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Varla, the Mad Mountain Druid Solitary, Magical, Intelligent Spells (d10 damage) 12 HP 1 armor Close, Ignores Armor, Far Varla Sanguine nearly died on that mountain. But she was saved. It was the Mountain Gods. Had to be. Henceforth, she devoted herself to them, and they to her. Now, she keeps their land pure. Pure and clean, as the driven snow. Instinct: Purge the defilers
- Protect MY mountain!
- Harness the power of earth, sky, and frost
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Winter Wolf Alpha Solitary, Small, Intelligent Bite, Breath Weapon (b[2d10] damage) 12 HP 1 armor Close, Near My pack. My realm. My little ones. All I do is for them. They must eat. Instinct: To keep the territory pure
- Ruler of the Pack
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Winter Wolf Group, Small, Organized Bite (d8 damage 1 piercing) 6 HP 1 armor Close, Near Large. Intelligent. Works cooperatively. Doesn't like intruders. Not one bit. You MIGHT see them coming, but don't count on it. Instinct: To defend its territory.
- The pack, evolved to perfection
- Howl for the Grand Pack
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Yeti Solitary, Huge, Magical Claws (d10+5 damage 2 piercing) 20 HP 1 armor Reach, Forceful Bumbles doesn't bounce. He hunts. Lets you know he's around, moaning in the frost winds. Attacks when the snow is thickest, when he can't be seen. Drags you off and breaks you down, bit by bit. Instinct: To devour the hearts and spirit of men
- Haunter and hunter of the Pedwaar Baans
- Baleful, bewitching moan
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Corsair Raiders Group, Stealthy Short sword (d6 damage) 6 HP 1 armor Close Corsairs armed with short swords, they excel in quick raids but not in long combats Instinct: All the treasure it can grab
- Lash out with their short sword
- They will use the environment to their advantage
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Corsair Archer Group, Stealthy, Intelligent Shortbow (d8 damage) 6 HP 1 armor Close, Far A group of Corsairs with bows, they are to cover the back and cover retreat Instinct: To raid and follow orders
- Fire a volley
- Will use the environment to their advantage
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Gorm the Binder Solitary, Magical, Organized, Intelligent Stormbringer (d10 damage) 16 HP 1 armor Close, Ignores Armor, Far A hulking brute of a man, Gorm is heavily scarred from his use of Stormbringer - his head is bald and his left eye is milky and scarred. His veins have been burned black, meaning he looks like he is covered in black spiderwebs. He is dressed in practical sailing armour and prefers to stay in the back, leading the troops from afar. Instinct: To take from others and leave none to resist
- Use his hand and a half scimitar to cut down the foe
- Stormbringer: can summon a bolt of lightning from a brass rod if he focuses
- Can call support from off the battlefield
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Trapped Soul Group, Magical, Devious, Amorphous Swampwater Tendril (w[2d6] damage) 17 HP 5 armor Close, Reach The Souls of those unfortunate enough to drown in the misty swamp often get stuck to their bodies. Waiting for someone to finally severe the connection that keeps them in the cold and gruel world that killed them. They are starved of human interaction and will try to meet with who ever enters the swamps, but as they are a mere Soul they take the Swamp as their body, endangering these they seek help from. If they are attacked, they will often drag their attackers into the swamp, to damn them to the same cruel destiny they once faced Instinct: To search for the warmth of the living
- Create a Body of Swampwater
- Drag and Drown
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Muutvar Caster Solitary, Magical Spells, 2d6 12 HP 0 armor Close Special Qualities: Immune to normal magic Instinct: To abuse the Weave
- Bone Rain (AoE projectiles, using a corpse)
- Gold Rings (creates concentric armor; each ring absorbs a hit) [Already Cast: 7)
- Grails of Lightning (Imbues valuable items with an electric field)
- Rune of Water (creates water)
- Shield of Spiritual Devouring (An aura that debilitates CON/STR if it is encountered in Melee