Construct: Shivering Wing

HP: 1d6
Num: 1d4
Spd: 6
Dmg: 1d2 + 1d2
Def: 6
Soak: 12
CL:  1

A shivering wing is an animated construct, one of the most commonly found in the ruins of ancient craft-mages due to its relative simplicity and ease of construction; at that,  it is such a relatively inoffensive thing that many sages believe its enchantment to have been the first test of a newly-proven apprentice to the craft-mage’s teachings.  Regardless of its specific form (avian and insectile shapes seem to have been preferred, though tiny dragons, winged cats and stranger things are not unknown), a shivering wing is always a sculpture in crystal and exotic alloys and carrying a glowing elemental stone embedded in its belly.  This vibrating stone is the source of the construct’s common name.

Shivering wings are most usually encountered as active defenders of their ancient haunts, or even in the possession of undead spellcasters; if one is lucky enough to discover a dormant wing, touching a drop of one’s blood to the elemental stone will awaken it and bind it to the individual whose blood touched it.

Whether biting, clawing or using some other method of attack, a shivering wing inflicts 1d2 hit points of damage plus an additional 1d2 hit points of damage of the same elemental type as their embedded stone.

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Insectoid: Rik’sh

HP:  1d10
Num:  2d20
Spd:  4
Dam:  1d8 or 1d4
Def:   10
Soak:  8
CL:  3

Strange amalgamations of mantid and scorpion and human, the rik’sh stand some six to seven feet tall.  Roughly humanoid, these “blade-men” are completely encased in glittering golden-black chitin from their smooth antennae-graced skulls to the long grasping toes on their two feet.  Rik’sh have the heads of mantids and four arms; the greater pair are spined and bladed like those of a mantid, the lesser pair possessing jointed hands.  They do not have a protruding, insectile abdomen, but from the base of a blade-man’s spine sprours a scorpion’s long tail complete with bulbous sting, as long as the rik’sh is tall.

Under most circumstances a colony of rik’sh are non-hostile unless provoked or threatened.  Every once in a great while, however, a rik’sh is hatched with gleaming golden markings and brilliant wings; these rik’sh grow to be twice as powerful as their brethren — often wielding some form of magic — and inevitably turn to thoughts of conquest.  When such a one is in control of a colony no neighbouring sapients are spared the likelihood of invasion.

Though they could attack with weapons — and some do, using their lesser limbs — rik’sh prefer their arm-blade, inflicting 1d8 hit points of damage from each.  Far more deadly is a rik’sh’s sting; though causing only 1d4 hit points of damage, the pale venom kills in 1d4 hours if a resistance save is failed.

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