ST5-8 / DX13 / IQ9 / MA12 / AD0 / D1d
Talents: Stealth, Pickpocket Powers: Control Gate, Insubstantiality,Teleport
A three-foot long gray rat glinting silver along the tips, aether rats are magical pests drawn to Gates, Astral Projection, and other planar openings. Clever and acquisitive, they are drawn to shiny objects and small magical items that they hoard back in their interplanar warrens. They are quite sneaky and gifted pickpockets, with long clawed fingers and opposable thumbs, and will try to snatch items from unwary travelers and escape.
Aether rats have an innate ability to activate and control gates and can use them without restrictions. They can also teleport short distances (as the spell) to avoid attackers. If cornered, they have the ability to fold space and move through seemingly solid object as insubstantial, but reserve this as a last-ditch effort as it is taxing. The rats expend ST to use their powers and have mana equal to their ST. Their only attack is their bite, and normal armor provides no defense. Only magical protection protects against this attack.
The formyx are a race of hive-dwelling insectile humanoids, greatly resembling upright ants. They are most commonly seem in lush tropical rainforests, but their colonies have been spotted in a variety of temperate environments. Formyx typically use their four rear legs for movement and stability, reserving the front two for manipulating objects and simple tools. A typical Toiler stands four feet tall, with the Martials slightly taller and bulkier. The winged Lancers and Harridans stand roughly six feet, and the massive Dories are easily 12 feet at the shoulder. Their color can very from light tan to deep red and occasionally black, depending on their environment.
Formyx Toilers and Martials have little intelligence and must be guided for the good of the colony. Most groups encountered will have at least one Driver in their number. A Driver can command one lesser formyx for each point of IQ it has within 6 megahexes. This command is absolute, and even if an order is dangerous or suicidal the Driver need only succeed at a 2/IQ test to demand it. If left without a Driver, a lesser formyx will gather what food is available (including fallen comrades) and return to the colony.
Lesser formyx fight with claws and mandibles, while Drivers and Lancers use primitive spears as well. Winged formyx have stingers they can use when striking from above. These creatures secrete a kind of venom that makes these wounds extremely painful. Figures taking hits must succeed at 3/ST save or –2DX from the pain of each wound. This effect is cumulative.
Unlike most ants, formyx colonies do not have queens. Rather, they have a number of fertile females called Harridans that vie for dominance over the colony. There are rarely more than a half-dozen of these crafty, winged females in one place, and when one is forced out they will take an escort of Lancers and set out to found a new colony.
The huge, load-carrying Dories are not formyx at all, but a type of subterranean beetle that has been bred into a kind symbiotic relationship with the colony. They are normally docile, but can be commanded to attack (and even ridden) by Drivers or Harridans. They do double damage with a charge, but must defend on the following round. They can also sweep all their front hexes with their massive horn, taking -2DX for each attack beyond the first.
The motivations of the formyx are alien to other races, and most mind-affecting magic and illusions do not work on them. Even their form of communications is undecipherable, although some have had luck creating a simple sign language with them. They only seem interested in food and expanding their colonies. Those that invade their territory, or live in area claimed by a new colony, learn quickly how aggressive they can be.
ST10 / DX8 / IQ6 / MA10 / AD1 / D1d‒2 (3/ST or -2DX per hit)
These are the workhorses of the formyx colony. While small in stature, they can carry 3 times their ST in Encumbrance.
ST12 / DX12 / IQ6 / MA8 / AD2 / D1d+1 plus Poison (3/ST or -2DX per hit)
Often found accompanying Toilers on gathering missions, the Martials are slightly taller, bulkier and have a heavier carapace. They, too, can carry 3xST in Encumbrance.
ST6 / DX10 / IQ12 / MA10 / AD1 / D1d‒3 plus Poison (3/ST or -2DX per hit) or javelin (1d-1)
Drivers are the leaders of small traveling groups, and speak for the colony’s goals. They are smaller even than the toilers, but their oversized heads differentiate them. Drivers are known to use Dories as mounts and pack-bearers.
Dory (3 hex)
ST24 / DX10 / IQ3 / MA8 / AD3 / D2d+2
Dories are monstrous beetles used as transport as well as in combat. They have long, horny projections on their heads and can charge for 2x damage. They have the ability to charge.
ST12 / DX14 / IQ8 / MA8 or 16 Flight / AD1 / D1d or sting (1d+2) plus Poison (3/ST or -2DX per hit)
Lancers are winged formyx that accompany harridans when forming colonies. They have a curved stinger in their hind quarters that they can use to dive down and impale enemies as a flying charge for 2x damage. A Lancer is capable of limited independent action, but will always succumb to the Harridan’s commands. An airborne Lancer can make a stinger attack at any point in its movement, and continue to it maximum MA.
ST12 / DX14 / IQ14 / MA: 8 or 16 Flight / AD1 / D1d or sting (1d+2) plus Poison (3/ST or -2DX per hit)
Harridans are the female leaders of former colonies, and constantly work to attain dominance over the others. In addition to its painfulness, a Harridan’s sting will drive all lesser formyx nearby into a berserker rage centered on the victim. Harridans can make fly-by attacks in the same manner as a Lancer.
ST100 / DX12 / IQ5 / MA12 or 16 / AD 4 / D4d (swallow) or 1d+2 electric shock / Size 14-hex
Massive kings of the ocean depths, the gale whales can sometimes be seen breaching the surface and brightening the horizon the electrical sparks. Their dark gray forms are mottled with bright blue stripes that follow rows of bright, horny barbs that run along the backs of the whales, Their magical nature is pronounced when they crest above the surface and sail through the air for up to three rounds before returning to the sea. Normally not aggressive, but if injured or harassed they will strike back and have been known to break hulls and sink the ships of those who hunt them.
