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Giant Tick Horde, Small, Stealthy, Devious Bloodsucking bite (d4 damage) 3 HP 3 armor Close These giant parasites work much like their smaller kin when feeding off megafauna, giants and larger dragons. In this regard, they are a nuisance. However, they also prey on much smaller things if tempted by the smell of blood. In this regard, they are a danger. Instinct: To drink blood
- Latch on to prey
- Sucks out blood, causing the sickened debility
- Infects targets with a weakening disease
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Giant Whiptail Centipede Group, Huge, Devious Venomous bite (d6+3 damage 2 piercing) 14 HP 3 armor Special Qualities: Compression Scavengers who normally feast on the corpses of very large creatures, these oversized vermin aggressively defend their meals from anything they consider rivals. Instinct: To eat
- Lash out with its tail, gaining Reach, Harmless and Hindering
- Injects shaky venom
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Mite Horde, Small, Magical, Intelligent Throwing Dart (d4+2 damage) 3 HP 0 armor Close, Near, Gnome Bane, Dwarf Bane Mites are the fey of vermin. They live alongside centipedes, spiders and other such beings, training, feeding and caring for them. They are well aware of how many people see such animals and can get quite defensive if they feel their friends are endangered. Instinct: To see vermin thrive
- Command vermin
- Can use minor but useful magic
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Giant Frog Group, Stealthy Devour (d8 damage) 6 HP 0 armor Close Very large amphibian. Lie in wait in watery areas and try to swallow anything that looks to be about their own size. Instinct: To eat
- Swallow a target whole
- Lashes out with its tongue, gaining the Reach, Harmless and Entangling tags.
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Totenmaske Solitary, Stealthy, Devious, Intelligent Flesh Warping Claws (d8 damage 1 piercing) 16 HP 0 armor Close Special Qualities: Resistant to Cold, Undead Natural shapeshifters infected with ghoul sickness transform into totenmaske when the disease reaches it climax. Their natural ability to alter themselves mixes with the ghoul's inclination to eat flesh, giving them a peculiar power over both their own and their victim's flesh. Instinct: To feast on corpses
- Shape flesh with a touch
- Steal the shape of someone they have hurt
- Inflicts the Sickened and Scarred debilities with their touch
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Mystic Theurge Zealot Solitary, Divine, Magical, Intelligent Sacred Spell Blast (d10+2 damage) 14 HP 0 armor Close, Ignores Armor The mental focus to truly fuse the arcane with the divine requires a spine of iron and a will of fire. Only those fully devoted reach this stage of synthesis. Instinct: To fulfill the will of their god
- Combine magic and divinity
- Use divinely inspired magic
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Mystic Theurge Devotee Group, Divine, Magical, Intelligent Sacred Spell Blast (d8+2 damage) 8 HP 0 armor Close, Ignores Armor Mages in service of the gods eventually learn to combine their arcane talent with the gifts of the divine, reaching a unique synthesis. Instinct: To fulfill the will of their god
- Combine magic and divinity
- Cast divinely inspired magic
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Yrthak Group, Huge Diving Strike (d8+3 damage) 14 HP 2 armor Hand Special Qualities: Immune to visual powers, Immune to Sound, Blind, Flight The blind predators scour the terrain for food using their mastery of sound to echolocate suitable prey. Instinct: To eat
- Launch a sonic lance either at a single target for d8/d6 damage or a group for d6/d4. It has the Sound Elemental tag.
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Chaos Giant Solitary, Huge, Magical, Intelligent Brutal Fist (d10+5 damage) 20 HP 0 armor Forceful Special Qualities: Immune to Negative The God of Destruction has a habit of leaving bits of detritus fallen from their divine body lying around the multiverse. Giants who find these shards and bind with the divine energy in them become chaos giants. Wilder and much more impulsive than other types of giants, chaos giants can be fearsome opponents. Instinct: To serve its clan
- Stuff itself full on living beings
- Breathes negative energy for d8/d6 damage with the Negative Elemental and Ignore Armour tag. This ability can only be used if the giant has recently eaten