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Spore Bearer Group, Small, Devious Mandibles & Probiscus, Venom Sac (w[2d4] damage) 6 HP 0 armor Close, Near Instinct: To protect and nurture the spore nodules. To burst a nodule and then die.
- Grows and nourishes Squamous Hoard spore nodules. Eventually the nodules rupture, releasing clouds of demonic spores into the air.
- When you breath in Demonic Spores, roll + CON. On a 10+ you shake it off no problem. On a 7-9 you shake it off, but are left weakened. Take -1 ongoing for future rolls vs Demonic Spore. On a 6-, take +1 infection. I don't quite know what that means just yet.
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Barrog, the Squamous Balor Solitary, Huge, Magical, Intelligent, Cautious, Terrifying The Inferno Flail (b[2d10+7] damage) 24 HP 5 armor Reach, Forceful, Near Special Qualities: covered in rotting scales beneath which embers of flame can be seen. Smoke coils about it, making its shape indistinct and amorphous, while simultaneously huge and terrifying. Instinct: Barrog has one goal: to open the spore modules within the Portarium, spreading the seed of the Squamous Hord to all of Mobius World
- As the Hoard encroached ever deeper into the Abyss, even the mighty Balor were consumed. Now this beast leads the charge into the Portarium.
- Master of smoke and fire. Able to controll lesser Hoardlings telepathically.
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The Crimson Sun Solitary, Large, Stealthy, Organized, Intelligent, Hoarder Serrated Longsword (b[2d10+4] damage 2 piercing) 16 HP 1 armor Forceful Everyone has heard of the Crimson Suns, the notorious gang of thieves. Nothing seems to be off-limits to their touch. If it's got a value it's got their attention. The Crimson Sun, their leader, is a hulk of a man made large by the gorging of stolen delicacies both mundane and sometimes, often times, magical. His size prevents him from entering into direct operations but with the whole Crimson Sun gang at his command, he doesn't really need to now does he? Instinct: To gain infamy
- Propose one-on-one duels
- Improvise to get the upper-hand
- Call for reinforcements from the shadows
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Ahken'Tep Solitary (with companions), Magical, Stealthy, Divine, Intelligent, Cautious, Hoarder, Planar Dark Energy (d8+2 damage) 9 HP 5 armor Close, Reach, Ignores Armor, Far If you want the job done right, you gotta do it yourself. Prince Ahken'tep, 3rd Prince of the Ma'ak dynasty, learned this the hard way. When his dreams of grandeur were not satisfied at death, he made a pact with death to rise again and finish what he started. Perhaps to turn the whole world into his kingdom, to cover the land in gold, or just be a total-dick to the rest of us. What ever the reason, he has risen again and that really sucks. Instinct: To fulfill his pact with Death
- Summons skeletons with ancient power
- Set a pre-arranged scenerio into motion
- Drains life force with dark magic
- Stop at nothing to fulfill goals
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Corpse Spider Solitary, Large, Stealthy, Devious, Hoarder Venemous fangs (b[2d8] damage) 16 HP 1 armor Near Special Qualities: Wrap foe in webs The corpse spider hides in the thick jungle foliage, often in shallow burrows, and leaps out on the unwary. In combat, it tries to paralyze its prey, wrap it in webs, and haul it off, still living, to its larder. The larder of a corpse spider is filled with the drained husks of its victims, all wrapped in thick webbing. There are often interesting bits of treasure still on the corpses of the sentient beings it has drained. Instinct: To fill its larder
- Leap on the unwary
- Hide in the foliage
- Paralyzing venom
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Vanis Burke Solitary, Magical, Stealthy, Intelligent, Hoarder Bolt of negatie energy (d10 damage) 16 HP 4 armor Close, Ignores Armor, Far Instinct: to seek power at any cost
- Cast necromantic spells
- Lull heroes into letting their guard down
- Summon dead from the ground
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Greenscale Saurus Group, Organized, Cautious, Hoarder Warclub (b[2d10+2] damage) 10 HP 5 armor Close Special Qualities: Amphibious The Saurus were bred by the Old Ones in response to the physical frailty of the Slann, and the subsequent requirement for a strong and numerous warrior breed to protect them from the more numerous Younger Races. It is unknown when exactly, or how, the Saurus were conceived, but it is believed they were adapted from the native lizard species and their sturdy construction is a testament to such a heritage. Standing taller than any man, the Saurus are the backbone of the Lizardman society's armies. Exceptionally strong, and covered in thick, thorny scales, the Saurus are brutal and savage foot-soldiers, with a formidable ability to both take and deal damage. However, they are confined to using only hand-to-hand weapons, as their primitive brains have proven largely incapable of mastering more complicated tools, like bows. Saurus live for thousands of years - they have never been known to die of old age - if they are not killed in combat, and never cease growing, becoming larger and tougher as the centuries elapse. Many of the heroes and leaders of the Saurus have risen to prominence by being essentially unkillable in combat. In fact the scales of a Saurus became thicker and stronger throughout the ages. Instinct: to destroy what is commanded
- Soldier on without care for wellbeing
- Bellow for assistance
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Greenscale Skink Group, Small, Stealthy, Organized, Intelligent, Hoarder Blowpipe (d8 damage 1 piercing) 6 HP 1 armor Close, Near, Far Special Qualities: Amphibious From Greywall's beastierie: "What I find most interesting about these specimens is the distinct difference in coloring. Living in the jungle has brought about changes in their biology to help them adapt to the shift in environment. The scales have turned an amazing array of mottled green shades, presumably to aid in their camouflage in the underbrush. This particular subset of the species, which I have heard termed the 'Skink' by the local caravan guards appears to be the more intelligent of their species, able to handle ranged weaponry with practiced skill and with the forethought to brew some type of sap poison to coat their darts with that tastes remarkably of rock candy. They're commonly seen in company of the largest recorded members of species, the Kroxigore, as de facto leaders and scouts. " Instinct: to abduct victims
- Patrol the jungle with a watchful eye
- Fire a poisoned blowdart
- Summon others with hunting horn
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Savage Apes Horde, Small, Organized Flailing arms (d6 damage 1 piercing) 3 HP 1 armor Close The hooting grew louder, and suddenly a swarm of apes swung into view. They were not large, but powerful, with the painted faces of mandrills and the powerful arms of chimpanzees. They fell on us like a rain, piling onto us and pummeling with their rock-hard fists, shrieking and hooting all the while. Instinct: Obey the Ape King
- Swarm through the trees
- Pile on a foe
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Tellik's Faithful Group, Stealthy, Intelligent Vicious fangs (d8+2 damage) 10 HP 1 armor Close, Forceful Pale skin, like waterlogged corpses, but withered flesh, like dessicated mummies. They sprang from the bone piles and surrounded us in an instant. Strong, and tough, but we drove them off, though Fulgrim lost half is hand and a big chunk from his calf. Instinct: To consume
- Feast on flesh
- Spring from ambush