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Sand Scorpions Group Pincers (d8+2 damage 1 piercing) 6 HP 3 armor Close Special Qualities: Giant Stinger Human sized scorpions that dart and swim through the sand. You probably shouldn't have activated that trap. Instinct: Devour Prey
- Inject Deadly Poison
- Crush Armor in Grip
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Mutant Lizardman King Solitary, Large, Magical, Hoarder, Intelligent Bolt of Chaos (d10 damage) 22 HP 4 armor Ignores Armor, Far Special Qualities: Shrouded in Chaotic Energy, Thick Layers of Fat The leader of the mutated lizardmen is more a giant lump of tumors and fat than anything humanoid. Whatever he once was has been lost to the mutation. Radiating with chaotic energy, this will not be an easy foe. Instinct: To rule in peace
- Mutate horrifyingly
- Forcibly Mutate Another
- Cast an ancient and terrible spell
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Mutating Lizardman Brute Solitary, Large Giant Mace (d10+4 damage) 20 HP 3 armor Forceful, Messy, Reach Special Qualities: Varying Mutations, Huge Size Literally standing above the rest of the mutants, this particular lizardman towers over even an ogre, and it looks mad. Instinct: Eat and Destroy
- Mutate an adaptation
- Grow even larger
- Tear off and eat a limb
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Mutating Lizardmen Group, Intelligent Ancient Weaponry (d8 damage) 10 HP 3 armor Close Special Qualities: Varying Mutations A lost ancient tribe of lizardmen that guard the pyramid from intruders. Speaking an ancient tongue, they will defend their holy ground against all, no matter the cost. Their bodies are visibly riddled with mutation and corruption. Oozing boils, lumps of tumors, varying limbs, eyes, etc. Each one is unique and disturbing to look at. That which doesn't kill these vile creatures will only make them stronger. Instinct: Repel the invaders!
- Mutate an adaptation
- Develop a new limb
- Grow thick armor (+1 armor each time)
- Morph into something worse