Giant Scorpion Solitary, Stealthy Pincers (d10+2 damage) 16 HP 3 armor Close Special Qualities: Stinger tail
A good desert guide will tell you that the small scorpions are the ones you should be afraid of. The small ones, say, about the size of your toe, carry much more dangerous venom. The bigger ones, around the size of your hand, are just as aggressive but much less deadly. The REALLY big ones, though... Instinct: To paralyze and consume
- Inject paralyzing venom
- Burrow in the sand
Book golem Solitary, Stealthy, Devious, Intelligent, Construct, Amorphous Fists of books (d6 damage) 19 HP Close Special Qualities: Burns
Golem animated from books. Everytime it is attacked, the attacker forgets the method used to attack it. (How to use a sword, how to use an axe, a certain spell etc.) When the Book Golem does damage the target losses 1/2/3/4/... intelligence ponits. (1 the first time, 2 the second and so on) All effects disapear when it is defeated. The Book Golem Spawns whem someone whitout "A valid librabry card" removes a book from the shelf. To make it harder, have the Golem heal HP when it dissapears into the book shelf. Instinct: To protect
- Make you forget how to attack.
- Lowers your intelligence when attacking you
- Moves freely and invisible through connected line of books.
- Extremely vulnerable to fire.
Schrodinger's Cat (Archibald) Solitary, Small, Magical, Stealthy claws (d10-2 damage) 10 HP No armor Hand Special Qualities: Phase Through Walls, Become Invisible Till Viewed, Immune to Poison, Immune to Radiation, Intelligent, Telepathy
Instinct: To confuse
- When you look at it Roll + Int to determine if it is there or not.
- It confuses the mind by appearing where its not and not appearing where it is. Roll + Wis to determine if it really exists. On Success it is where you think it is. On Partial success it is there but you doubt yourself take -1 on going. on failure you don't think it exists.
The Beast with 40 Eyes Solitary, Stealthy, Divine, Magical, Intelligent, Hoarder, Terrifying Bite (d10+2 damage) 16 HP 1 armor Close, Ignores Armor, Near Special Qualities: It is pale with strangely, almost purposefully hideous, alien features
The Beast with 40 Eyes is pale with strangely, almost purposefully hideous, alien features. It lures children away from their parents with magical promises of gold and the purest love, convincing all that it can be trusted. Eats children alive when it gets them back to its cave and replaces them with soulless doppelgangers. Instinct: to be loved inappropriately
- Eats Children
- Uses lies and deceit to lure children away from their parents
- Uses Magical Charm to convince people that it can be trusted
- Only attacks when alone with victim
Batsquatch Solitary, Large Teeth and claws (d10+3 damage) 16 HP 0 armor Close, Reach, Forceful Special Qualities: Leathery wings, Echolocation, Nocturnal
Part primate, part vampire bat, 100% terrifying. Standing at 9 feet tall with crazed yellow eyes, leathery wings, shimmering blue fur, and a jaw full of sharp teeth, this isn't the type of monster you want to introduce to your mother. Legend has it that only one exists in this world...but could there be more? Nocturnal in nature, you'll most likely find this beast in a dark cave or possibly out for a midnight stroll through the woods. It doesn't really see that well in the blinding light of day but can rely on it's echolocation hearing. It's bat-like wings allow for fast flight and can span up to 25 feet. Is the Batsquatch a naturally evolved 6-limbed vertebrae? Or a freak magical experiment gone wrong...? Instinct: To hunt at night
- Rip into warm flesh
- Let loose a blood-curdling screech
- Take flight with prey
Gelatinous Cube Solitary, Huge, Stealthy, Terrifying, Amorphous Glomp (d10+3 damage) 31 HP 1 armor Reach, Ignores Armor Special Qualities: Secretes an anesthetizing slime. A target that touches this slime must attempt to resist the paralysis or be disabled for a short time., Inorganic material remains trapped and visible inside the cube's body
The nearly transparent gelatinous cube travels slowly along dungeon corridors and cave floors, absorbing carrion, creatures, and trash. Instinct: To consume
- Engulf - The cube moves over nearby target opponents, engulfing as many as it can cover and encasing them within its gelatinous insides.
- Transparent - Hard to see, even under ideal conditions, and creatures who fail to notice a cube and walk into it are automatically engulfed.
Tar-Thing Group, Large, Stealthy, Devious, Intelligent, Planar, Terrifying, Amorphous Engulf (d6+1 damage) 21 HP 2 armor Close, Reach, Ignores Armor Special Qualities: Corrosive body
The sages speak of ancient creatures who over the long aeons became tar, that much is known. But a Tar-Thing only bears a superficial resemblance to such a substance, and unlike tar-based automatons this cannot be made only... oozed into our world. Sometimes meteors fall to earth carrying one of these, and when they slither across the earth none can know peace until it is destroyed. They aren't even flammable, because they're not made of tar per se, or at least not terrestrial tar. They can corrupt earthly tar into more of itself however, but more frighteningly they can infect and corrupt mortals and turn them into poor vessels for its essence, unaware that they are already dead until it activates them and reveals their terrible fate. Instinct: To Consume and Corrupt
- Eat Away at Unwanted Things
- Conceal itself within an unaware infected
- Infect and corrupt creatures to turn them into their unawares puppets
- Convert tar and oil into more of itself.
Living Gobs Horde, Tiny, Stealthy Sizzling, acidic fat and tissue (d4-2 damage) 3 HP 0 armor Hand Special Qualities: Undead, Acidic Flesh
Out in the scarps, somehow, this thing was left. Possibly dropped from a devastating height onto sharp rocks, exploding in a shower of gore, bone, and organs. Each scattered piece yet remains unliving, with a will to add to itself by rending apart the living. Few living things of appreciable size ever venture into the region. Perhaps this was the reason it was left here. Whatever accursed oil permeates the fats and tissues of this thing is able to spread into other dead flesh, animating it and passing along its terrible properties. Instinct: to add to itself
- Ensnare with ropes of sinew and organs
- Appear to be nothing more than a pile of gore
- Ruin a piece of gear with acid
Vine Blight Solitary, Large, Hoarder, Amorphous Constricting Tendrils (d10+2 damage) 27 HP 2 armor Forceful, Ignores Armor, Near
Many travelers have encountered the Vineblight and were none the wiser. A large mass of thick vines that cover lay across the forest floor, and reach up to the canopy, the Vineblight is one of the most dangerous defenders of the Hinterlands. They ensnare their targets with their powerful tendrils and slowly crush the life out of them. Luckily, they have a keen sense for those who is and isint a threat, letting passerbys waltz past without so much as a shift. Some have considered trying to train one for this ability, but noone has succeeded yet. Instinct: To constrict and crush.
- Entangles Foes
Thisle Blight Group, Small, Stealthy, Hoarder Needles (d6 damage 1 piercing) 10 HP 1 armor Close, Far
The Thisle Blight are some of the largest nuisances one may run across when traveling the backwoods of the hinterlands. Small creatures that hide in the trees, these little pests fire paralyzing needles from their hands, leaving an unprepared traveler incapacatated for several hours. They dont normally kill their victims, though they have been known to steal the odd trinket here and there. Instinct: To Protect its forest
- Fires Poison needles
- Poisons foes with a paralyzing toxin