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Magmage Group, Magical, Organized, Intelligent, Hoarder lava rope whip (1d8+2 damage, 1 piercing) 6 HP 3 armor Close, Near Special Qualities: nearly fire and heat proof The red dwarves of the eastern volcanoes train their magically gifted young, blessed by the gods of fire, to use molten earth as an arcane tool. These Magmages are fearsome opponents, able to raise fiery defenses in an instant or lash out with impossible heat. They are also capable of forming wolf-like mounts similar to hell hounds that they ride into battle. It's said that a single Magmage turned an orcish invasion by boiling the river they sailed in on. Instinct: to burn through
- weild lava
- form red-hot defenses
- summon a hell hound
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Red Dwarf Group, Small, Magical, Intelligent, Cautious, Hoarder Obsidian Axe (d8 damage) 6 HP 5 armor Close Special Qualities: fire and heat resistant The people of the eastern volcanoes are harsh and hardy with dark, heat and fire-resistant beards that cover most of their bodies. Unlike people of cold, dead stone, the earth of the fire folk lives, breathes, and changes as fast as mortal things. It powers their forges and great machines; they shape it into homes and incredible works, their padded feet all but immune to the molten temperatures. Like lava, they are methodical and unstoppable when they set their minds to a task, come hell or high water. Instinct: to do what must be done
- melee with bravado
- walk through fire
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Brugha Biterleaf Solitary, Medium, Intelligent, Cautious, Planar Keyblade (b[2d10+4] damage 1 piercing) 16 HP 4 armor Close, Forceful Special Qualities: chosen by Acamar Brugha Biterleaf the half-orc half-halfling has always been looking for the next thrill, though you wouldn't know that from her impossibly relaxed temperament. As a teen she took part in her fair share of questionably moral adventures, like robbing a bank for the dragon queen, and as an adult, she was quickly noticed by far older powers. The One Who Opens the Way granted her the ability to travel between dimensions on a whim using her signature weapon, the Keyblade. Clad in a leopard-skin bikini and immaculate high side ponytail, she's undefinably cool and perpetually chill. When she attacks, you better look out, her weapon gives her rapid strikes and the ability to move as if she was almost weightless. [tags: Susan Crushbone, morally gray adventurer, chaotic neutral] Instinct: to do what seems cool
- devastate with a flurry of effortless attacks
- move on from this world to the next
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Ghemingan Group, Magical, Organized, Intelligent, Cautious tri-bladed throwing knife (d6 damage) 6 HP 3 armor Close, Near The people of the lost planet of Gheminga, these mantis-like humanoids are highly advanced in the arts. Using all four of their arms they can craft sculptures or paintings quickly, drawing forth arcane forces from their complex work. Melee is the same as dancing to them; in both they move swiftly and with grace and confidence. [Tags: thri-kreen, insectoid, humanoid] Instinct: to gather knowledge
- lash out with crescent spear
- beguile with strange art
- alert the others
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Void Elves Group, Stealthy, Intelligent, Cautious, Terrifying resinous claws (d8+2 damage 2 piercing) 13 HP 5 armor Close, Near Special Qualities: bladed body, limited telepathy, planeswalker Elves is a misnomer; these beings from the space between the stars aren't like any familiar species, though they can take any form. These emaciated, glittering piles of broken glass with alien points of light where their eyes ought to be only want one thing: to make you one of them. Only then will their cacophonous voices make sense to you, only then will you truly understand. Instinct: to assimilate and spread
- psychically assault
- take another form
- infect one of them
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Bulbasaur Group, Small, Magical, Intelligent, Cautious vine whip (d6 damage 1 piercing) 6 HP 2 armor Close, Reach, Near, Far Special Qualities: photosynthesis, plant-symbiote A seed pokémon. When this weird reptile hatches, a strange seed is planted on it's back and they grow in symbiosis. It draws nourishment from the seed and the seed draws nourishment from the sun. As this creature develops, the seed will sprout and blossom. When it's injured, it's plant attacks grow more furious. Instinct: to grow
- use it's vines to defend itself and its territory
- cause a minor wonder of nature
- use it's pollen and seeds to poison or confuse
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Night Elf Scout Group, Magical, Intelligent, Cautious, Hoarder Harpoon Crossbow (d8 damage) 8 HP 3 armor Close, Near Special Qualities: amphibious Night elves' sensitive gills, pearlescent skin, and pale eyes, while excellent for navigating their home caverns leave them extra vulnerable when travelling under the open sky. As night elves prefer the most direct route under the dry sun, scouts are among the most commonly seen night elves on the surface. They carry heavy crossbows that fire harpoons: deadly in air and underwater, but slow to reload. Their layers of intricate clothing, like that of all night elves is imbued with protective magics that allow them to swim or walk freely but can easily tangle a mediocre sword blow or stray arrow. Scouts are also specially trained in the defensive magical arts, to protect the traders or diplomats they often escort. Instinct: to find a safe path
- spy from a hidden place
- defend with magic
- find the way forward
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Wyvern Group, Huge, Magical, Cautious, Construct, Terrifying Diamond Tail (d8+3 damage 2 piercing) 11 HP 2 armor Reach, Near Special Qualities: winged, piercing tail, elemental affinity, driven by a single specific goal, false dragon These bat-like beasts are mere shades of their noble cousins, but the mere rumor of a dragon is enough to cause most folk to flee in panic. Created by magic from the lowly kobold, these creatures sold their personhood for power towards a cause. Though wyverns are of only animal intelligence, when they transformed, they cemented a purpose, and will pursue it doggedly. To those who share their ends, they make powerful aids and allies. Instinct: to grow strong
- snatch into the sky
- breathe forth an element
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Starspawn of Void Z Group, Magical, Stealthy, Organized, Intelligent, Hoarder, Planar, Terrifying bolt of sickening magic (b[2d10] damage) 10 HP 4 armor Close, Reach, Ignores Armor, Far Special Qualities: shapechanger (the void) Known throughout time as many names, these shapeshifting tricksters serve only their own foul purposes. Their favorite disguise is that of infirm old women, though their true form is simply a red-eyed rend in space showing the black and starry void of night. These star spawn are native to the ashy and lifeless void Z. When they travel to another world it is only to sow chaos and violence, and to that end, they collect secrets and amass power. If these spawn are successful, a piece of miserable void Z might take hold and begin to grow in your world... Instinct: to torment
- deliver weakening nightmares
- offer a tempting bargain
- cast a curse
- summon the coven
- divine a troublesome secrets
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Tabaxi Treelurker Group, Small, Stealthy, Organized, Intelligent, Hoarder Raking Claws (d6 damage 1 piercing) 6 HP 1 armor Close Special Qualities: keen senses, claws and fangs A people who know their own minds, no matter how often they change them, tabaxi can be hard to pin down. The cat folk are always a little mysterious and capricious, even when they're your best of friends. Making up their minds about what do with new trespassers is often the work of silent observation, stalking, and study, which these specialized jungle scouts do best. Instinct: to judge predator from prey
- move quickly and silently
- strike when they least expect it
- warn the others