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Pride-Cursed Lamia Solitary, Huge, Intelligent, Hoarder Great blade (d10+3 damage 1 piercing) 20 HP 3 armor Reach Pride-cursed lamias are the descendants of ancient people cursed by the gods for their pride and hubris. They resemble a weird cross between human and deer, with impressive horns on their head. Their bizarre looks have nothing on their personality, however. These lamias suffer from extreme chemical imbalances and their mood drunkenly swings between supreme egotism and depression, making their personality schizophrenic at the best of times. Instinct: To prove it is the best/wallow in its misery
- Suffer moodswings
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Rune Giant Champion Solitary, Huge, Magical, Organized, Intelligent, Hoarder, Construct Runeblade (b[2d12+7] damage) 24 HP 3 armor Reach, Forceful Special Qualities: Ward 4 against all magic, Mutant A champion rune giant is stronger and more powerful than its kin. Chosen by the very people that createdt hem to serve as personal bodyguards, they are filled with blind, undying devotion to their masters. Instinct: To serve master
- Create blinding flash
- Erupt with magical force
- Dominate giants
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Rune Giant Horde, Huge, Magical, Organized, Intelligent, Hoarder, Construct Runeblade (b[2d6+5] damage) 11 HP 3 armor Reach, Forceful Special Qualities: Ward 4 against all magic, Mutant Rune giants are a ancient experiment in creating super soldiers. Infused with an artificial elemental spirit, teh rune giant owe loyalty to no spirits of nature, but gain all the benefits such a bonding would give. Infused with raw magical power, they are extremely resistant to magic and can erupt into a flurry of magic as a defensive reaction. Instinct: To dominate all giants
- Create blinding flash
- Erupt with magical force
- Dominate giants
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Storm Giant Solitary, Huge, Organized, Intelligent, Hoarder Reaver Gun (b[2d10+5] damage 2 piercing) 20 HP 3 armor Reach, Forceful, Near Storm giants are a cultural offshot of hill giants. Sometime in the ancient past, they left the mainland and settled on larger isles, which they quickly mastered. The lack of competition and amount of goods allowed the storm giants to develop their own culture. From there, they proceeded to evolve their civilization, mastering the arts of beast taming, farming and diplomacy Instinct: To aid clan
- Tame beasts
- Command beasts
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Roper Group, Large, Stealthy Long tentacles (d6 damage 1 piercing) 10 HP 3 armor Reach, Near Ropers are vicious ambush predators that resemble stalagmites, right until their cyclopean eye and long tentacles reveal themself. Their tentacles are ill suited for combat and are mostly used to drag targets to its large mouth, with which it can deal considerably more damage. Therefore, the roper uses a d8 to determine damage at hand range. Instinct: To eat
- Drag prey
- Pretend to be stone
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Ice Devil Group, Large, Devious, Intelligent, Hoarder, Planar Frozen spear (d6 damage 1 piercing) 10 HP 2 armor Reach Special Qualities: Immunity to cold, flight In the system of hell, ice devils serves as judges, organizers, tacticians and planners. To do this, they are blessed with being free of emotions. Yet as they have to interact with feeling beings, they still need to understand emotions. Thus, each ice devil has a soul sealed inside it that is not its own, usually a punished devil or sometimes a mortal who owes hell a favour. By using these sealed individuals, the ice devil understands feelings without being dominated by them. Instinct: To ensure hell's success
- Plan comples plots
- Spread numbing cold
- Become emotionless at will
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Skulk Nightstalker Horde, Intelligent, Hoarder Bloodletting dagger (d4+2 damage 2 piercing) 3 HP 0 armor Close Special Qualities: Chameleon skin Skulks trained in combat becomes notably more brave, eagerly seeking opportunities to protect their kin. With their natural abilities, they make for terrifyingly well-adapted predators. Instinct: To remain unseen
- Move silently
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Skulk Horde, Intelligent, Hoarder Dagger (d4 damage 2 piercing) 3 HP 0 armor Close Special Qualities: Chameleon skin Skulks are humanoid creatures with advanced natural camouflage. Able to quickly changer colour and texture to match their surrounding, skulks takes blending in to a new level. However, as a result they are rather skittish and timid by nature, sometimes downright cowardly, preffering to deal with problems by curling up and hiding somewhere. Instinct: To remain unseen
- Move silently
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Yeti Fleshrender Group, Large, Devious, Intelligent, Terrifying Savage haymaker (d6+4 damage 3 piercing) 10 HP 1 armor Forceful Special Qualities: Immunity to cold, Terrifying visage Living so close to the thin places of the world can be quite dangerous, even for creatures as adapted to the areas as the yetis. When their resolve crumbles and they give in to the seductive whispers of the other side, they let the savagery once saved for their direst enemies become a way of life. Hunted by their tribes, they form new, savage gangs dedicated to serving their new otherworldly masters. Instinct: To serve the voices
- Hide in snow
- Freeze things with a touch
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Yeti Group, Large, Devious, Intelligent, Terrifying Savage haymaker (d6+2 damage) 10 HP 1 armor Forceful Special Qualities: Immune to cold, Terrifying visage Yetis live in the mountainous regions of the world, surviving some of the harshest regions of the world. Though rarely seen, they are gentle creatures, most of the time. Their tribes guard the strange areas, where the veil between worlds grow thin and things best left unseen enters the world. When encountering such thing, the yetis quickly demonstrate why they are not to be underestimated. Instinct: To protect the mountains
- Hide in snow
- Freeze things with a touch