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Skum Horde, Intelligent Trident (b[2d6] damage) 7 HP 2 armor Close Special Qualities: Amphibious, Darkvision Skum are the remains of an artificially created, amphibious warrior caste, now long abandoned by the creators. Kept all male as a way to keep their numbers in check, skum rely upon human females to propagate their species. Their society and race as a whole tethers on the brink of collapse, to the point that skum have forgotten their original name and adopted the hateful terminology of their enemies. Instinct: To preserve their race
- Train fish
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Crab Swarm Group, Diminutive, Swarm A lot of pincers (d8-4 damage) 6 HP 3 armor Hand, Ignores Armor Special Qualities: Aquatic Swarms of ordinary crabs, they use their numbers to tear larger prey apart in a frenzy of pincers. Instinct: To eat
- Be very distracting
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Giant Crab Horde Pincers (d6 damage) 3 HP 3 armor Close Special Qualities: Aquatic, Darkvision Giant crabs are shelled omnivores native to the oceans. Opportunistic, they can be both scavengers and predators as the situation call for it. Instinct: To eat
- Grab prey and crush it in their claws
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Giant Stag Beetle Group, Large Beetle horn (d8+1 damage 1 piercing) 10 HP 3 armor Special Qualities: Flight, Darkvision These large scavengers can be quite competitive, charging their enemies with their horns to smash them to pieces. Instinct: To eat
- Charge opponents
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Shroob Commando Solitary, Stealthy, Devious, Intelligent Rayblade (d8 damage 4 piercing) 12 HP 0 armor Close Special Qualities: 20 HP Forcefield, Resistant to poison and disease, Immune to fear, Death Attack, +2 damage to constructs, Weak to Cold Elite agents of the shroob, commandos lead small squads of shroob into intense conflict. Capable of fighting both up close and range, shroob commandos are deadly at any distance. Instinct: To expand
- Deflects projectiles
- Shield bracelet grants +3 super armour until it has absorbed 24 damage
- Uses toxic grenades
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Shroob Group, Small, Intelligent Laser Pistol (b[2d8] damage 3 piercing) 6 HP 0 armor Close, Near, Fire Elemental Special Qualities: 5 HP forcefield, Resistant to poison and disease, Immune to fear, Weak to cold Shroobs are fungoid creatures with a war-focused society, willing to take all comers. They are also a people of great curiosity, constantly tinkering to find new things to add to their impressive arsenal of deadly weaponry. Instinct: To expand
- Use advanced technology
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Nymph Elderblooded Solitary, Magical, Divine, Organized, Planar Sylvan Blade (10+2] damage) 18 HP 6 armor Close Special Qualities: Can communicate with animals Nymph ELderblooded are ancient nymphs who through the ages have grown in power that they have reached the upper echelons of power in the fey world. Those who manage to push themselves further can become Eldest themselves, though few manage such a legendary feat. Instinct: To protect its home
- Can blind people with their beauty
- Can teleport once per day
- Grants artistic inspiration
- Can stun with a glance
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Norn Solitary, Large, Magical, Intelligent, Planar Shears of Fate (d10+3 damage 4 piercing) 20 HP 6 armor Special Qualities: Blindsight, Truesight, Arcane Sight, Regenerate 2 unless exposed to cold iron, Cannot be ambushed or mind read, Immune to cold, Resistant to Electricity, Acid and Fire, Speaks all languages Norns are the fey incarnation of fate and destiny. While the future is far from set in stone, norns are some of the few beings capable of delivering even remotely accurate prophesies. Combined with this, these towering fey also posses the ability to alter the whims of fortune and can summon the threads of life of other people to snip them in half. Instinct: To observe fate
- Can force players to reroll Defy Danger rolls
- Divine the past, present and future. Can change shape
- Can attempt to snip the targets life thread, resulting in death/d20/d6 damage with the Ignore Armour tag
- Gains +5 forward when combat starts
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Ankou Solitary, Large, Stealthy, Magical, Intelligent, Planar, Evasive Cold Iron Claws (d10+1 damage 1 piercing) 16 HP 0 armor Hand, Bleeding Special Qualities: Blindsense, Flight Ankou are fey incarnations of assassination. As such, they are perfectly adapted to take down fey, their claws easily slipping through the defense of their kindred. It the world of fey, they never lack for work, for death can be meted out for any number of reasons among the capricious fey. Instinct:
- Damage die upgrades by one step when ambushing
- Once per day, can summon four shadow duplicates, though they only possess 3 HP each
- Can create darkness, make itself silent and fires blasts of weakening magic
- Gains Ignore Armour against fey
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Zomok Solitary, Gargantuan, Magical, Intelligent, Planar Crushing Bite (d12+7 damage 5 piercing) 24 HP 0 armor Reach, Forceful, Swallow Whole Special Qualities: Darkvision, Tremorsense, Immune to sound, Weak to fire, Flight Zomoks are primordial beings that live in the woods and protect them. Their mood and personality shifts with the passing of the seasons, matching the change of their home. Instinct: To protect the forest
- Breathe a cloud of wines and rocks that deals d12/d6 damage with the Entangling tag
- Can command plants and quench fire
- Thrice, may teleport through a forested area, healing 6 HP as it does