Will post more as I think of them.
Some of the images are resized for the forum. Right-click them and “Open image in new tab” for better reading.
These represent a step up in crunch, so you’ve gotta want that. But also, in my opinion, some increased tactical considerations and thematics.
(Since these are on the wiki, I assume it’s okay to post them. If not, I can just post the changes.)
In no particular order:
Ghoul changes:
- Given 2 more specials.
Gruxu changes:
- From the Peterson Bestiary.
- Nature reduced by 1D. Conflict dispositions refactored.
- Given 2 specials. Changed 1 special to be more general. Given Capture as an ambush conflict. Confict disposition distributions were swapped around.
- A work-in-progress. He could do with a special weakness the players could find to cause his Chainmail to slough off.
Dire Wolf changes:
- Given a special.
Hobgoblin changes:
- Given 3 specials.
- Given multiple loadouts.
- Don’t throw them in large groups at the players – only 2 to 4 of 'em, maybe 5.
Orc changes:
- Given 3 specials. Changed 1 special.
- Given another loadout. Removed Shield.
Bugbear changes:
- Nature reduced by 1D. Conflict dispositions refactored.
- Given 4 specials. Changed 1 special.
- Given Large Club weapon. Removed Polearm.
Tomb Guardian changes:
- 1 new special, which isn’t my idea. It was originally proposed in this thread: Skeletons
- Changed piercing and slashing to piercing and stabbing, and to be both Attack and Feint.
- Given a -1D to their Flee conflict weapon.
Edit: Oh, and shoutout to Jared A. Sorensen’s Mutating Monsters thread, which inspired a few of these abilities.