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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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Mino-Gargoyle Solitary, Large, Construct Gore (d10+2 damage) 16 HP 1 armor Forceful, Piercing 1 Special Qualities: Perfect spacial awareness When the wizard Garmond captured a minotaur, he gave it the power to trade places with five statues that he created in its image. He placed the labyrint surrunding his hall to protect it from thieves wanting to steal his treasure. An interesting property of the Mino-Gargoyle, is that it seems to heal all wounds when animating another statue. But in reality it leaves behind a damaged statue and must deal with its old wounds once it animates that statute once more. Instinct: to protect the corridors from trespassers
- Animate a statue
- Pin an enemy against the wall
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The Tounge-Taker Group, Tiny, Stealthy, Devious Pounce (w[2d4-2] damage) 6 HP 0 armor Hand Special Qualities: Flight The Tounge-Taker is a winged, catlike spirit from a far away place that the wizard Garmond captured on one of his expeditions and brought to his laboratory, locked in a cage of course. When this mischievous spirit touches a creature, that creature's tounge disappears and reappears on the necklace around this spirit's neck. Should someone touch its necklace, the tounges would return to their owners mouths again. Instinct: Collect as many voices as possible
- Steal a creature's voice
- Temporarily turn invisible
- Imitate a stolen voice
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Kylath the Vengeful Solitary, Huge, Stealthy, Organized, Intelligent, Hoarder, Terrifying, Messy Rend the insigifican mortals (d12+5 damage 1 piercing) 20 HP 2 armor Reach, Forceful Special Qualities: Wings, A roar that freezes your blood One of the oldest remaining red dragons, Kyloth, the broodmother is fiercely protective of her children. You don't want to know what she would do if she found out someone harmed one of them, or worse, killed one. Why did you do that again? Instinct: Enact vengeance on anyone who harms her or her brood.
- Spew forth searing flames
- Call the goblin henchmen
- Let the brood avenge their brother
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Sewer Alligator Solitary Bite (d10+2 damage 1 piercing) 12 HP 2 armor Close, Forceful Special Qualities: Amphibious Instinct: Eat whatever/whoever is available
- Drag someone underwater