Wild Mustang
10 HP, big
Damage: d6+2 (hooves)
Instinct: To
incite fools to catch him
Moves:
-run free despise
all obstacles
-lead a single
hunter to a dangerous or fey place
Treefolk Assassin
8 HP, +1 armor (barkskin), stealthy;
acrobat, half-plant
Damage: 2d6+1 (short bow)
Instincts: To
guard their sacred grove.
Moves:
-Scare away
offenders
-Aim for a sure
shot
-Blend into the
forest
Treefolk Monk
9 HP, +2 armor (barkskin),
half-plant, walks slow
Damage: d6+2 (wooden arms)
Instincts: To find
a place for spreading roots and rest in tree form.
Moves:
-Teach a key to
enlightment
-Ask nearby nature
for help
-Maintain the
meditation
Valravn
10 HP +1 armor (unsettling aura),
glamour, can switch raven and human forms.
Damage: 2d6 (fire and sparks)
Instinct: To bring chaos and rule over it
Moves
-work forgotten
magic
-give you
something you really need and feign friendship
-reveal that it
was his plan all along
Chocobo
3 HP
d6 damage (beak and claws)
Instinct: to run
in frenzy
Moves:
-give an advantage
to it's rider
-go mad when
cornered
-bark and run
7 HP, darkvision, stealthy
Damage: d6 (teeth)
Instinct: to prey
on the lost
Moves:
-howl to call the
pack (1d6 members, counting the first wolf)
-drag you to the
ground