-
Slann Solitary, Large, Magical, Divine, Organized, Intelligent, Cautious Telepathic Assault (d12+2 damage) 26 HP 7 armor Ignores Armor, Far The Slann priests act as the custodians of the Old Ones, and rule the Lizardmen. These bloated, ancient creatures resemble giant frogs and are extremely adept at using magic, though their bodies are frail and weak. Powerfully telepathic, the Slann share the task of carrying out the Old Ones' Plan, and direct their considerable mental and magical energies as well as the massive armies they command towards this goal. Instinct: to oversee the growth of the empire
- Weild earth shattering magics
- Blast with ancient eldrich power
- Summon hordes of lizardmen
-
Greenscale Kroxigor Group, Large, Terrifying Giant warclub (b[2d10+4] damage 3 piercing) 14 HP 5 armor Forceful, Reach, Near Special Qualities: Horrific nightmare lizardbeast, Amphibious Kroxigor are heavy laborers in Lizardman cities, and can also be used to terrible effect in battle. Although they resemble gigantic, broad-shouldered Saurus, they have a lot more in common with the skinks, for the two are spawned from the same pools, frequently at the same time, & they frequently perform different tasks together. They are large, but fairly simple-minded, with their gigantic weapons typically chained to their wrists to keep them from dropping them during battle, due to their natural instinct to use their razor-sharp claws and teeth. Kroxigors are giant crocodilian creatures whose bodies consist of slabs of sinewy muscle and a massive jaw bristling with razor-sharp teeth. They are exceptionally resilient and can survive a score of blows that would fell a lesser being. Kroxigors are devastating on the battlefield - unleashed as shock troops to break the back of an enemy battleline, they plough into enemy regiments with blood-curdling roars and massacre all before them Instinct: Eat things smaller than it
- Labor endlessly
- Be surprisingly sneaky
- Issue a deafening roar for help
- Bite off something that you needed
-
Saurus Group, Intelligent, Cautious War Club (b[2d10+4] damage 1 piercing) 10 HP 5 armor Close, Forceful 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 of Lustria 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 conquor for the greater lizard army
- Cut folks down with it's war club
-
Giant Water Bear Solitary, Large Stylets (d10+2 damage 1 piercing) 24 HP 4 armor Giant Water Bears were created by a mad wizard who found a way to see the most miniscule things in the world. Capable of surviving incredible environments that living creatures should not be able to survive, the water bear he discovered was a perfect creature to raise to a larger size. The wizard collected entire vats of water bear infested water and cast a growing spell over them. Realizing they could not be controlled, he released them into the wild. Now they move... very slowly... consuming everything in their path... very slowly. They can survive an incredible amount of damage, so unless directly threatened, few bother with trying to hurt them. Instinct: To consume
- Move slowly, consuming whatever is in reach
-
Sharknado Solitary, Huge, Magical Flung shark (b[2d10+5] damage) 23 HP 5 armor Reach, Near, Far Special Qualities: Immune to weapons. The tornado part, not the sharks part. It's a tornado. Full of sharks. 'Nuff said. 'Nuff said indeed. Instinct: To destroy
- Fling sharks at things
- Toss things around with powerful winds
- Bring forth the terrible fury of nature. And sharks.
-
Elite CorpSec Group, Organized, Intelligent Submachine Gun (b[2d8+2] damage) 6 HP 3 armor Close, Far Elite corporate security isn't something that every megacorp has, but when you go up against an AAA, you better expect to see some high-speed, low-drag operators who'll be called in to deal with problems like runners. Instinct: To protect the facility
- Neutralize intruders
- Call for backup
-
Old King Celadon Solitary, Magical, Planar Tree branch strike (d12+2 damage 1 piercing) 16 HP 0 armor Close, Reach, Far Old King Celadon was an elven king from the ancient past. He developed powerful magicks that allowed him to steal the memories of others, and spent his days in isolation, recalling loves and triumphs and mundanities that weren't his own. Eventually, he forgot himself entirely, and succumbed to a madness that brought woe to his people, who rose against him and crucified him to the First Oak for his crimes. But like many ancient kings, his spirit is bound to the land, and can never truly be destroyed, only contained. Now a vengeful revenant, he occasionally gathers enough strength to be a menace to the peaceful people of the world, and great heroes must step forward to subdue and imprison him anew. Old King Celadon appears as an elf lord nailed to a great tree; his head lolled to the side, as if dead. In battle he is stationary, using the animated roots and branches of the tree as his weapons. Instinct: To escape his prison.
- Entangle with tree roots
- Cast a plant-related spell
- Commune with plants
-
Old King Myrmiron Solitary, Devious, Intelligent, Planar Jellyfish claws (d10 damage) 16 HP 0 armor Close Old King Myrmiron was a triton king from the ancient past; a schemer who consorted with dark gods imprisoned in the deepest parts of the ocean. His people eventually grew weary of his heretical wickedness and beheaded him. But like many ancient kings, his spirit is bound to the land, and can never truly be destroyed, only contained. Now a vengeful revenant, he occasionally gathers enough strength to be a menace to the peaceful people of the world, and great heroes must step forward to subdue and imprison him anew. Old King Myrmiron appears as a headless triton wearing long kelp robes festooned with pearls. He has a pair of large jellyfish on his claw-like hands. His favorite tactic in combat is to transport his enemies to a small, undersea pocket dimension that resembles his coral throne room from the Days of Old. Though victims can swim to the surface of this tiny ocean, which leads to wherever he was originally encountered, it allows him to summon dangerous sea creatures to aid him in battle (which often appear by wriggling out of the gaping hole between his shoulders). Instinct: To escape his prison
- Summon sharks and eels.
- Paralyze foe.
- Create an oceanic pocket dimension.
-
Sqoguinax Solitary, Huge, Magical, Intelligent Tentacle Mane (2d10+2b damage) 20 HP 1 armor Reach, Forceful Special Qualities: Bat-winged Flight, An Impenetrable Mind Part of the Menagerie of Moorlo, the Sqoguinax were created as part of the wizard's attempt to create a supreme form of life by mixing bits and pieces of the world's monsters. The Sqoguinax has the body of a huge white horse, which sprouts bat-wings from its shoulders. The head is replaced with that of a squid, its beak protruding awkwardly from the chest and tentacles flowing backward over the body to form the mane and tail. The Sqoguinax is fearsome in a battle, but prefers much larger morsels than humanoids for its meals. If unprovoked, it is more likely to offer an exchange of secrets. If treated poorly, its happy to rip the secrets from an unguarded mind, though it usually still completes the trade. Instinct: To trade secrets.
- Telepathically paralyze its prey.
- Probe their minds for secrets.
- Enfold them in tentacles.
-
Plague Chirurgeons Group, Magical, Intelligent, Planar, Terrifying Bony claws (D8) 8 HP 1 armor Close, Hand Special Qualities: Revolting apperance It's long beak-like mouth is a parody of the plague mask and can vomit forth the foulest of stenches or grotesque parasites by the dozens. It's lesion marked skin is a sickly green to pale white, easily bruised and it's joints and ribs seem ready to gouge their way through at any moment as worms and less nameble things crawl under it's flesh. Whatever other worldly realm they originate from must be a mad parody of our own as they are often garbed robes and carrying reeking incense burners in mockery of men who seek to stem the tide of death and disease. Instinct: Infect the healthy, spread the plague
- Befoul the air around it
- Blight with fever
- Excrete foul parasites