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Redcap Horde, Small, Intelligent, Planar Farm implement (b[2d6+4] damage) 3 HP 1 armor Close, Forceful, Reach Redcaps are faeries of sadistic violence, incarnations of the very worst of war. They don't just inflict pain, they enjoy it. Nothing gets a redcap's jollies off like the sight of spilled blood and a victim in pain. And then they stomp on people with their iron boots. Not suprisingly, they also enjoy wielding impractical but horrifying weaponry, like scythes and chainsaws. Instinct: To cause injury and death
- Bathe cap in blood
- Gain power from blood
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Stone Giant Commander Group, Large, Organized, Intelligent, Hoarder Oversized rifle (b[2d8+3] damage 2 piercing) 10 HP 2 armor Reach, Forceful, Far Special Qualities: Skin of stone Patient and cunning strategists, stone giant commanders organize their kin into unbrekable battalions, often with a focus on the terrain and small groups. Instinct: To serve clan
- Bark Orders
- Sound the alarm
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Frost Giant Horde, Large, Organized, Intelligent, Hoarder Reaver Gun (b[2d6+4] damage 2 piercing) 10 HP 2 armor Forceful Special Qualities: Immune to cold Frost Giants have bonded with elemental spirits of ice, making them well suited for living in the colder northern reaches. Their elemental bond not only protectst hem from the cold, it also reduces their dependency on sustenance, a boon in the sparcely populated reaches they live in. Interclan theft of food is common, though not considered a particularly serious crime. Instinct: To serve clan
- Throw clumps of ice
- Battle call
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Mammoth Horde, Huge, Organized Tusks (d6+7 damage) 11 HP 1 armor Reach, Forceful Special Qualities: Protection from cold Mammoths are relatives of the common elephant geared for survival in harsh climates by a notable layer of hair. Though herbivores, they can be quite vicious when defending their family. Some people train them as mounts and in older times, they made for fearsome living siege-engines. Instinct: To protect herd
- Trample
- Trumpet
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Roc Solitary, Huge Dive attack (b[2d10+5] damage 1 piercing) 20 HP 0 armor Reach Special Qualities: Flight Rocs are truly enormous birds of prey. Due to their size, they often migrate from nesting point to nesting point, seeing cows and humans much like a eagle would see mice. Instinct: To hunt food
- Keep watch
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Mummy Guardian Horde, Intelligent, Cautious, Construct Brutal fist (d6+2 damage 3 piercing) 11 HP 4 armor Close, Forceful Special Qualities: Undead Mummy Guardians stand vigil over valued treasure, which is sometimes even stored inside them. Chosen from among powerful warriors in life, the guardians are skilled and fast, striking with fearsome accuracy. During the embalming, their mortal souls are also sealed inside, making the guardians notably smarter than even the average mummy. The decaying touch causes both the sick and scarred penalty. Instinct: Guard ancient treasure
- Touch of Decay
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Mummy Horde, Intelligent, Construct Brutal fist (d6+2 damage) 11 HP 1 armor Close, Forceful Special Qualities: Undead Unlike zombies, where one just take a random corpse and reanimates, mummies are deliberatly created, often to guard an important site. A combination of the embalming process and their isolated guard posts mean that they can last many times longer than a zombie, making them good long term investments. They also tend to be smarter, though few mummies are truly intelligent. The decaying touch causes both the sick and scarred penalty. Instinct: To protect site
- Touch of decay
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Harpy Sharpclaw Horde, Intelligent, Cautious, Hoarder Dive Kick (b[2d6] damage 1 piercing) 3 HP 4 armor Close Special Qualities: Flight Harpy Sharpclaws study birds or prey to emulate their diving attacks. Eschewing modern weaponry, they rely upon their own body, especially their clawed feet, to see them through the day. Instinct: To serve nest
- Sing a captivating song
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Harpy Horde, Intelligent, Hoarder Hunting rifle (w[2d6] damage) 3 HP 1 armor Close, Far Special Qualities: Flight Harpies a humanoid birds, relatives of the sirens, well known for both they enthralling song and skill at hunting. The yare keen eyed and very manouvreble in the air. Most encountered harpies are female, not because they do not have males, but because males are a degree smaller and weaker than their female kin(Never growing much bigger than when they are children) and are such often relegated to duties back at the nests. Instinct: To serve nest
- Sing a captivating song
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Deathweb Group, Large, Stealthy, Devious, Construct Bite (d6 damage 2 piercing) 14 HP 1 armor Special Qualities: Undead A deathweb is the necromatically reanimated husk of a giant spider. Filled with numerous undead ordinary spiders which attack anyone that engage the husk in melee, capable of injecting their weakening venom and able to spin webs, the deathweb has a potent arsenal to use against its creator's enemies. Instinct: To serve creator
- Spin web
- Controls swarm of undead spiders
- Inject venom