Beheaded Group, Tiny, Construct Flying Headbutt (d8-2 damage) 10 HP 0 armor Hand Special Qualities: Flight, Undead
The animated head of a being, the beheaded is magically capable of flight and comes in a wide variety of forms. Instinct: To obey its creator
- Display a variety of abilities depending on the creature
Grimple Horde, Tiny, Devious, Intelligent, Planar Hurl Debris (d4-2 damage 1 piercing) 3 HP 0 armor Hand, Near
Grimples are urban decay incarnate, the fey manifestation of every pothole, broken wire and rotting facade. They li in cities, sabotaging mechanism and causing incident, perpetuating, Instinct: To perpetuate urban decay
- Can vomit at will
- Spreads lice with a touch
Hobkins Horde, Small, Intelligent, Planar, Terrifying Eerie Claws (d4 damage 1 piercing) 3 HP 0 armor Close Special Qualities: Can levitate, Master of Jump Scares
Hobkins gremlins, like all gremlins, like to destroy something. In the hopkins case, they like to rend apart any feeling of safety. The wage campaigns of terror against people, setting up horror movie-esque scenario in order to drive people to the brink of sanity. They are even willing to risk their lives in order to further frighten their victims. Instinct: To make people afraid
- Redirect missed attacks
- Slightly out of phase, granting a -4 penalty on ranged attacks
Giant Flea Horde, Small, Devious Blood Sucking Bite (d4 damage) 3 HP 3 armor Close Special Qualities: Immune to disease
Giant flees have grown from parasites to predators, leaping at things to drain them of nourishing blood. Instinct: To drink blood
- Leap a great distance
- Spreads sickening diseases
B'thothuso Solitary, Magical, Intelligent, Cautious, Planar Fell Magic (w[2d12] damage) 12 HP 5 armor Close, Near, Far
B'thothuso hates the world of mortal races, and desires nothing more than to return to its home beyond the stars. It lurks in the surface level of an ancient ruin that extends deep underground, surrounded by its lesser kindred, and plots to return home. The portal to its unknowable realm is located in the depths of the ruin, but B'thothuso possesses only one of the two keys. The other is possessed by Rugnaruag, one of its own siblings, who wishes to claim the mortal world for itself. The two creatures are deadlocked, and B'thothuso would handsomely reward any being willing to slay its bothersome rival. Instinct: To go home.
- Offer deals to worthy champions.
- Twist space around a target.
- Reveal unwholesome truths.
Hawk Hound Horde, Small, Stealthy, Organized Sharp beak and talons (b[2d6] damage) 3 HP 1 armor Close
Hawk Hounds are small relatives of griffons, and resemble a cross between a redtailed hawk and a dog. Individual Hawk Hounds may resemble different breeds of dog, and may reproduce with regular dogs, the results of such unions always being Hawk Hounds. These creatures hunt in large packs, and their social natures make them easily trainable if they are captured young. Instinct: To protect the pack.
- Track them from the sky.
- Team up on a single target.
- Call the pack with a shrill cry.
Psyche Wolf Horde, Stealthy, Intelligent, Planar Ravaging claws and fangs. (b[2d6+2] damage 1 piercing) 3 HP 1 armor Close
Powerful feelings of guilt, regret, or fear can be dangerous, especially when repressed for long periods of time. On rare occasions, such feelings can draw the attention of Psyche Wolves, who swiftly close in on whatever target attracted their attention. Instinct: To claim others for its own.
- Feed on fear or regret.
- Raise the slain as a new Psyche Wolf.
Amphiptere Group, Large, Stealthy, Devious, Hoarder Breath toxic gas. (d6 damage) 10 HP 0 armor Ignores Armor, Near Special Qualities: Flight.
The amphiptere is a lesser relative of Dragons. It resembles a winged snake of great size, usually surrounded by a smokey nimbus of poisonous smog. While less formidable than their draconic cousins, they are still cause for alarm. The presence of even a single amphiptere can foul an area into toxict uselessness for years, and a family of the creatures can render wide swaths of land uninhabitable. Instinct: To Hunt
- Swoop down on prey.
- Bite a target to poison them.
- Poison the surrounding area.
Flame Lizard Group, Large, Magical, Hoarder Flame Breath (d10 damage) 10 HP 2 armor Reach, Near
In ancient days, when the world was young and the element of Fire was dominant, the Flame Lizards ruled. Believed to be the remote ancestors of Dragons, these beasts were the dominant predators of their time. They are thought to have gone extinct eons ago, replaced by their draconic descendants, but some relic populations may survive in deep deserts or volcanic islands. Instinct: To feed.
- Swallow a helpless meal.
- Draw power from heat.