks are slash with claws, grab bad smash, bite and throw tail whip and or trow. Instinct: It attack groups of men that come with in it's territory and or campfires with dominant male members.
- Slash with claws bite, tear and trow.
- Once it grabs a victim it will not let go until it finds a more dangerous one. It won't stop till all males of group are dead.
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Shell Eater Group, Large, Devious, Cautious Barrage of scratch and bite. ( claws attack and bite ) (d6+4 damage 3 piercing) 14 HP 4 armor Forceful Special Qualities: Resistant to acid (eats acid) Armor plating, strong claws, roll in to a armored balll, can dig through anything, can eat metal, see in the dark, Armor eaters, demon roly poly, armor rollers, ball beast are some of the names for a parasite of the giant snail. It lives in the crack and crevices on the rocks where giant snails rest. It feeds on the small offspring that do not make it into the safety of the shell labyrinth of its parent. Once a giant snail leaves to go eat and or drink armor eaters will go out and wander to find a tastety meal. It will eat trees, animals specialy armor types. If it comes across any creature that has touched eaten or lived near a giant snail. Touching eating or being near a giant snail or it's offspring will leave a scent that will surely attract Armor eaters. When an armor eater finds a scent it will call out with a scratching sound made by its shell plates on threre body. Other armor eaters will answer and will come to feed. Once a group them finds a meal they don't attack right away they find the time when they are still to rush the victim/s. armor eaters will not attack if other creatures bigger than them are around, they are also able to detect agic magic users and magical items and will not touch them this also include clerics and holy men. Armor eaters are armor plated quadrupeds black hard plated that interlock and make m water tight And can go with out water for years. They are supever diggers and tunnelres. Instinct: Eat anything tough "armor" like the shell of the giant snail.
- claws and bites at armor, till it eats it allow and anything attached to it.
- Once it hold on to armor it will want to roll in a ball to not be bother while it eats.
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Psionic Harpy Hen Group, Magical, Organized, Intelligent Claws (d8 damage 1 piercing) 6 HP 0 armor Close, Far Harpy hens were plenty nasty before magic ran amok and started causing all sorts of chaotic side-effects. Now, they're terrifying creatures that have the ability to force other humanoids to act according to their wishes. Their ambitions remain primarily to accumulate petty treasures that look shiny, but now they add slavery to the mix. Y'know, for fun. Instinct: To dominate others, to accumulate shiny objects
- Mind Control slaves
- Mind Control
- Summon Hens