Cult Enforcer (Medium Folk Walker — 58 XP): Str 12, Dex 12, Con 10, Int 10, Wis 12, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk IV; Def IV; Res VI; Health IV; Comp IV; Skills: Athletics IV, Blend IV, Bluff III, Resolve V; Qualities: fearless I, feat (Ambush Basics, Club Basics, Wolf Pack Basics, Wolf Pack Mastery).
Attacks/Weapons: Unarmed (1d3 subdual or 1d4 lethal), Club (1d8 subdual)
Seasoned Cultist (Medium Folk Walker — 59 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk V; Def IV; Res V; Health III; Comp III; Skills: Blend III, Bluff IV, Crafting III, Notice IV, Resolve V, Spellcasting III; Spells: Call from Beyond II, Scare I, Ray of Enfeeblement; Qualities: class ability (Assassin: hand of death), condition immunity (baffled), devoted (evil II).
Cult Sorcerer (Medium Folk Walker — 78 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 12; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init V; Atk III; Def IV; Res VI; Health VI; Comp V; Skills: Blend V, Bluff V, Intimidate V, Resolve V, Spellcasting V; Spells: Call From Beyond II, Deadly Draft, Mage Armor, Polar Ray I, Scare II; Qualities: condition immunity (baffled, frightened), feat (Casting Basics, Glint of Madness, Spell Conversion-Area, Spell Conversion-Time), menacing threat.
Attacks/Weapons: Club (1d8 subdual)
Treasure: 2M, 1T
Serpent Person Captain (Medium Folk Walker — 94 XP): Str 12, Dex 14, Con 11, Int 12, Wis 10, Cha 14; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init VII; Atk VI; Def V; Res V; Health III; Comp V; Skills: Athletics VI, Disguise VI, Sneak VI, Survival VI, Tactics VI; Qualities: class ability (Captain: battle planning I, Scout: stalker, Soldier: armor use I), feat (ambush basics, greatsword basics, surge of speed, wolf pack basics, wolf pack mastery), shapeshifter I.
Attacks/Weapons: Falchion (1d12 lethal, TR 19-20, AP 4, Cavalry)
Gear: Light Partial Scale Mail (DR 3, Edged Resistance 2, -1 defense)
War Raptors (Riding Beasts for Serpent Men)
Dinosaurs (Large Beast — 155 XP). Str 10, Dex 10, Con 13, Int 4, Wis 10, Cha 10; Sz L (2×2, Reach 2); Spd 50 ft. ground; Init VI, Atk VII, Def VII, Res IV, Comp VII; Health V; Skills: Athletics V, Notice IV, Resolve V, Survival IV; Qualities: Achiles heel (fire), chameleon II (arctic), damage immunity (cold), damage reduction 5, dread, fearless II, feat (Ambush Basics), ferocity, grappler, superior traveller V, swift attack I, tough III.
Attacks/Weapons: Avalanche (Squeeze I, Petrify II: 1d12 cold damage + 1/round DC 15 Fort save or become petrified); mighty blow (Slam III, Sprawl I: 2d8 cold + 1/round DC 15 Fort save or become sprawled, threat 19-20, AP 6, bleed, keen 4).
Tactics: Winter elementals typically remain incorporeal when not in combat, moving across the frozen wastes in the form of icy zephyrs or else laying in wait as snow drifts. Their speed and nature makes it easy for them to move ahead of their victims and lay a quick ambush. In the first round, a winter elemental will shift into its solid combat form (intangible) and attempt to deliver a mighty blows (via it's swift attack ability). At the beginning of the second round it will deliver another mighty blow; if the victim of this attack becomes sprawled, the elemental will collapse upon and attempt a grapple during which it will attemp tto freeze its victim to death (via its petrifying extraordinary attack linked to its squeeze grapple advantage). However, if the victim remains upright or the grapple attempt fails, the elemental will deliver another mighty blow at the beginning of its initiative count the following round and dissolve into a snow cloud (intangible) ready to begin the sequence again.