-
Leomen Diplomat Group, Organized, Intelligent, Hoarder Claws (b[2d8+4] damage 2 piercing) 10 HP 4 armor Close, Forceful The Leomen were once a world power. Capable in both magic and martial arts they are quicker, stronger and smarter than the general human populace. They lack luck and a healthy love of water. Their pride made the God of water very angry and in his anger he took their women. It took years for the female children to come of age. By the time they recovered their populace the damage had been done. Traditions of fear and hate were produced. The Loemen no longer care to take the world for fear of the water God. Though some wonder weather a God might be overthrown. Instinct: to uphold tradition at all costs.
- Concern itself with the matters of the tribe.
- Roar for your brothers
-
Giant of the pass Solitary, Huge, Terrifying Fists (d12+7 damage) 24 HP 1 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Looks like part of the mountains is moving. "That pass there? No, don't go that way. Better to take the month long journey around the south, into the marshes with the insects the size of your head, through the forest of death and then over the lake of blood." The giant of the pass is a giant of giants. Some say he was the love child of a giant and a Titan. All the same, he's taken a liking to this pass since before men where in these parts. For reasons of his own choosing, some get to pass and some don't. Those that get to pass are perplexed by their own choosing, those that don't have it easy. They just become food to a creature that doesn't like to hunt. Instinct: hinders progress through the pass
- protect the pass
-
Grimline, Archwarrior Solitary, Magical, Intelligent, Cautious, Hoarder, Terrifying Hand axe (b[2d10+2] damage) 16 HP 7 armor Close Special Qualities: Reanimation, Eyes like the end is coming. Grimline was a renounced Mage and warrior before his mysterious death. Some say he killed himself in a faulty experiment, some say he dug to far for knowledge and what he found brought him to an end. Whatever they say, Grimline has found a way back. He is a collector and until his collection is complete he will come back time and again. While he knows much and can be used as a source of information, everything has it's cost. Instinct: To collect every spell in existence.
- Return to complete what he started.
- Reflect a spell onto its caster.
-
Teller of Tales Horde, Huge, Magical, Divine, Devious, Organized, Intelligent, Hoarder, Planar Verbal blast (w[2d6+5] damage) 13 HP 4 armor Reach, Ignores Armor, Near, Far The teller of tales is a large organism covered in mouths and arms. The arms hold scrolls of every tale ever told and the mouths spew the tales in an endless cacophony. Swarming around the teller are many "tales", smaller versions of itself. The teller and it's tales were created by the god of knowledge in an attempt to enlighten mankind. Unfortunately, there are few who can endure the endless barrage of information that spews from the teller. Patience is not a common virtue among man. Instinct: To tell unyielding truth through story.
- Weave stories together to produce prophecy.
- Cast an illusion while telling a story
- Deafen with shout
- Someone "tales" for backup
- Know every story ever told.
-
Swamp Djinn Solitary, Huge, Magical, Stealthy, Divine, Intelligent, Planar, Terrifying Terrible claws (b[2d12+9] damage 4 piercing) 30 HP 6 armor Reach, Forceful, Near Special Qualities: Terrifying grin When the world was in flux and only the elements had been created, the gods began making creatures to do their will. Kozan, lover of fear and death was jealous of the prosperity and plenty that the other gods brought about. He created a servant that would thrive in their abundance. The swamp djinn always has a point of origin is some dark foul place but will distance itself from its origin as soon as possible. The swamp djinn will always come back if its place of origin still stands. Conversely, it loses power as it grows close to the origin. Beware hearty adventurer, Kozan remembers those who get in the way of his servants and he knows not of forgiveness. Instinct: To slaughter the simple
- Leave behind evidence of carnage
- Ambush during celebration
- Know the outcries of the fallen.
-
The Unknown Solitary, Stealthy, Devious, Intelligent Fear sucker (d6 damage) 16 HP 0 armor Close, Ignores Armor, Far Special Qualities: Shapeshifting The Unknown is a shapeshifter that feeds on the fear of those around it. It will find towns and sometimes cities to call is feeding ground and then begin to slowly suck the life out of the town in the form of phycological warfare. Clever, and mischievous, don't expect to create an amicable relationship with these creatures. At least not a relationship where you are not somehow being taken advantage of. Instinct: To feed on the fears of others
- Scare the Voice out of someone
- Look like someone thought to be dead
- Instill fear and panic
-
The Griffon Lord Army Horde, Organized, Intelligent, Cautious Unified Advance (b[2d6+2] damage 1 piercing) 3 HP 6 armor Close The army of the Griffon Lords is a powerful force when brought to full muster. Heroes have mistakenly stepped in front of the Griffon Lord's goals and their names have been lost in history. On the ground the army is tactical, precise, and deadly. In the air, on the backs of their griffons, they are unmatched in skill and maneuverability. Instinct: Destroy something they see as a threat.
- Follow the commands of the Griffon Lords
- Regroup and call on Griffon Riders
-
Pit Fiend Solitary, Large, Magical, Stealthy, Divine, Intelligent, Planar, Terrifying Flaming Sword. (b[2d12+6] damage 4 piercing) 22 HP 6 armor Forceful, Reach, Ignores Armor, Near Special Qualities: Doesn't need to breath, Flight, immune to fire., Looks like everyone you have ever wronged. The Pit fiend is the master of hell. He is what causes lesser demons to fear retribution or failure. Hate, anger, destruction, chaos, torment, and power. These are the tools of the Pit fiend, and they are his sustenance. If ever you should encounter such a creature, know that hope is lost. Instinct: To merge the planes.
- Bring Chaos and destruction.
- Disarm/weaken with Fire Whip.
- Call power onto itself.
- Act on visions from the pit.
-
The Ravenger Solitary, Large, Organized, Intelligent Claws and Teeth (b[2d10+4] damage 2 piercing) 20 HP 3 armor Forceful The Ravenger is the dark side of the Huntsman. Pary you are not out when he shifts, pray you have not offended him, and pray that his wolves are not hungry. The only plus side is that he seems vulnerable to magic and can be forced to shift back into the Huntsman...Though that is a small comfort when the wolves keep coming either way. Instinct: To destroy a mark
- Fearlessly hunt down a mark
- Call wolf allies
-
The Huntmaster Solitary, Organized, Intelligent Axe (d10 damage) 12 HP 1 armor Close The Huntmaster is almost a local hero...Almost. He is known for wandering the wilderness near certain steadings. Wolves flock to his location and obey his command. He never comes into town, and he tends to keep his distance from travelers. Enemies or intruders find themselves up to their ears in wolves and axe marks if they do not proceed with caution. At certain times the Huntmaster cannot be seen at all, but is replaced by the awful howls and fearsome movements of the Ravenger (see Ravenger for more) Instinct: To be left alone and to hunt
- Transform into The Ravenger
- Call on wolf allies