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Shaitan Horde, Large, Intelligent, Planar Scimitar (d6+2 damage) 7 HP 2 armor Forceful Special Qualities: Can see in the dark, Immune to Acid, Tremorsense, Burrows Shaitans are genies of the earth. Able to swim through dirt and rock, they easily move around in their homes on the elemental plane. Shaitans are greedy and rebellious of nature, prone to testing out rules by seeing what happens if they break them. Shaitans deal +1 damage while on teh ground and -2 damage to flying or swimming opponents. Instinct: To push boundaries
- Shape metal
- Sink opponents into stone
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Flind Flindbar Fighter Solitary, Intelligent Flindbar (b[2d10] damage) 16 HP 3 armor Close The flindbar is essentially a metal nunchaku, but was in days past invented by a flind. The weapon is often favored by flinds who like to get into melee and masters of the flindbar can be quite vicious in a brawl. Instinct: To lead the tribe
- Laugh
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Flind Horde, Intelligent, Cautious Sawn-Off Shotgun (d6+2 damage) 7 HP 3 armor Close, Forceful, Reach Occasionally among gnolls, flinds are born. Larger, stronger and smarter than their average kin, flinds are considered blessed by the gnoll deities. So blessed in fact that any male flind is heralded as an honorary female, attaining all benefits that entails. Instinct: To lead the tribe
- Laugh
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Huecuva Group, Stealthy, Divine, Devious, Intelligent, Construct Furious Claws (d6+2 damage) 12 HP 0 armor Close Special Qualities: Undead Huecuvas a clerics who turned against the core tenets of their faith. Their resentment against having been abandoned by their deity combined with the divine energy already invested in them allows them to go on. Being self-assured enough in life to wholly ignore their god's commands, they tend to be very arrogant and many are dangerously unhinged. It's aura of blasphemy gives -1 ongoing to using divine powers. Instinct: To rage against its former faith
- Create an aura of blasphemy
- Disguise itself as a living being
- Infects people with a disease causing the weak and shaky debilities
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Gnoll Horde, Intelligent, Cautious Sawn-Off Shotgun (d6+2 damage) 3 HP 2 armor Close, Reach Special Qualities: Can see in the dark Gnolls are nocturnal humanoids with many physical traits resembling that of hyenas, creatures they often live with. Gnoll culture is often extremely matriarchal, with female gnolls being both bigger and stronger than the males, whom they often push around at their leisure. Instinct: To protect tribe
- Laughs
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Peryton Group, Magical Bloodied Antlers (b[2d8+2] damage) 6 HP 0 armor Close Special Qualities: Flight, Can see in the dark The vicious peryton is a very brutal species of magical creatures that seem to blend traits of birds, stags and wolves. Aggressive predators, males hunt alone while females gather in very small packs. Perytons prey on anything they think they can take on, including each other, tearing prey apart to feast on their favoured part, the heart. Also magical ,if they managed to copy a targets shadow, that person gets -1 on all rolls against the peryton. Instinct: To feast
- Tear hearts out of what it kills
- Copies shadows with a touch
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Dire boar Group, Large Goring Tusks (d8 damage 2 piercing) 14 HP 1 armor Special Qualities: Death attack Dire boars, also called daeodons, are vicious scavengers who trample and rip apart anything they suspect is a danger to their territory. Instinct: To protect its territory
- Attack ferociously
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Schir Group, Devious, Intelligent, Planar Diseased Halberd (d6+2 damage) 6 HP 1 armor Close, Reach Special Qualities: Immune to disease, poison and electricity, Resistant to acid, cold and fire, Universal language, Can see in the dark Dretches who at least manage to prove their willingness to work or souls who at least tried to accomplish things are often placed in the ranks of schirs, professional demonic cannon fodder. Instinct: To serve Hell
- Patrol a designated area
- Infect people with a disease causing the weak debility
- Can see invisible things
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Dust Digger Group, Large, Stealthy, Cautious Grasping Tentacles (d8 damage) 10 HP 2 armor Reach Special Qualities: Burrows Dust diggers burrow through the ground, setting up sinkholes which they use to trap prey, which they swallow whole. More stubborn prey is wrapped up in their tentacles. While primarily ambush predators, they do no refrain from digging around to hunt prey if something comes by. Instinct:
- Creates sinkholes
- Hidden in the sand