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Myrmora Fellhammer Solitary, Organized, Intelligent, Cautious, Hoarder Fellhammer (b[2d10+4] damage 2 piercing) 16 HP 4 armor Close, Forceful, Messy "... and that is why I name you, Myrmora Fellhammer, my regent in Darkmoss. For your implacable will, you shall be the southern shield for this kingdom. For your indomitable might, you will be the King's justice. For your leadership and bravery, your word will carry the weight of my own. Tame the wilds of the Shifting Marsh, and stand as a bulwark against the slavering hordes that fill it." -- King Ga'el Anakalathai, the Skyrender! Instinct: Enforce order.
- Use force to bring somone back in line.
- Loudly place a bounty on the threat
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Alda's Doll Solitary, Small, Magical, Construct Claw (d8 damage) 12 HP 0 armor Close Special Qualities: Built to watch and observe Deadly Doll. After hours, the curator enables her office's defense mechanism: a five-foot-tall doll with the name "Marigold" sewn onto its vintage dress. When a creature other than Alda enters the room, the doll animates and attacks. Marigold fights until destroyed. Instinct: Protect Alda's Office
- Appear as a normal doll
- Glare Terrifyingly
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Animated Armor Group, Stealthy, Construct Spear (d8 damage 1 piercing) 10 HP 5 armor Close, Reach Special Qualities: Appear as display armor It may look like a suit of armor, and that's because it is! Instinct: Follow orders and defend
- Watch in plain sight
- Attack when commanded
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Dark Harpy Group, Stealthy, Magical, Intelligent, Hoarder, Terrifying Vicious Claws (1d6+2) 6 HP 0 armor Hand Special Qualities: Corpse-like aspect In the shadowy lands of Paranyx, harpies emerge as winged creatures of nightmares, carrying with them an aura of malevolence and darkness. Created by the Titan Fox as a taunt to the proud Titan Falcon, these creatures are true masters of the dark arts, channeling corrupted spells into vile creations that resonate with fear and despair from their victms. The harpies of Paranyx have a nefarious and cadaverous appearance, as if they have been resurrected from the depths of a dark abyss. Their bodies are skeletal, covered in tangled, evil-blackened feathers. Their eyes gleam with a malevolent light, while their sharp claws are always ready to shred any creature daring to cross their path. Cultivating a distorted concept of culture and tradition, Paranyx's harpies live in isolated groups in the darkest regions of the world, where they cast curses and perform shadowy rituals. They are renowned for their sinister chants, used both to lure victims and to enliven their depraved pagan festivities featuring attractions such as outdoor torture and hunting games with their captives. Instinct: to Torment
- Sing their requiem
- Bait them with false hope
- Conjure weapons and beasts made of despair
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Anomated Armor Group, Stealthy, Magical, Intelligent, Cautious, Construct, Amorphous Spear (d8+4 damage 4 piercing) 17 HP 7 armor Close, Forceful, Reach Special Qualities: Looks like armor display It looks like a suit of armor, but it's actually a suit of armor that can move! Instinct: Obey and defend
- Watch and observe
- Hide in plane sight
- Animate when commanded
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Animated Armor Group, Stealthy, Intelligent, Cautious, Construct, Amorphous Spear (d8+4 damage 4 piercing) 17 HP 7 armor Close, Forceful, Reach Special Qualities: Xxxxxxxxx Armor that has been Enchanted to defend while on display. Instinct: Follow orders and defend
- Watching and Waiting
- Attack without warning
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Molo Nukak Solitary, Huge, Divine, Magical, Intelligent, Hoarder, Planar, Terrifying Fire Breath (d12+7 damage) 26 HP 3 armor Reach, Forceful, Ignores Armor, Far Special Qualities: Burning visage, Flying, Immune to fire "In the time before man and elves, the giants and the dragons battled for supremacy. Wielding powerful magicks and their incredible size, these clashes shaped the world we see today. Some say there are survivors from this time. Other think these are descendants of their divine forbears. Either way, if you come across a true giant or dragon you should know you are way out of your league!" -- Quoice Ironhouse, proprietor of The Toadstool Inn Instinct: To gather treasure
- Breathe fire
- Cast a fire-based spell
- Use ancient knowledge about the environment
- Summon kobold servants
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Duke Murak Solitary, Stealthy, Magical, Intelligent, Hoarder, Planar, Terrifying Claws and Bite (b[2d10+4] damage 3 piercing) 20 HP 0 armor Close, Forceful Special Qualities: Horrifying countenance "Duke Murak has lived in the Shifting Marsh for longer than anyone can remember. Is he a vampire? A lich? All I know is that he is a legend of the land, on par with the Dryad of the Grove and the Moon Giant. Some say he gains his long life by stealing it from others, draining their life force to add to his own vitality. All I say is: stay the hells away from his tower!" -- Barbroach, local drunk Instinct: To persist
- Drain the blood of the living
- Charm an enemy
- Transform into a creature of the night
- Reveal something using ancient knowledge
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Bog Giant Group, Huge Huge improvised weapons (d10+7 damage 2 piercing) 18 HP 1 armor Reach, Forceful Special Qualities: Amphibious: can breathe air and water. "For something so huge, you'd be amazed at how sneaky these things can be! They can lie under the murky swamp water for hours, not moving a muscle. You're making your way through an area, keeping an eye out for any sign of trouble, when suddenly you're surrounded by three or four of these big galoots! I wouldn't even think about standing your ground, unless you can survive getting walloped by an entire tree..." -- Gator, esteemed local trapper. Instinct: To consume
- Rise from the water in ambush
- Throw something or someone
- Try to swallow someone whole
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Swamp Hags Group, Large, Stealthy, Magical, Organized, Intelligent, Hoarder, Planar, Terrifying Claws (d8+2 damage 2 piercing) 10 HP 1 armor Special Qualities: Has a putrid stench and is covered in boils and warts Swamp hags are bent and broken in form, seeming to pulsate and change from moment to moment. They have green and purple skin, with stringy hair and horrid countenance. Their putrid stench makes everyone around them nauseous. Long claws and sharp iron teeth are not their only weapons, as the hags are able to use foul magicks to trick and deceive their opponents. A reflection of the darkest parts of the Feywild, hags seek to make deals with mortals that will cost the mortals more than they may have bargained for. But, in keeping with the laws of the Fairy Courts, hags will never renege on a pact they have made. The suffering the pact causes will be plain to see from the beginning. Instinct: To observe the suffering of mortals
- Make a deal that costs a steep price
- Transform someone's gear into a dangerous creature
- Call upon the denizens of the swamp
- Unleash a powerful spell as a full coven
- Reveal a truth about the near future