The Hell-Mad Group, Stealthy Claw or bite (d8 damage) 10 HP 0 armor Close
The Hell-Mad are what remains of the "surviving" Mechenburgers. They have become a band of brutal, psychopathic prowlers who will do shocking things to bring the pain to visitors. Instinct: Share the suffering
- Do something unpredictable
- Use the environment
Mold Shambler Solitary, Large, Divine, Amorphous Bash (d10+4 damage) 29 HP 1 armor Forceful
A mold shambler looks like a grey-green mass of mold. They are vaguely humanoid in shape. They seek to spread mold spores into the lungs of living creatures so that they too can become mold shamblers. They are slow but strong. Instinct: Spead the wealth
- Spew mold spores
Eye-Shine Skeleton Group, Undead Mining Pick (d8+2 damage) 10 HP 2 armor Close Special Qualities: Bright lights flash from the eyes
The miners of Mechenburg were stripped of their flesh and remade into an amalgamation of their equipment and their bones. Instead of head lamps, their eyes shine directed beams of light bright enough to temporarily blind the living. Instinct: Kill
- Blind them with a look
Skewerbeast Solitary, Large, Cautious Skewer-antennae (d10+2 damage 2 piercing) 16 HP 4 armor
The skewerbeast looks like an ox that was merged with some kind of beetle. The two long antennae protruding from it's face are very precise. They might make a good weapon if you can manage to get one from it. These bulky stab-happy creatures are hard to kill because they are heavily armored from the front. They will do their best to keep their weak backsides away from enemies. Instinct: Skewer and feed
- Stab into a vulnerable place
Hobyah Horde, Small, Organized Bite (d4 damage) 3 HP 0 armor Close
The Hobyah are not actually wicked fairies but warped bats. Feeding on the remains of necromantic experiments has caused them to increase in size and shed their wings. They can be found in great swarms clinging to the walls of caverns. They will come out at night to terrorize villages or livestock. They use their long hook-like arms to cling to their victims. Their bites are painless but bloody. Most of their prey are felled by loss of blood. Instinct: Kill and drink
- Cling to the prey
- Shriek and swarm
Fodden Group Slash with claws (d8+2 damage) 6 HP 1 armor Close Special Qualities: Tunnel through the ground
Fodden are large humanoid creatures with powerful claws for digging. They have large dark eyes, wide mouths with sharp teeth for tearing, and are covered in grey fur. They are normally carrion eaters but in lean times they have been known to "make their own food". They prefer to pick off loners by bursting from their tunnels and dragging them into the dark. Instinct: Eat the dead
- Burst from the ground and grab a victim
Coiler Solitary, Large, Stealthy, Devious, Amorphous Tendrils (d8+2 damage) 19 HP 1 armor Forceful, Far
The Coiler waits under the water for food to come trudging through. It's mouth is small and useless. It feeds by drowning or choking living things and then absorbing them slowly. Dozens of long tendrils coil around everything it can reach and pull down. While it is easy to cut, stab or burn, it's very difficult to locate anything vital. Instinct: Feed
- Drown the living and absorb the dead.
- Where the hell is it exactly?
- Can't get air!
The Immortal Baron Solitary, Magical Sword (b[2d10] damage 2 piercing) 16 HP 2 armor Close
The Immortal Baron has been harvesting bodies from the village for more than a century now. He keeps them in suspended animation in his throne room. He will do anything to keep at least one avenue to survival open. As long as he has another body to flee to, he will happily sacrifice himself to kill an enemy. He will usually bring a selection of his Broken Knights along with him to strike at invaders. Instinct: Eliminate all threats to his immortal existence.
- Learn from the last time the party killed him.
- Transfer to another body when killed.
Broken Knight Group, Intelligent Sword (d8 damage) 10 HP 5 armor Close, Reach
Once they were valiant servants of the realm. The Immortal Baron broke them and remade them into dark defenders of his ruined castle. Most of them have forgotten who they were or why they were fighting. They only strive to push back the Baron's enemies. The few that remember, howl for an end to their torturous existence. Instinct: Protect the Baron
- Beat back the Baron's foes
- Form a wall around the Baron
- Beg for death
Grim Stairway Solitary, Huge, Stealthy, Devious, Planar, Amorphous Drain energy (d4 damage) 20 HP 2 armor Reach, Ignores Armor Special Qualities: Mimic a stairway
The Grim Stairway seems like a long stairway going either up or down. Once a hapless soul rounds the corner and loses any references, the Grim Stairway will begin shifting up or down in order to keep the traveler moving. It feeds on exhaustion. If it is discovered, it will try to keep opponents unbalanced. Instinct: Feed
- Fool unsuspecting humanoids
- These stairs never end!
- Feed on exhaustion
- Nothing is as it seems