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Pseudo-dragon Solitary, Tiny, Magical, Devious, Intelligent Tiny claws (w[2d6]-2, ignores armor) 6 HP 2 armor Hand Special Qualities: Sleep Stinger Brahil is the best monster handler around. He can get any beast you want. You will recognize him easily. He is always with this tiny dragon-like monster on his shoulder. This critter is more dangerous than it looks. I have seen it sting birds in plain sight with its long tail. This is a poisonous tail, you know. Brent, the carpenter's son, can testify it will put you into a death-like sleep. It also looks like the beast protects Brahil. There was this sorcerer who tried to spellbind Brahil without success. He left crying. Custom Move: When you are stung by a pseudo dragon, ROLL+CON. On a 10+, what a big mosquito! On a 7-9, choose 1: You do not fall sound asleep. You do not get -1 ongoing until you make camp. On a 6-, you fall into a death-like sleep. Instinct: Protect
- Play games
- Help
- Scout
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Sandling Solitary, Large, Planar, Amorphous Abrasive pseudopod (d10 damage 1 piercing) 19 HP 1 armor Near A sandling appears to be an amorphous mass of moving, sliding sand. An adult sandling is a solitary creature, and it dwells in lonely sandy areas such as uninhabited deserts, siliceous caverns and deserted beaches. Sandlings are savagely territorial, and will attack any creatures that trespass upon their areas. They fight by slashing and lacerating with a coarse, abrasive pseudopod. Sandlings’ flexible, shifting forms are difficult to damage by physical assault. If a sufficient quantity of water or other liquid (10 gallons or more) is cast upon the creature it will cause the sandling to strike for only one-half damage. Sandlings are apparently silicon-based creatures, and some sages believe that they originated on the Elemental Plane of Earth. A sandling grows until it reaches full size (10’ diameter), and then it begins to reproduce by budding. Tiny sandlings grow to about 2” in diameter before they split from the parent. An adult sandling’s territory often swarms with thousands of infant sandlings, none larger than ’h’ in diameter. When one grows above this size, the parent sandling perceives it as a threat, and kills it. When the parent sandling dies, the largest infant grows to take its place, killing all rivals (if it can). Sandlings sense heat, sound and moisture. They dislike wetness, and will burrow underground to avoid rain or water (unless al- ready defending their territories). There have been reports of huge sandlings three times as large as normal adults, but these have not been substantiated. Sandlings are always the same color as the sand of their territories. They are also the same temperature as their surroundings, and thus are invisible to infravision. Instinct: Defend Lair
- Inhabits Lair
- Elemental Creature
- Silicon Lifeform
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Giant Sundew Solitary, Large, Hoarder Sticky tendrils (d4 damage 1 piercing) 16 HP 0 armor Far Special Qualities: Plant, Sticky, acidic globs of sap, Mssile and fire based attacks will only do 1/2 damage Unlike its smaller cousin, this plant is almost sentient, being slightly aware of its surroundings. Preferring shaded, cool places to grow, the giant sundew grows only hairlike roots to lightly anchor it in place. Furthermore, it may at will with- draw these roots and pull itself along the ground with its sticky tendrils. It primarily derives its sustenance from the prey it catches. Giant sundews appear as 3 to 4’ large mounds of gray-green tarry ropes or rags. Areas where they are found are often heavily insect infested. If found in a closed area, the air will often have a thick odor like sweet syrup. These tendrils may be broken on a DEFY DANGER+STR roll for each character. Failure to due so may cause a character to eventually be engulfed and suffocated. The sap is mildly acidic but will dissolve and become harmless if soaked with vinegar or alcohol (such as wine). Due to the plant’s sticky exterior, missile and fire based attacks will only do 1/2 damage. Instinct: Consume
- Trap in sap
- Engulf prey and suffocate
- Collect shiny things
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Aspis Larvae Swarm Solitary, Tiny Bites (w[2d10-2] damage) 12 HP 0 armor Hand Considered unfathomable by humans, aspis are seldom encountered in populated lands unless raiding for food. They commonly live in small groups, tending to their own business and only occasionally dealing with outsiders. Few people can report of ever meeting one of these creatures, and the existence of larva and cows is only a subject of rumor. These do exist, however, as they are necessary for the survival of the race. Aspis lairs are found underground and consist of sloping tunnels bored through soft rock or dirt. A lair or nest will consist of 1-3 egg chambers, 2-4 rooms for food storage, 1-3 grub hatcheries, and a central chamber. The tunnels are commonly about 4’ high and will be well defended by traps and guards. The grub hatcheries will contain a larvae swarm each. Only one cow will be found in any nest. Aspis larvae are the offspring of the nest. Ranging anywhere from 1%’ to 3’ in length, they resemble fat, white grubs. They are blind and deaf but can locate and identify other crea- tures through vibrations and scent. They have voracious appetites and require an almost constant supply of food. They are most commonly found in hatcheries maintained by the drones - usually pits of rotting materials in which the larvae swim or burrow and feed. Occasionally the drones will select one larva and feed and treat it in such a way that it will not develop along normal lines, but will instead become an aspis cow. Instinct: Devour
