-
Lava Lady Group, Intelligent, Planar, Amorphous Burn (b[2d10] damage) 13 HP 1 armor Close, Ignores Armor Special Qualities: Made of lava The Lava Ladies of the Burning Sea are wholly molten beings shaped (very) roughly like human women. They long for the splendor of the old days, when people gave volcanoes due respect. Instinct: Restore the glory of Fire
- Slither out of trouble
- Merge with lava or flame
-
Liar Group, Small, Devious, Magical Tongue Lash (d8 damage) 6 HP 0 armor Close, Ignores Armor Special Qualities: Poisonous The Liar is a nasty critter born from dishonest spirits. The body of the Liar is a lumpy sphere fronted with a disturbingly human mouth. It has four arms terminating in stumpy hands, which it uses to climb trees and walls. The main threat is its tongue, which is prehensile, poisonous, and barbed. Surface exposure to the poison causes an irritating swollen rash, but too much exposure around the neck and face can cause suffocation when your airways shut. If you get away alive after being exposed to much of the poison, that larger dose does some nasty things to your brain. Auditory hallucinations, mostly, but potentially leading to murderous paranoia. The first lie the poisoned victim will tell is denying that they've been poisoned. Luckily, the main ingredient in the antidote can be found in a gland inside the Liar. Trying to administer the cure to someone who is convinced you're trying to murder them might be tricky. Instinct: To prey
- Perfectly imitate a voice
- Apply your Liar's Venom
- Ensare with your tongue
- Climb up and out of sight
-
The Hollow Man Solitary, Large, Intelligent, Hoarder, Magical Slam (d10+3 damage) 20 HP 2 armor Forceful, Reach, Close Special Qualities: Ceramic The Hollow Man is a spirit which takes the form of a large clay statue, crudely approximating humanoid form. It's mouth and eyes are rough holes that emit a dim blue light, and the front of its torso is an opening into its empty interior. The Hollow Man is formed from a greedy soul, and it pursues material wealth to stock its hoard. The fanciest pieces of the collection will be stored inside its body, while others will be strewn about its lair. Instinct: To grow the hoard
- Obsess over a treasure
- Know its hoard
- Pursue what it wants, smashing through all opposition
-
Agram, Zombie Ape God Solitary, Huge, Divine, Hoarder, Terrifying Clobber (b[2d12+7] damage 2 piercing) 30 HP 1 armor Reach, Forceful, Near Special Qualities: Glory decayed, Fears fire Agram is starving and diseased; its hair has gone patchy and its skin has begun to rot—Agram is beyond pain. Its right eye is gone, leaving behind only a black void. Agram fears fire, and is drawn to the sound of the gong. Agram’s bones cannot be harmed. After death, all of Agram’s flesh will dissolve, leaving behind only the immaculate skeleton. Agram attacks with its long arms. Its wrists are as large around as a man’s waist, and it can bodily lift a fighting man with a single hand. Agram will seek to devour anyone it catches. Agram is not good at splitting its attention, and the single eye gives it a large blind-spot. Agram can leave its cave when actively chasing prey, but will always return shortly afterwards. The decay of its form greatly increases if it travels above ground. Instinct: To consume human flesh
- Grab in its giant mitts
- Toss like a rag-doll
- Ignore pain
- Come to the dinner gong
- Chow down