Weasel
6 hp, STR 10, DEX 12, WIL 8 Attacks: d6 sword Wants to exploit weaker creatures
Weasel warbands
- Redmask - Tribal custom is to never clean the face of blood after a kill. The veteran berserkers of this tribe are nearly entirely rust-colored.
- Blueface - Dye their fur with woad. Their ululating cries echo between the hillocks of their home.
- Greenclaw - Disdain swords in favor of copper sheathes on their claws (d6) that are applied upon coming of age. The verdigris that forms on them gives the tribe their name.
- Goldthrone - Avaricious and spiteful, they submit captives to a sham court in front of a extravagantly accoutered magistrate where they are sentenced to death (killing them outright would be uncivilized).
- Flinteye - So named for the most common of injuries sustained while knapping their stone arrowheads and weapons, this tribe disdains metal in favor of flint weaponry. Skilled marksmen despite their frequent disabilities.
- Rusttail - Soaking themselves in pools of corroded scrap metal, their weapons carry tetanus and worse. Become infected on critical damage.
Shrike
3 hp, STR 8, DEX 12, WIL 8 Attacks: d6 talons Critical damage: Carry away and impale on thorns. Fly 3x normal speed. Wants to torment its prey
Shrike trophies
- Mouse’s paw - Give Frightened condition to one mouse
- Lizard tail - From a salamander that got away
- Beetle carapace - Grants 1 armor
- Swallow feather - A trophy from the last pogrom
- Squirrel plume - Shrikes tend to target the squirrels’ smaller young
- Hedgehog quill - Gain an additional d4 attack
Snapping Turtle
Warband scale 15 hp, STR 15, DEX 5, WIL 8, Armor 2 Attacks: d10 bite, d6 tail swipe (blast) Critical damage: Swallow whole, 1d6 STR damage per round until rescued or escape Wants to travel to its breeding grounds, heedless of what is underfoot
What is on the turtle’s shell?
- Siege tower manned by xenophobic frogs. Fire poison arrows that deal d4 DEX damage to one creature per round.
- Lightning rods that generate a d8 bolt every other round if the weather is rainy
- Chaos runes. Spells cast near the turtle must roll a bonus power die.
- Mantis monks who divine portents from the lines of the turtle’s travels
- Mud baths inhabited by salamanders, who use the turtle for overland travel far from their marshy homes
- Dragonfly aerie. Attack in swarms anything that the turtle passes by.