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Sand Skate swarm, Small bite (d6 damage 1 piercing) 3 HP 1 armor Close Special Qualities: camouflage Groups of 5-20 hunt their territory, striking at anything that moves on the ground above them. Instinct: to hunt
- detect vibration
- swim through earth
- hobble
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Waspen worker Horde, Small, Organized, Intelligent bite (d4 damage 1 piercing) 3 HP 2 armor Close Special Qualities: wings (flying), venomous sting (single use) Smaller, more common waspen. Forage in groups of 5-10, but many groups may be in proximity of each other. If they sting, they may die. If they don't die, they will be rejected by the colony. Instinct: to feed the colony
- alert guardians
- swarm a threat
- collect items of interest for the queen
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Waspen queen Solitary, Large, Devious, Intelligent, Hoarder ghost sting (d8 damage) 12 HP 2 armor Ignores Armor, Far Humanoid wasp queen. Hoards "treasure" (anything of interest brought back by workers) and breeds. Never outside the hive (in underground tunnels or cave systems) except when the colony moves. Very clever. Known to make deals with other intelligent beings. Instinct: to expand the colony
- command all wasp-like creatures
- distracting dialogue
- ghost sting (magical, causes pain and sickness
- call the swarm
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Waspen Commander Solitary, Organized, Intelligent claws (d6 damage 1 piercing) 3 HP 2 armor hand, messy Special Qualities: wings, venomous stinger, pheromones Larger battle commanders. Usually command guardians and workers. Only directly engage if necessary. Pheromones control any lesser waspen and all swarming insects. Instinct: protect the hive
- command a swarm
- sting
- fly-by attack
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Waspen Guardian Group, Organized, Intelligent adapted halberd (d6 damage 1 piercing) 6 HP 1 armor reach Special Qualities: wings, venomous sting Humanoid wasps. Guardian pairs patrol land and air near the colony, protecting workers collecting food. Instinct: to protect the hive
- investigate
- buzz for backup
- attack from the air
- sting
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Orc Flamewarden group, magical, organized War Club of the Flamewarden (d6 damage) 6 HP 0 Armor cose Special Qualities: Immune to all fire Protectors of the forest from fire. The warclub in their hand can strike the ground and extinguish any fir within a near radius. Usually patrol in groups of 2-4. They are protected by an enchantment that lets them ignore all heat and flame, magical or mundane. Instinct: to protect their home
- extinguish flames
- call the horde
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Splintercat Solitary, Small, Fast Head butt (b[2d10] + 2 damage) 6 HP 3 armor* Near, Forceful Special Qualities: Always foul tempered, 3 Armor *only* on head If you can do something to relieve the its constant headache, it will probably leave you alone. Instinct: to destroy trees (and anything else in the way) looking for food
- reduce trees to splinters
- attack from high places
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Puppet Muggins Group, Small, Stealthy, Hoarder, Terrifying, Magical Steel teeth (d8+2 damage 1 piercing) 4 HP 0 armor Close Special Qualities: true form, disguised, hypnotic lick Small creatures, from another plane? or some twisted experiment gone wrong? True form, when seen, causes excruciating physical pain until covered or person is no longer looking at them. Marionette/puppet disguises cover their forms and aid their illusions. They collect children, taking them to some secluded area and just leaving them there, dazed. Instinct: lure children away
- create illusions attractive to children
- put someone in a trance by licking their face
- show true form
- bite a threat