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Minor Air Elemental Group, Magical, Planar, Amorphous Throw dirt and debris (d8 damage) 13 HP 1 armor Close, Near Instinct: To throw debris and lightning bolts
- Spinning wind storm
- Emit lightning bolt
- From the Plane of Air
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Great Devourer Solitary, Huge, Magical, Intelligent, Planar, Terrifying Flayer Claw (b[2d10+7] damage 1 piercing) 24 HP 1 armor Reach, Forceful, Near There are tellings of Towering Death that whisper through cold winds. Like the whir of the Crow, like the spear of the Fallen, it roams consuming life, asimmilating life. A tall and pale monster of bony smile and sharp features, its arms long and claw-ended, its torso without much flesh but its ribcage open wide and a trembling and crying creature peers, traped for years untill its soul is finally devoured. BEWARE THOSE WHO SEE HIM, HELL IS WITHIN HIM. Instinct: To absorb life
- Consume and trap souls
- Conjurations of Araz-gul
- Recite the Chants of The Darkness Beyond
- Show the torture of those he binds
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Knightsbane Horde, Tiny, Organized, Construct Claws and mandibles - damage to victim is incidental to the devouring of armor (d6-2 damage 3 piercing) 3 HP 2 armor Hand Special Qualities: Piercing claws make them very hard to remove from armor, Specifically constructed to destroy enemy armor - a magical construct These small, fist sized beetle like creatures are bone white. Tear drop shaped, with six legs and massive mandibles, they use their three toed appendages to puncture and grip metal armor, while their mandibles shred it for consumption. These creatures can be dormant for a very long time, only waking when the equivalent to a suit of plate or chain mail comes within range of their "metal sense" (approximately 10'). While the creatures are small and not terribly strong, they live in colonies and attack in large numbers, overwhelming their opponent. At first, one or two outlying sentries awaken and move toward the metal source, but when they begin to feed, they call to the colony and the true attack begins. The damage they cause to someone wearing their meal can be significant. While in the process of rending and consuming the armor, they often end up taking some flesh with it. Instinct: It has a voracious appitite for metal
- Eats Metal
- When it finds a source of metal, it utters a low frequency noise that calls the rest of the brood - this sound builds as it feeds and in groups of 10 or more, can cause severe nausea
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Bestial Spirit Group, Large, Stealthy, Divine, Magical, Intelligent, Planar Claws (b[2d10+4] damage 1 piercing) 12 HP 1 armor Forceful They are the vicious keepers of the uncivilized land. They are of dual nature - being men of the world and beasts of the Spirit Realm, they can take either form or a terrifying combination of both. Instinct: to preserve
- Advance the pack's agenda
- Mislead by changing shape
- Invoke ancient pacts
- Retreat to the Spirit Realm
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Manticore Group, Organized, Stealthy Claws (b[2d8+2] damage 1 piercing) 8 HP 0 armor Close Special Qualities: Debilitating Sting - Poisons its prey using its venomous barbed tail. The Manticore, a drake-winged feline with a scorpion-like barbed tail, is a predatory species. Though their claws are deadly enough, the real danger is in their venomous stinger. The fast-acting venom is used by the Manticore to quickly incapacitate - either by paralyzing or outright killing - its victim. Instinct: Predation
- Gliding Lunge - Uses its wings to lengthen its jumping distance.
- Roar - Its hunting mates heed the call and rush in to help.
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Lumpkin Group, Small, Stealthy, Devious, Amorphous Gnarled and knotty fists (d6 damage 3 piercing) 7 HP 2 armor Hand "Lumpkins? Aye is true,they're about in these woods. Ugly gnarled wooden root-men, bout my size. That's why I keep a sack 'o rocks on me mule." The small hobbit yanked on the worn beast's reins. "Wreck any blade and have a cart torn to pieces before you're able to bash their heads in!" He spat. "Hittin' em with a sack filled with rocks seems to work. Sump in' bout them bein' natural, I suppose." Instinct: Destroy man made items
- Wreck the works of man
- Ambush from the plants!
- Destructive touch
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Soul Mould Solitary, Tiny, Magical, Devious Damage From Within (d8-2 damage) 16 HP 4 armor Hand, Ignores Armor Special Qualities: Internal Invisibly small yet cruelly deadly Soul Mould is terrible being composing a cloud of dust-like spores that seeks to strip its victims of their very soul. Once infected with the spores a person is slowly worn away from within, all the while infecting those around them. Quickly after exposure purplish pustular masses develop. These are prone to bursting, and when they do they spread more spores. Instinct: To Consume and spread
- Consume the essence of a soul to spread
- Bring the host to Death's door
- Lie in wait for a victim
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Goblin Group, Small, Stealthy, Magical, Organized, Intelligent, Hoarder Short Spear (d8 damage) 6 HP 2 armor Close, Reach Special Qualities: Darksight - Can see exceptionally well in the dark. The Goblin is the most intelligent and populous of the low races. Indeed, the only reason that they are considered a low race is that they actively resist any attempt at peaceful relations with any of enlightened peoples. Goblins live in small and haphazardly-built underground cities. Instinct: Plundering
- Ambushes and robs the unwary.
- Sand Toss - Blinds opponents with a thrown handful of sand.
- Bomb Toss - Throws a small explosive that deals fire damage.
- Reinforcements - A quick blow on the war horn brings more Goblins running.
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The Red Rajah Solitary, Intelligent, Cautious, Terrifying longspear, one handed (b[2d10+2] damage) 16 HP 5 armor Close, Near Special Qualities: Sacrilegous Aura Born of noble blood, the red rajah pillaged and scourged on the open seas, as was the custom of the painted warriors of the Hiyasan isles. He smeared the blood of the fallen on his chainmail, and eventually his helm and mail reddened. But his viciousness was marred by his ineffectiveness as a ruler. As plague and famine struck his lands and those of the ones he conquered, his own priestesses assassinated him. His malevolent lingered in his armor, though, and he rose from the dead as a death knight and slaughtered the conspirators. In the end, the last priestess, also of noble blood, beheaded the undead rajah and entombed the head and the body in separate locations to contain the reanimating magic. Instinct: to slaughter, to lead undead legions
- Prove its superiority in battle
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Zombie Juggernaut Solitary, Huge, Magical, Divine, Devious, Construct, Terrifying Stomp into the ground (d8+7 damage 2 piercing) 30 HP 4 armor Reach, Forceful, Near Special Qualities: Regenerating and Uncontrollable, Lacking Lower Jawbone, Zombies drip forth from within Created as the ultimate Guardian for a lich, the Zombie Juggernaut was too powerful to be controlled. Powered by a planar rip into a realm of the unliving it spreads zombie hordes wherever it follows and destroys everything in its path as it searches for life. The Zombie Juggernaut has two manacles with binding ruins that continue to heal it and its feet are covered in lead spikes that make it nearly impossible to push over. Instinct: To Destroy
- Crush all in it's path
- Spew forth Zombie Horde
- Heal itself of all damage while wearing manacles
- Destroy any object