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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 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 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 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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Redcap Fungus Queen Solitary, Large, Devious, Organized, Intelligent, Amorphous Telekinetic Slam (d8 damage) 15 HP 3 armor Reach, Ignores Armor, Far The Toadstool or Redcap variety of fungus people are malevolent and expansionistic. They are divided into castes by size and function. The Queen is the absolute ruler of her fungal domain. In addition to the fungal spores 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. The Queen, like others of her ilk, cannot stand sunlight, and will perish with long exposure. Instinct: To expand and exert control
- Coordinate attacks by her minions
- Spray a foe with controlling spores
- Summon *all* of the minions
- Calm a foe with pacifying spores
- Emit danger spores when threatened, wounded, or killed
- Cover opponent in hallucinogenic spores
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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
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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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Black Wyrm Solitary, Huge, Stealthy, Intelligent, Hoarder, Terrifying Corrosive Bite (b[2d12+2] damage, 1 piercing) 16 HP 3 armor Reach, Near Special Qualities: May crawl through narrow spaces, Fearsome Presence, May cast spells The black wyrm is obviously a relative of the greater drakes of lore. It lacks legs and wings, but may slither and swim at great speed. It has the corrosive saliva and acid attack of its cousins and also gathers a hoard to sleep upon. They are immune to poison and acid, and their scales can turn most blades. Fortunately, they usually dwell far from the ken of Man, Elf, Dwarf, or any of the other races. Kobolds have been known to worship and serve them. Instinct: To devour; to grow, to hoard
- Spit a stream of potent acid
- Corrupt with deceitful words
- Cloak itself in magical darkness
- Squeeze into a space that you thought was too small
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High Priest of the Black Heart Solitary, Magical, Stealthy, Divine, Organized, Intelligent, Hoarder, Terrifying Curse of Undoing (d10+4 damage) 16 HP 4 armor Close, Ignores Armor, Far Special Qualities: Illusion of Spectral Undeath The Assassins of the Black Heart are not well known, as they pose as independent operators rather than as an organization. They are a deeply religious group that worships a personification of Death. Their priests have the capability of both raising and controlling undead creatures, but they are usually loathe to do so; they prefer the dead to rest in sacred silence. If attacked in their strongholds (favored locations include cemeteries, necropoli, and barrow sites), as a last resort they may wake all of the local dead at once and set them on the intruders. This, the High Priest, is the highest authority of the cult. He or she speaks often with Mistress Death, and learns her chosen victims. The High Priest is the keeper of the Black Heart, an artifact of great power. When invoked, it raises all of the dead in the local area. Instinct: To bring death to all thinking creatures
- Finish the ritual
- Feign weakness, then explode into action
- Curse with necromantic power
- Summon the unliving