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Constrictor snake Group Constrict (b[2d8] damage) 6 HP 1 armor Close A big constrictor snake. Instinct: To eat
- Entangle and crush
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Ogre Madmage Group, Large, Magical, Intelligent, Hoarder Force bolt (d8 damage) 14 HP 0 armor Ignores Armor Some magic is born from insight. SOme from madness. This is the latter case. Through the filter of mental instability, some ogres gains access to magical powers, often making them feared members of their tribe. Instinct: To serve clan
- Break stuff
- Cast confusion magic
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Ogre Warlord Solitary, Large, Intelligent, Hoarder Shotgun (b[2d10+2] damage 2 piercing) 20 HP 1 armor Forceful, Reach The most fearsome ogre clans are the ones where the most unstable rule. Often dominating through violence or worse, these near psychotic individuals can posess a bloodlust and level of sadism that would make most people nauseous. Backed up by eitehr euqually deranged or very fearful ogres, these violent overseers leads their clan into brutal battle for whatever reason they can find. Instinct: To lead clan
- Smash stuff
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Spectre Solitary, Intelligent Spectral weapon (d10 damage) 16 HP 4 armor Close, Ignores Armor A spectre is, much like a ghost, the soul of a being that has remained behind for some purpose. Unlike ghosts, the spectre has been so warped by their purpose that they have developed a monomaniacal focus to seeing it come to fruitition no matter what it takes. Even the most harmless of desires can become dangerous once a spectre is on the case. Instinct: To fulfill its purpose no matter the cost
- Become invisible
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Shocker Lizard Horde, Tiny, Devious Shocking bite (d4-2 damage) 3 HP 1 armor Hand The shocker lizard is a curious species of reptile. Each lizard can generate a painful shock, which increases exponentially when more of them join together. And they live in large colonies for mutual defense. While not aggressive, they are easily spooked. Instinct: To defend colony
- Generate electroshock
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Ogre Commander Group, Large, Organized, Intelligent, Hoarder Rifle (d8+2 damage 2 piercing) 14 HP 2 armor Forceful, Far Any ogre force needs its commanders, and only the most deranged of tribes would choose someone violently unstable for the job. Most ogre tribes with an ounce of common sense choose to promote sane individuals to commanders. Instinct: To serve tribe
- Give orders
- Call for aid
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Ogre Crusher Horde, Large, Intelligent, Hoarder Shotgun (b[2d6+2] damage) 11 HP 1 armor Forceful, Reach One of the most common mental derangements ogres can suffer from is infamously short temper combined with habitual sadism and lack of empathy. In more civilized tribes, these born bullies are placed where they can do the least harm. More unscrupoulus tribes place them where they can do the most. Instinct: To serve clan
- Smash stuff
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Ogre Horde, Large, Intelligent Shotgun (d6+2 damage) 11 HP 1 armor Forceful, Reach Ogres are large, hulking humanoid of prodigous strength. However, they also have a reputation for savagery and violence, which is not entirely unjustified. In the ancient past, a great disaster brought the ogres to the brink of extinction. They survived, but paid a heavy price. The ogre gene pool is increadibly shallow and damage from inbreeding can easily occur even between individuals who are not even closely related. As a result, ogres have a way above average rate of mentally unstable and physically unhealthy individuals compared to other sapient species. Instinct: To serve clan
- Smash through stuff
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Giant Black Widow Group, Large, Devious Bite (d6 damage 1 piercing) 10 HP 3 armor A spider of great size, the giant black widow makes it home in a complex trap of sticky webbing, attacking anything that disturbs the fine network of threads outside its home. Instinct: To eat
- Make webs
- Poisonous
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Tendriculous Group, Large, Devious, Construct Thorny vine (d6 damage 1 piercing) 14 HP 1 armor Reach The tendriculous is a plant chimera, created by magicians to serve their every whim. Instinct: To serve creator
- Hide among plants
- Paralytic poison