-
Kalarel the Vile Solitary, Divine, Magical, Intelligent Spell attack (d10+2 damage) 12 HP 0 armor Close, Near, Far Instinct: Summon Thing
-
Mimic Solitary, Small, Stealthy, Amorphous Bite (d10 damage) 15 HP 1 armor Hand Special Qualities: Shapeshifter These amorphous shapeshifters lurk in the odd corners of the world where they lure in prey by shifting into things of value. Once something reaches out and touches the mimic these creatures attack whatever is contacting it and consume it. Their skin is sticky holding those that touch them. Instinct: To consume
- Shapeshift into valuables
- Adhere and attack
-
Sunken Hoarder Solitary, Huge Crushing Grasp (d10+5 damage) 20 HP 1 armor Reach, Messy, Forceful Special Qualities: Underwater Breathing, Tentacles These huge creatures spend their time sitting on the ocean floor looking through their hoard of detritus. Once disturbed however they swim to the surface where they tower over all that moves above. They demand tribute from all that pass through their domain and failure to do so will result in you joining their hoard. Half rocky, covered in barnacles, their troll like appearance is deceptive. If their hands don't crush you their lower tentacles will surely bring you to a watery grave. Instinct: To hoard
- Demand toll
- Grab and crush
- Drag down
-
Giant Snapping Turtle Solitary Bite (d10 damage) 12 HP 3 armor Close, Reach, Forceful, Messy Special Qualities: Amphibious, Shell These giant turtles have a shell that extends to cover most of their tail and neck; its smooth contours broken up by the ridge lines running its length. Unlike most of the shell with its dark hues these have sandy coloured ringlets adorning their peaks. They spend most of their time lying in wait for some unfortunate creature to swim past where they can either grab them from their shelter or dash into the open seas with short bursts of speed. Little escapes their grasp. Instinct: Scavange food
- Rock camouflage
- Jet short distances
-
Trained Giant Snapping Turtle Group, Large Bite (d8+3 damage) 10 HP 3 armor Close, Reach, Forceful, Messy Special Qualities: Amphibious, Shell For generations wavekin have bred the giant snapping turtles. They still resemble their wild conterparts however theses are much larger and stronger. They have lost all semblance of stealth as their shells are now bred for bright colours and painted with tribal symbols. Used as both mounts and pack animals these are often the unseen force stopping ships at sea as they try to flee wavekin. Instinct: To immobilise
- Grab and hold on command
-
Wavekin Fighter Group, Intelligent Tridents (d8+2 damage) 6 HP 3 armor Close, Reach Special Qualities: Amphibious, Grants underwater breathing Wavekin fighters are a bit more bulky than their slaver bretheren. They clothe themselves in armour made from scales and shells of dead sea creatures. With sharp teeth and a wicked temper, they are not ones to cross lightly. During raids the fighters are less concerned with gathering slaves and more with testing their strength against the stronger air-breathers. Back home they enjoy breaking the will of rebellious captives. Instinct: Gather Slaves
- Break the stong
-
Wavekin Slaver Group, Intelligent Coral Knives (d6+2 damage) 6 HP 1 armor Close, Reach with net Special Qualities: Amphibious, Grants underwater breathing These six limbed, green scaled amphibians walk on two legs with a long tail. Their 4 arms are often ornamented with jewelery or highly decorative bracers. A fin ridge runs down their back often tipped in bright oranges or reds. These slavers gather large groups to cultivate and process their otherwise poisonous food source. With a limited magical talent they grant their captives the ability to breath underwater. However this is often withheld as a form of torture. They will hunt any manned vessel that passes near waters they control daring to capture the unwary with net and knife. Instinct: Gather slaves
- Torment the weak
-
Displacer Elder Solitary, Huge, Messy, Causious Teeth, Claws (d10+3 damage 1 piercing) 24 HP 3 armor Near, Close, Reach Special Qualities: Hides itself with illusions, Bone Plates Displacer elders look like larger versions of their younger kin. A keen eye might spot the pale patches around the face and tail that indicate the beast's age. They travel almost exclusively solo or on rare occasions will lead a pride on a hunt. Displacer elders claim prides and the territories they control. Experienced and intelligent, they can maintain their illusion even when in a fight. These apex predators have also developed boney protrusions that they use for their own protection. Instinct: To protect and claim territory
- Stalk its prey
- Challenge a rival
-
Displacer Beast Group, Large, Thick Hide, Stealthy, Cautious Claws and Teeth (d8 +1 damage) 10 HP 2 armor Close, Reach Special Qualities: Project their location Large cats with 6 legs and a pair of tentacles that end with pads of sharp spikes. They tend to travel in small prides and work together to take down stronger prey. Instinct: Hunt & Feed
- Stalk its prey
-
Displacer Cubs Group, Small Teeth and Claws (d6 damage) 6 HP 0 armor Hand, Close Special Qualities: Blurry outline Displacer beast cubs are small and cute in appearance, often mistaken for ordinary cats as they do not yet have their distinctive tentacles. While the cubs lack the illusion capabilites of their parents they do blur their images. Instinct: To feed
- Yowling for parents