-
Orc Breaker Solitary, Large Hammer (d10+3 damage ignores armor) 16 HP 0 Armor Close, Reach, Forceful “Before you set out across the hordeland, brave sir, hark a moment to the tale of Sir Regnus. Regnus was like you, sir—a paladin of the Order, all a-shine in his plated armor and with a shield as tall as a man. Proud he was of it, too—Mirrorshield, he called himself. Tale goes that he’d set his eyes on rescuing some lost priest, a kidnap from the abbey on the borders. Regnus came across some orcs in his travels, a dozen or so, and thought, as one might, that they’d be no match. Battle was joined and all was well until one of them orcs emerged from the fray with a hammer bigger than any man ought to be able to wield. Built more like an ogre or a troll, they say it was, and with a single swing, it crushed Regnus to the ground, shield and all. It were no ordinary orc, they say. It were a breaker. They can’t make plate of their own, see, so maybe it’s jealousy drives these burly things to crush and shatter the way they do. Effective tactic, though. Careful out there.” Instinct: To smash
- Destroy armor or protection
- Lay low the mighty
-
Orc Berserker Solitary, Large, Divine, Intelligent, Organized Cleaver (d10+5 damage) 20 HP 0 Armor Close, Reach Special Qualities: Mutations Stained in the unholy ritual of Anointing By The Night’s Blood, some warriors of the horde rise to a kind of twisted knighthood. They trade their sanity for this honor, stepping halfway into a world of swirling madness. This makes berserkers the greatest of their tribe, though as time passes, the chaos spreads. The rare berserker that lives more than a few years becomes horrible and twisted, growing horns or an extra arm with which to grasp the iron cleavers they favor in battle. Instinct: To rage
- Fly into a frenzy
- Unleash chaos
-
Orc Bloodwarrior Horde, Intelligent, Organized Jagged blade (d6+2 damage, 1 piercing) 3 HP 0 Armor Close, Messy The orcish horde is a savage, bloodthirsty, and hateful collection of tribes. There are myths and stories that tell of the origin of their rage—a demon curse, a homeland destroyed, elven magic gone wrong—but the truth has been lost to time. Every able orc, be it man or woman, child or elder, swears fealty to the warchief and their tribe and bears the jagged blade of a bloodwarrior. Men are trained to fight and kill—orcs are born to it. Instinct: To fight
- Fight with abandon
- Revel in destruction
-
Gnoll Alpha Solitary, Intelligent, Organized Sword (b[2d10] damage, 1 piercing) 12 HP Close Special Qualities: Scent Every pack has its top dog. Bigger, maybe—that’d be the simplest way. Often, though, with these lank and filthy mutts, it’s not about size or sharp teeth but about cruelty. About a willingness to kill your brothers and eat them while the pack watches. Willingness to desecrate the pack in a way that cows them to you. If they’re that awful to each other—to their living kin—think about how they must view us. It’s hard to be mere meat in a land of carnivores. Instinct: To drive the pack
- Demand obedience
- Send the pack to hunt
-
Gnoll Emissary Solitary, Divine, Intelligent, Organized Ceremonial dagger (d10+2 damage) 18 HP 1 Armor Close, Reach Special Qualities: Scent Oh, an emissary! How nice. I suspect you didn’t know the gnolls had ambassadors, did you? Yes, even these mangy hyenas have to make nice sometimes. No, no, not with us. Nor the dwarves, neither. No, the emissary is the one, among his packmates, who trucks directly with their dripping demon lord. Frightening? Too right. Every hound has a master with his hand on the chain. This gnoll hears his master’s voice. Hears it and obeys. Instinct: To share divine insight
- Pass on demonic influence
- Drive the pack into a fervor
-
Gnoll Tracker Group, Organized, Intelligent Bow (d8 damage) 6 HP Near, Far Special Qualities: Scent-tracker Once they scent your blood, you can’t escape. Not without intervention from the gods, or the duke’s rangers at least. The desert scrub is a dangerous place to go exploring on your own and if you fall and break your leg or eat the wrong cactus, well, you’ll be lucky if you die of thirst before the gnolls find you. They prefer their prey alive, see—cracking bones and the screams of the dying lend a sort of succulence to a meal. Sickening creatures, no? They’ll hunt you, slow and steady, as you die. If you hear laughter in the desert wind, well, best pray Death comes to take you before they do. Instinct: To prey on weakness
