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Nehwon Salt Spider Solitary, Small, Devious Bite (d8 damage) 12 HP 0 armor Close Special Qualities: Poisonous bite This is a huge ugly spider about the size of a large pig. It has large suction pads on its feet allowing it to travel over any non-slippery surface. It lives in great salty swamps, where it makes complicated sticky web traps. It has a deadly poisonous bite. Custom Move: When first bitten by by the Salt Spider the player must roll +CON: On 10+ the player is immune; 7-9 the player takes -1 on all rolls until magically healed. On a fail the player will fall into a coma until magically healed or death. Instinct: Hunt
- Spin Webs
- Bite prey
- Lurk in Salt Marsh
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Bog Goblin Horde, Small, Stealthy, Organized, Intelligent Javelins and Spears (d6 damage 1 piercing) 3 HP 0 armor Close, Reach, Far A goblin from the bogs. Instinct: To drive interlopers out of the swamp
- Strike from ambush
- Shoot a poisoned dart
- Blow the swamp whistle for aid
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Bullywug Group, Organized, Intelligent, Cautious, Hoarder Clubs, spears, javelins (d8 damage) 6 HP 2 armor Close, Far Special Qualities: Amphibious The frog-people known as bullywugs have been known in the past to make and keep alliances with the lizard-folk and locathah. Their priests worship a mighty amphibian whose eggs spawn worlds. Instinct: To expand territory
- Attack with grappling tongue
- Croak a warning
- Retreat and reinforce
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Mastermind Swarm Horde, Tiny, Organized Bite (d6 damage 1 piercing) 3 HP 0 armor Hand Special Qualities: Swim and breathe water These vicious little bastards are fanged tadpoles the size of a fist. They swarm creatures in water, biting off chunks -- some to eat, some to return to their brood mother, the Mastermind Beast. Genetic material they gather can be used to create hybrid creatures. If wounded, they release alarm chemicals into the water that quickly spread, alerting even more of the tiny horrors. Avoid the water. Instinct: to nip off a piece to return to the Mastermind
- Bite, bite, bite
- Wounds release alarm chemicals
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Mastermind Brother Horde, Organized, Intelligent, Artificial Fists or weapons (d6 damage) 4 HP 0 armor (1 armor with gear) Close, Near Special Qualities: Swim and breathe water, Above-Average Endurance and Resistance to Pain The Mastermind Brotherhood is a spawned collection of identical humanoids. They serve the Mastermind Beast as guardians and spies. Birthed by the Beast after it has gathered genetic information on a sentient creature, a Mastermind Brother is almost indistinguishable from it's genetic parent. Though originally ignorant of local (or species) customs, the more information that the Brotherhood gathers about a group or territory, the more like real people they appear. They share a telepathic bond with their Beast-mother and with each other, though information does not pass between them instantaneously. Instinct: to gather information
- Defend the Beast
- Call its Brethren
- Drag someone away
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Mastermind Beast Solitary, Large, Stealthy, Magical, Devious, Intelligent, Planar, Terrifying Armored Pseudopod (d10 damage) 16 HP 2 armor Reach, Near Special Qualities: Swim and breathe water This creature is From Beyond, sent to this plane of existence as a harbinger of the coming of the Gods Before Time. Semi-aquatic, it spawns thousands of fist-sized biting tadpole-horrors, which swarm the surrounding waterways. They retrieve parts of unlucky creatures and return them for genetic assimilation. The Beast can then give birth to seemingly-normal versions of the absorbed creatures. If the victim was an intelligent being, then the Beast forms pale likenesses and sends them out to get information and new genetic material. The Beast appears as a mound of armored flesh, with multiple pseudopods, eyes, and mouths. Instinct: to expand its influence
- Command its minions to attack
- Misdirect with the Brotherhood minions
- Telepathic control at great distance
- Exert its vast, alien intelligence
- Stun an opponent with visions of madness
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Redcap Fungus Thrall Group Enhanced fists or fangs (d8+2 damage) 14 HP 1 armor Close The Toadstool or Redcap variety of fungus people are malevolent and expansionistic. The Queen is the absolute ruler of her domain. In addition to the weapons available to her Workers and Soldiers, the Queen may also douse an opponent with controlling spores. This fungus insinuates itself into the nervous system of the creature, and puts it under the telepathic control of the Queen. Queens often surround themselves with controlled monsters or unlucky humanoids. Those controlled by the Queen usually perish by violence or when the Queen forgets to have them eat and drink. These doomed creatures can be very dangerous, their every move controlled telepathically by the Queen. Instinct: to defend the Queen
- Attack unrelentingly and without fear
- Shrug off an attack that doesn't kill it outright
- Spread the controlling spores
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Clockwork Defender Group, Large, Organized, Construct Crushing blows from metal limbs (d8+2 damage) 12 HP 3 armor Forceful Special Qualities: Metal, Clockwork, Well-hidden weak spot "The Old Ones, they knew much. Not the alchemy of man nor the sorcery of warlocks and the like. No, this is the magic of gears and pulleys, the sorcery of science. Watch your every step in the tower: be wary or you may call to life the ancient defense systems. You'll know the Defenders have awoken long before you face them, that's for sure; they're louder than a stomping giant and their hulls scrape the stone walls. You'll hear them coming, I'm sure you can avoid them, go on in the tower. Me? I... I'll stay out here. Got to have a lookout post, right?"
Instinct: Destroy all Intruders! *click* Defend the domain!
- Display immense and uncaring strength
- Soldier on, ignoring all damage until the last
- Reveal a hidden function from the depths of its gearworks
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Redcap Fungus Worker Horde, Small, Organized, Intelligent, Amorphous Spray of Spores (d4 damage) 6 HP 1 armor Close, Ignores Armor, Near The Toadstool or Redcap variety of fungus people are malevolent and expansionistic. They are divided into castes by size and function. The Workers transplant mushrooms to suitable locations near their lair, expanding it. Beware of the Soldiers, or -- gods help you -- their Queen. Luckily, they cannot bear the touch of sunlight - an hour's exposure is enough to melt them into goo. Instinct: To spread the fungal bloom
- Release poisonous spores
- Release danger spores if threatened, wounded or killed
- Send telepathic visions of horrific death
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Redcap Fungus Soldier Group, Organized, Intelligent, Amorphous Spray of Spores (d10) 9 HP 2 armor Close, Ignores Armor, Near The Toadstool or Redcap variety of fungus people are malevolent and expansionistic. They are divided into castes by size and function. The Soldiers are the militant servants of the Queen, and attack with weapons or a burst of poisonous spores. They may also attempt to calm an attacking creature with pacifying spores; pacified opponents may make no offensive actions and are stunned. Soldiers communicate telepathically with Workers or the Queen, and can be quite dangerous in groups. Luckily, they cannot bear the touch of sunlight - an hour's exposure is enough to melt them into goo. Instinct: To defend the lair and Queen
- Spray an attacker with calming spores
- Send telepathic summons to the lair
- Poison a foe
- Emit danger spores when threatened, injured or killed