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Mindslave Prisoner Group, Magical, Devious Sword, axe, hammer, club, or bludgeon (d6 damage) 14 HP 1 armor Close A dark master of the arcane has forced these prisoners into a psychic enslavement. They move across the lands, seeking what their dark master requires to achieve his sinister plan. Instinct: Obey the master
- Obey the master
- A spell is channeled through the slave from its master
- Allow the master to sense or speak through the slave
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Blink-Dragon Solitary, Large, Intelligent Bite (b[2d10+4] damage) 16 HP 1 armor Forceful, Reach, Ignores Armor Special Qualities: teleportation, dragon's breath, basic telepathy, wings Instinct: To serve it's bond-mate
- Teleport to escape danger or gain an advantage
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Blink-Lizard Group, Tiny Sharp talons (d8 damage 1 piercing) 6 HP 1 armor Hand Special Qualities: teleportation, dragon's breath, telepathy, flight Blink-lizards have the appearance of small dragons, and indeed they are much like tiny versions of their cousins, the blink-dragon. Basic telepathy over long distances allows the lizards to work together if predators are in their territory. Additionally, the ability to breathe the elements as a dragon does and the incredible adaptation to teleport to known locations- also shared by the blink-dragons -make it a fascinating creature. Their telepathy allows for the most intriguing concept of the creatures: When newborn, blink-lizards will sometimes bond with humans and elves, as well as dwarves and halflings to a lesser extent. Perhaps there is something in us that draws their attention. The telepathic communication to us seems to be less than how they communicate with each other, but those who have experienced this bond know how fantastic a tool it can be. Instinct: To survive
- Teleport from danger while flying
- Teleport to a known location while flying
- Spew forth elemental power like a dragon, consumes 1 breath stone
- Communicate emotions or images to bond-mate
- Teleport to its bond-mate’s location while flying
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Corpse Armor Crawler Group, Large, Devious, Cautious, Terrifying Raptor-like forelegs (d6+2 damage 1 piercing) 14 HP 2 armor Forceful Special Qualities: Expose corpse armor for defense, large insect Corpse armor crawlers would resemble common garden aphids- if they weren't covered in the still living bodies of their prey. These fearsome creatures grab their prey with their forelegs, clawed like a bird of prey, and inject a paralyzing poison into the captured creature. The bodies appear so lifeless as to usually be thought as corpses, as the beast places it on its carapace. The crawler will defend itself by exposing one of the corpses to attacks. Corpse armor crawlers have no compunction against scavenging, either. If they encounter a dead or dying creature, they'll store it on their carapace for defense and food. If one comes across a battlefield, their armor can look especially horrific. These crawlers live in darker areas, in tunnels or dark parts of the forest. They will often venture out into brighter areas to hunt or scavenge, but return to the dark to feed and nest. Instinct: To protect itself
- Armor itself with a corpse
- Inject poison into pinched prey
- Grab its prey with raptor-like forelegs
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Fetid Kraken Solitary, Huge, Cautious, Terrifying Hooked tentacles (d10+7 damage 1 piercing) 28 HP 4 armor Reach, Forceful, Near Special Qualities: decaying flesh Deep beneath the cities, in the places where sewage and filth collects lives what has been known to be called a kraken. It is, of course, not a true kraken of the ocean depths, but certainly a similar beast. Its life is a sour one, living among the garbage. It consumes what it can from the sewage, and uses the rest for it to hide beneath. It is quick to recognize anything living arriving near its den, for the taste of the living is much sweeter than anything flushed into the sewers. It seems unlikely that such a beast truly lives- perhaps allowed to continue through some necromancy or other magical means. Instinct: Draw into the filth
- Wrap in decaying tentacles
- Pull under a sea of filth
- Bat away with tentacles
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Wall Master Solitary, Large, Devious, Construct, Terrifying, Amorphous Clenching fingers (b[2d8+2] damage) 27 HP 1 armor Forceful Special Qualities: created to defend the dungeon from intruders, appearance of a giant dismembered hand Created by some long dead worker of the arcane, wall masters appear seemingly from the walls they are named from. They grab hold of those they wish to remove from their domain, one by one, carrying them away. Sometimes this brings the captured invader to an entrance, but not always. More devious instructions include taking the invader deeper into the dungeon- to a more dangerous area -or simply separating a group from each other. Instinct: Separate
- Appear from a dungeon wall without warning
- Teleport a captured foe to an entrance or another part of the dungeon
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Hangman's Tree Solitary, Huge, Stealthy, Intelligent, Terrifying Swooping branches (d12+5 damage) 24 HP 3 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Face appears from nowhere, gaping maw has infinite depth, eyes bleed sap Appearing as a dead tree, the hangman is a derivative of the treefolk. It has developed a taste for flesh. It will wait in one place for days, sometimes weeks for any large fauna to come within range of its branches. With startling speed the branch swoops upon the prey, and the terrible visage of the hangman's tree appears. Most creatures have no chance to escape before the hangman has swallowed them whole, returning to the appearance of a dead unmoving tree just as quickly. Instinct: Consume flesh
- Appear as a dead tree
- Lift prey from the ground with speed
- Appear as a treefolk
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Queen of the Dark Forest Solitary, Magical, Stealthy, Intelligent Piercing vines (d12 damage 1 piercing) 12 HP 4 armor Close, Reach, Far Special Qualities: Disappear into a tree or reappear from a tree "It is said that in the darkest woods, there still lives the women of the trees. They ruled most of this land, before us younger races decided to take this place as uninhabited. Stories spread of camps being wiped out in the middle of the night, and of friends attacking friends. These dark witches, with skin the same as trees, they could take control of a man and force him to do their vile bidding. The men and dwarves and even the elves of the time fought the dark women of the woods, for they resisted parley. The elves, of course, owing to their woodwork made it farther, and met their queen. Yeah, that's right, there was a queen in those woods. Maybe still is. And she had dominion over every plant and creature that stepped through it. This is the reason I've turned down every job I've ever heard was anywhere near that dark place, none of them paid well enough for me to risk my life so foolishly, just for a bit of coin. Orcs, goblins, kobolds, heck, even drakes, I'll take on, but not something that can control all the plants surrounding you." Instinct: To consume any creature that enters her domain or drive them away
- Command the forest to her bidding
- Charm a humanoid or beast
- Reveal an old forgotten truth