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Aelfir Hallowed One Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder, Terrifying Animated vines and plants (d6 damage) 16 HP 0 armor Close, Reach, Ignores Armor, Near, Far Special Qualities: Horrify with illusions of death and mutilation Aelfir Hallowed Ones are priests who weild twisted and dark magics against their enemies and to incite other Aelfir into frenzied worship of their bloody gods. Instinct: To see interlopers flayed and burned for their trespass.
- Inspire Aelfir to a bloodthirsty frenzy
- Startle its enemies with illusion
- Conjure a misama of confusion
- Conjure a fog of toxic pollen
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Aelfir Warrior Group, Stealthy, Devious, Organized, Intelligent, Cautious, Hoarder Saw-tooth blades (b[2d6+2] damage 1 piercing) 6 HP 4 armor Close Aelfir warriors are skilled, ferocious soldiers. They may not stalk interlopers, but they are cunning and unforgiving in battle. Instinct: to drive off interlopers
- Aggressively defend your territory
- Surprise with a flanking attack or ambush
- strike with poison weapons
- Reveal numbers it was holding back
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Aelfir Scout Solitary, Stealthy, Intelligent, Hoarder Aelfir short bow (b[2d16] damage 1 piercing) 12 HP 0 armor Close, Reach, Near, Far The Aelfir are elves that used to have an empire on the new continent, but now live in a large group in the ruins of their flooded city. Aelfir scouts range the surrounding jungle, hunting for food and killing interlopers on their territory. Instinct: to expose its enemies weakness.
- Stalk its prey from a distance
- Vanish into the jungle
- Inflict its enemy with poison on its arrows or blade.
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Orc Conquistador Group, Organized, Intelligent, Hoarder Thunder Staff (b[2d8] damage 1 piercing) 10 HP 5 armor Close, Reach, Far From a colonising empire, these Orcs carry muskets and have polished plate armour. They come in large ships with the claim of discovering new lands, but colonise and exploit the lands they find. Their forces are disciplined, regimented, and arrogant in their assumed superiority. Instinct: To claim and colonise.
- Treat all before it with colonial superiority.
- Escape to call more troops
- Communicate in an oblivious and condescending manner.
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Undead Pet Solitary, Tiny, Stealthy, Hoarder, Planar, Terrifying Diseased claws or beak (w[2d8-2] damage) 20 HP 0 armor Hand Special Qualities: Stench of rot Pirate captains always have a pet. A bird, a cat, a dog, perhaps something exotic like a monkey. Sometimes the pet is cursed along with it's ship or captain. then you get an undead pet. Creatures as annoying as they are eternal, undead pets exist to serve as a nuisance or distraction, usually mimicking their owner. They can occasionally prove useful though in acquiring valuable objects a person can't reach. If you can then pry the object of desire your of the blasted thing's clutches! Instinct: To annoy with mimicry and thievery
- Steal an unattended valuable item, and take it out of reach
- Mimic it's owner in speech or deed.
- It cannot die, it just gets more annoying.
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Chineri Pack Horde, Small, Organized Vicious beak (d6 damage 1 piercing) 3 HP 3 armor Close Special Qualities: Hunt by sound He peers that way, and sees a small creature that resembles a monkey in a lot of ways. It has long, spindly limbs and strong grasping hands on both it's 'arms' and 'legs'. It has a long tail used for balance and to grasp. But there is where the similarities end. Instead of fur, it has what look like overlapping plates of hard bone or horn. It's head reminds Falcon of an owl's in shape an contour, with the heart-shaped face that directs sound to it's bat-like pronounced ears. I't beak is large and wickedly curved, and glints wetly with a dark liquid. And it has no eyes. Instinct: Hunt your prey in a pack
- Swarm them
- Call for the Pack
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Pachidemon Solitary, Large, Terrifying Barbed Trunk (d10+4 damage 1 piercing) 20 HP 1 armor Forceful, Reach, Near The Pachidemon is similar in some ways to an eliphant, but it has sharp, wickedly curved barbs on it's unnaturally long trunk, and it's mouth is a huge maw filled with wicked fangs. Instinct: To slaughter and devour
- Snatch them up with your barbed, sinuous trunk.
- Strike from out of sight
- Crush them under your heavy feet
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Drualna, the Sea Witch Solitary, Huge, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar, Terrifying Hexes and forbidden magic. (d8+5 damage) Reach, Ignores Armor, Near, Far The Sea Witch is a Jealous creature. Drualna spends eternity in her pitch-black caverns at the bottom of the Eternal Sea, collecting and guarding her secrets there. The Sea witch appears as a heavyset woman, whose lower body is made of massive, long tentacles that stretch dozens of meters throughout her domain. Drualna is obsessed with secrets big and small. Secrets that can destroy empires, small secrets shared between lovers, the dark little things people hide within themselves. She craves them all, and trades for them with mortals. When she takes a secret, she takes all knowledge of it from their memories. Drualna also collects secret objects and artifacts of power, and hoards them in her caverns. Instinct: To Hoard Secrets.
- Offer to trade a secret for a secret
- Speak in riddles and half-truths.
- Trap them in your deep caverns.
- When they make a deal, take their secret from their memory.
- Influence your cults from your Deep Caves.
- Freeze them with the weight of your eternal knowledge.
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The Shark Faced God Solitary, Large, Magical, Divine, Planar, Terrifying, Amorphous Ferocious Hunger (b[2d12+6] damage 3 piercing) Forceful, Ignores Armor, Near Special Qualities: Eternal Spirit of Hunger. The Shark Faced God is hunger incarnate. It is ancient, as old as predation itself, and has hungered, killed, and consumed for as long as there has been animals eating other animals. The Shark Faced God is not intelligent, but runs on instinct and savage cunning. Everything it does is only to allow it to consume and devour. Those that follow the Shark Faced God exist only to feed themselves and their master. Standing at close to 9 feet tall, the God appears as a muscular biped whose torso hunches forward and comes into the pointed, vicious head of a shark with it's mouth opening impossibly wide and showing hundreds of rows of teeth going back down it's throat. Instinct: To Devour.
- Bite off and swallow a limb.
- Move impossibly swiftly through the water.
- Fill them with the knowledge that they are prey.
- Call forth Predators and sea Demons.
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Red Lyssia, The Pirate Queen Solitary, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar Lightning Flintlock, Ice Cutlass. (b[2d10+2] damage 3 piercing) Close, Reach, Ignores Armor, Near, Far Special Qualities: Eternal spirit of Piracy. She is gorgeous, vivacious, tantalizing, and absolutely commanding. Her figure is accentuated by practical but colorful leathers and clothes that hug her form, and her bright crimson hair flows and rolls like stirring storm clouds. Her eyes are bright and dangerous, like flashing lightning, and her smile suggests much while promising nothing. In life, Red Lyssia had been the most famous pirate queen of her time, uniting dozens of pirate flags into one great fleet that had terrorized the open sea, it's ships, and it's ports for two decades. When she had finally been dragged to the Afterlife through a stormy giant whirlpool, she had set out to do in death what she had in life, uniting the largest fleet of pirate ships eternity had ever seen. Lyssia and her fleet of Ghost Ships has sailed the Eternal Sea, and terrorized the living for Centuries. the Pirate Queen rarely leaves her ship at the center of The Sprawl these days, ruler of her own ramshackle city full of rogues and ruffians. Instinct: To Acquire Fortune.
- Offer them Treasure, at a price.
- Offer them a place in her crews of Dead Pirates.
- Show your command over storms.
- Demand a promise.
- Claim ownership of that your crew have plundered.