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Witherling Group, Terrifying Bite (d8+2 damage) 6 HP 1 armor Close Special Qualities: No flesh Witherling - the name given to the walking dead in Gnollish folklore. A gaping maw of huge, gnashing teeth that desires nothing more than to pierce flesh and taste warm blood again... Instinct: To gnaw the flesh off bones
- Grip something in its jaws
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Atronach Horde, Divine, Magical, Construct, Terrifying, Amorphous Concussive blast (d6+2 damage) 10 HP 4 armor Close, Near Special Qualities: Made of strange stone, Abstract shape The form and structure of a magical construct is intricate and precise. Each component inscribed with delicate runes and channels through which magic will flow and turn lifeless metal into living flesh. The mage desires to improve this structure - the runes more precise, the enchantments more complex, the channels more efficient. When the Patron of Perfection herself brings life to stone - beautifully ugly, infinitely complex, perfectly simple and disturbingly inhuman - she forms the Atronachs. Instinct: To serve Niserie
- Incapacitate them with sound
- Shatter something
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Dune Mimic Solitary, Huge Whipping tendrils (d10+5 damage) 20 HP 1 armor Reach, Forceful Special Qualities: Shapeshifting The Dune Mimics of Ahmaradis; massive, terrifying creatures that slumber beneath the sand, utterly imperceptible to the mortal eye. Only centuries of oral tradition have kept alive the knowledge of these creatures' whereabouts, such that travelers may avoid falling prey to their endless hunger. Instinct: To lie in wait
- Disguise itself perfectly beneath the sand
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Tower Crane Group, Large Pecking Beak (d8 damage) 10 HP 0 armor Special Qualities: Wings Stalking the vast floodplains of Kuorsix are the flocks of the biggest birds you'll ever see - the Tower Cranes. Called so for the way they'll strut right up to a watchtower and pluck soldiers right from it, swallowing them whole like a lesser bird might do with fish or insects. Instinct: To feed on what it can
- Attack with vicious toe claws
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Casni Horselord Horde, Organized, Intelligent Spear (b[2d6] damage) 3 HP 3 armor Close, Reach The Casni nomads of Kuorsix have long resisted attempts at assimilation by more 'civilized' peoples. Long have they made the steppe their home, roaming its vast expanse and surviving off its wild game. They offer aid to the Houses when they can, but ultimately owe allegiance to no one. Instinct: To roam their ancestral land
- Overwhelm a target
- Move as one across the plains
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Nightmarcher Horde, Terrifying Sword (d6 damage) 7 HP 0 armor Close, Ignores Armor Special Qualities: Insubstantial The Dwarven city of Damaisithymos Pelegon was decimated in the war. Enough blood was spilled there, folk said, that the very land was cursed with evil. Some nights, they say, the spirits of those who fell return to fight their battles anew... Instinct: To haunt a place of battle
- Fight as it did in life
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Runkaaja, the True Paladin Solitary, Divine, Organized, Intelligent, Cautious Longsword (b[2d10+2] damage) 14 HP 3 armor Close Special Qualities: An unwavering sense of direction to the false Paladin, Invulnerability to magic, Bound to truth and piety Only the most righteous, the most pious, the most honorable of servants to the Gods may take on the mantle of Paladin. Lord Zyrres has judged you, boy, and found you wanting. Instinct: To serve Zyrres
- Deny mercy to nonbelievers
- Command with divine authority
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Burning Roper Solitary, Large, Stealthy Burning whips (d10 damage) 20 HP 1 armor Ignores Armor Special Qualities: Stone-like shell, Lava-like flesh Another one of Talthageon's tricks - a creature with a shell of stone and flesh like magma, cloaked by its perfect disguise awaiting the slightest tremor to warn it of approaching prey. Long, whipping tendrils of molten stone emerge from its carapace in the blink of an eye, wrapping around all in sight and dragging it to its fiery maw. Instinct: To ambush
- Disarm a foe
- Ensnare the unsuspecting
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Ifisteoliki Group, Tiny, Stealthy Burning Touch (d8-2 damage) 6 HP 0 armor Hand Special Qualities: Made of magma The magic of Talthageon gives a strange kind of life to the very fires of the mountain. Instinct: To burn
- Melt into stone
- Emerge suddenly from lava
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Aranth House Necromancer Group, Magical, Intelligent Decaying magic (d8 damage) 6 HP 4 armor Close, Ignores Armor, Near, Far "Helzu House has insulted us for the last time - we cannot stand for this, lest our rivals see us as weak. Break into their tombs, desecrate their graves and raise their dead. Helzu will pay for what they have done to us." Instinct: To take revenge on rivals
- Raise an undead servant
- Perform a dark ritual