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Stormwind Group, Small, Magical razor claws (d8+2 damage 1 piercing) 6 HP 4 armor Close, Ignores Armor Special Qualities: immune to magic, flight Strange birds with gleaming metal feathers and claws. As scavengers, they are often seen picking over the dead after battles. Some whisper their very presence foretells a coming conflict, and whatever the truth of that they are often seen circling the sky in places where violence is likely to break out. It is said that an arrow fletched with stormwing feathers will pierce any magical defenses, but working with these razor sharp feathers (let along obtaining some in the first place) is fraught with peril. Instinct: portend conflict
- Eat those that fall in battle
- Slash with dangerous wings
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Beholder Solitary, Large, Magical, Intelligent, Hoarder, Terrifying toothy maw (d10+2 damage) 16 HP 2 armor eye rays (d10+2) Special Qualities: Levitates, All Seeing Eyes Terrifying and powerful these creatures are a floating head with a single giant eye, surrounded by tentacle eye stalks surrounding it. Their main eye can create an antimagic field where it looks, while its eye stalks project a variety of powerful magical effects. Found in underground lairs, either of their own making or adapted from something existing, they will destroy any adventurers unlucky enough to find themselves in its presence. Eye rays: 1 Fear (defy danger + WIS to avoid fleeing), 2 Charm ray (if they attack their closest ally gain an xp), 3 Sleep (possible defy danger + CON or WIS), 4 Telekinetic (pick up and throw into wall or down pit), 5 Paralysis (hold person), 6 Force (forceful), 7 Disintegration (ignores armor), 8 Petrification Instinct: to protect a place
- Negate magic with its gaze
- Target several enemies with eye rays (roll 3d8 to pick ray)
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Coin Mimic Horde, Tiny, Stealthy, Devious Stinger (d4-2 damage) 1 HP 1 armor Hand, Ignores Armor Coin mimics take the form of coins, gems or other small pieces of loot. They often hide among piles or bags of treasures, to take greedy adventurers unaware. They attack in a small swarm, stinging and paralyzing their prey so they may take their time in consuming them. Rumors say that these are actually the young of the more common varieties of mimics, but who can say? Instinct: To hide
- Ambush unsuspecting adventurers
- Blend in with mundane loot
- Paralyze with stinging poison
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Fire Boar Group, Devious Flaming hooves (d6+2 damage) 6 HP 1 armor Close Native to the distant burning planes, Fire Boars are only seen in [this area] as mounts used by the Burning Lance. Often seen snorting gouts of flame and kicking up small bursts of fire as they walk, rumors say that if killed the meat is precooked and ready to eat. Instinct: Carry a rider into battle
- Trample with burning hooves
- Give its rider an advantage
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Goben Group, Small, Stealthy, Intelligent, Hoarder gobknife (b[2d8] damage 2 piercing) 6 HP 1 armor Close Goblins native to the desert, who wear skintight GobSuits which retain their body moisture. They have great skill in navigating the desert while remaining undetectable to the abominations that make their home there. They often wield GobKnives, weapons shaped from the teeth and bones of desert abominations. Are hostile to outsiders, and will often launch ambushes on unsuspecting travelers to harvest their water. Travelers are likely to die here anyway, so why leave their valuable liquid to waste? If one can manage to make contact and pass their tests, they might find themselves inducted into a fiercely loyal and strange family. Instinct: Conserve water for the clan
- Navigate the desert with skill and stealth
- Ambush from beneath the sand
- Weaken foes by draining their water
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Giant Scorpion Group, Devious Snapping Claws (d6+2 damage 2 piercing) 6 HP 3 armor Close A scorpion the size of a man. Scuttles into and out of holes dug into the sand that aren't apparently until nearby. Will attempt to ambush unsuspecting travelers. Instinct: To ambush food
- Trap and paralyze prey
- Stinging venom tail
- Ambush from burrow
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Ice Troll Solitary, Huge, Intelligent Club (d10+5 damage) 24 HP 1 armor Reach, Forceful Special Qualities: Regenerate (1d6), Immune to Cold A troll from the frozen tundras. Treats anything smaller than itself as a potential meal, and is perpetually on the hunt for more food. It regenerates, although slower than its mainland bretheren. It is mottled grey and blue, an attempt at blending in with the icy landscape it hails from. It will throw chunks of ice or snow, but a normal boulder will suffice if none can be found. Instinct: Seek food
- Hunt for food, throw boulders, swing club
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Snow Serpent Solitary, Large Bite (b[2d10] damage 2 piercing) 16 HP 2 armor Special Qualities: Icy venom, crushing coils, Immune to Cold, Weak to Fire A giant snake that lives inside a burrow made from icy tunnels. Its white/blue coloring allows it to blend in with the ice and snow in which it makes its home. The Snow Serpent will strike at prey, and drag the back to its tunnels once its icy venom has taken effect. Instinct: Drag prey back to its burrow.
- Ambush from icy tunnels
- Freeze with venom