Gorgons

Gorgons are a malformed race of nomadic sentient creatures whose common bond is that they were almost all once slaves. They managed to overthrow their masters and now rule their own realm. Gorgons crave forbidden knowledge, worship alien gods unbeknown to others, and tend to be mistrusted by the other races - but no one can say why.


Worg Riders represent the ultimate mounted warrior. Feared among his kin and the subject of nightmares throughout the realms, worgriders hunt in packs and lure their prey into unexpected ambushes. A typical worg has gray or black fur, stands 3 feet tall at the shoulder, and weighs upwards of 300 pounds. Worgs often dwell amid goblins and in such situations it is usually the worg that is the master, not the rider.

HP - Luck:   125 - 25
Main Attack:   Mordekaine's Impaler
Critical Strike:   Entangle
Abilities:
Blind Target





Blashphemers are a mysterious and enigmatic creature with equally as odd associations with the Gorgons. The creature is looked down on by most for its relative lack of intelligence - something that infuriates an already short-tempered beast. Blashphemers tend to attack first and ask questions later (or not at all). Territorial and bestial in its fury, the Balshphemer will lay claim to everything that crosses its path. Naturally the creature is in conflict with everyone.

HP - Luck:   100 - 75
Main Attack:   Psionic Orb
Critical Strike:   Redemption






Widowmakers unlike their common web dwelling versions, attack once burrowed and out of sight. When attacking, they lash their segmented spines forward killing victims with injected venom. The creature is named for its courtship rituals. Soon after mating, the male is usually cannibalized.

If the widowmaker has one flaw, it is careless in the amount of venom it discharges and tends to overdose its prey. In doing so the creature's immune system is at serious risk and often suffers immediate death after an attack.

HP - Luck:   200 - 0
Main Attack:   Subterranian Spines
Critical Miss:   Death
Special:   Burrowing



Shapeshifter Yaunti Shaman are not named such because they have access to a great variety of forms, but rather because of their complete dedication to a single alternate form. The Shapeshifter yaunti has willingly allowed himself to become infected with Lycanthropy, but due to intense study and training he has the ability to control his affliction. The Yaunti can transform his serpentine form into that of a troll, the most pestering of the lycanthrope shape changers.

Extreme caution must be used when changing form. Shapeshifters are extremely vulnerable to attack while in transition.

HP - Luck:   150 - 200
Abilities:
Polymorph to Troll
Minor Globe of Invulnerability
Cloud of Obscurity
Mordenkane's Goo


Shapeshifter Trolls are melee powerhouses standing nearly 15 feet tall - although their hunched postures often make them appear much shorter. Trolls are most feared for their long limbs and their extended reach. The creature is suprisingly nimble for its lankyness and can dodge many an attack. Despite their cruelty in combat, trolls are surprisingly tender and kind to their own young.

HP - Luck:   250 - 0
Main Attack:   Troll Slap
Critical Strike:   Super Burning Bitch Slap







Goblins are known to be very superstitious and treat magic with a fawning mixture of awe and fear. Goblins ascribe magic to everyday activities, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield. Written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate. Goblins are voracious and can eat their body weight in food daily without growing fat.

HP - Luck:   150 - 150
Main Attack:   Color Spray
Abilities:
Mirror Image
Greater Malison
Shocking Grasp
Power Word Kill


T1 Planar - Crushers are particularly suited for heavy labor such as mining, forging, and clearing land due to great strength and lack of imagination. More powerful giants (particularly hill giants) often subjugate entire crusher families to serve them. As a result, crushers have a lot of animosity and revel in the misery of others often turning on each other for entertainment. Nothing is taboo with crushers. One would think that, if left to themselves, Crushers would tear each other apart.

HP - Luck:   600 - 0
Main Attack:   Bone Snap
Critical Strike:   BloodLust






T2 Planar - Genies are from the Plane of Air. They are said to be made of the stuff of clouds, with the strength of the mightiest storms. Genies disdain physical combat, preferring to use their magical powers and aerial abilities against foes. When faced with no other option than melee combat, most genies prefer to wield masterwork scimitars. Genies are sworn enemies of the efreet. So legendary is the conflict between the efreet and the genie that many spellcasters attempt (to varying degrees of success) to secure a genie's servitude by promising to aid the cause against their hated enemies.

HP - Luck:   600 - 200
Main Attack:   Glacial Spike
Critical Strike:   Blizzard
Special:   Flying Unit




T3 Planar - Firegolems due to their constant summoning, harbor hostility for those dwelling among the material plane. In the service of a particularly vile master, their tendency is to pervert their instructions and cause harm to their masters. For older and more experienced golems, the only thing protecting those who summon them is the magic that binds them. Despite the bind, fire golems manage to find a way to inconvenience, injure, or even kill those that brought them to the plane.

HP - Luck:   1200 - 600
Main Attack:   Fire Elemental
Abilities:
Greater Malison
Shocking Grasp
Power Word Kill