Ettins One head is the 'smart' head (as smart as ettins come) and one head is the 'charismatic' head (as Ettins go). Act like a child in demeanor and intelligence, even 'play'. Will bargain for shinies, magic, being TAUGHT magic, or babies.
Wood Elves. Quiet, very suspicious, moves in squads and surrounds. Follow their commander's gestures, and watch any intruders (especially) humans with wary contempt. Single names (Raven, Blazingsun, Foxfire).
Gnolls Laugh hyena-like as they approach their prey; flank, attack, only to step back so the other side can do the same. Retreat only to have a second small 'pack' attack the quarry's chasing side. Act very native-american with ceremonies, howling in a keening song; their tribes are equal opportunity for genders.
The Gnoll language is only in third person, so there is no 'I' and 'You' but 'He' 'She', 'It' and names. Also has a habit of adding extra 'ed's on the end of words (Killeded, etc). This shows up if not very fluent in Common.
Dragons Their talons are in Everything around them; they are the head of networks, be it breeding with humanoids to get them to worship them, to being 'Mafia dons' of the forest throwing their weight for loyalty of all monsters in the area. Superior, but may not lord it over immediately (especially if polymorphed). Always have a contengiency plan.
Rakshasa Cunning in setting up false weaknesses; documenting legends on what will kill a Rakshasa, and it won't. Always looking to make a deal instead of fighting, especially if they're out numbered or the attackers are haggard. Every spell in the book to help against missile attacks (Or whatever may cause their death).
Kobolds A realization that they are not the most powerful physically, so everything must be done at a distance; excape routes, ranged methods, contingency plans, defenses, traps, spells, and ways to screw over 'just in case'. A habit of hissing and chirping, steadily moving. Their Nest social-structure is normally Socialisim with a small reward's system.
Wood Elves. Quiet, very suspicious, moves in squads and surrounds. Follow their commander's gestures, and watch any intruders (especially) humans with wary contempt. Single names (Raven, Blazingsun, Foxfire).
Gnolls Laugh hyena-like as they approach their prey; flank, attack, only to step back so the other side can do the same. Retreat only to have a second small 'pack' attack the quarry's chasing side. Act very native-american with ceremonies, howling in a keening song; their tribes are equal opportunity for genders.
The Gnoll language is only in third person, so there is no 'I' and 'You' but 'He' 'She', 'It' and names. Also has a habit of adding extra 'ed's on the end of words (Killeded, etc). This shows up if not very fluent in Common.
Dragons Their talons are in Everything around them; they are the head of networks, be it breeding with humanoids to get them to worship them, to being 'Mafia dons' of the forest throwing their weight for loyalty of all monsters in the area. Superior, but may not lord it over immediately (especially if polymorphed). Always have a contengiency plan.
Rakshasa Cunning in setting up false weaknesses; documenting legends on what will kill a Rakshasa, and it won't. Always looking to make a deal instead of fighting, especially if they're out numbered or the attackers are haggard. Every spell in the book to help against missile attacks (Or whatever may cause their death).
Kobolds A realization that they are not the most powerful physically, so everything must be done at a distance; excape routes, ranged methods, contingency plans, defenses, traps, spells, and ways to screw over 'just in case'. A habit of hissing and chirping, steadily moving. Their Nest social-structure is normally Socialisim with a small reward's system.
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