-
Oni Mage Commander Solitary, Large, Magical, Organized, Intelligent Heavy Assault Rifle (d10+2 damage 1 piercing) 16 HP 3 armor Near Special Qualities: Darkvision, Regenerate 1 per die roll unless subjected to fire or acid, Magical flight Oni Mages can be quite charismatic, and those who take advantage of that become commanders. With their booming voice and frightening presence, they tower over their minions as they yell out orders and commands. Instinct: To live a life of pleasure
- Turn invisible
- Conjure darkness, Change shape
- Increases damage of allies by 3
-
Quickwood Solitary, Huge, Stealthy, Magical, Intelligent, Terrifying Trunk Maw (b[2d10+5] damage 2 piercing) 20 HP 1 armor Reach, Forceful Special Qualities: Ward 4 against magic, Immune to fire and electricity, Darkvision, Magical aura of menace Quickwoods are cousins of the treants, though they have developed carnivorous habbits to supplement themselves. This makes them much more active than the docile and occasionally downright sluggish treants, though that does not make them impatient. In fact, they make for terrifyingly efficient ambush hunters. Instinct: To hunt
- Pull targets in with its long roots
- Can view things from nearby trees
- If it manages to completely absorb a spell, it gains +1 Ward against magic. It may release this magic to power is Terrifying tag
-
Crag Linnorm Solitary, Gargantuan, Magical, Devious, Intelligent, Planar Venomous Bite (d8+7 damage 5 piercing) 24 HP 4 armor Reach, Forceful Special Qualities: Immune to curses, entangling, fire, posion, sleep, paralysis and mental manipulation, Can fly and swim, Regenerates 2 unless wounded with cold iron Crag linnorms are among the weakest of the linnorms. And yet still it is a giant, fire breathing serpent. Aggressive and temperamental, their solution to most of life's issues seem to be find the correct things to incinerate with a magma bath. Instinct: To rule its domain
- Breathe a flood of magma for d12/d8 damage with the Fire Elemental and Ignore Armour tags
- Curses an enemy with weakness to fire when defeated
- Fiery venom causes the Sickened debility and a fire based version of Bleed
- Can see through illusions, darkness and invisibility
- Wraps enemies up in its long tail to crush them
-
Remorhaz Solitary, Huge Crushing Pincers (d10+5 damage 2 piercing) 20 HP 3 armor Forceful Special Qualities: Immune to fire and cold Remorhazes are fearsome predators living in the colder areas of the world. Their body generates a fearsome amount of heat, allowing them to easily bore, or more accurately melt, their way through glaciers and ice. This trait also allows some of the more powerful denizens of those frozen realms to use trained remorhazes as living forges. The heat is high enough to melt weapons if one is unfortunate and anyone striking it with a natural weapon suffers d8/d6 damage with the Fire Elemental tag. Instinct: To hunt
- Grab and devour prey
-
Zemlemer Horde, Intelligent Brutal Beatdown (d6 damage) 7 HP 0 armor Close Special Qualities: immune to Cold, Weak to Fire Cousin species of the yeti, but even less developed. Zemlemer barely have their own language and only fashion the crudest of tools, being only slightly more developed than gorillas. When threatened, they produce a pungent musk that makes them rather unpalatable to most predators. Instinct: To protect its teritory
- Stink to high heaven
-
Bloody Skeleton Horde Broken blade (d4 damage) 7 HP 5 armor Close Special Qualities: Immune to cold, Resistant to ranged, Regenerates one per die roll, Undead Bloody skeletons have been soaked in necrotically charged blood. Soaking into their bones and coloring them red, this substance allows the skeleton to heal and recover from being smashed to bits. They can be killed permanently by destroying them with positive energy, killing them in a blessed area or dousing their remains in holy water. Instinct: To serve creator
- Come back from redeath
-
Army Ant Swarm Horde, Fine, Swarm Overwhelming swarm (d6-4 damage) 3 HP 3 armor Hand, Ignores Armor Special Qualities: Distracting Army ants are fearsome and ferocious predators. Living not in hives but in mobile groups, army ants tear apart and consume anything that gets in their way. Instinct: To eat
- Clings to their target
-
Black Pudding Solitary, Huge, Amorphous Dissolving Engulf (d10+3 damage 2 Piercing) 23 HP 1 armor Acid Elemental Special Qualities: Can climb on any stable surface, Splits when injured by sharp weapons Black pudding are huge, amorphous organisms that consumes just about everything they envelop, feeding on meat and metal alike to sustain their black bulk. Prey's equipment are especially in danger when they've been engulfed by the pudding, as it allows the organism to thoroughly baste their prey in acid. Instinct: To eat
- Dissolves flesh and metal
-
Unicorn Primalist Solitary, Large, Magical, Intelligent Magic Horn (d4 damage) 20 HP 0 armor Special Qualities: Ward 2 against fiends and undead, Gains +2 piercing against fiends and undead Unicorn primalist have attuned their personal magic to one of more of the elements and use their powers to reshape the world as they see fit. Instinct: To do what is surely best for everyone
- Communicate with animals
- Can create light
- Deal +2 damage when charging an enemy
-
Dust Mephit Horde, Small, Intelligent, Planar, Evasive Dusty Claws (d4 damage) 3 HP 1 armor Close Special Qualities: Flight Like the element they are made off, the curious dust mephits seems to manage to get in everywhere. Curious and inquisitive, even friendly mephits can drive a poor soul bonkers with an endless barrage of whys and hows. Instinct: To learn what they don't know
- Breath a cone of dust that deals d4 damage and grants -1 forward on a 6-
- Heals in dusty enviroments