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Ancient Golem Solitary, Huge, Magical, Construct Boulder-sized fists (d10+5 damage) 24 HP 4 armor Reach, Forceful Special Qualities: Absorbs fire and storm spells, Skin of stone and metal, Vulnerable locomotion crystal Beware the Golem, ancient guard of the sunken temples of ... nobody actually knows their name anymore. And at any rate it would be unwise to try and learn it, what with a towering giant of metal and stone stalking about and annihilating anything it deems a threat to its long forgotten civilisation. Instinct: to protect its fallen civilisation
- Guard the entrance
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Selkie Group, Stealthy, Devious, Intelligent Seal claws (d4 damage) 6 HP 1 armor Close Special Qualities: seal skin, underwater breath Selkies mean no harm - not intentionally. It may happen, however, that they simply forget about the needs of air-breathing land creatures when they invite them to have a refreshing swim in the deep waters. Instinct: to live a life of curiousity and joy
- Shed her seal skin and leave the water
- Swim with overpowering joy and forget about breathing for a while
- Lure someone into the water
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Moggna Horde, Small, Devious, Organized Grasping Claws (b[2d4] damage) 3 HP 1 armor Close Special Qualities: Leathery, winged beast A flying bird-like creature with leathery skin that builds great ball-shaped nests. The approach of any other creature enrages this "reptile of prey". Stories have been told of wanderers torn in pieces high up in the air - just because they strolled too close to a nest of Moggnas. If they are not defending their territory, they usually stick to smaller prey and hunt in small packs. Instinct: to scare off intruders
- Swoop down from the sky and attack
- Infect a wound with redskin fever
- Alarm the swarm
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Animated Ice Horde, Small, Magical, Construct Blunt blows with icy limbs (d6 damage) 7 HP 2 armor Close Special Qualities: Ice construct, Magically powered Have you insulted a mage lately? That may be the cause for all the ice creatures raining down on your head. These magical constructs can come in any shape or form, resembling animals, monsters or humans. All are guided by a single malicious mind that controls their movements and sends them into the fray, leading them to cause as much havoc as possible before their unnatural bodies give in and fall apart into blueish ice that does not melt. Instinct: to cause destruction
- Rain down from the sky
- Whirl a gush of wind that freezes things together
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Flying Armor Group, Magical, Planar, Terrifying, Amorphous Ectoplasmic Excrescence (d8 damage) 9 HP 4 armor Close, Ignores Armor Special Qualities: ghostly apparition, otherwordly voice, stinging tentacles of ectoplasma Things moving around without anyone touching them, pieces of armor reassembling themselves, hollow voices speaking wicked words - seems like you disturbed the ghostly spirits of an ancient tomb. You better run, because rumour has it that they can't be defeated for good. They might just spring back to life in a corner of the room or flee through the thick, stony walls to haunt you when you least expect it. Instinct: to haunt the living
- Touch their hearts with chill and despair
- Spontaneously leave its current dwelling and haunt something else
- Travel through matter
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Megaplant Solitary, Large, Stealthy Thorny blood vines (d10 damage) 16 HP 0 armor Reach, Near Found in the deepest and darkest places of jungles or caves, the Megaplant lurks in the shadows. There it rests, boiling its stomach acid in the big, fleshy bulb that is her body, while her red-and-green blood vines are growing through the ground, waiting for unwary humans to take a false step. The victim is then quickly dragged to and absorbed into the main bulb. The remaining blood vines swipe around franticly, keeping away any support that the unlucky adventurer might have brought along, until he is completely dissolved - save for any spiky metal things he carried. Instinct: to grow in the shadows
- Gulp down a human being in one slurp
- Keep its main part hidden
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Reanimated Bone Giant Solitary, Magical, Large, Terrifying Claws of bone (d10+2 damage 1 piercing) 20 HP 0 armor Forceful Special Qualities: Its presence violates the laws of logic. A malicious glow emanates from it's eyes. Reanimated by a vile energy, giant bones of ancient predators assemble themselves to form a horrifying monster. A malicious intent shines from its hollow eye sockets, striking fear even into the heart of the boldest adventurer. That is if they haven't turned around at the sight of a giant bone monster in the first place. Instinct: to absorb the pulsing energy of life
- Attach scattered bones to its body
- Whisper terror into the hearts of the living
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Reanimated Skeleton Horde, Magical, Cautious, Terrifying Rusty, long forgotten weapons (d6 damage) 7 HP 1 armor Close Special Qualities: Its presence defies the laws of logic. A red glow emanates from it's eyes. Reanimated by a vile energy, cursed bones assemble themselves into the shape they once had in a distant life. In their constant longing for this remote memory, they yearn to touch the warm skin and feel the warm blood pulsing below. Driven by madness and envy, they attack any living thing on sight, ignoring injury and pain until the vile energy fades from their bones. Instinct: to hate the pulsing energy of life
- Assemble itself from a pile of bones
- Ignore the loss of a limb
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Mossling Horde, Small, Stealthy, Organized Mandibles (d6 damage 1 piercing) 3 HP 0 armor Close A Mossling is a large bug covered in a thick, mossy hide. It replicates with amazing speed and spreads a mossy coating all over it's lair, which is constantly expanded. Instinct: to grow without end
- Entangle a foe with roots
- Blend seamlessly into natural surroundings
- Communicate by using the root network
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Assassin of the inner Circle Solitary, Stealthy, Organized, Intelligent Shadow Blade, Petal Shuriken (b[2d10] damage 1 piercing) 12 HP 0 armor Close, Near Little is known about these warriors that travel the shadows like hungry beasts travel the sea. Bound by blood, they are sworn to free the unfortunate soul that is their victim from it's earthly vessel. Instinct: To fulfill the blood contract
- Track a target
- Vanish while attacked
- Contact the network