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Shark Elemental Solitary, Huge, Planar, Terrifying, Amorphous Bite (b[2d12+7] damage 2 piercing) 27 HP 3 armor Reach, Forceful Special Qualities: Aquatic, Made of Sharks Imagine an enormous mound of sharks with a single motive force, a single malign intelligence directing the whole thing. Now imagine it's hungry, and you look tasty. Instinct: To devour.
- Swallow them whole.
- Spawn lesser shark-spirits
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Bleak Petal Cultist Horde, Stealthy, Magical, Devious, Organized, Intelligent Athame (d4 damage) 3 HP 0 armor Close The cultists of the Bleak Petal worship the ancient wizard Hazan-Khael as a god, and seek to bring about his resurrection. They're nuts, every one of them, but that doesn't make them less dangerous. Instinct: To worship Hazan-Khael
- Attack with fanaticism
- Attack from an unexpected direction
- Call forth horrors
- Infiltrate a group
- Call upon the cult
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Steel Clan Artillerist Group, Organized, Intelligent, Hoarder Hand Cannon (b[2d8] damage 2 piercing) 10 HP 3 armor Near, Far Lightly armored for a Steel Clan dwarf, but that's like saying it's lightly armored for a siege engine. And that's what these ones are; mobile siege engines, able to rain down fire on you and move into better, more defensible positions when you finally peek your head out. Instinct: To destroy from afar
- Bombard them
- Hide behind a shield wall
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Steel Clan Warrior Group, Organized, Intelligent, Cautious, Hoarder Hammer (d8+4 damage) 14 HP 6 armor Close, Forceful, Near Decades ago, the dwarves of Emrahil fell victim to a terrible plague, one that killed most of their people. They retreated into their mountain holds and nobody had heard from them for more ten years; everyone pretty much forgot about them. They're back and, unlucky for you, the blame surface-worlders for the plague. They spent their time in the mountains building great coal-powered armor suits that keep them alive, and man do those things pack a punch. Good luck! Instinct: To wreak revenge.
- Resist huge amounts of damage.
- Call reinforcements.