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Seaweed Strangler Solitary, Huge, Devious, Terrifying Tendril (d8+5 damage) 20 HP 0 armor Reach, Forceful Special Qualities: Camouflage, It's covered in gross sticky liquid (its saliva) which burns to the touch. Seaweed Strangler is a tangle of flat sea grass-like tentacles. These things hunt the sea-floor of the Basin, using its camouflage to lure in schools of fish before capturing them all. When immobile it blends in with foliage. Instinct: to feed
- Ensnare prey in its tendrills.
- Once grappled, its siliva begins to dissolve you.
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Sigwana Solitary, Large, Devious Venomous Barbs (tail or bite) (d8+4 damage) 16 HP 2 armor Forceful, Reach Special Qualities: Aquatic Sigwanas are large venomous lizards, once a terrible scourge in the Seat of the Elements. So much so they've been hunted down until no wild sigwanas were left. However, large populations of them were bred in captivity to serve as mounts and hunting partners. Instinct: to hunt with its master
- Scamper swiftly
- Paralyze with venom
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Agua, Kami of the Cave Solitary, Large, Magical, Divine, Intelligent, Planar, Amorphous Slam (d12+2 damage) 25 HP 5 armor Reach, Near Special Qualities: Incorporeal Angua dwells in the caves beneath the plateau. It nourishes the ground above and guides those lost among the jagged cliffs. Instinct: to lash out
- Move earth and stone
- Compell nature to its cause
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Hiroshi the Merchant Horde, Stealthy, Organized, Intelligent, Hoarder Deep Amber Shards (d10 damage) 3 HP 0 armor Close, Reach, Ignores Armor, Far Hiroshi was a mine director in Sparktown and for the last year his life has been hell. Ever since the Empire forced Sparktown under its heel, he's been losing money, his men were cheated out of their profits. He's done with playing nice and he'll do anything to rebuild his old life. Instinct: Fight for his men's future.
- Rally his workers against adversity.
- Distract with conversation
- Call for 'the boys'
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Woe Strider Solitary, Stealthy, Devious, Intelligent Poisoned Daggers (b[2d8] damage 1 piercing) 12 HP 3 armor Close, Far Woe Strider is a goat beastfolk who trained at the Monastery of Soaring Spite. He listens much and speaks little. He earned his name for being exceptional at traveling long distances and crossing any boundaries protecting his quarries. Instinct: Serve a vile master
- Deliver a silent strike.
- Leap out of view
- Inject them with poison.
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Fishing Cats Group, Organized Hook-like Claws (d8+2 damage 1 piercing) 6 HP 0 armor Close Special Qualities: Hooked claws which allow it to securely grip to the prey. Fishing Cats stalk the forested plateaus of the Mantis Clan. When the Basin floods, they focus on hunting fish with their long hooky claws. They pay little mind to other prey, acting mostly docile until threatened. This overlaps with their mating season. When the tide goes out, the animals become more desparate, hunting any prey they can. They hunt in packs and use almost human-like tactics. Due to their shifting nature, some natives refer to mercurial moods as 'being a fishing cat'. Instinct: To hunt prey
- Stalk shallow waters
- Herd prey into larger ambush.
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Whisp of Air Group, Small, Amorphous Freezing Wind (d8 damage 1 piercing) 2 HP 0 armor Close The simplest form of summon a whisp of air is a lesser elemental that attacks with freezing wind a cold touches. It is a simple thing to fight and often descends upon towns in the wake of a particularly large storm. Instinct: To Move things
- Throw objects and people around
- Create Icy patches
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Gnomish Tinker Solitary, Small, Stealthy, Magical, Intelligent Boomstick (b[2d10+2] damage 1 piercing) 12 HP 1 armor Close, Far The Gnomish tinker is a dangerous foe, obsessed with strange devices and explosions they are rarely malicious in their action but there carelessness and abandoned projects make them dangerous. Instinct: To create a new device
- Create explosive devices
- Use hidden or distracting traps
- Conjure explosive elements
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Studious Necromancer Group, Magical, Intelligent Grasping Souls (d6 damage) 10 HP 0 armor Close, Ignores Armor, Far The Apprentice necromancer is skilled in magic however they also have little in the way of actual danger to opponents. They research death and what lies beyond but with less practical nature than others. Instinct: To discover the secrets of death
- Conjure Undead Servants
- Conjure cold bone
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Bagman Solitary, Magical, Stealthy, Devious, Intelligent, Hoarder, Terrifying Claws (d8 damage) 12 HP 6 armor Close Special Qualities: No eyes, green skin Long ago, an adventurer slipped into a Bag of Holding to escape certain doom. He got lost amongst all the pockets in reality, and went mad. Every night, Bagman crawls out of a container and steals something. If you whisper “Follow my voice” three times over a Bag of Holding, Bagman will come for you. Instinct: To steal
- Vanish into a bag
- Slip away with something
- Open a portal
- Steal a valuable