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Nehwon Cold Woman Solitary, Large, Stealthy, Magical, Devious, Hoarder, Amorphous Acid (w[2d8] damage) 20 HP 1 armor Ignores Armor, Far Special Qualities: Charm, Paralyze, Amorphous This creature is basically a huge white (black) pudding. Her powers include illusion generation and charm as per the spell. Fire does double damage to the creature. Cold, of course, does not bother her in the least. Her corrosive secretions dissolve any prey she cannot charm/seduce for mating. The Cold Woman lures persons into her lair with gems and jewelry, which are scattered about her cave. She then paralyzes them and inserts one of her eggs into the body. In a day's time the egg hatches and her spawn (a white pudding) eats the host. The egg is easily removable and the spawn will die if exposed to the air before hatching. In the Frozen Wastes, it is often said that the evil or greedy fall prey to her power most often. She always abandons a lair after laying one batch of eggs. Legend has it that there is only one Cold Woman at a time; all the rest await her death, and then the strongest one becomes the mother. Her young white (black) puddings are known as Cold Spawn and are also immune to the cold. Instinct: Mate
- Seduce and paralyze
- Implant fatal eggs
- Dissolve
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Nehwon Bird of Tyaa Unkindness Group, Devious, Hoarder Claws (d4 damage) 6 HP 0 armor Close Special Qualities: Claws are poisoned, Targets shiny objects for theft This avian flock is closely related to the raven, but has a much higher level of sentience. It is commonly found in the mountains and hills. The bird flock's claws are poisoned, as it is able to crush some types of deadly berries for that effect. The DM may choose any venom from the Thief's arsenal. The bird swarm knows how to strike for exposed body ports and uses a diving attack. These evil birds are among the followers of the evil demon goddess Tyaa. Instinct: Steal valuables for Tyaa
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Nehwon Behemoth Horde, Large Bite (d8+2 damage) 16 HP 0 armor Special Qualities: Adaptive Predator Imagine a killer whale with four stubby legs and no fins and you have a perfect picture of a swamp behemoth. These fearsome mammals are easily capable of crossing water, marsh grass, and quicksand. A behemoth always attacks the largest thing In any given group. It has a white cousin of the snowy North which has a thick coat of fur and short claws on its feet. This snow beast is known to hunt during the fiercest of blizzards. There is also a jet black species with much longer legs that inhabits the plains and hills of Nehwon. Instinct: Devour
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Nehwon Astral Wolf Group, Small, Organized, Planar Bite (1d8 damage) 6 HP 0 armor Close Special Qualities: Roams astral plane These creatures are wolves that have died hungry and now roam about the wastelands in astral form, seeking to fill the" now ever-empty bodies. All attacks are made in isolated areas. These creatures are able to force sleeping humans into the astral plane when there are five or more wolves concentrating on the act (defy danger vs. wisdom applicable). When humans are attacked in this other plane, their earthly bodies will show the damage of the wolves' fangs. If the wolves are killed or driven off their victims' spirits will revert back. Instinct: Ravage
- Hunt
- Summon pack
- Pack can force prey into the astral plane
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Melnibonean Vampire Tree Solitary, Huge Blood Drain (1d8) 16 HP 1 armor Reach, Ignores Armor, Far Special Qualities: Tree Immobile, Flame does double damage These creatures use their leaves as attacking weapons. They are released from the branches to float downward and attempt to attach themselves to a body. When attached, they suck blood. Damage is automatic after the first successful attack. Vampire trees suffer double of damage done by flame. They fear fire, and will never send their leaves near flame. Only by killing the tree can the leaves be stopped. Instinct: Drain blood
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Imperial Crystal Living Statue Solitary, Magical, Construct Fists (d10 damage) 12 HP 2 armor Close Special Qualities: Relic of a forgotten empire Living statues are magically created and animated creatures similar to the enchanted golems. Living statues are almost always made in humanoid form, though other forms are possible. Unless it moves, a living statue looks just like a normal statue made from stone, crystal or metal. Living statues are not brilliant thinkers or tacticians; however, their modest intelligence allows them to fight sensibly and effectively. Left to their own wits, living statues usually stand stock still, pretending to be normal statues until they have a chance to ambush unwary opponents. Most statues recognize spellcasters and try to neutralize them first. Living statues also are capable of following reasonably complex orders and using their intelligence to alter them if the circumstances warrant. Most living statues use their fists to batter opponents. They are not dexterous enough to use weapons effectively but can be ordered to employ some implements if such are required to complete a task. Crystal living statues are the weakest of the living statues. Instinct: Eliminate intruders
