|The Thing in the Well||Solitary, Large, Stealthy|
|Dark Tentacles (w[2d12] damage)||16 HP||1 armor|
"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
|Fire Beetle||Horde, Small|
|Flames (d6 damage ignores armor)||3 HP||3 Armor|
|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
|Clockwork Defender||Group, Large, Organized, Construct|
|Crushing blows from metal limbs (d8+2 damage)||12 HP||3 armor|
|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
|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
|Kobold||Horde, Small, Stealthy, Intelligent, Organized|
|Spear (d6 damage)||3 HP||1 Armor|
|Special Qualities: Dragon connection|
Some are wont to lump these little, rat-like dragon-men in with goblins and orcs, bugbears and hobgoblins. They are smarter and wiser than their kin, however. The kobolds are beholden slaves to dragons and were, in ancient times, their lorekeepers and sorcerer-servants. Their clans, with names like Ironscale and Whitewing, form around a dragon master and live to serve and do its bidding. Spotting a kobold means more are near—and if more are near then a mighty dragon cannot be far, either. Instinct: To serve dragons
- Lay a trap
- Call on dragons or draconic allies
- Retreat and regroup
|Dragonclaw||Horde, Stealthy, Organized, Intelligent|
|Dagger (d6 damage)||3 HP||0 armor|
The plots of the Cult of the Dragon are secret, but its existence is not. Most folk of the Sword Coast have heard of the cult, but know only that its members revere evil dragons. The cult recruits new members in major cities, and word quickly gets around. Moreover, many cultists engage in legitimate business or are assigned to ordinary academic research. Only a relative few serve as thieves, assassins, and spies. Instinct: To serve fanatically
- Show unwavering loyalty
- Blend in
- Send a message
|Spider Swarm||Horde, Tiny, Devious|
|(d6-2 damage)||7 HP||1 armor|
|Special Qualities: Venomous: On Max damage, apply Weak|
Certain communal spiders forgoes the classic web-building, instead gathering in arachnid blankets to smother prey. Players with spiders beneath their armor and clothes take -1 ongoing as the feeling of dozens of tiny legs crawl over them. Instinct: To eat
- Crawl all over
- Get beneath armor and clothes
|Mu-torcs the Traveler||Solitary, Large, Magical, Intelligent, Cautious, Hoarder, Planar, Terrifying|
|Eye Beams (d12+2 damage 1 piercing)||16 HP||5 armor|
|Reach, Ignores Armor, Far|
|Special Qualities: Fleshy and moist, Disgusting Appearance, aware of everything aboard the ship|
Mu-Torcs visits worlds using aboard his "Vial Organ", a living ship of pulsing flesh and viscera. Their purposes are unknown but they have abducted many people and creatures to serve as test subjects and slaves. They rarely leaves the bridge and never goes outside, preferring to compel servants to enforce their will. Freezing useful slaves for later use and feeding the weak or unruly to the ship. Mu-Torcs is cruel and often vindictive. you are nothing but toys for them to play with and destroy. Instinct: To control and threaten
- Abduct people to do its bidding.
- Petrifying eye beam
- Control the ship telepathically.
|The Green Knight||Solitary, Intelligent, Cautious|
|A big three-headed spiked flail (b[2d10+4] damage 1 piercing)||20 HP||6 armor|
|Close, Forceful, Reach|
A burly, bearded man completely covered in green plate armor. In his right hand, a three-headed spiked flail. On his left hand, a tear-drop shield. Around its waist, a massive belt, awarded only to the Champion among champions Instinct: To keep the Champion title by defeating everyone
- To challenge great heroes for the Great Championship
|Planar entity||Solitary, Stealthy, Magical, Intelligent, Planar|
|Astral dagger 1d10||12 HP||0 armor|
|Close, Reach, Far|
Instinct: Weaken this plane.
- Summon monster: a planar entity can call up a creature from her dimension.
- Alter self: she can take on the appearance of another humanoid.
- Planar Magic: She can summon the forces of her dimension to manifest here.
- Plane step: she can be transported from one dimension to another.