Like many whales, the gale whales travel in pods of up to 2d ranging far in their annual migration.
ST12 / DX12 / IQ8 / MA8 or 16 / AD 2
These lighter cousins of mountain gargoyles make their lairs in the tops of tall trees. They have adapted to blend into this environment and it takes 4/IQ to spot a hidden gargoyle in forest canopy. The inner surface of their wings is mottled dark green, and they grow branching antlers as they age.Their grey-brown hides are not tough as their kin, and only stop 2 hits, and their claws do 2d-2 damage. They are more dextrous than the mountain varieties and are known to use tools, snares, and other tricks when hunting. In fact, their highly-flexible tails can hold and utilize tools or even daggers (-4DX to hit rear hexes).
They share the gargoyle’s love of gems and shiny objects, and have been known to accept short-term work with other races. However, their competition for territory and resources often puts them at odds with elves, who they look at as weak and untrustworthy.
ST13 / DX14 / IQ8 / MA8 or 16 / AD 1 / D1d
These monstrous carrion-eaters appear as oversized vultures with humanoid upper bodies and twisted human-like faces. They lurk in the trees or circle in darkened skies to drop on weakened or unwitting prey. If a happy can ambush an enemy this way, they can get two attacks from their vicious claws in a surprise round as they drop. Harpies rarely have the heart for a stand-up fight and will usually flee from prey that fights back hard, only to stalk them and attack again from unawares.
Harpies are as foul-smelling as they are foul-tempered, and rarely can more than 3-4 nest together. They are smarter than they appear and can speak the common tongue, and often hoard valuable objects in their putrid treetop nests.
ST10 / DX14 / IQ8 / MA10 / AD0 / D1d-1 bite or by weapon
Talents: Alertness. Powers: Dark vision, Poison
Upright snakes standing 5’-7’ with two arms ending in clawed three-fingered hands. Covered in patterned scales with vertically slitted eyes and hinged fangs. When expecting to encounter humanoids they move in groups of 3-8, but are normally solitary. A hunting group would have warriors with fencing or missile weapons talent, and at least one wizard. In addition to their heightened senses, those attacking the nagiin have -2adjDX because of its movements. If for some reason it is wearing armor heavier than leather, this is negated.
If a player wished to create a nagiin, the figure would start with ST6, DX10, and Q8 with eight points to distribute. These should be encouraged to take the Alertness talent. If Drawbacks are used, all nagiin are outsiders.
Planar Servitor (minor demon)
ST24 / DX12 / IQ8-13 / MA14 / AD2 / D1d+2
Talents: Spells to IQ level, Teleport.
Call them fiends or angels, aspects or avatars, these spirits serve as extensions of their will. Their aspect is similar to their master’s but they are one-hex creatures. They can Teleport (as the spell) in the movement phase of a round with standard ST cost. Winged aspects may fly, but their MA is still 12. Planar servitors can be encountered on errands for their master or for those who summoned them, and will normally fight if accosted or if spells are cast on them. They can cast any IQ8 spell but normally don’t think beyond Blur or Drop Weapon.
ST5-7 / DX14 / IQ5 / MA14 AD0 /D1d-2
Talents: Silent movement, stealth
These lithe predators are somewhat larger than typical cats, and have rich black fur and pale luminous eyes. They move quietly around their underground world and hunt at the side of the shadowights. These creatures are nearly invisible in the shadows. Shadowcats suffer the same ill effects as shadowights in sunlight.
While most shadowights are comfortable in the shadows, there are a few who seek to strengthen their connection to the shadow plane and plumb its depths. These are the wizards of the Order of the Veil. The Order seeks to deepen a shadowight’s connection to shadow, and channels its energies. They are notable by the black face-shrouding veils they wear and their heavy bloodtree-root staves.
They excel at spells like Darkness and Shadow, as well as magic that extends their senses like Mage Sight, Great Voice, and Telepathy. They have mastered the art of shadow summoning and can create allies formed of shadow to fight for them. Shadow summoning spells (from wolves to dragons) are one IQ higher than their equivalent, so that Summon Shadow Myrmidon is IQ11, and takes one additional ST point to maintain per round. Shadow allies have +1AD and are missed completely on a 6 on 1d.
Subterranean Giant Spider (2-3 hex)
ST20-25 / DX12 / IQ2 / MA12 or 6 climb / AD1 / D1d+Poison
These massive matte black spiders are nearly invisible in their underground homes, and normally lie in wait in shallow dens for prey to come by. They often leave strands of thick web (as the spell with 3/DX save to avoid) to encumber those that stumble into their trap. Their mandibles are more powerful than the typical giant spider, but their venom is not. A successful bite requires a 3/ST test or it does 1d ST and causes -2adjDX from pain for the next 15 minutes. These penalties can accumulate. Spiders can climb surfaces (or their web strands) at half their MA. They can ridden as mounts with a spider-specific Horseman Talent and be broken and trained be trained by an Expert.
ST30 / DX12 / IQ0 / MA10 or 16 / AD 4 / D2d+2 /
Power: –2 to enter HTH combat
Bulky, copper-sheathed automatons that relentlessly enforce the laws as set by the wizard Kain, Their primary combat goal is to engage a target in HTH combat, neutralize them, and carry them to the sally port in the central square. They are immune to illusions and command magic