-
Wampus Cat Solitary, Intelligent Claws and Teeth (b[2d8]+4 damage 1 piercing) 11 HP 0 armor Close, Forceful, Near Special Qualities: Six Legged, Silent, Bloodthirsty There is some debate as to what a wampus cat is: the embodiment of a cursed soul, an earth spirit or harbinger of death. Whatever it is, adventurers should be wary when entering a wampus cat's hunting territory. A wampus cat can strike from several paces away using its four forepaws and without making a whisper of sound while doing it. Instinct: To hunt
- Pounce from the Undergrowth
- Silently Stalk
- Yowl Hauntingly
-
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
-
Duergar Warrior Group, Small, Organized, Intelligent, Cautious Crossbow and Hammer (d8 damage) 10 HP 3 armor Close, Near Special Qualities: Enlarge Self, Become Invisible The deep cousins of dwarves, twisted by their life in the deep in close proximity to the drow and unspeakable aberrations. Their society is rigidly structured and has no sympathy for the weak. Instinct: Enslave all but Dwarves... they die.
- Fire crossbow then leap into battle.
- Call of the Deepfolk, When attacked and solitary a Duergar will raise the hue then turn himself invisible until aid arrives.
-
Winter Wolf Group, Large, Stealthy, Intelligent Bite (d8 damage) 10 HP 1 armor Ignores Armor, Near Special Qualities: Frost breath The great white wolves of the north are sometime friends to Giants and hostile to the rest. Bad enough they're too-large in size, but that they breathe ice and speak the tongues of common folk and Giants is reason enough to avoid them at all costs. Instinct: To hunt
- Breathe a blast of frost
- Distract and flank using the pack
-
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
-
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
-
Droken Solitary, Huge, Magical, Stealthy, Devious, Planar, Terrifying Surprise (-1 Forward) 0 HP 0 Armor Reach, Ignores Armor, Far Special Qualities: Place of power Dragons were around long before this world. What only a scant few know is that the world was built around them. When a dragon leaves this world, it leaves a dragon-shaped hole. Droken are that hole. Droken do all that dragons do and give every appearance of being a dragon; however, when you get down to it, there's nothing there. While droken pose no threat, they are themselves places of power, illusive placeholders. Instinct: To inspire terror
- Leave the scent of brimstone
- Cast draconic shadows
- Shake the earth with mighty roars
- Blast them with warm air
- Appear to them in reflections
-
Crypt Wyrm Solitary, Huge, Terrifying Flailing tail (d10+5 damage) 31 HP 4 armor Reach, Forceful, Near Special Qualities: Wings, Rotting Flesh A black dragon was attacked by a nest of ghouls and though it thought it was winning, the eaten ghouls continued to attack it from within. When the dragon finally died, the surviving ghouls from inside started to fight to gain control of its monstrous bulk. Eventually they managed to animate the rotting flesh of the dragon's corpse and now use it as a protective carapace in battle. Bones slowly being exposed due to the rot of the ghouls undeath, this draconic battle tank rumbles forward armored in bone and the remaining dragonscale. Instinct: To consume the living and birth the dead
- Vomit a half-digested ghoul
- Fly out of reach
- Turn rapidly swinging tail in a wide arc
- Crush someone to the ground