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Wocket Solitary, Tiny, Stealthy, Devious, Intelligent, Hoarder Knick-Knack (w[2d4] damage) 4 HP 0 armor Hand A Wocket in the pocket is a nuisance for any adventurer. They are fickle creatures, and live in the cluttered spaces of the world. Leave too much random junk in your backpack and a Wocket might find its way in. The realm they live in isn't our own -- it's an interdimensional space that links every container in the world. Only a few creatures can exist, let alone perceive this place. Wockets are one of them. They're chatty folk too, and they love to bargain. If they take a liking to the knick-knacks in your bag, you'll have to convince them to lend you their newfound furniture. Instinct: to inhabit a pocket or bag
- Withhold an item for a price
- Vanish inside a pocket
- Weigh down its carrier
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Sculpted Soldier Group, Construct Stone halberd (d8+2 damage) 8 HP 2 armor Close, Forceful, Reach Special Qualities: Made of stone Sculpted to capture the essence of a great warrior, these stone or marble soldiers guard the halls of monarchs. They make great decorations too. Instinct: To guard
- Follow orders implacably
- Dent armor, crush bone
- Become still and blend in
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Cinderspawn Solitary, Magical, Terrifying Fiery Touch (d10 damage) 12 HP 4 armor Close, Ignores Armor Special Qualities: Fiery, Smoldermind When a wicked immolator has their brand ripped from their body, their soul burns eternally. What's left is a silhouette wreathed in flame, with two glaring eyes and the ability to torch its surroundings at will. It is unclear which is a worse fate: to burn to a crisp at the hands of the Cinderspawn, or to escape with memory of its searing gaze. Those who survive an encounter with such a creature find themselves plagued with night sweats and a burning sensation that disrupts one's thoughts. This affliction is known as Smoldermind, and when left untreated can be fatal -- with the victim being melted from the inside out. Instinct: to burn
- Afflict someone with a gaze
- Manipulate flames
- Toss a fireball
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The Star Fish Knight Solitary, Intelligent, Terrifying sword (b[2d10] damage) 16 HP 2 armor Close, Near Special Qualities: Flesh oozes between the cracks in its armor. It was once a proud knight of a seafaring kingdom. It now is a bleeding savage, just swinging its blade wildly. It has a blue starfish clamped over its face. The starfish oozes a rotting poison that is deadly if not treated. Instinct: release poison
- Swing its sword wildly
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Gibbering Mouther Solitary, Large, Devious, Construct, Terrifying Reaching Mouths (d8 damage 2 piercing) 16 HP 0 armor Forceful Special Qualities: Maddening Sound The monstrous gibbering mouthers have many sources, some come from beyond; the edge of the world holding strange beings that form into horrific mounds of flesh. Others are made, foul necromancers who mold flesh together to create a horrifying being of nightmares. Instinct: to Consume
- Speak the many secrets it knows
- Reach into the minds of those nearby
- Call upon a necromancers magic
- Peirce minds with its screams
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Drollery Group, Small, Devious, Planar Satire (d6 damage) 8 HP 0 armor Close, Ignores Armor, Far Whether you are a child, teenager, or adult, mockery is a reliable form of comedy. A young child draws their father's boss as a pig to cheer him up; a group of teenagers vandalize the town hall with an unflattering portrait of the constable. Likewise, within the higher echelons of society, a scribe doodles a beast made from various symbolisms to provide commentary of the king's court. Most of these doodles are just that -- doodles. But sometimes, as an artist laughs at their creation, chaos itself laughs with them. This is how a Drollery is born. A deranged illustration come to life, Drolleries love nothing more than to amuse those who witness its existence -- even at the expense of the audience's life. No matter, a circus of Drolleries can always take their services elsewhere. Instinct: to amuse
- Incapacitate someone with laughter
- Prevent someone from looking away
- Reflect a spell, but with a comical twist
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Earthbound bear/ape/gorilla + Beast: Airborne heron/crane/stork Group, Intelligent Fists (d8 damage 1 piercing) 6 HP 0 armor Close Special Qualities: Wings Instinct:
- Carry Off
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Marionette Titan Solitary, Huge, Construct Fists of wood and metal (d10+5 damage 3 piercing) 28 HP 2 armor Reach, Forceful Special Qualities: Four arms, Body of Wood The sorcerer-kings of old could and would employ common soldiery of course. But that's just to be practical. When allowed to play, and when organised in their efforts they made (more literal) puppets. Programmed with knowledge of how to fight, and laden with more arms (if you're creating something new you may as well make an improvement while you're there), these fearless automatons, clad in easily made metal armour riveted to their frames can become cost efficient if done in the right way. So they did, and their legions of dolls marched against their foes. If there was enough wood and metal to be able to build and armour such a thing, nothing would stop them from making titan-sized marionettes. There is no need to ask why, of course, for what are walls if they can just be flattened. Instinct: To obey
- Destroy something significant and important
- Suffer a malfunction and destroy everything in a blind fury
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Marionette Swordfighter Group, Construct Four blades (b[2d8+2] damage 2 piercing) 10 HP 2 armor Close Special Qualities: Four arms, Body of wood The sorcerer-kings of old could and would employ common soldiery of course. But that's just to be practical. When allowed to play, and when organised in their efforts they made (more literal) puppets. Programmed with knowledge of how to fight, and laden with more arms (if you're creating something new you may as well make an improvement while you're there), these fearless automatons, clad in easily made metal armour riveted to their frames can become cost efficient if done in the right way. So they did, and their legions of dolls marched against their foes. Whoever thought about deploying some with four swords was a genius! Most people have a hard time dealing with anyone competent enough with two swords at once, but four? Can't parry them all! Instinct: To obey
- Unleash a dazzling flurry of slashes
- Suffer a malfunction and attack everything in a blind fury
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Marionette Lancer Group, Construct Twin spears (b[2d8] damage 1 piercing) 10 HP 4 armor Close, Reach Special Qualities: Four arms, Body of wood The sorcerer-kings of old could and would employ common soldiery of course. But that's just to be practical. When allowed to play, and when organised in their efforts they made (more literal) puppets. Programmed with knowledge of how to fight, and laden with more arms (if you're creating something new you may as well make an improvement while you're there), these fearless automatons, clad in easily made metal armour riveted to their frames can become cost efficient if done in the right way. So they did, and their legions of dolls marched against their foes. Twin spears is more than most spear-wielders can use, and when deployed with ruthless efficiency and coordination can turn and rout any army worth its stuff. Not to mention when deployed in such numbers, this especially endangers the ordinarily brave knights. Funny how they suddenly seem more reluctant to fight. Instinct: To obey
- Form an implacable walls of spears
- Suffer a malfunction and attack everything in a blind fury