- Guards
- Patient
- Relentless
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Gremlin Horde, Small, Organized, Construct Claws (d4 damage) 3 HP 0 armor Close Special Qualities: Serve Master or Mistress More insane than goblins and as devious with traps as kobolds these troublesome, sexless and extremely chaotic monsters are created by alchemy to loyally serve as servants or cannon fodder for their evil master. If killed or exposed to sunlight, they dissolve into black goo. Slightly smaller that goblins, they are scaly and usually colored green or black with white underbellies and large yellow eyes and ears. They enjoy destroying things (that don't belong to their owner) and will often act like psychotic children on a sugar high. Instinct: Wreck Something
- Serve
- Summon Gremlin Horde
- Experiment and play with dangerous things
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Cannibalistic Humanoid Underground Dweller Group, Small, Construct, Terrifying Claws (d4damage) 3 HP 0 armor Close Special Qualities: Darksight, Toxic mutant, Former human Beings that were once human, but have been mutated by exposure to radioactive, chemical or alchemist's magical waste into hideous, flesh-eating creatures that often prey on the homeless from underground lairs like sewers. Also known as C.H.U.D. When food is scarce C.H.U.D. can hibernate in their toxic mutation pools for long periods. They can not reproduce by normal methods. Instinct: Ambush
- Consume
- Devour
- Gnaw
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Star Trek Ruk Solitary, Intelligent, Construct Strike (d12+2 damage 2 piercing) 20 HP 0 armor Close, Forceful Special Qualities: Android, Master of voices, Silent movement Ruk was an android built on Exo III half a million years before the 23rd century by the Old Ones. Ruk was tall, broad and immensely strong, capable of lifting a Human male easily with one hand. Despite his size, he could move silently and gracefully, making him an extremely dangerous physical opponent. He could duplicate voices effortlessly – his actual voice was very low-pitched and gravelly. He was discovered in the underground ruins of that planet in 2261, by Dr. Roger Korby, where he was still tending the machinery the Old Ones had left behind. Even he did not remember how many centuries he had been doing this work. Ruk helped Korby learn how to use the ancient machinery, including the android duplicator. With Ruk's help, Korby built other androids, including Brown and Andrea. In 2266, Captain James T. Kirk and Christine Chapel arrived at Exo III in search of Korby. By then, Korby had reprogrammed Ruk to serve him, and had devised a scheme to infiltrate android duplicates into society slowly and carefully. As part of that scheme, Korby and Ruk imprisoned Kirk and Chapel, and built a duplicate of Kirk to take control of the USS Enterprise. Instinct: Corrupt by offering power
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Solitary, Intelligent, Construct Strike (d12+2 damage 2 piercing) 20 HP 0 armor Close, Forceful Special Qualities: Android Ruk was an android built on Exo III half a million years before the 23rd century by the Old Ones. Ruk was tall, broad and immensely strong, capable of lifting a Human male easily with one hand. Despite his size, he could move silently and gracefully, making him an extremely dangerous physical opponent. He could duplicate voices effortlessly – his actual voice was very low-pitched and gravelly. He was discovered in the underground ruins of that planet in 2261, by Dr. Roger Korby, where he was still tending the machinery the Old Ones had left behind. Even he did not remember how many centuries he had been doing this work. Ruk helped Korby learn how to use the ancient machinery, including the android duplicator. With Ruk's help, Korby built other androids, including Brown and Andrea. In 2266, Captain James T. Kirk and Christine Chapel arrived at Exo III in search of Korby. By then, Korby had reprogrammed Ruk to serve him, and had devised a scheme to infiltrate android duplicates into society slowly and carefully. As part of that scheme, Korby and Ruk imprisoned Kirk and Chapel, and built a duplicate of Kirk to take control of the USS Enterprise. Instinct: