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Leaker Solitary, Tiny, Stealthy, Devious Sneak attack (d10-2 damage) 12 HP 0 armor Hand, Far From the wilds of the far eastern coast it reaches out to the masses through the powers of magic. No one has seen it, but the truths it reveals spread far and wide. Instinct: To expose the truth
- Reveal something
- Post about it online
- Leak something
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Droken Solitary, Huge, Magical, Stealthy, Devious, Planar, Terrifying Surprise (-1 Forward) 0 HP 0 Armor Reach, Ignores Armor, Far Special Qualities: Place of power Dragons were around long before this world. What only a scant few know is that the world was built around them. When a dragon leaves this world, it leaves a dragon-shaped hole. Droken are that hole. Droken do all that dragons do and give every appearance of being a dragon; however, when you get down to it, there's nothing there. While droken pose no threat, they are themselves places of power, illusive placeholders. Instinct: To inspire terror
- Leave the scent of brimstone
- Cast draconic shadows
- Shake the earth with mighty roars
- Blast them with warm air
- Appear to them in reflections
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Hanjo Solitary, Stealthy, Intelligent Deft fists (w[2d12] damage 1 piercing) 12 HP 2 armor Close, Reach Hanjos are the Great Forest's emissaries and nature's pickpockets. Appearing as poor travelers, they are fast talkers with even faster hands. A friendly pat on the back here, a hand shake here, "need a hand with that," and the hanjo has deposited seeds in you pockets, boots, gloves, hair, pack, and even behind your ear. When none are around, they collect seeds and put down roots. Instinct: To seed the Great Forest
- Direct their attention
- Tap the forest floor
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Milk Goblin Group, Small, Stealthy, Hoarder Fistfuls of rocks (w[2d10] damage) 6 HP 0 armor Close, Reach, Far Special Qualities: Big hands for digging You'd think the milk goblins, with their papery white skin, would be easy to spot, cowering among the rows of grain. However, the milk goblins burrow under the fields during the daylight and only emerge at night to steal trinkets and tools and foodstuffs from the locals. Instinct: To scavenge trinkets and tools
- Hide among the tall grass
- Make off with little things
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Chickadon Group, Huge, Organized Giant beak (d8+7 damage 2 piercing) 18 HP 2 armor Reach, Forceful, Near Special Qualities: Dense feathers A knee high chicken pecking at you is an annoyance, a tree high chicken is a terror. As such, the chickadon is something to fear. Its thick blanket of feathers renders all but the largest missiles moot and visions of its massive beak descending are the stuff of nightmares. Its giant talons have been know to knock over small buildings and scratch horses into the ground. When a flock of chickadons threatens a village, those who remain gamble with their very lives. Instinct: To fill its belly
- Lay giant eggs
- Fill the air with clucks
- Scratch with mighty talons
- Raise the dust with their wings
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Slip Solitary, Stealthy, Devious, Intelligent, Hoarder, Terrifying Mouth (w[2d12] damage) 12 HP 0 armor Close Special Qualities: Hinged jaw, Long tongue, Rearangable skeleton The slip is a man but not a man. Its bones and entrails, it can move them. Where our bones fuse, theirs can be unhinged, moved, and resocketed. They can -slip- in or out of most any cage that might hold them, they can enter most any room. ...and what do they want? To reopen old wounds and new ones alike, to lap at the blood that wells there. Obscene mockeries of men, the whole race of them. Instinct: To reopen their wounds
- Stalk the wounded
- Squeeze through the smallest spaces
- Dissolve their skin with enzymes
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Worg Horde, Organized Bite (d6 damage) 3 HP 1 Armor Close As horses are to the civil races, so go the worg to the goblins. Mounts, fierce in battle, ridden by only the bravest and most dangerous, are found and bred in the forest primeval to serve the goblins in their wars on men. The only safe worg is a pup, separated from its mother. If you can find one of these, or make orphans of a litter with a sharp sword, you’ve got what could become a loyal protector or hunting hound in time. Train it well, mind you, for the worg are smart and never quite free of their primal urges. Instinct: To serve
- Carry a rider into battle
- Give its rider an advantage
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Werewolf Solitary, Intelligent Bite (d10+2 damage, 1 piercing) 12 HP 1 Armor Close, Messy Special Qualities: Weak to silver “Beautiful, isn’t it? The moon, I mean. She’s watching us, you know? Her pretty silver eyes watch us while we sleep. Mad, too—like all the most beautiful ones. If she were a woman, I’d bend my knee and make her my wife on the spot. No, I didn’t ask you here to speak about her, though. The chains? For your safety, not mine. I’m cursed, you see. You must have suspected. The sorcerer-kings called it “lycanthropy” in their day—passed on by a bite to make more of our kind. No, I could find no cure. Please, don’t be scared. You have the arrows I gave you? Silver, yes. Ah, you begin to understand. Don’t cry, sister. You must do this for me. I cannot bear more blood on my hands. You must end this. For me.” Instinct: To shed the appearance of civilization
- Transform to pass unnoticed as beast or man
- Strike from within
- Hunt like man and beast
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Treant Group, Huge, Intelligent, Amorphous Walloping branches (d10+5 damage) 21 HP 4 Armor Reach, Forceful Special Qualities: Wooden Old and tall and thick of bark walk amidst the tree-lined dark Strong and slow and forest-born, treants anger quick, we warn if to woods with axe ye go know the treants be thy foe Instinct: To protect nature
- Move with implacable strength
- Set down roots
- Spread old magic
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Sprite Horde, Tiny, Stealthy, Magical, Devious, Intelligent Dagger (w[2d4] damage) 3 HP 0 Armor Hand Special Qualities: Wings, Fey Magic I’d classify them elementals, except that “being annoying” isn’t an element. Instinct: To play tricks
- Play a trick to expose someone’s true nature
- Confuse their senses
- Craft an illusion