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The Thing in the Well Solitary, Large, Stealthy Dark Tentacles (w[2d12] damage) 16 HP 1 armor Reach, Near "Good morning," the Thing in the Well calls, "And how are we doing this morning Mrs. Westmen?" -- "Just wonderfully. How have you been keeping, Thing?" -- "Fine, fine. A little peckish, a bit in the mood for, you know, a nibble, a bite to eat. But don't worry yourself, perfectly fine." -- "It's quite alright Thing, I was just thinking I should bring by some lunch. How does a ham sound?" -- "You are too kind Mrs. Westmen, just too kind..." -- The Thing in the Well has lived in the village for longer than anyone can remember. It is traditional to fix regular meals for the Thing, and to present it with a sheep or pig on special occasions. Years ago a boy went down the well on a dare. He never returned. The subject has not been broached in the presence of the Thing. Instinct: To devour
- Politely collect tribute
- Leverage townspeople through secrets
- Purify water
- Hide in darkened waters
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Mimic Solitary, Small, Stealthy, Hoarder, Amorphous Teeth (d10+2 damage) 15 HP 3 armor Close It looks just like a treasure chest. But if you listen closely, you can hear its heartbeat. When you interact with a mimic unawares of its true nature, roll+DEX. On a 10+, you avoid the mimic's jaws. On a 7-9, you evade getting eaten and simply take damage. On a miss, you take no damage but the mimic stretches its elastic body and swallows you whole. When you're inside a mimic, take -1forward from the mimic's digestive juices and don't get too comfortable. Mimics digest anything but stone and metal. When you try to escape a mimic, roll+CON. On a miss, the mimic deals damage to you and some of your non-stone and non-metal stuff gets ruined. On a 10+, pick two. On a 7-9, pick one: *You get out *Deal your damage to the mimic *None of your stuff is ruined. Instinct: To devour
- Eat unwary adventurers
- Be indistinguishable from a typical chest or piece of furniture