Dragonclaw Horde, Stealthy, Organized, Intelligent Dagger (d6 damage) 3 HP 0 armor Close
The plots of the Cult of the Dragon are secret, but its existence is not. Most folk of the Sword Coast have heard of the cult, but know only that its members revere evil dragons. The cult recruits new members in major cities, and word quickly gets around. Moreover, many cultists engage in legitimate business or are assigned to ordinary academic research. Only a relative few serve as thieves, assassins, and spies. Instinct: To serve fanatically
- Show unwavering loyalty
- Blend in
- Send a message
Spider Swarm Horde, Tiny, Devious (d6-2 damage) 7 HP 1 armor Touch Special Qualities: Venomous: On Max damage, apply Weak
Certain communal spiders forgoes the classic web-building, instead gathering in arachnid blankets to smother prey. Players with spiders beneath their armor and clothes take -1 ongoing as the feeling of dozens of tiny legs crawl over them. Instinct: To eat
- Crawl all over
- Get beneath armor and clothes
Mu-torcs the Traveler Solitary, Large, Magical, Intelligent, Cautious, Hoarder, Planar, Terrifying Eye Beams (d12+2 damage 1 piercing) 16 HP 5 armor Reach, Ignores Armor, Far Special Qualities: Fleshy and moist, Disgusting Appearance, aware of everything aboard the ship
Mu-Torcs visits worlds using aboard his "Vial Organ", a living ship of pulsing flesh and viscera. Their purposes are unknown but they have abducted many people and creatures to serve as test subjects and slaves. They rarely leaves the bridge and never goes outside, preferring to compel servants to enforce their will. Freezing useful slaves for later use and feeding the weak or unruly to the ship. Mu-Torcs is cruel and often vindictive. you are nothing but toys for them to play with and destroy. Instinct: To control and threaten
- Abduct people to do its bidding.
- Petrifying eye beam
- Control the ship telepathically.
The Green Knight Solitary, Intelligent, Cautious A big three-headed spiked flail (b[2d10+4] damage 1 piercing) 20 HP 6 armor Close, Forceful, Reach
A burly, bearded man completely covered in green plate armor. In his right hand, a three-headed spiked flail. On his left hand, a tear-drop shield. Around its waist, a massive belt, awarded only to the Champion among champions Instinct: To keep the Champion title by defeating everyone
- To challenge great heroes for the Great Championship
Planar entity Solitary, Stealthy, Magical, Intelligent, Planar Astral dagger 1d10 12 HP 0 armor Close, Reach, Far
Instinct: Weaken this plane.
- Summon monster: a planar entity can call up a creature from her dimension.
- Alter self: she can take on the appearance of another humanoid.
- Planar Magic: She can summon the forces of her dimension to manifest here.
- Plane step: she can be transported from one dimension to another.
Ilhui-Bears Group, Large, Magical, Devious Claws (d6+2 damage 2 piercing) 10 HP 0 armor Forceful, Ignores Armor, Near
The Ilhui-bears are a small cluster of three bears that live within the Widow's Forest. One has a magical control over swarms of bugs; the second can shift and move the earth with its claws; the third, the blind one, won't attack but can telepathically predict an oncoming attack and warn the others. Instinct:
- Bug swarm
- Sink hole
Colony of Gulls Horde, Tiny Bill (d4-2 damage) 3 HP 0 armor Hand
This colony of great black-backed gulls are aggressive hunters, pirates and scavengers. They will readily eat almost anything small enough to swallow. Unlike most other gulls, they are highly predatory and frequently hunt and kill any prey smaller than themselves. Lacking the razor-sharp talons and curved, tearing beak of a raptor, the great black-backed gull relies on aggression, physical strength and endurance when hunting or protecting their nests. Their droppings can cause illness. Instinct: Protect their nests
- Dive Bomb
- Spread Disease
Auto-nomi Horde, Organized, Cautious, Planar, Construct Light-blasters (d6 damage 1 piercing) 7 HP 4 armor Close, Near, Far Special Qualities: Razor wing-shields
It is said that the mothlike Nomi use techno-magical servants to do more base duties, such as patrolling their airspace and as footsoldiers. Generally used for peacekeeping, as is the Nomi. Incorporating the light-based technomagic and psychic abilities of the Nomi, these tend to be deployed as puppets, the Nomi utilising psychic relays it is said, so that they can use their own minds to control and fight with them safely. Instinct: To serve
- Move and Act In Perfect Unison
- Telepathically beckon more allies
- Lash out with stunning psychic resonance