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Aspis Cow Solitary, Large, Organized, Intelligent, Hoarder Bite (w[2d10] damage) 16 HP 0 armor Near Considered unfathomable by humans, aspis are seldom encountered in populated lands unless raiding for food. They commonly live in small groups, tending to their own business and only occasionally dealing with outsiders. Few people can report of ever meeting one of these creatures, and the existence of larva and cows is only a subject of rumor. These do exist, however, as they are necessary for the survival of the race. Unlike other larvae who harden their skins and metamorphose into drones, the cows retain their larval form, becoming huge and bloated females, 10’ to 15’ in length. Their sole purpose in life is to lay eggs for the nest. They are sluggish creatures, but their large size makes their bite dangerous. In addition, their skin exudes a milky acidic slime which causes 1d4d if touched. If killed the surviving drones will abandon the Hive and move to another location with any remaining larvae and create a new Apsis Cow and Hive. Instinct: Feeds
- Creates the Hive
- Summon drones
- Command drones
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Aspis Drone Group, Organized, Cautious, Hoarder Multiple small weapons (d8 damage 1 piercing) 6 HP 4 armor Close, Near Special Qualities: Immune to electrical and cold, 1/2 damage from fire-based attacks Considered unfathomable by humans, aspis are seldom encountered in populated lands unless raiding for food. They commonly live in small groups, tending to their own business and only occasionally dealing with outsiders. Few people can report of ever meeting one of these creatures, and the existence of larva and cows is only a subject of rumor. These do exist, however, as they are necessary for the survival of the race. Drones are 6’ long and appear to be giant weevils. They have an extremely long proboscis and multi- faceted eyes. Their diet consists of vegetable matter and meat. Blood is a preferred drink amongst them. Aspis drone are the adult males of the nest and perform all functions dealing with the outside world. These creatures lack individual identity even to the point of not having personal names. Fierce warriors, they are capable of using all weapons but bows, and can fashion items they need with skill. Although they prefer to travel on all six legs, in combat they will stand on their hind legs, using the other four to wield two weapons and two shields. They are fanatically loyal to a single cow and will defend her to the death. They are immune to electrical and cold attacks and will only take 1/2 damage from fire-based attacks Aspis drones speak their own language and 5% will be able to speak common. They do not have a written language per se, but may communicate in a similar manner by using subtle scents and perfumes Instinct: Elminate intruders
- Serve the Hive
- Alert the Hive
- Feed the Apsis Hive Cow
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Cleaning Cube Solitary, Hoarder, Construct Pseudopod (w[2d10] damage) 12 HP 0 armor Close, Near Special Qualities: Opens Doors, Cleans A Cleaning Cube (or Zenopus Cube) is a smaller, more visible (translucent) gelatinous cube first bred by Zenopus to clean his dungeon. A non-aggressive scavenger, it attacks only if threatened. Indigestible material such as rocks or metal is deposited in a selected rubbish room. Other dungeon monsters will avoid a cleaning cube. Instinct: Devours Waste
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Svart Group, Small, Intelligent Daggers or Nets (d6 damage) 3 HP 0 armor Close, Near Special Qualities: Slavers These small creatures (3' tall) have bright blue skin with orange eyes. They are mediary between Goblins and Kobolds and generally attack the latter, though they will unite against their common foe - Hobbits. Svarts will seek to attack halflings on sight, blindly and later cook and devour them if possible. Otherwise they are crafty thieves and slavers always seeking a deal they will honor in letter if not in spirit. Instinct: Sell Slaves
- Capture Prey with Nets
- Slavers
- Steal
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Gurrigan Group, Small Claws (1d4 damage) 3 HP 0 armor Close, Near Special Qualities: Darkvision, Gibbering, Attempt to steal food Gurrigans are a type of cowardly goblins who have been corrupted by prolonged exposure to black magic.They are small, decrepit creatures with bulging eyes who subsist on a diet of mushrooms and cave water. (from the "Best Left Buried" RPG) Instinct: Surrender
- Run away
- Toady
- Beg
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Mothbear Solitary, Large, Construct, Terrifying Claws (d10+2 damage) 16 HP 0 armor Forceful, Near Special Qualities: Magical construct, Bear/moth hybrid Mothbears are hybrid bear-caterpillars bred by the necromancers and priests, who used their silk to provide the funeral wrappings for the Royal Dead. Mothbears are huge, vicious, animalistic and fiercely territorial. Mothbears loves lights. She will pursue light sources and pat at them. If possible, they will carry light sources back to their lair. Mothbears are solitary except females with young cubs. (from the "Best Left Buried" RPG) Instinct: Devour
- Seek Light