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Giant Rot Grub Group, Small, Devious Gnaw (d6 damage) 6 HP 0 armor Close Rrot grubs are primarily scavengers and carrion eaters, but when they grow to big enough size, they shift to a more predatory life style. Instinct: To eat
- Grabbing foes, gaining Combo against them
- Injects weakening poison
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Tiefling Hobo Horde, Intelligent, Hoarder Pocket Knife (w[2d4] damage 1 piercing) 3 HP 1 armor Close Special Qualities: Resistance to Cold, Electricity and Fire In some societies, tieflings are outcasts. They live of whatever meager scraps they can gather, using their infernal heritage to get out of problems. Instinct: To succeed
- Create a cloud of darkness
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Goblin Ambusher Group, Small, Stealthy, Intelligent, Hoarder Dual Homemade Pistols (b[3w[3d8] damage) 6 HP 1 armor Close Goblin ambushers are dedicated rogues. Their set-up is the very art of subtlety, though everyone in the vicinity will know the attack went off, as the little warriors jump screaming out of the dark while wildly firing their weaponry. Instinct: Secure victory for the goblin tribe
- Attack from Ambush
- Lurk in Shadows
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Beeble Horde, Diminutive, Amorphous Dissolving Gnaw (d6-4 damage) 6 HP 3 armor Hand Special Qualities: Immune to Acid, Ooze/Insect Chimera, Weak to Mental Manipulation, Eyeless Beebles are strange hybrids of slimes and insects, hybridized accidentally in a weird chimeric form. They are normally scavengers, but groups of these pink things can be tempted to fight larger prey when in groups. Their minds are exceedingly weak to intrusion and even people only capable of telepathy finds the beings easy to command. Instinct: To eat
- Scavenge Food
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Beheaded Group, Tiny, Construct Flying Headbutt (d8-2 damage) 10 HP 0 armor Hand Special Qualities: Flight, Undead The animated head of a being, the beheaded is magically capable of flight and comes in a wide variety of forms. Instinct: To obey its creator
- Display a variety of abilities depending on the creature
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Grimple Horde, Tiny, Devious, Intelligent, Planar Hurl Debris (d4-2 damage 1 piercing) 3 HP 0 armor Hand, Near Grimples are urban decay incarnate, the fey manifestation of every pothole, broken wire and rotting facade. They li in cities, sabotaging mechanism and causing incident, perpetuating, Instinct: To perpetuate urban decay
- Can vomit at will
- Spreads lice with a touch
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Hobkins Horde, Small, Intelligent, Planar, Terrifying Eerie Claws (d4 damage 1 piercing) 3 HP 0 armor Close Special Qualities: Can levitate, Master of Jump Scares Hobkins gremlins, like all gremlins, like to destroy something. In the hopkins case, they like to rend apart any feeling of safety. The wage campaigns of terror against people, setting up horror movie-esque scenario in order to drive people to the brink of sanity. They are even willing to risk their lives in order to further frighten their victims. Instinct: To make people afraid
- Redirect missed attacks
- Slightly out of phase, granting a -4 penalty on ranged attacks
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Giant Flea Horde, Small, Devious Blood Sucking Bite (d4 damage) 3 HP 3 armor Close Special Qualities: Immune to disease Giant flees have grown from parasites to predators, leaping at things to drain them of nourishing blood. Instinct: To drink blood
- Leap a great distance
- Spreads sickening diseases
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Grave Beetle Solitary, Huge, Stealthy Mandibles (d10+5 damage 1 piercing) 20 HP 3 armor Hand Grave beetles are named after their habit of killing prey by grabbing them and then quickly burrowing them in ag rave. The beetle usually waits around to make sure it worked, before lumbering off to let the corpse ripen. If prey proves trouble some, the beetle opens its carapace, letting its bio luminescent organs flare up and using the mirrored inside of the carapace to enhance the light, potentially blinding its prey. Instinct: To eat
- Bury prey in a shallow grave
- Release a flash of bright light
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Giant Crab Spider Horde, Small, Stealthy, Devious Bite (d4 damage) 3 HP 3 armor Close Giant crab spiders are colonial spiders that live a swarms of up to a dozen, an advantage they use to take down larger prey. They do not spin webs, instead relying upon their stealth and venom. Instinct:
- Ambush prey
- Forest camouflage
- Injects weakening venom