- Doggedly track prey
- Strike at a moment of weakness
-
Formian Queen Solitary, Huge, Organized, Intelligent, Hoarder Crushing mandibles (d10+5 damage) 24 HP 3 Armor Reach, Forceful Special Qualities: Hive connection, Insectoid At the heart of every hive, no matter its size or kind, lives a queen. As large as any giant, she sits protected by her guard, served by every drone and taskmaster with her own, singular purpose: to spread her kind and grow the hive. To birth the eggs. To nurture. We do not understand the minds of these creatures but it is known they can communicate with their children, somehow, over vast distances and that they begin to teach them the ways of earth and stone and war while still pale and wriggling larvae, without a word. To kill one is to set chaos on the hive; without their queen, the rest turn on one another in a mad, blind rage. Instinct: To spread formians
- Call every formian it spawned
- Release a half-formed larval mutation
- Organize and issue orders
-
Formian Centurion Horde, Intelligent, Organized Barbed spear (b[2d6]+2 damage) 7 HP 3 Armor Close, Reach Special Qualities: Hive connection, Insectoid, Wings Whether in the form of a legionnaire, part of the formian standing army, or as a praetorian guard to the queen, every formian hive contains a great number of these most dangerous insectoids. Darker in carapace, often scarred with furrows and the ceremonial markings that set them apart from their drones, the formian centurions are their fighting force and rightly so. Born, bred and living for the singular purpose of killing the enemies of their hive, they fight with one mind and a hundred swords. Thus far, the powers of Law have seen fit to spare mankind a great war with these creatures, but we’ve seen them in skirmish—descending sometimes on border towns with their wings flickering in the heat or spilling up from a sandy mound to wipe clean a newly-dug mine. Theirs is an orderly bloodshed, committed with no pleasure but the completion of a goal. Instinct: To fight as ordered
- Advance as one
- Summon reinforcements
- Give a life for the hive
-
Formian Taskmaster Group, Organized, Intelligent Spiked whip (d8 damage) 6 HP 3 Armor Close, Reach Special Qualities: Hive connection, Insectoid It takes two hands to rule an empire: one to wield the scepter and one to crack the whip. These ant-folk are that whip. Lucky for them, with two extra arms, that’s a lot of whip to crack. They oversee the vast swarms of worker drones that set to build the mighty caverns and ziggurats that dot the places that formians can be found. One in a hundred, these brutes stand two or three feet taller than their pale, near-mindless kin and have a sharper, crueler wit to match. They’ll often ignore the soft races (as we’re known) if we don’t interfere in a project, but get in the way of The Great Work and expect nothing less than their full attention. You don’t want their full attention. Instinct: To command
- Order drones into battle
- Set great numbers in motion
-
Formian Drone Horde, Organized, Cautious Bite (d6 damage) 7 HP 4 Armor Close Special Qualities: Hive connection, Insectoid With good cause, they say that these creatures (like all insects, really) are claimed by the powers of Law. They are order made flesh—a perfectly stratified society in which every larva, hatchling and adult knows its place in the great hive. The formian is some strange intersection of men and ants. (Though there are winged tribes that look like wasps out in the Western Desert, I’ve heard. And some with great sawtooth arms like mantids in the forests of the east.) Tall, with a hard shell and a harder mind, these particular formians are the bottom caste. They work the hills and honeycombs with single-minded joy that can be known only by such an alien mind. Instinct: To follow orders
- Raise the alarm
- Create value for the hive
- Assimilate