|The Thing in the Well||Solitary, Large, Stealthy|
|Dark Tentacles (w[2d12] damage)||16 HP||1 armor|
"Good morning," the Thing in the Well calls, "And how are we doing this morning Mrs. Westmen?" -- "Just wonderfully. How have you been keeping, Thing?" -- "Fine, fine. A little peckish, a bit in the mood for, you know, a nibble, a bite to eat. But don't worry yourself, perfectly fine." -- "It's quite alright Thing, I was just thinking I should bring by some lunch. How does a ham sound?" -- "You are too kind Mrs. Westmen, just too kind..." -- The Thing in the Well has lived in the village for longer than anyone can remember. It is traditional to fix regular meals for the Thing, and to present it with a sheep or pig on special occasions. Years ago a boy went down the well on a dare. He never returned. The subject has not been broached in the presence of the Thing. Instinct: To devour
- Politely collect tribute
- Leverage townspeople through secrets
- Purify water
- Hide in darkened waters
|Clockwork Defender||Group, Large, Organized, Construct|
|Crushing blows from metal limbs (d8+2 damage)||12 HP||3 armor|
|Special Qualities: Metal, Clockwork, Well-hidden weak spot|
"The Old Ones, they knew much. Not the alchemy of man nor the sorcery of warlocks and the like. No, this is the magic of gears and pulleys, the sorcery of science. Watch your every step in the tower: be wary or you may call to life the ancient defense systems. You'll know the Defenders have awoken long before you face them, that's for sure; they're louder than a stomping giant and their hulls scrape the stone walls. You'll hear them coming, I'm sure you can avoid them, go on in the tower. Me? I... I'll stay out here. Got to have a lookout post, right?"
Instinct: Destroy all Intruders! *click* Defend the domain!
- Display immense and uncaring strength
- Soldier on, ignoring all damage until the last
- Reveal a hidden function from the depths of its gearworks
|The Shadows That Melt Flesh||Horde, Tiny, Stealthy, Intelligent, Planar, Amorphous|
|Millions of tiny bites (b[2d6-2] damage)||6 HP||1 armor|
|Hand, Ignores Armor|
|Special Qualities: Completely intangible swarms|
Each individual shadow is actually a swarm of tiny, dust-sized demons. No one is quite sure where they come from, or how to kill them, but it is known that children of every species on every plane of existence know to fear the darkness . . . Instinct: To spread
- Devour flesh
- Impersonate voices
- Absorb knowledge from those it kills
|Kobold||Horde, Small, Stealthy, Intelligent, Organized|
|Spear (d6 damage)||3 HP||1 Armor|
|Special Qualities: Dragon connection|
Some are wont to lump these little, rat-like dragon-men in with goblins and orcs, bugbears and hobgoblins. They are smarter and wiser than their kin, however. The kobolds are beholden slaves to dragons and were, in ancient times, their lorekeepers and sorcerer-servants. Their clans, with names like Ironscale and Whitewing, form around a dragon master and live to serve and do its bidding. Spotting a kobold means more are near—and if more are near then a mighty dragon cannot be far, either. Instinct: To serve dragons
- Lay a trap
- Call on dragons or draconic allies
- Retreat and regroup
|Trash Dragon||Solitary, Huge, Intelligent, Hoarder|
|Accidental trash avalanche (w[2d10] damage)||24 HP||3 armor|
|Reach, Near, Far|
The Hoarding Dragon, also referred to as the Trash Dragon takes it's kin's attraction to great piles of wealth to unhealthy, obsessive extremes. Where other Dragons will collect hoards of precious metals and jewels, the Hoarder Dragon is not so discerning. It will collect any rubbish, trash, or miscellany it finds. A Trash Dragon's hoard is often made up of worthless items and objects that It has picked up and simply cannot part with. It clings to these things, overstuffing it's lair to the point where it can barely move without causing avalanches of rubbish. Trash Dragons are seen as pitiable, pathetic creatures, but despite the trouble they cause, very few will seek out and kill them. While most of their hoard is worthless junk, there can sometimes be rare magical or valuable items in amongst the dross. Instinct: To hoard trash and mundane items to excess
- When you feel threatened or uneasy, recede into your hoard.
- When your hoard is threatened, make weak arguments as to why you need every single item.
- When they steal something, chase them, and beg for it back
- When they kill you, pass your compulsion to them.
|Beheaded||Group, Tiny, Construct|
|Flying Headbutt (d8-2 damage)||10 HP||0 armor|
|Special Qualities: Flight, Undead|
The animated head of a being, the beheaded is magically capable of flight and comes in a wide variety of forms. Instinct: To obey its creator
- Display a variety of abilities depending on the creature
|Grimple||Horde, Tiny, Devious, Intelligent, Planar|
|Hurl Debris (d4-2 damage 1 piercing)||3 HP||0 armor|
Grimples are urban decay incarnate, the fey manifestation of every pothole, broken wire and rotting facade. They li in cities, sabotaging mechanism and causing incident, perpetuating, Instinct: To perpetuate urban decay
- Can vomit at will
- Spreads lice with a touch
|Hobkins||Horde, Small, Intelligent, Planar, Terrifying|
|Eerie Claws (d4 damage 1 piercing)||3 HP||0 armor|
|Special Qualities: Can levitate, Master of Jump Scares|
Hobkins gremlins, like all gremlins, like to destroy something. In the hopkins case, they like to rend apart any feeling of safety. The wage campaigns of terror against people, setting up horror movie-esque scenario in order to drive people to the brink of sanity. They are even willing to risk their lives in order to further frighten their victims. Instinct: To make people afraid
- Redirect missed attacks
- Slightly out of phase, granting a -4 penalty on ranged attacks
|Giant Flea||Horde, Small, Devious|
|Blood Sucking Bite (d4 damage)||3 HP||3 armor|
|Special Qualities: Immune to disease|
Giant flees have grown from parasites to predators, leaping at things to drain them of nourishing blood. Instinct: To drink blood
- Leap a great distance
- Spreads sickening diseases
|B'thothuso||Solitary, Magical, Intelligent, Cautious, Planar|
|Fell Magic (w[2d12] damage)||12 HP||5 armor|
|Close, Near, Far|
B'thothuso hates the world of mortal races, and desires nothing more than to return to its home beyond the stars. It lurks in the surface level of an ancient ruin that extends deep underground, surrounded by its lesser kindred, and plots to return home. The portal to its unknowable realm is located in the depths of the ruin, but B'thothuso possesses only one of the two keys. The other is possessed by Rugnaruag, one of its own siblings, who wishes to claim the mortal world for itself. The two creatures are deadlocked, and B'thothuso would handsomely reward any being willing to slay its bothersome rival. Instinct: To go home.
- Offer deals to worthy champions.
- Twist space around a target.
- Reveal unwholesome truths.