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Great White Rhinark Solitary, Large Large, sharp teeth (d10+5 damage) 16 HP 1 armor Forceful A vicious, deadly creature. It's origins lie in a creature thrown together by some mad wizard, but that was long ago. Now, the Great White Rhinark is a species of it's own, having shed the need for magical protection long ago. It does two things: hunt and sleep. When it's hunting, anything and everything is a target. Instinct: to hunt
- Attack with gnawing teeth
- Hunt down others
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Burrowing Owl Solitary, Large, Hoarder Peck (d10+2 damage 3 piercing) 16 HP 0 armor It's an owl, right? But it's an owl the size of a really big outhouse. Also, it lives underground and its beak can drill through rock and it frequently surfaces to snag random people and drag them back to its lair. God, pre-Freeze people were dicks. Instinct: to feed
- Drill through rock or earth
- Grab someone and drag them to its lair
- Gobble a dead person whole
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The Shadows That Melt Flesh Horde, Tiny, Stealthy, Intelligent, Planar, Amorphous Millions of tiny bites (b[2d6-2] damage) 6 HP 1 armor Hand, Ignores Armor Special Qualities: Completely intangible swarms Each individual shadow is actually a swarm of tiny, dust-sized demons. No one is quite sure where they come from, or how to kill them, but it is known that children of every species on every plane of existence know to fear the darkness . . . Instinct: To spread
- Devour flesh
- Impersonate voices
- Absorb knowledge from those it kills
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Frost Giant Group, Large, Magical, Organized, Intelligent, Hoarder Frost-rimed club (d8+4 damage) 14 HP 1 armor Forceful "You need fire to make a great civilization. Fire to cook your food, fire to forge your weapons, fire to act as a beacon and a bulwark against the dark. But frost giants find fire, and heat in general, very uncomfortable to be around. They know that they can never have what we have, so they try to destroy us, to have revenge on the gods that made them that way." Instinct: to cover the world in ice
- hurl a boulder like a catapult
- Call forth ice with its thunderous voice
- Blow a on mammoth horn to call aid
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Carnivorous Treasure Chest Solitary, Stealthy, Cautious, Hoarder, Construct, Amorphous Chomp down (d10+4 damage 3 piercing) 19 HP 5 armor Close, Forceful Special Qualities: Seems to be an ordinary treasure box until disturbed, can only be calmed by being disenchanted or destroyed "They called me mad. Me! Just because I dreamed of a world made free from want! You see, if you could just feed poor people to magic boxes and turn them into gold, literally everything would work itself out . . . economics? What, no, of course I haven't studied them! I'm a wizard, not a businessman!" Instinct: To make meat into treasure
- Eat humanoids and digest them into gold coins
- It LOOKS like an ordinary treasure chest . . .
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Sobbing Cherubs Group, Stealthy, Magical, Devious, Intelligent, Planar Slam (d10+2 damage) 10 HP 5 armor Close, Forceful The Sobbing Cherubs are an ancient alien race that appear as statues. Their usual mode of feeding is to send their victims back in time, which creates time energy to feed on. When they are not being observed by another being, they can move very quickly and silently, but when they are being observed, they become "quantum-locked", occupying a single position in space and becoming stone. In this state, they are frozen and difficult to destroy. They cannot suppress this reaction. If two Sobbing Cherubs were to look at each other at the same time, they would be trapped in stone form until an outside force moves them apart. To prevent this, they often cover their eyes while moving - this makes them look as though they are sobbing. Instinct: Feed on Time
- Send victims back in time
- Hide in plain sight
- Steal victim's voice
- Attack with great speed
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Tasse the Cat Solitary, Tiny, Stealthy, Intelligent claws (d10 damage 1 piercing) 16 HP 0 armor Hand Instinct: Cuddle
- Sneak
- lays down in your way
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Cyclops Solitary, Huge, Intelligent Throw boulder (d10+5 damage) 20 HP 1 armor Near, Reach, Far, Ignores Armor Despite their immense skill at their barn-sized forges, these one-eyed giants always seem to end up wanting what other people have. Whether it be a beautiful woman, magical object, or just a piece of land, cyclopes become easily fixated on possessing certain things and get downright stubborn about having them. This often brings them into conflict with fathers-of-brides, kings, high wizards, local farmers, and well, just about anyone who has something the cyclops wants. Not inherently evil, cyclopes are simply used to getting what they want through force and intimidation. On the other hand, they have been known to reward those who bring them their objects of desire with magical weapons and armor. Instinct: To aquire the object of its infatuation
- Demand or take something precious
- Intimidate through destruction
- Pick up and squeeze
- Make a deal
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The Emperor Wyrm Solitary, Huge, Magical, Intelligent, Hoarder, Terrifying Claws, jaws, and crushing bulk (b[2d12+7] damage 3 piercing) 24 HP 5 armor Reach, Forceful, Messy The biggest of its kind, even the other dragons fear it. Instinct: to dominate without question
- Darken the sky with its wings
- shake the world with its roar
- breath forth an inferno
- erupt through stonework like a volcano
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Gnargat Group, Stealthy, Organized, Intelligent, Construct Steely teeth and claws (b[2d8+2] damage 3 piercing) 14 HP 3 armor Close, Messy Special Qualities: Supernatural scent The flesh of warg, cheetah and gnoll, melded onto a skeleton of steel. Once its creator sets it on a target, it will never stop until one of the two are dead. Instinct: to hunt its target
- Tear through protection, be it barricade, armour, or spell
- Withdraw, so as to later strike at the worst possible time
- Howl to summon the pack
- Follow untiringly