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SporeSpider Solitary, Huge, Magical, Stealthy, Planar poison mandibles (d10+3 damage 1 piercing) 20 HP 4 armor Reach Special Qualities: spore spinnerets Made from a rare demonic cooperation between Lolth and Zzugtmoy, this abyssal beast can be summoned only by especially favored evil clerics of either deity. Instinct: to suck out goodness and infect with evil
- shoot a web covered in spores
- trap them in its hallucinogenic web
- appear in a sudden spore cloud
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Serpentfolk Skeleton Group Claws (d8 damage) 10 HP 0 armor Close The animated remains of ancient temple guardians, these horrors rise again to take up their appointed task. Instinct: To serve
- Strike Twice
- Throw a javelin
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Cannibal Chieftain Horde, Organized, Intelligent, Hoarder, Terrifying Meteor Iron Club (d6+4 damage 2 piercing) 12 HP 1 armor Close, Forceful, Reach The largest member of the tribe, he rules by force. His teeth are filed and he carries an otherworldly weapon which he swings about him in a murderous rage. MOVES; Rage-he recovers d6+4 HP and causes d6 damage from biting. Intimidate-when the Chieftain lands a spectacularly frightening attack, everyone Close to him must roll+WIS. On a 10+ your will is strong. On a 7-9, take -1 forward. On a 6-, take -1 ongoing. Organize a hunting party-he calls b(2d6) number of cannibals to aid him. Instinct: To rule. To expand his tribe.
- Rage
- Organize a hunting party
- Intimidate
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Serpentfolk Priestess Solitary, Stealthy, Divine, Magical Venomous Bite (d6+2 damage+venom) 12 HP 2 armor Close Special Qualities: Venomous Her folk ruled this world long before warmblooded creatures ever created empires. Serpentfolk were cast down when their god was killed ages ago. She plans to restore The Rotting Serpent to its rightful place. MOVES: Venomous Bite-when you suffer a bite from this creature, roll+CON. On a 10+, you shake it off. On 7-9, you take -1 forward. On a 6-. you take -1 ongoing. Rotting God Curse-all living creatures Near the caster suffer d8+2 damage and take -1 ongoing. If you die from this curse, you rise as a mindless zombie. Summon skeletons-d6+2 skeletons appear Close to the caster. Heal Self-caster recovers max HP and removes all debilities. Instinct: Restore her god
- Bestow the curse of the Rotting Serpent
- Summon skeletons
- Heal self
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Dimorphodon Group Needle-like teeth (d6 damage 1 piercing) 6 HP 1 armor Close Special Qualities: Wings This flying dinosaur-like creature is about man-sized, but not too dangerous unless encountered in groups. Moves: Inject Poison-with a successful attack, a dimorphodon can inject poison, forcing the victim to roll+CON. On a 10+, you are immune to this individual's poison for 24 hours. On a 7-9, take a weakened debility. On a 6- the creature does its damage and you take the weakened debility. Screech to call the flock-the dimorphodon is quickly joined by many of its friends! Swoop and Snatch-by itself, a single creature may only snatch gear from the victim, whereas a flock can abduct entire man-sized or smaller creatures. Instinct: To feed; To flock together
- Inject Poison
- Screech to call the flock
- Swoop and Snatch
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Lacedon Horde, Organized, Intelligent, Terrifying, Amorphous Claw/Claw/Bite (b[2d6+2] damage) 10 HP 2 armor Close Special Qualities: Ghoul Fever, Create Spawn, Aquatic The dead are hungry. And they're in the water! Special quality: Create Spawn-Anyone killed by a ghoul rolls Last Breath as normal. On a 7-9, Death offers a bargain: return to unlife as an intelligent ghoul. On a 6-, you die and rise from your grave as a mindless ghoul d6 days later. Special Quality: Ghoul Fever-Anyone infected with Ghoul Fever must immediately roll+CON. On a 10+, you shake it off. On a 7-9, lose d10 HP and check again tomorrow. On a 6-, lose D10 HP every day until cured by divine power. Anyone killed by Ghoul Fever must make the Create Spawn move. Instinct: To fill the aching, endless void of its hunger
- Paralyze all but Elves
- Swarm the living
- Infect with Ghoul Fever
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Cannibal Group, Organized, Intelligent, Hoarder spear (d8 damage) 6 HP 0 armor Close, Reach Terror Island is home to many threats. Ferocious beasts. Shambling corpses. Even the plants can be deadly. But when your own kind try to eat you, that's just going too far! Instinct: To feed the village
- Use nets or traps to ensnare their next meal
- Whistle for backup
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Smilodon Solitary, Large Claw/Claw/Bite (b[2d12+4] damage 2 piercing) 20 HP 0 armor Forceful Special Qualities: Jungle camouflage, Saber teeth When man was young, I was there. Waiting. Watching. Always nearby but not striking until it was too late. The cry in the distance. The missing friend. I am the reason you have always feared the dark. Instinct: To stalk prey
- Pounce
- Fade into the green darkness
- Drag hapless prey back to its lair
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Killer Bee Horde, Tiny, Organized Sting (d6-2 damage 1 piercing) 3 HP 0 armor Hand Special Qualities: Flight, poison These bees are smaller than a cat, but only just. If you rile one, it could be bothersome. If the bees teem, you are in trouble. Just stay away from the hive and you should be safe. Maybe. Instinct: To protect the hive
- Sting you, pump poison into you, then die
- Call the bee 'teem'