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Tourmaline Serpent Solitary, Huge, Divine, Magical, Intelligent, Cautious, Hoarder Jagged Fangs (d12+9 damage 1 piercing) 24 HP 4 armor Reach, Forceful Special Qualities: Crystalline body, burrowing strength A rumble in the earth... Something approaches. Out of the very ground itself, a serpent forms. Blazing bright pink, with jagged fangs lining it's gaping maw, the Tourmaline Serpent is the protector of the Tourmaline Spiral, enshrined here for the safety of future generations. Due to magical interference, it's path has been lost... but it still guards the spiral. Instinct: to Grow
- Manipulate crystalline terrain
- Conjure crystalline manifestations from crystals
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Gem Phylactery Horde, Tiny, Stealthy, Devious, Organized, Intelligent, Hoarder Gem Mandibles (d4-2 damage 1 piercing) 7 HP 2 armor Hand A small beetle-like creature that swarms in hordes, building walls of solid gems as it passes. Exists to guide visitors to the Tourmaline Spiral, but over time it's purpose has been distorted by the magic consuming the Earth's Maw. Instinct: to obstruct
- Obstruct visitors from reaching the Tourmaline Spiral
- Build a wall of gems in an instant
- Retreat to it's hive
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Crystalline Manifestation Group, Stealthy, Magical, Organized, Hoarder Crystal Slash (b[2d8+2] damage 1 piercing) 10 HP 2 armor Close Special Qualities: Crystal transportation, crystal reinforcement An amorphous creature formed out of some sort of large crystal. Shines brightly with an enchanted light, and can manipulate the crystal from which it was formed. Instinct: to Fight
- Test creatures entering Earth's Maw
- Disappear into the crystals
- Conjure another crystalline being
- Call other crystalline beings
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Deeptree Horde, Large, Magical, Devious, Planar, Amorphous Root Slap (d6 damage) 14 HP 2 armor Reach, Near Special Qualities: Extend it's roots to grab opponents The trees within and beneath the Stonewoods were not always this way... Memories of the ancient past still linger within these petrified husks. Only when the magic of the deep blazes bright, shall these ancient trees begin to reawaken and break through their confines. These trees serve as funnels for life energy, revitalizing the ancient land itself. Instinct: to drain life.
- Entangle living creatures in it's roots
- Drain life through it's roots to heal itself
- Use life force to create Deeplings
- Release a surge of ancient power
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Gleam Group, Magical, Stealthy, Intelligent, Hoarder, Planar, Amorphous Crystalline Jab (d10 damage 1 piercing) 13 HP 5 armor Close, Near An ethereal being risen from the depths of the earth, spawned from the blood-soaked soil that the fallen gods have tainted. It possesses no physical form innately, but it appears as a shimmering light before it possesses an object of particular magical resonance. Crystalline structures usually suit this task, and they can not only form bodies of their choosing, but also control crystalline structures around them. Instinct: to spread magical energy
- Form itself a body out of crystal
- Render pieces of itself inert to nullify attacks
- Control crystals to attack and defend
- Explode into a burst of eldritch energy
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Deepwolf Mother Solitary, Huge, Magical, Organized, Cautious Crushing Maw (w[2d10+5] damage) 24 HP 4 armor Reach, Ignores Armor Special Qualities: Regenerative sleep The mother of the Deepwolves. A gigantic wolf formed out of grey stone, with blue veins and blazing blue eyes shining with light. She sleeps deep beneath the earth, surrounded by a strong magical field for millennia at a time, with the field only breaking every so often as a foolish adventurer stumbles upon her domain. She is a passive creature, but she is incredibly strong, and her children will defend her with their lives. Instinct: To breed and protect
- Slumber and restore it's energy
- Summon a Deepwolf out of solid stone
- Call upon it's young to attack
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Deepwolf Horde, Magical, Organized Stone Jaw (d6+2 damage 3 piercing) 11 HP 2 armor Close, Forceful Special Qualities: Stone-skin A wolf with stone instead of skin and fur. Dazzling blue eyes like sapphires stick out in the night, as they lurk in the deepest of caverns. These wolves rarely venture far from their mothers, but when they do their presence is always a curse. Instinct: To defend the mother.
- Hunt down a target relentlessly
- Fire a magical blast from it's mouth
- Howl to the mother for reinforcements
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Serpent Guard Group, Organized, Intelligent, Cautious Military halberd (b[2d8] damage) 6 HP 4 armor Close, Reach A simple guard of the Serpentes Empire, who protects the Serpent Empress. Equipped with a halberd and a plate chestpiece. Bucklers adorn their scaled arms, with the symbol of Serpentes. Instinct: To serve
- Grapple with an opponent
- Call for reinforcements
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Sandslither Horde, Tiny, Stealthy, Devious, Organized Tail Whip (d4-2 damage) 3 HP 0 armor Hand Special Qualities: Very fast, Burrowing A tiny snake, slithering around in the sand. Not really an issue, to be honest. May as well just stomp on it and be done with it. Of course, that's not including the divine status Serpentes has given these miniscule creatures. Sacred creatures cannot be harmed, it's right there in the doctrine. Instinct: To feed
- Scatter away when engaged
- Burrow beneath the ground, flicking sand at an opponent.
- Summon the divine wrath of Serpentes upon attackers
- Retreat to it's nest and bring out more Sandslithers
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Anubhiss Solitary, Large, Magical, Divine, Cautious, Hoarder, Construct Sandstone Slicer (d10+6 damage 2 piercing) 22 HP 5 armor Forceful, Reach Special Qualities: Divine Construct, Defender of Serpent Relics A jackal-headed beast, with hulking reptilian arms crafted of black stone, and a slithering snake tail of sandstone. The saber in it's hands is as long as a horse and crackles with divine energy. This is the guardian of Serpentes himself. Instinct: To slay heretics
- Slice open pits in sand
- Regenerate itself with sandstone