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Wumpus Solitary, Large, Stealthy, Terrifying Huge maw (d10+2 damage) 16 HP 1 armor Reach, Ignores Armor Special Qualities: Nauseating stench, quite smelly The wumpus likes to hide in close environments, like dungeon mazes or dense forests. It's very introverted, and really it just wants to be left alone. Unfortunately for those who happen upon the wumpus, it has learned that the fastest way to be alone again is to eat whoever found it, which it does with shocking efficiency and even glee. It has also developed a stench that is at once distinctive and nauseating. Sadly, the hunting a wumpus is considered a right of passage in some cultures. Instinct: to be left alone.
- Swallow whole.
- Hide abruptly.
- Nauseate with a stinky cloud.
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Caretaker of the Grey Prison Solitary, Large, Planar, Construct, Amorphous Mechanical claw (d12+2 damage) 27 HP 4 armor Forceful, Near Special Qualities: dependent The Grey Prison is full of caretakers, large crab-like clockwork constructs with large claws. When it finds a person (living or in their afterlife) in the Prison that is not connected to one of the soul-draining chambers, it grabs that person in its claw and carries it to an empty chamber, hooking it up to the Prison's power system. The more despair the captive experienced in its life, the more power it gives, so a caretaker prioritizes these targets above living people who have found their way into the Prison. Like all things in the Grey Prison, it is powered by the energy torn from its inmates. Tubes that feed the entire Prison with the cold energy of despair hang down from the various tunnels and chambers. Small claws on the caretaker's back continuously connect and disconnect it from various tubes as the caretaker patrols the Prison. Instinct: To maintain the Grey Prison.
- Feed the Grey Prison.
- Get a power boost from the Grey Prison.