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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
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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
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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
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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
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Mercenario Group Armas maciais (d6+2 damage) 6 HP 1 armor Close, Forceful, Near Instinct: Sobreviver
- Fazer o que for pago pra fazer
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Alexus Olarcano Solitary, Magical, Stealthy, Hoarder Raios ilusórios (d10 damage) 12 HP 4 armor Close, Ignores Armor, Far Instinct: Enganar e lucrar
- Lançar Magia
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The Lord of Dusk Solitary, Magical, Stealthy, Hoarder Silken Strings (d12 damage 1 piercing) 16 HP 4 armor Close The ancient patriarch of an elven dynasty. Devourer of dreams. Minstrel of Nightmares. Instinct: Steal the life force from slumbering victims
- Bring peaceful sleep to children
- Illusion Magic- Becomes the listeners Dream or Nightmare
- Songs of slumber and peace
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Animated Furniture Horde, Tiny, Stealthy, Devious, Intelligent Smash (w[2d4-2] damage) 11 HP 2 armor Hand Ornate tableware and dining room furniture Instinct: Feed guests poisoned food
- Serve guests and attack intruders
- Tie up and tangle
- If heroes eat or drink from the table, they will fall into a magical slumber
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Hollow Worm Solitary, Large, Hoarder, Terrifying Crush (d10+2 damage) 16 HP 1 armor Special Qualities: Covered in hands, Disgusting- the beast is disguting to behold A massive silk worm supported on human arms. It has the screaming face of an infant. Instinct: To gather victims for the Dusk Lord's ritual
- Swallow- Grab victims and swallow them whole