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Wererat Group, Small, Stealthy, Organized, Intelligent Bite (d8 damage) 6 HP 1 armor Close Special Qualities: Amphibious The plague has a face, and it's a petty, hungry, leper one. They live underneath, in our homes' foundations, and they feed on what we waste. Few could stand by them without feeling nauseous and sick. Them, whose curse is been long forgotten, servants of Pestilence. Instinct: to infect.
- Spread the disease
- Ambush from the sludge
- Call on the gnawing swarm
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Kulshedra, the Red Dragon Solitary, Huge, Magical, Intelligent, Hoarder Bite (b[2d12+7] damage 3 piercing) 20 HP 4 armor Reach, Forceful, Messy Special Qualities: Wings, Fireblood Lord of mountains, caves, fires, volcanos, and smoke; it's the most evil dragon. Classic dragon body, bat wings, lion mane, beard and other hairy stuff around, fangs and horns everywhere, two giant snake heads coming off his tail. Instinct: to rule.
- Demand a tribute
- Act with disdain
- Unleash the fire
- Bring forth the chaos
- Cast an evil spell of fire and darkness
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Vishap, the Blue Dragon Solitary, Huge, Magical, Intelligent, Hoarder Bite (b[2d12+3] damage 4 piercing) 20 HP 5 armor Reach Special Qualities: Wings, Amphibious, Lightning Speed Lord of seas, lakes, skies, winds, storms and lightnings; it's the most destructive dragon. Body of a very long snake, third eye in the forehead, six rapacious legs, four feathered wings and a horned, fanged beak. Instinct: to rule.
- Demand a tribute
- Act with disdain
- Strike with lightning
- Unleash the storm
- Cast a cataclysmic spell of skies and seas
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Balaur, the Green Dragon Solitary, Huge, Magical, Stealthy, Intelligent, Hoarder Bite (d12+7 damage 3 piercing) 20 HP 4 armor Reach, Forceful, Messy Special Qualities: Amphibious, Burrowing, Poisonous Blood Lord of earth, forests, rivers, poisons and diseases; it's the most deadly dragon. Three heads, amphibious, burrowing but flightless, similar to a giant crocodile, full of horns and fins, covered in vegetation, moss, mushrooms and parasitical beings. Instinct: to rule.
- Demand a tribute
- Act with disdain
- Ambush its preys
- Bring disease to the mortals
- Cast a deadly spell of earth and plants
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Crystal Worker Horde, Organized, Intelligent, Hoarder, Planar, Amorphous Bite (w[2d6] damage 3 piercing) 6 HP 4 armor Close, Messy Special Qualities: tremorsense Arrived on earth from a fallen star aeons ago, the very lowest rank of this alien species has a diamond humanoid body with fluorescent orange stripes. They have no head, but a very large, fanged mouth opens in their chest. They cultivate the gems that spout from their very mouth in the uppermost caves formed by the crater from whence they landed, sometimes giving those alien minerals in exchange of tasty terrestrial metals (especially those delicious man-made alloys). Their silent language is complex and subtle, completely based on sending and receiving vibrations through the ground. Instinct: to take terrestrial metals
- Gnaw away a bite from a metal item
- Send an alarm stomping on the ground
- Spout mystical gems
- Silently offer an exchange
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Tatzelwurm Solitary, Large, Stealthy, Magical, Devious, Intelligent, Hoarder Bite (d10 damage) 16 HP 2 armor Special Qualities: Burrowing Those cousins of the dragons are the apex predators in mountainous forests. They resemble very big snakes with two arms and a voracious face. Territorial, brutish, and wielding magic, they are a force to be reckoned with. More than a king has put a bounty on the head of a Taztelwurm, since they have no worries about expanding their dominion when the forest has no more preys and a near farm is full of pigs and cows. Instinct: to be at the top of the food chain
- Envelop them in its spires
- Ambush the unsuspecting from the thick of the forest
- Work a simple spell of earth or poison
- Paralyze a prey during eye-contact
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Magic Eater Group, Magical, Organized, Intelligent Bite (d8 damage) 6 HP 0 armor Close Special Qualities: detect magic Aeons ago, they were humans, like me and you. They loved magic, and their studies about the arcane art actually changed forever the way spells are done. But what begun as a passion became an addiction. They built more and more powerful artifacts, they crafted more and more energy-consuming spells, detaching themselves from the world. Reality meant nothing to them, and their magic eventually twisted their bodies after their minds. Now they seek refuge in places of great power, eating residual energy, and hoping for some adventurer carrying enchanted equipment—or even better, a true spellcaster—to come by. Instinct: to feed on magic
- Absorb the effetcs of a spell
- Unleash an ancient spell
- Ring a telepathic alarm