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Elvish Lightsinger Solitary, Magical, Organized, Intelligent Hands of Power (w[2d10] damage) 16 HP 6 armor Close, Reach, Ignores Armor, Near, Far When the Children of the Deep Woods found the creature, they knew it to be a fallen lord of Creation. They nursed it back to health with song and what few magics they had left, and, eventually, their prayers. Grateful beyond measure, this Lord of Light protects its servants like a she-bear with one cub. The Lightsinger petitions; the Lord provides. Instinct: to walk in the Light
- Blind with a flash of primal light
- Channel the Light into a magical effect
- Summon the others with a thought
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Bog Goblin Horde, Small, Stealthy, Organized, Intelligent Javelins and Spears (d6 damage 1 piercing) 3 HP 0 armor Close, Reach, Far A goblin from the bogs. Instinct: To drive interlopers out of the swamp
- Strike from ambush
- Shoot a poisoned dart
- Blow the swamp whistle for aid
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Bullywug Group, Organized, Intelligent, Cautious, Hoarder Clubs, spears, javelins (d8 damage) 6 HP 2 armor Close, Far Special Qualities: Amphibious The frog-people known as bullywugs have been known in the past to make and keep alliances with the lizard-folk and locathah. Their priests worship a mighty amphibian whose eggs spawn worlds. Instinct: To expand territory
- Attack with grappling tongue
- Croak a warning
- Retreat and reinforce
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Mastermind Brother Horde, Organized, Intelligent, Artificial Fists or weapons (d6 damage) 4 HP 0 armor (1 armor with gear) Close, Near Special Qualities: Swim and breathe water, Above-Average Endurance and Resistance to Pain The Mastermind Brotherhood is a spawned collection of identical humanoids. They serve the Mastermind Beast as guardians and spies. Birthed by the Beast after it has gathered genetic information on a sentient creature, a Mastermind Brother is almost indistinguishable from it's genetic parent. Though originally ignorant of local (or species) customs, the more information that the Brotherhood gathers about a group or territory, the more like real people they appear. They share a telepathic bond with their Beast-mother and with each other, though information does not pass between them instantaneously. Instinct: to gather information
- Defend the Beast
- Call its Brethren
- Drag someone away
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Mastermind Swarm Horde, Tiny, Organized Bite (d6 damage 1 piercing) 3 HP 0 armor Hand Special Qualities: Swim and breathe water These vicious little bastards are fanged tadpoles the size of a fist. They swarm creatures in water, biting off chunks -- some to eat, some to return to their brood mother, the Mastermind Beast. Genetic material they gather can be used to create hybrid creatures. If wounded, they release alarm chemicals into the water that quickly spread, alerting even more of the tiny horrors. Avoid the water. Instinct: to nip off a piece to return to the Mastermind
- Bite, bite, bite
- Wounds release alarm chemicals
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Mastermind Beast Solitary, Large, Stealthy, Magical, Devious, Intelligent, Planar, Terrifying Armored Pseudopod (d10 damage) 16 HP 2 armor Reach, Near Special Qualities: Swim and breathe water This creature is From Beyond, sent to this plane of existence as a harbinger of the coming of the Gods Before Time. Semi-aquatic, it spawns thousands of fist-sized biting tadpole-horrors, which swarm the surrounding waterways. They retrieve parts of unlucky creatures and return them for genetic assimilation. The Beast can then give birth to seemingly-normal versions of the absorbed creatures. If the victim was an intelligent being, then the Beast forms pale likenesses and sends them out to get information and new genetic material. The Beast appears as a mound of armored flesh, with multiple pseudopods, eyes, and mouths. Instinct: to expand its influence
- Command its minions to attack
- Misdirect with the Brotherhood minions
- Telepathic control at great distance
- Exert its vast, alien intelligence
- Stun an opponent with visions of madness