Popular Monsters
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
Clockwork Defender | Group, Large, Organized, Construct | |
Crushing blows from metal limbs (d8+2 damage) | 12 HP | 3 armor |
Forceful | ||
Special Qualities: Metal, Clockwork, Well-hidden weak spot |
"The Old Ones, they knew much. Not the alchemy of man nor the sorcery of warlocks and the like. No, this is the magic of gears and pulleys, the sorcery of science. Watch your every step in the tower: be wary or you may call to life the ancient defense systems. You'll know the Defenders have awoken long before you face them, that's for sure; they're louder than a stomping giant and their hulls scrape the stone walls. You'll hear them coming, I'm sure you can avoid them, go on in the tower. Me? I... I'll stay out here. Got to have a lookout post, right?"
Instinct: Destroy all Intruders! *click* Defend the domain!
- Display immense and uncaring strength
- Soldier on, ignoring all damage until the last
- Reveal a hidden function from the depths of its gearworks
Otyugh | Solitary, Large | |
Tentacles (d10+3 damage) | 20 HP | 1 Armor |
Close, Reach, Forceful | ||
Special Qualities: Filth Fever |
The mating call of the otyugh is a horrible, blaring cry that sounds like a cross between an elephant dying and an over-eager vulture. The otyugh spends much of its time partly submerged in filthy water and prefers eating garbage over any other food. As a result, it often grows fat and strong on the offal of orcs, goblins and other cave-dwelling sub-humans. Get too close, however, and you’ll have one of its barbed tentacles dragging you into that soggy, razor-toothed maw. If you get away with your life, best get to a doctor, or your victory may be short lived. Instinct: To befoul
- Infect someone with filth fever
- Fling someone or something
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
Fire Beetle | Horde, Small | |
Flames (d6 damage ignores armor) | 3 HP | 3 Armor |
Near | ||
Special Qualities: Full of flames |
Scarabaeus pyractomena! What a delightful creature—see how its carapace glitters in the light of our torches? Not too close now, they’re temperamental, you see. The fire in their belly isn’t just metaphorical, no. Watch as I goad the beast. Aha! A spout of flame! Unexpected, isn’t it? One of these creatures alone, if it comes up from below, can be a hellish nuisance to a farmstead or village. A whole swarm? There’s a reason they call it a conflagration of fire beetles. Instinct: To enflame
- Undermine the ground
- Burst from the earth
- Spray forth flames
Recent Monsters
TABAN THE FIGHTER, (Borçlu adam) | Solitary, Cautious | |
Spiked gauntlet (d10+4 damage) | 12 HP | 4 armor |
Close, Forceful | ||
SPECIAL MOVE: -> Kendini savunmak, her tur bir hasarı yarım alabilir -> Göz dağı! Birisinin saldırısını savunmaz (No armor, take full damage) Rakip otomatik olarak hackslash -1 ongoing) -> Son çare, aşırı yaralı olduğunda vahşi bir saldırıda bulunur. 2 kişiye aynı anda saldırır Instinct: TO FIGHT
- Kendini savunmak, her tur bir hasarı yarım alabilir
The Director (Architect of Obedience) | Group, Organized, Intelligent | |
Ritual Implement or Disciplinary Strike (d8 damage 1 piercing) | 16 HP | 2 armor |
Close | ||
Special Qualities: The Director can erase short-term memory from any student who directly defies them., Players must Defy Danger (WIS) or lose the last few minutes of their actions, making it seem as if they never rebelled at all. |
"Discipline is the foundation of all greatness." "You should be grateful. It is a burden to remember." Class: Paladin Race: Human Instinct: To maintain the illusion of order and obedience
- Suppress rebellious thoughts with a glance
- Summon enforcers (faculty or brainwashed students) to restrain dissenters
- Calmly justify cruelty as necessity
- Activate a room’s hidden conditioning enchantments
- Erase a single moment from a student’s mind to make them doubt their own memories
The Hollow King (Tyrant of Forgotten Legions) | Solitary, Huge, Divine, Organized, Intelligent, Terrifying | |
Oblivion-Forged Weapons (d12 damage 3 piercing) | 20 HP | 3 armor |
Reach, Far | ||
Special Qualities: The Hollow King can instantly command any student who has not fully regained their memories., Players who resist must Defy Danger (WIS) or be forced to obey for a brief moment—enough to attack an ally, betray Echo, or return to their dormitory as if nothing happened. |
"There is no 'I' in war. There is only the blade, and the will that guides it." Class: Wizard Race: Ancient Fae Instinct: To strip all beings of identity and make them perfect warriors
- Erase memories with a gesture
- Create an inescapable battlefield where only obedience remains
- Summon spectral warriors—hollowed remnants of former students
- Speak with a voice that compels absolute submission
- Unmake a rebellious mind, turning it into a weapon against its own allies
Echo, the Janitor (the Rogue Awakener) | Solitary, Stealthy, Intelligent | |
Improvised Weapons, Hidden Blades (d8 damage 1 piercing) | 12 HP | 1 armor |
Close | ||
Special Qualities: Echo can undo part of the Hollow King’s mind-wiping magic by whispering a student’s true name into their ear., Players she awakens regain fragmented memories and receive a +1 ongoing to resist the Director’s influence. |
"Shh. Pretend you're still asleep." "You don’t remember yet. But you will." Class: Ranger Race: Human Instinct: To awaken the forgotten
- Strike from nowhere with deadly precision when forced to fight.
- Vanish into the shadows when danger is near
- Reveal hidden truths in cryptic whispers.
- Break memory conditioning through a forbidden rite.
- Use knowledge of the school's hidden paths to escape or infiltrate.
Ochremeshk | Solitary, Huge, Magical, Divine, Organized, Intelligent, Planar, Terrifying | |
Sword Sheathed in Flames (b[3w[3d12+9] damage 2 piercing) | 152 HP | 38 armor |
Reach, Forceful, Near | ||
Special Qualities: Horrific Demonskull , Body Flames , Resistances |
Ochremeshk was a balor who literally clawed his way to the top—or at least very, very near it. Although he does not command the might of beings like Orcus or even Yeenoghu, he is a powerful and terrible demon prince nonetheless. His mortal cult aside, he commands an elite cadre of balors and mariliths, as well as a small army of lesser demons, half-demons, and bodaks. Ochremeshk is a repulsive, towering humanoid (about 16 feet tall) with dark red skin and massive, clawed hands. He greatly resembles a wingless balor, wielding a massive sword and sheathed in flames. Instinct: to dominate and gain power
- Spell-Like Abilities
- Touch of Fear
- Summon Tanar’ri
- Death Throes
- Telepathy
- Treasure