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Spinner Queen Solitary, Large, Devious Fangs (d8+2 damage 1 piercing) 16 HP 0 armor Special Qualities: Climbs walls and ceilings The Spinner Queen is an intelligent menace. With a horde of giant spinners to lay the groundwork, she can control webs around her like a puppet master does to a puppet. She spins individual strings that, when pulled independently, will shift her network as she wishes to. This turns her into a very cunning and dangerous threat. Although she's not venomous, much like her spinners, her fangs are enormous and deadly, piercing metal and flesh with ease. Instinct: to grow
- Expand her web network
- Control webs
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Giant Spinner Horde, Small Fangs (d4 damage) 3 HP 0 armor Close Special Qualities: Climbs ceilings and walls These giant spinners dwell in deep caves and forests. They're compelled by their queen's drive to spin webs and entangle prey. WHile they're not poisonous and their bite's not that dangerous, their sticky webs and strong and elastic. Once you're trapped, you can hear their skittering in the dark recesses of their lairs. You don't want to be there to find out what happens later. Instinct: to spin for the queen
- Shoot webs
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Corrupted Behemoth Solitary, Huge, Terrifying Large claws (d10+7 damage) 28 HP Reach, Forceful Special Qualities: Regenerate broken bones, Soul-piercing screech The Corrupted Behemoth is the embodiment of a curse that infects and twists nature itself. It spreads the curse with every step and wants to devour all living things. It stands tall on its hind legs and uses its long arms to grab and tear prey apart. It's screech can shake the souls of even the bravest of mortals. It's mangy and hanging fur revels a slim yet powerful build, and enormous, bloody antlers come out of its skull. Instinct: to devour and spread the curse
- Leap long distances
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Corrupted Packbeast Group, Small, Devious, Terrifying Fangs (d6 damage) 10 HP 0 armor Close Special Qualities: Festering, rotten flesh Victims of an ensnaring curse, these packbeasts have been transformed into hideous versions of their former selves. Long, messy and dirty fur, festering, visible wounds and an unnatural hunger make these a formidable foe. They hunt in small packs, often ambushing prey in the dark. Anyone or anything that survives its ambush is likely infected with a terrible, corrupting condition. Instinct: to feed
- Ambush prey
- Spread the curse
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Frost Dwarf Captain Group, Intelligent Greathammer (b[2d8+2] damage) 10 HP 2 armor Close, Forceful The Frost Dwarf expedition Captains are formidable warriors and one among the hardiest of their clans. They're chosen not only for their skill in combat, but their leading capabilities. They're the highest authority in an expedition, advised by their trustworthy Rimeconjurers. Instinct: to protect the expedition
- Endure adversity
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Frost Dwarf Rimeconjurer Group, Magical, Devious, Intelligent Cold of cold (d6 damage) 6 HP 2 armor Close, Ignores Armor, Near The Rimeconjurers are usually the smarts behind every Frost Dwarven expedition. Their magical talents are used to make, mold and unmake ice - and they use that to navigate difficult environments, fortify a camp, or freeze foes in their places. They're responsible for charting their progress and finding suitable places for settling in. Instinct: safely lead dwarves
- Endure adversity
- Encase foes in ice
- Disrupt the battlefield
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Frost Dwarf Group, Intelligent, Cautious Flail (b[2d8] damage) 10 HP 3 armor Close Frost dwarves, when found outside their cities, are usually organized into small expedition groups. These expeditions look for artifacts, supplies and places to settle and expand their clan's hold on the snowy, frozen land or underground. Their usual weapon of choice is the flail, and such expeditions are usually clad in climate-appropriate scale or chain mail, with big shields covering their flanks. Instinct: to settle in frozen environments
- Endure adversity
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Kobold Frostcaster Horde, Small, Stealthy, Magical, Organized, Intelligent Frost blast (d6 damage) 3 HP 1 armor Close, Far The Frostcaster Kobold shaman usually leads the tribe, horde or group. It has innate magic abilities, probably from having stronger blood ties to actual dragons. It conducts rituals in the name of the tribe and is the most devout servant of whatever master they have. It uses its cold and frost magical abilities to keep melee attackers at bay, freezing the ground and making it slippery. Instinct: to please its master
- Lead other kobolds
- Lay a trap
- Freeze the environment
- Call the band