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Swamp polyp Solitary, Small Bite (d10 damage 1 piercing) 12 HP 0 armor Close, Near Special Qualities: Aquatic, Immobile Swamp Polyps have a columnar body with the beak uppermost surrounded by a ring of tentacles. They will often develop valuable "black pearls" in their guts like oysters, but have a nasty bite. Instinct: Grab
- Creates black pearls
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Street Urchin Leader Solitary, Stealthy, Hoarder Shiv (w[2d4] damage) 6 HP 0 armor Close Lord or Lady of a group of steal urchins; this elderly ruffian enslaves children to pickpocket and steal on his or her behalf. Think of "Fagin" in Oliver Twist. This hardened elderly criminal can still steal and bite! Instinct: Steal
- Enslaves homeless children
- Liar
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Street Urchin Group, Small, Stealthy Bite (w[2d6] damage) 3 HP 0 armor Close Homeless children organized into a gang by a ruthless "Fagin" to pickpocket on his or her behalf. Pickpocket (Move by Jeremy Strandberg) When you stand idly about in the bustling city streets, roll +Wis. On a 10+, you catch the pickpocket in the act or see him coming. On a 7-9, they only got away with trifles: 1d6 rations, uses of adventuring gear, or coin. On a miss, you'll miss whatever's gone. Instinct: Obey your gang leader
- Steal
- Distract
- Run Away!
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Serpent-man Group, Magical Talons (d10+2 damage) 6 HP 1 armor Close, Forceful Serpent men are a fictional race created by Robert E. Howard for his King Kull tales. They first appeared in "The Shadow Kingdom," published in Weird Tales in August 1929. Serpent men are humanoids with scaled skin and snake-like heads. Some possess magical abilities, the most common of which is the use of illusion to disguise themselves as a human.In Robert E. Howard's King Kull stories, the serpent people worship a god known as the Great Serpent. Later writers would identify the Great Serpent with the Great Old One Yig and with the Stygian serpent god Set from Howard's Conan stories.They built subterranean cities, of which only ruins remain in the modern age. Instinct: Corrupts
- Enslaves
- Often appears human
- Blackmail
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Kopru Group, Stealthy Talons (d8 damage) 6 HP 2 armor Close Special Qualities: Charm as per wizard spell, Amphibious Koprus are a degenerate race of heat-loving amphibians. Though they possess intelligence and power, their civilization has been in decline for generations.Evidence suggests that koprus once boasted a powerful undersea culture. They mastered psionics and built an extensive cities. But climactic shifts or increased competition from other marine races started these creatures on a descent into barbarism that continues to spiral.The expansion of kopru society is severely limited by their need for extremely hot, wet environments (such as volcanic hot springs).Adventurers tell of finding ruined kopru cities on the ocean floor, filled with exotic treasures and occupied by monstrous marine life. Scholars guess that the kopru ability to read a charmed creature’s thoughts may be the last remnant of the psionic abilities so common during their days as a civilized power.Koprus view humans as brutes to toy with and control. They stalk strangers that wander into their realm, then attack at the victim’s most vulnerable moment. Their society is described as being "matriarchal and savage".The kopru, a man-sized creature with a humanoid upper body, has a smooth head, large eyes, and a tentacled, sphincteral mouth. Its two arms end in webbed, clawed hands, and its sinuous lower body splits into three fluke-like, prehensile tails, each capped with a sharp hook. Kopru skin, light tan at the creature’s hatching, gradually tums to olive in adulthood and fades to a sickly brown in old age. Instinct: Charm and enslave intruder
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Guardian Gray Ape Group, Organized, Intelligent, Construct Rip asunder (d8+2 damage) 10 HP 0 armor Close, Forceful Special Qualities: Transformed victim of the Fountain of Life The ruins of the ancient city is inhabited by some ape-like creatures who are highly intelligent and try to keep anyone away from the Fountain Of Life by force, attacking any human that enters the city.These apes are about 7 feet tall and covered in shaggy, grey-white fur. They roughly resemble gorillas, but are more upright. They also have larger tusks and bloodshot eyes. They are magically bound to the forgotten temple after drinking from the Fountain of Life. Instinct: Charge!
- Guards
- Call for more Gray Apes
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Gigantopithecus Solitary, Large Pummel (w[2d10] damage) 16 HP 0 armor Reach, Forceful It’s name says it all; it was a monstrous ape, closely related to the orangutan, that roamed the bamboo forests, jungles and mountains of China, India and Vietnam during the Pleistocene. It was a vegetarian, but scary nonetheless; it could grow up to three meters tall and weigh up to 550 kgs! Its strength must have been extraordinary and probably kept it safe from most predators. It finally went extinct 300.000 years ago, possibly due to overhunting by early human species or as the result of climate change. Of course, all yeti and bigfoot believers like to think that Gigantopithecus survived somehow in the most remote parts of the Himalaya… Instinct: Peaceful unless angered
- Protects territory
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Vampiric Revenant Group, Magical, Terrifying Bite (d6 damage 1 piercing) 13 HP 1 armor Close Special Qualities: Undead A revenant in folklore is a animated corpse that is believed to have revived from death to haunt the living.The word revenant is derived from the Latin word reveniens, "returning" (see also the related French verb revenir, meaning "to come back"). Medieval European stories of revenants have some common features. Those who revive from the dead are typically wrongdoers in their lifetime, often described as wicked, vain, or unbelievers. Often the revenants are associated with the spreading of disease among the living. The appropriate response is usually exhumation, followed by some form of decapitation, and burning or removal of the heart. Several stories state that revenants drink blood.Revenants are therefore another example of the widespread historical belief in vampires. Many stories were documented by English historians in the Middle Ages. William of Newburgh wrote during the 1190s, "It would not be easy to believe that the corpses of the dead should sally (I know not by what agency) from their graves, and should wander about to the terror or destruction of the living, and again return to the tomb, which of its own accord spontaneously opened to receive them, did not frequent examples, occurring in our own times, suffice to establish this fact, to the truth of which there is abundant testimony." Instinct: Drains blood
- Preys on the living
- Can breathe a plague infected mist
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Vampire Watermelon Group, Small Bite (d6-2 damage) 3 HP Hand Vampire pumpkins and watermelons are a folk legend from the Balkans, in southeastern Europe.The belief in vampire fruit is similar to the belief that any inanimate object left outside during the night of a full moon will become a vampire. One of the main indications that a pumpkin or melon is about to undergo a vampiric transformation (or has just completed one) is said to be the appearance of a drop of blood on its skin. Instinct: Drain the living
- Bite
- Limited mobility
- Tasty
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Hanging Tree Solitary, Huge Strangling Noose (d10+3 damage 1 piercing) 24 HP 1 armor Reach, Far Special Qualities: Undead, Vulnerable to fire, Moves Slowly Undead tree formed by the hanging of the innocent from its limbs. It will attempt to strangle its victim with rope and noose from it limbs and drain them of all life. Bodies that eventually fall from the tree often become undead monsters as well. Instinct: Strangles
- Haunts