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Ankheg Group, Large Acid Covered Mandibles (d8+2 damage 2 piercing) 10 HP 3 armor Acid Elemental Special Qualities: Darkvision, Tremorsense Ankhegs are vicious predatory insects that hunts just about anything that steps foot in their territory, dissolving their prey with gobs of acidic goo. Instinct: To eat
- Spit acid with the Acid Elemental and Ignore Armour tags
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Drow Demon Bound Solitary, Divine, Magical, Intelligent Demonic Weapon (d10+4 damage 2 piercing) 18 HP 2 armor Close A drow demon bound is a drow cleric who has devoted themselves body and soul to a specific demon lord. At this point finely attuned to their patron's will and power, they are empowered and hard to kill, often serving as a commander of summoned forces. Instinct: To secure revenge for the drow empire
- Call upon the power of the patron demon
- Nearby demons deal +2 damage.
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Xacarba Solitary, Gargantuan, Magical, Stealthy, Devious, Intelligent, Planar Triple Fangs (d8+7 damage 2 piercing) 24 HP 4 armor Reach Special Qualities: Immune to Electricity and Poison, Resistant to Cold, Acid and Fire, Can see magic, Telepathy Xacarba's a massive, sapient serpents from the Abyss, who look like three snakes merged together. They have an innate connection to magic making them superb natural spellcasters, combined with a potent body. Instinct: To achieve control
- Redirect magical attacks
- Take on harmless form
- Bite can inflict either weakness, shaky, confused or dispel a magical effect
- See through any illusion
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Troglodyte Cave Stalker Solitary, Stealthy, Intelligent Primitive Axe (d10 damage) 12 HP 2 armor Close Special Qualities: Evasive, Darkvision All troglodytes know how to fade in with their cavern home's environment, but the cave stalkers excels at it far beyond their peers. Easily capable of blending in underground, they stalk prey and enemies, surprising them with a vicious blow to the head. The damage die is upgraded by one step when they ambush. Instinct: To protect tribe
- Stink to high heavens
- Disappear in a cave
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Charda Horde, Small, Intelligent, Cautious Quadruple Claws (b[2d6+2] damage 2 piercing) 3 HP 3 armor Close Special Qualities: +1 damage in a cold enviroment, Immune to cold and poison Chardas are small, lizard-like humanoids with four arms that live in the deepest realms of the world. Unlike many reptilian beings, the chardas enjoy the cold and even seem to be energized by it. Instinct: To protect its tribe
- Expel black bile. It does D6/D8 damage with the Near, Cold Elemental and Ignore Armour tags
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Giant Ant Lion Solitary, Large, Stealthy Scissoring bite (d10+2 damage) 16 HP 3 armor Special Qualities: Darkvision, Tremorsense, Immune to mental manipulation Giant ant lion create giant pit traps to catch big things to eat. And that's pretty much all they do. Instinct: To eat
- Dig traps
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Neothelid Group, Gargantuan, Magical, Intelligent Worm Flail (w2d10+5 damage 3 piercing) 18 HP 1 armor Reach Special Qualities: Blindsight, Sense Teleportation, Psychic Flight, Telepathic The neothelid are ancient beings spawned in the days of yore by one of the outer gods from an union of it and some primordial worm creature. Blessed with strength, psychic powers, long lives and intelligence,neothelids seemed to be poised to be ruling their kind. But then, whatever blessing their parentage had bestowed ran out. Already rarely reproducing, many of their children began to be born as feral throwbacks to the original beings, the purple worms. Now, the neothelids desperately seek to cure their condition and prevent the slow decline of their species. Instinct: To save its kind
- Breathe acid for D10 damage with the Acid Elemental, Group and Ignore Armour tags
- Blast with psychic energy for D10 damage with the Forceful tag, bestowing -1 forward
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Akata-X Horde, Large, Stealthy Slicing Bite (d6+3 damage 3 piercing) 7 HP 2 armor Special Qualities: Doesn't need to breathe, Deaf, Immune to cold, Resistant to fire Akata-X were created by the drow by infusing akata larva with the genetic sample of an outsider. These changes caused the new type of akata to grow a protective layer of crimson scales, grow a secondary set of front legs, the mouth to grow mandibles and become considerably bigger. On the other hand, the process seemed to sterilize them, but the drow were not interested in the alien chimeras multiplying out of control. Instinct: To multiply
- Hibernate for long periods of time
- Very quiet
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Hezrou Solitary, Large, Intelligent, Planar Calloused Knuckle (w[2d10]+1 damage 1 piercing) 20 HP 1 armor Special Qualities: Immune to Electricity and Poison, Resistant to Acid, Cold and Fire, Darkvision, Telepathy, Horrible Stench, Amphibious The hezrou are sometimes referred to as the workers of Hell or the Abyssal blue-collars. This most likely makes most people think they're just some weak day laborers. But hezrous must expand Hell's cities into a deadly wasteland and work in the boiling mires of proto-flesh from which their brethren are born. While not trained for combat, they are built to last and have plenty of muscles under their skin to back up any threats they make. Instinct: To serve Hell's cause
- Craft protoflesh
- Can slowly shape the enviroment