Displacer Beast Group, Large, Magical, Planar, Terrifying Tentacle assault (b[2d8+2] damage) 15 HP 1 armor Reach Special Qualities: Displacment
They are constantly appearing a few feet from where they actually are, making them impossible to hit. Their tentacles giving them a advantage of reach - savagely piercing, hooking and ripping flesh. They fear nothing except rumors of giving trolls and giants a wider birth, Displacer Beasts, might be beast - but do not be fooled, animal they might be; but they are evil. Their eyes glow an evil bright green, even after death. Their lairs are littered with the bones, equipment, and the treasures of its victims. Instinct: To hates and attack on sight all forms of life.
- Employ claws
- Take advantage of the night
- Fearomse pounce
Ice Troll Solitary, Large, Devious, Hoarder Frigid Axe or Hammer (d10+4 damage) 24 HP 3 armor Forceful Special Qualities: Regenerate, Tracker
Inhabitants of the frozen north, ice trolls are clever and malicious. But then so can be mainland trolls. But these have been known to hunt down Remorhazes and even White Dragons. How do i know this? Because that's what his armor is made from. Yes that's right they make and wear armor. Other then that its gelid skin is a sickly, translucent white, and pale blood can be seen coursing through veins just below the surface. Blood appears red however after it has devoured your friends. Adapted from FR3e Instinct: To devouver those it can
- Spit glob of frigid slime
- Switch to teeth and claw
- Extinguish flames and fires
- Regenerate Limb
Aarakocra, Athasian Group, Organized, Hoarder Spear (d8 damage 1 piercing) 6 HP 3 armor Close Special Qualities: Flight
Deep in the Athasian deserts live tribes of Aarakocra. Scavenging for meat, preferably carrion, and if not, any source of meat can be made carrion. Aarakocra worship the sun, for it is the sun that provides the thermals they need to soar the yellow skies. But if need be there are also other needs, demanding a toll of gems and other valuables from caravans seeking passage form their territory and ransoming prisoners is something they have also learned to do. In combat they are protected a thick bone structure around their chest, the rest of the skeleton is however hollow and extremely fragile. Instinct: To glide the thermals in search of food
- Diving Spear Thrust
- Call large avian allies
- Volley of Darts
- Net fall
- Desperation beak attack
Athasian Gith Savage Group, Psionic, Relentless Obsidian Tipped Spear (1d8+2] damage) 6 HP 2 armor Close, Reach, Near
Gith savages stay mobile. constantly changing their positions as they viciously jab at enemies. They understand battle tactics. having survived the harsh and sometimes fatal lessons of more experienced members of the tribe. They typically wear inix-shell armor into battle. Instinct: To hunt its prey with extreme savagry.
- Pouncing Spear stab.
- Telekinetic Leap
- Telekinetic Pierce
Lodo the Homunculus Solitary, Tiny, Magical, Stealthy, Devious, Intelligent, Construct, Terrifying Vicious bites (d6-2 damage) 12 HP Close
As far as Lodo is concerned; you are are in his house. You are guests, and hospitality lasts thirty seconds. Then the suspicion that you are it's master's murderer. Followed by your pursuit all through the manor that lasts as long as it takes for a homunculus to be cured of his madness. Instinct: Believes he is manor's new lord
- Grin wickedly or feint cuteness
- Tricks victims into setting of traps
- Activate lightning wand
- Inject venom
- Establish telepathic link
- Mute - makes quick, complex gestures
Catoblepas Solitary, Large, Magical, Otherworldly, Terrifying Gore and Trample (b[2d12+4] damage) 16 HP 4 armor Forceful, Near Special Qualities: Shrug off all except the most powerful spells, Swampvision
After the foul stench assails your senses, it's ugly boar-like head with short antlers, breaks the surface of the swamp. A thick bullish body covered in spines, and cloven hooves on its stumpy legs. But the rarest shock of all is when - on that special occasion when it speaks. The language of the void; Aklo. Then you know that there is mre to it then just a monster terrorizing the marshes. Instinct: To hunt and exert dominance in its territory
- To exhale a foul ungodly stench
- Go into a frenzy of bad temper
- To reveal hints of its otherworldly origns
- To reveal hints of its magical creation
Churgri Kobold Cleric Group, Small, Divine, Magical Imbued Quaterstaff (d8+2 damage) 6 HP 2 armor Close, Near Special Qualities: Darkvision, Light Sensitivity, Cloak of resistance
Lawful Evil. A cleric that will fight to the death, for rewarded in death, and rewarded in causing death, she is in the win. Protected by chainmail, displaying a unholy symbol Churgi shows no mercy to her enemies or herself. Instinct: To spread the will of reptile decay
- Unleash negative energy
- Touch of Evil
- Detect Thoughts
- Make em bleed
- Summon Skeletal Aides
Kobold Beast Master Group, Small, Stealthy, Magical, Hoarder Power Spear (b[2d8+2] damage) 6 HP 1 armor Close, Near Special Qualities: Darkvision, Silver Tongue, Light Sensitivity, Mark Gnomes
Thou accepted into the Tribe: "a bunch of spineless cowards who'll just do whatever their idiot chieftain Roaghaz says." ""Hey! You look like you're changing things 'round here! I've suffered enough at Chief Roaghaz's stupid whims. I'll help you!" Instinct: To gain leadership of the tribe through any means.
- Hunt with beast companion
- Misdirect while Hak pounces
- Wand of Entanglement
- Die protecting Hak
- Set off trap
- Drink potion of Healing or Invisibility
Duke Gundar Solitary, Magical, Stealthy, Devious, Terrifying, Amorphous Kiss of bereavement (d10+4 damage 2 piercing) 19 HP 5 armor Close, Forceful Special Qualities: Foreboding Aura
Horrible taxes, enforcers, control and such. The domain of Gundarak is not a land filled with superstitions, bodies found with the blood drained, nor of monsters that lurk in the night. Yet that is exactly what Duke Gundar is, an ancient nosferatu - thou the peasants know nothing of such, nor suspect. The true horror that is Duke Gundak is only known to those who have dared to revolt, and then not live to tell the tale. Instinct: Survive on the blood of innocence
- Maintain fear and order
- Become a swarm, distract, retreat, reposition.
- Enthrall the weak
- Infect via tooth and claw
- See ones weaknesses, exploit vice
Goblyn Horde, Stealthy, Organized, Terrifying Bite (b[2d6+2] damage) 3 HP 0 armor Close Special Qualities: Infravision, Obey orders fearlessly, do not sleep, tire, or become bored., Remorseless
These creatures are formed by powerful evil magical items and spells which transform humans into these twisted beings. This transformation causes them to become very evil and totally submissive to their masters every whim. Goblyns have a telepathic link with their masters and, through him, with all of the other goblyns he controls. Goblyns can go for a considerable amount of time without food or drink. Instinct: Fulfill its masters every whim with evil glee and emotionless devotion.
- Feast upon your face
- Skulk in the shadows, move without sound.
- Make aware other Goblyns all that it sees, via master.
- Flash teeth, cause terror