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Bartleby's Bandits Group, Organized, Intelligent, Hoarder Stab and club (w[2d8] damage) 6 HP 1 armor Close, Near Instinct: Obey orders
- Loot
- Hoot and hollar for bandits
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Bartleby Solitary, Stealthy, Organized, Intelligent, Cautious, Hoarder Hook-sword (w[2d10] damage 1 piercing) 12 HP 2 armor Close, Near Bartleby has turned to pillaging and raiding to support his home of Graybark and his lover, Sage. He doesn't want to cause anyone any harm, but his brothers and sisters go to bed hungry every night -- as do the wives, husbands, daughters, and sons of all those who take up the cause of his band. They do what they must to survive: they have hit priestly convoys, they have attacked bands of knights, they have killed merchants and travelers when they've had to. Not for greed, though. All just to get by, to get the food their people need, the medicine, the goods... and the gold to buy what they cannot steal. His band has found the roots of the dryad Elohiir's tree in the depths of the forest, and the dryad's ghost has grown fond of Sage. Though Bartleby steams with passionate jealousy, he knows this only makes their band stronger. So, for now, he prods Sage to flirt with the ghost, appeal to her love, and convince her to aim her magic and wrath at those who hold what Graybark needs -- and at those who stand in Bartleby's way. Instinct: To loot and raid
- Offer treasure for passage
- Stab in the back
- Hoot and hollar for bandits
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Striped Heiger Solitary, Huge, Hoarder, Construct, Terrifying Rending Claws (d10+7 damage 1 piercing) 24 HP 1 armor Close, Forceful, Reach Special Qualities: A Dozen Legs, Spider-Climb, Submissive, Cavernous Maw 12 feet tall, 25 feet long, a head the size of a horse, a mouth big enough to swallow one whole, a dozen skinny legs with fans of fur and claws supporting each one. It is meant for wanton violence, killing, breaching enemy defenses and sowing chaos as it goes. It is simple-minded, with fiery fur with knife-like streaks of black hair throughout. Your best bet is to hope when its play time, you're the master and not the toy. Instinct: To torture its meals
- Trample its prey
- Rend and tear
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The Ghost of Elohiir Solitary, Magical, Divine, Intelligent, Terrifying, Amorphous Ghostly touch (w[2d12+2] damage) 19 HP 5 armor Close, Ignores Armor Special Qualities: Beauty of Nature Gone Rotten Once, Elohiir was the Dryad of all of the wood surrounding a little village in the hills. When bandit armies came for the village, she gave up her life to protect the mortal she loved. Her body shriveled up, petrified, as did the woods that were her home -- along with the invading thugs, who were rooted to the spot, turned to stone. Their bodies fill the woods of Graybark to this day, and her curse remains, turning all those with evil in their hearts to stone should they set foot in the wood. Today, the town of Graybark has fallen on hard times and its people have taken to banditry to supply their families with the goods they need to survive. Their leader, Bartleby, has persuaded his lover -- Sage -- to appeal to the spirit of Elohiir that still lingers on this plane. Elohiir sees her long-deceased love in Sage's eyes, and obeys his instructions, doting on his every word and need. She is used by the Bandits of Graybark, deceived into petrifying traders so their wares can be taken. Soon, this arrangement will be put to the test, and Elohiir's wrath will be known. Instinct: To serve Sage
- Turn living material to stone
- Compel plant-life to take root
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Wenara of the Silver Hall Solitary, Magical, Divine, Intelligent Naginata (b[2d10+4] damage 2 piercing) 16 HP 8 armor Close, Reach, Near Special Qualities: Teleport Strikes, Hover capabilities Wenara of the Silver Hall is Vonin's longest known ally. She is Vonin's second in command both in ranking and the battlefield. She is dastardly fast, silent, and deadly, notoriously known for her ability to teleport and strike at the same time to quickly bring down enemies. Her weapon of choice is her special crafted naginata, hand crafted the same time as Vonin's armor. Instinct: to destroy dangers to Vonin's cause
- Protects and advices Vonin
- Handles most of Vonin's 'fanbase'
- Determined to aid Vonin's quest to become a legend
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Triton Worshipper Group, Magical, Divine, Devious, Organized, Intelligent, Hoarder Wavecalling trident b(3d8+4 damage 1 piercing) 18 hp 5 armor Close, Reach, Ignores Armor, Far Special Qualities: Power granted by King Neptune, promise of eternal youth "O, hail King Neptune! To the mighty palace! Grand is he, on his throne! All hail the king!" they said. As they placed the jewels on the altar, a strange figure appeared. "Father!" he cried. He ran to the first one. "Run along, son.",he said. His trident was raised. The boy was pulled in a whirlwind. When he landed, the father came. The boy needed a healer- fast. Luckily, the boy lived. That, according to folklore, was a story from a father Triton. But yes, it was true. It is also a warning from elves.Yes. The're waiting. I hope you can live. But then again, not. Do not disturb them.I warned you. By Zola C Age 7 1/2 Instinct: To worship
- Worship: On any turn after worship, a Triton may choose to deal 1d6 more damage and attack, ignore one damage roll, or save it for later. If they save they gain 3 more damage on the worshiped roll. If you choose the other option, deal 1d6 damage also.
- Wavecall: When a triton worshiper battles, it calls a wave, sending everything in its path backwards very far. It can yank pillars, walls, everything, and it makes a mess. Then it deals b(2d10+6) damage.
- Multiple Group's help: When a Triton Worshiper has assistance, it can deal the original damage times the group size.While in distress, it can call on other packs for help. When they do they heal 1d8 damage per Triton.
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Giant Termite Queen Horde, Large, Devious, Hoarder Giant Mandibles (d2 damage) 12 HP 0 armor Close The Giant Termite Queen, as bulky as she is, is not dangerous in and of herself. Her abdomen is too large for her to move around much. Her loyal subjects will do anything to protect her, for she keeps the colony growing. Any threat near the queen will incite other Giant Termites into a frenzy until the threat is dealt with. The chamber where the Termite Queen resides is always filled with offerings brought by the Giant Termites. Instinct: To expand its colony
- Command Giant Termites
- Bolsters, and incites aggression from Giant Termites if threatened
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Giant Termite Horde, Organized Giant Mandibles (d6 damage 1 piercing) 3 HP 0 armor Close Standing about four feet high, and six feet long, the Giant Termite is quite an intimidating sight. And where there's one, there's bound to be more. Many more. With mandibles sharp enough to pierce armor, and about half the length of their body, a swarm of Giant Termites can take down a foe ten times their size in seconds. Their nests are often in the form of large, sprawling underground tunnels, or inside of massive trees. They often venture out of them in search of offerings to bring to their Queen. They have an unnatural attraction to shiny things... Instinct: Protect and bring offerings to its Queen
- Crush its victims with mandibles
- Hitting its head on the ground repeatedly causes vibrations that attracts other Giant Termites.
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The Winter Witch Solitary, Stealthy, Magical Frost Blast (d12 damage) 12 HP 0 armor Close, Ignores Armor, Far Instinct: Snuff out light and warmth.
- Freeze with a touch.
- Disappear with a flurry of snow.
- Manipulate ice and snow.