The Dwarf Emperor Solitary, Huge, Magical, Divine, Intelligent, Hoarder Fists and feet of stone (d12+5 damage) 30 HP 4 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Flesh of the Mountain: Normal weapons shatter against the Emperor's stone body. Only magical weapons or those of dwarven make may strike him and survive.
The Dwarf Emperor was the first of his kind, and has seen the rise and fall of countless races and civilizations over the millennia. Through it all, he has kept watch over the dwarven people, and shepherded them through their darkest times. He rarely stirs to full wakefulness in these day, but when he does, all of dwarven-kind heeds his words. He appears as a stone statue of an ancient dwarf, carved into a great stone throne, but if he is moved to rise to his people's defense, the throne erupts from the ground, revealing itself to be the "head" of a tremendous body of rock and earth. Instinct: To preserve dwarven culture.
- Pass solemn judgement.
The Sea Worm Solitary, Large, Hoarder Blood-sucking tongues (d12+2 damage) 20 HP 2 armor Forceful, Ignores Armor, Far Special Qualities: Websense: The Sea Worm can hear movement anywhere in it's lair, and unfailingly determine the location of the sound.
The Sea Worm dwells in a cave on a desolate sea cliff. It spins webs that harden into a thick, gray stone, and uses these to construct it's lair. Any creature smaller than the Sea Worm that finds itself lost in the maze-like cave will soon find itself being hunted. Whether or not similar creatures exist in the depths of the sea is unknown. Instinct: To expand it's lair.
- Spine webs of bone-white stone.
Grave Beetle Solitary, Huge, Stealthy Mandibles (d10+5 damage 1 piercing) 20 HP 3 armor Hand
Grave beetles are named after their habit of killing prey by grabbing them and then quickly burrowing them in ag rave. The beetle usually waits around to make sure it worked, before lumbering off to let the corpse ripen. If prey proves trouble some, the beetle opens its carapace, letting its bio luminescent organs flare up and using the mirrored inside of the carapace to enhance the light, potentially blinding its prey. Instinct: To eat
- Bury prey in a shallow grave
- Release a flash of bright light
Giant Crab Spider Horde, Small, Stealthy, Devious Bite (d4 damage) 3 HP 3 armor Close
Giant crab spiders are colonial spiders that live a swarms of up to a dozen, an advantage they use to take down larger prey. They do not spin webs, instead relying upon their stealth and venom. Instinct:
- Ambush prey
- Forest camouflage
- Injects weakening venom
Locust Swarm Horde, Fine, Swarm Bite, bite, bite (d8-6 damage) 3 HP 3 armor Hand, Ignores Armor Special Qualities: Flight
Locust swarms are the bane of the countryside. Even at their best, these swarms devour all the crops they can find. At their worst, they come for the farmer too. Instinct: To ear, eat, EAT
- Eat anything that is organic
Giant Scorpion Solitary, Large, Devious Claw and stinger combo (d8+1 damage 1 piercing) 16 HP 3 armor
Giant scorpions are the oversized cousins of regular cousins, armored, deadly and unlike their smaller kin, more than ready to string humanoids to death to eat them. Instinct: To eat
- Grab opponents with its claws
- Injects weakening venom
Kobold Sapper Horde, Small, Intelligent, Cautious, Hoarder Silenced Pistol (d6 damage 1 piercing) 7 HP 3 armor Close, Near
While all kobolds know at least something about trap making, kobold sappers specialise in it. Quick and nimble, they often serve as first responder to enemy attacks, in response to which they move around stealthily and set up new traps, even as the enemy is on the move. Instinct: To protect the tribe
- Set up traps
Kobold Verminlord Solitary, Small, Intelligent, Hoarder Summoned Swarm (d10 damage) 12 HP 2 armor Close, Ignores Armor, Near, Far
Kobold Verminlords are powerful druids with a natural talent for charming and directing insects, arachnids and similar beings. Such animals are then incorporated into the kobolds defensive strategy, given lairs in defensive positions and used to harvest venom. Allied animals heal 3 per dice roll. Instinct: To protect the tribe
- Set up traps
Stelk Horde, Stealthy, Organized, Amorphous Spines (d6 damage 1 piercing) 6 HP 1 armor Close, Near Special Qualities: Corn Mimic: When in cornfields, a stationary Stelk is nearly impossible to detect.
"Damn Stelks got into another crop, gonna have to burn the whole field to be sure. They took one of Old Man Finney's fields last week. If this keeps up, I don't know what we're gonna do." Stelks are plant-like abominations that infest cornfields. They resemble corn-stalks when stationary, but can sprout arms and legs at will. They ambush people and animals, and drag them into the fields to serve as fertilizer for their seeds. A field may be salvaged if the infestation is detected and dealt with early enough, but since even one surviving seed can lead to a resurgence, most people choose to simply burn the field to be sure. Widespread Stelk infestations can lead to famine in areas where corn is a staple crop. Instinct: To infest.
- Drag someone away.
- Pass unseen through the cornfields.
- Draw more Stelks to the area.
Tiger Warrior Group, Magical, Divine, Intelligent, Hoarder Claws and Fangs (b[2d8+4] damage 2 piercing) 6 HP 4 armor Close
You see those women over there, the ones all dressed in orange and black saris? Those are the Maharaja's elite warriors, the Tiger Warriors. They carry no weapons, for they need none. Show them deference when they pass, for they are utterly without mercy. Instinct: To serve the Maharaja.
- Leap great distances.
- Transform into a Tiger