|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
|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.
|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
|Vat Ghoul||Group, Construct|
|Shiv (1d4 damage)||6 HP||0 armor|
|Special Qualities: Grown in a Necromancer's Vat, Undead|
An undead minion grown in a vat from a vile goo by a powerful spell caster, the Vat Ghoul needs to neither eat nor sleep and exists purely to obey the orders of its creator. Poor warriors if killed they dissolve back into a foul smelling ichor. Instinct: Worships Creator
|Mi-go||Group, Magical, Organized, Intelligent, Cautious, Hoarder, Planar, Terrifying, Amorphous|
|Pincers (d8 damage)||13 HP||2 armor|
|Special Qualities: flight, weird science, tremorsense, immune to vacuum, immune to cold, alien fungoid biology|
These membrane-winged creatures somewhat resemble lobsters in that they have many legs, feelers, and eyestalks, and forearms that end in pincers. Though they appear to be crustaceans, they are actually fungus creatures. Mi-go are immune to the effects of cold, dark, and vacuum, and can fly across interstellar space. They cannot speak, but communicate by changing the colors of their brain-like heads, and they can approximate human tongues in buzzing, insect-like voices. Instinct: Experiment
- Fly into the sky to drop them from a height or take them so high that their lungs burst.
- electric gun (stun or 1d10), activate bio-armor (3 armor)
- mobilize mi-go or release ghastly experiment
|Fists (w[2d6] damage)||6 HP||0 armor|
Desperate prisoners of the Temple of the Shark, soon to be punished by being thrown into the shark infested waters of Port Arkham and devoured. Instinct: Panics
|Grell||Solitary, Large, Intelligent, Hoarder, Planar|
|Tentacle grab (d12 damage)||16 HP||0 armor|
|Close, Ignores Armor|
|Special Qualities: Paralyzing Tentacles, Flight|
Grell are fearsome alien predators who exist only to devour other living beings. These aberrations divide all creatures into two categories, the eaters and the eaten, and humans fall into the latter. Grell resemble a bloated flying jellyfish. Their gray-green mass is covered in folds and wrinkles and appears like nothing so much as an enormous brain with a hard bony beak. The creatures have no eyes, instead perceiving the world by receiving sound waves and electrical impulses through their skin, which functions as a single huge ear. A grell is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. A grell’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 30 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.A grell has ten pink or purple prehensile tentacles with retractable barbs that inject a paralytic toxin. Sages hypothesize that the creatures spread from world to world by planar travel, either through magical portals or the Vale of Shadows. Grell have no ambitions of conquest or slavery, desiring only food, making a grell a purely local problem, but left unchecked it can represent a plague of predation capable of depopulating an entire area. Instinct: Devour humans
|Atlesian Paladin-290||Solitary, Large, Construct|
|Lasers, rocket launcher (d10+2 damage 1 piercing)||20 HP||4 armor|
|Special Qualities: Metal exoskeleton, Flight|
The Atlesian Paladin-290 is a massive mechanized battlesuit developed by the Kingdom of Atlas' greatest minds in cooperation with the Schnee Dust Company. Paladins are enormous, able to take up an entire lane on a highway. The Paladin’s cockpit houses and secures one pilot, with several holographic displays available to monitor the status of the Paladin and survey the surrounding environment. Paladins are armed with two energy guns on its side, rocket launchers mounted onto its back, and double-barreled kinetic guns on the sides of the energy guns. Despite their weight, Paladins are mobile enough to jump over an entire highway and outrun cars. Instinct: To be the most dangerous thing in a fight.
- Deflect an attack made against an ally
- Launch into the air to reposition itself in the fight.