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Profane Rot Grub Group, Large, Divine Grab , Chew, and devour from existance (d8+2 damage) 12 HP 0 armor Special Qualities: Profane Even the gods can die and their corpse have predators and maggots like any others...well except for the divine energy that remains within. These horse sized maggots have mandibles able to tear into both flesh and soul. Those who are consumed by the Profane Rot Grubs are forever gone beyond even the reach of the gods. Instinct: Consume everything that lives
- Devour Life Limb and Soul
- Release Horrific Screech
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Plague Rags Horde, Tiny, Magical, Organized Bind tightly (d4-2 damage) 7 HP 0 armor Hand Special Qualities: spread Walking Rot Plague to an open wound A mass of chared and smoking bandages found near a burned out town destroyed by a vicious magical plague. When someone walks by the rags form a whirlwind of ash and bandages seeking to envelop their victim and light them on fire to cause open wounds they cant infect. As soon as a person has contracted Walking Rot the bandages ignore them. Instinct: Spread the Walking Rot
- Crushing Binding
- Ignite on and burn them all
- With numbers immobilize
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Bree Goblins Horde, Tiny Suffocating Hands 1 dmg 1 HP 0 armor Hand A cruel joke of a spell made these dimunitive goblins form from Bree Cheese. They are weak, barely live a day and are mostly harmless unless you find a horde of them. Then they become very dangerous as they will overwhelm lone targets and stuff their faces with cheese until they suffocate. Instinct: To spread cheese mischief
- Swarm over Target
- Reform from splattered Cheese (d4-2 damage)
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Lurker Solitary, Small, Stealthy Bite with toothy maw (d8 damage) 12 HP 0 armor Close The child sized lurker consists of a several long gray tendrils that drift around it and one large mouth. It attracts prey by waving its tendrils and striking suddenly like a cat in a box to draw food to is mouth-body. it is only able to see by vibration and heat. Lurkers love to hide in confined spaces and draw in the limbs of the unwary. Instinct: eat the unwary
- Chomp Chomp
- trip and pull them into confined spaces
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Clawdious Wolfen Group, Organized, Construct Pincer Claw and Grab (d8+4 damage) 6 HP 4 armor Close, Forceful Special Qualities: Ignore gravity and walk on any surface The smell of rotted fish and wet dog is one you can't miss. Wherever these wolf headed man sized lobster tailed freaks appear you can be sure some foul magic user is at fault. Each is a danger but where there is one there are dozens. Don't let their legs fool you, they walk on walls and ceilings as easy the floor and they swim like lobsters. Your best hope... run. Fast. Instinct: Feast on Meat
- Claw Crush and Bite
- Howing Scree! summon another group to feast
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Hidebehind Solitary, Magical, Stealthy, Devious, Planar Shadow Cougar Claws (d8 damage) 12 HP 4 armor Close, Far The Hidebehind is a nocturnal fearsome critter from American folklore that preys upon humans that wander the woods, and was blamed for the disappearances of early loggers when they failed to return to camp. As its name suggests, the Hidebehind is noted for its ability to conceal itself. When an observer attempts to look directly at it, the creature quickly hides behind an object or the observer and therefore cannot be directly seen. The Hidebehind uses this ability to stalk human prey without being observed and to attack without warning. Their victims, including lumberjacks and others who frequent the forests, are then dragged back to the creature's lair to be devoured. The creature subsists chiefly upon the intestines of its victim and has a severe aversion to alcohol, which is therefore considered a sufficient repellent Instinct: To bring mortals to its realm
- Grabbed from nowhere and dragged there too.
- Where did it go ? In a blink it can hide anywhere.
- Out of Sight Out of Mind - when a lone victim is grabed they are moved to the creatures lair instantly
- Back to the lair, the beast rips its victims out of their plane of existance and drops them in a pocket dimension.
- Calls from the future - the hide behind can call out in voices that don't yet exist.
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Darryl's Boy's Horde, Organized, Intelligent, Cautious Shield wall and swords (d6 damage 1 piercing) 3 HP 2 armor Close A simple light armored squad. Instinct: To follow Orders
- Attack in Formation,
- Call for Reinforcements from the rear
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Forsaken Apprentice Solitary, Magical, Terrifying, Amorphous Curse of freezing pain (d8 damage) 23 HP 5 armor Close, Ignores Armor, Near Special Qualities: Undead Reanimation., Aura of despair. The young mages that get lost in deep tomb or fall prey to magic beyond their skill sometimes come back to seek vengeance on those who should have saved them. Instinct: To seek vengeance on those who abandoned them
- Blast half learned hate fueled magics
- Mimick a spell in with dangerous results.
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Shadow King Solitary, Magical, Stealthy, Organized, Hoarder Roar of the Dragon King (d8 damage) 16 HP 4 armor Close, Far A warrior in lacquered wooden scale-mail stands tall surveying the field. His skull yellowed with age lacks all flesh and hair. Unmoving he stands and plots. With a wave of a hand the ground rips open as hands with rotting flesh pull pull it apart. The land vomits forth a horde of the unliving and the skull turns towards you as a golden flame gathers in each of its hands. Instinct: To restore their people at any cost
- Ancient magic of the Dragons
- Always has an escape route at hand
- Command the obedience of the dead
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The Shadow King Solitary, Magical, Stealthy (d10 damage) 12 HP 4 armor Close Instinct: to restore their People at any cost
- Hurling Ancient Magics
- Always has an escape route handy