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Azer Horde, Planar Heated Hammer (d6+2 damage) 3 HP 2 armor Close, Fire Elemental Special Qualities: Immune to Fire, Weak to Cold Azers are a hardworking people from the elemental planes, heavily connected to fire. They are a people that do not mind to toil and prefer to keep their head down and wait things out rather than rocking the boat. That being said, when the occasion calls for it they can be extremely fierce in the defense of what they care for. Instinct: Uphold order
- Forge equipment
- Can channel heat into their weapon
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Lesser Brass Golem Solitary, Large, Construct Brass Blade (d10+1 damage 1 piercing) 20 HP 3 armor Special Qualities: Immune to Fire, Immune to non-cold magic and disarming, Construct, Weak to cold Lesser brass golems are weaker versions of the brass golem, either made due to a lack of resources or because the large size of the brass golem would be inconvenient. Instinct: To serve its creator
- Spit fire for D6 damage, Fire Elemental, Ignore Armour
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Djinni Group, Large, Intelligent, Planar Storm Slam (d8+1 damage 1 piercing) 10 HP 0 armor Special Qualities: Advantage against flying creatures, Flying, Immune to Electricity Djinns are the genies of air. Their demeanor can best be described as attentive flightiness. This gives them a reputation of being easily distracted, but those who think they can pull a fast one on these windy spirits are in for a surprise. Instinct: To experience
- Grant wishes
- Cast minor magic
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Dire Weasel Group, Large, Devious Latching bite (d6+1 damage 2 piercing) 10 HP 0 armor Special Qualities: Berserker Dire weasels are fearless predators with a species wide tendency to completely lose their fudge and go nuts Instinct: To feed
- Bite onto things
- Rips open gushing wounds, causing the sickened debility
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Steam Mephit Horde, Small, Intelligent, Planar Scalding Claw (d6 damage) 3 HP 0 armor Close Special Qualities: Heals in boiling water Steam mephits live in areas where the elements of fire and water meet. They draw on the power of both, striking enemies with scalding sprays. As a species, they tend towards being very brash. Instinct: To prove themselves
- Breathe a spray of scalding water, causing D4 damage with the Fire Elemental tag and -1 forward on a 6-
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Abominable Snowman Solitary, Stealthy, Devious, Amorphous Chilling Punch (d8 damage 1 piercing) 23 HP 2 armor Close Special Qualities: Immune to Cold, Weak to Fire Abominable snowmen are frost and snow brought to life through stolen or misplaced life energy. They are rarely intentional creation and seek to perpetuate themselves by stealing more life energy from living beings. Creatures of cold, they lose a point of amour and the ability to shape-shift in any temperature above freezing. Instinct: To drain life
- Take on the shape of a snow flurry
- Rearrange itself into a facsimile of a person
- Drains warms, causing the scarred debility
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Frost Wolf Group, Large, Magical Chilly Bite (d8+1 damage 1 piercing) 10 HP 0 armor Special Qualities: Moves easily through snow Frost wolves are a cousin species of the winter wolves, but unlike their cousins, frost wolves are non-sapient. They do still retain a link to the winter magic that their cousins are know for, freezing prey dead in their tracks. Instinct: To eat
- Track prey in arctic enviroments
- Breathe a swath of frost that deals D4 damage with the Cold Elemental and Ignore Armour tags. On a 6-, the target gets -1 forward.
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Carniflutterer Horde, Large, Devious Mandibles (d4+1 damage 2 piercing) 7 HP 3 armor Special Qualities: Flight, Releases toxic cloud upon death Carniflutterers are giant, flesh eating relatives of butterflies. While still beautiful, they are also a menace and when hungry attack both farm animals and travellers. Instinct: To eat
- Emit a mindnumbing whine, causing the next attack to target somebody at random
- Injects paralyzing venom
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Lesser Stone Golem Solitary, Construct Rock Fist (d10 damage) 16 HP 2 armor Close Special Qualities: Resistant to Cold, Fire and Electricity, Ignores invisibility, Budget stone golems created by those without the means or patience to create the more powerful variants. Instinct: To serve its creator
- Smash flat
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Imentesh Group, Large, Intelligent, Planar, Amorphous Chaotic Combo (b[2d8] damage 2 piercing) 13 HP 3 armor Special Qualities: Immune to acid and transformation, Resistant to Electricity and Sound, Flight Imentesh are one of the more common proteans for other people to engage with, as they are much more talkative and friendly. Still, they are beings of entropy and chaos, and any facade of normality is exactly that. When they hit a target with their chaos wave, roll a D20 for effect: 1 = Weakness 2 = Shaky 3 = Sickly 4 = Stunned 5 = Confused 6 = Scarred 7 = Two debilities of their choice 8 = Blinded 9 = Strike s next target at random 10 = Tied up 11 = -1 ongoing 12 = -1 forward 13 = -2 forward 14 = -3 forward 15 = -4 forward 16 = Heal 6 health 17 = Loses a debility 18 = Petrification 19 = Transform into random being 20 = D6 damage with a random type Instinct: To spread chaos
- Blast a wave of chaos at the enemy
- Understand all languages