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Shield Guardian Group, Large, Magical, Construct Fist (d8 damage) 14 HP 3 armor Close Special Qualities: Regenerates , Bound A shield guardian’s solitary focus is to protect the amulet’s wearer. The amulet’s wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance. A spellcaster can store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when its shield guardian unleashes potent magical power Instinct: Protect the Amulet Wearer
- Obey Telepathic Commands on Amulet Wearer
- Release a Spell Stored by the Amulet Wearer
- Takes Half of the Damage of Amulet Wearer
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Black Pudding Solitary, Large, Amorphous Pseudopod (d8 damage) 20 HP Ignores Armor These creatures were mindless underground-dwelling hunters and scavengers that wandered and absorbed whatever they found. A black pudding would position itself in a dungeon hallway like a shadow and wait for unsuspecting prey. Instinct: Hunt and Dissolve
- Dissolve Metal, Clothes, or Flesh
- Deal Damage When Hit in Melee
- Damage Armor When Striking
- Climb Walls
- Squeeze Through Tight Spaces
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Manticore Group, Large, Intelligent Claws and Bite (d8+2 damage 1 piercing) 12 HP 2 armor Forceful, Near, Messy Special Qualities: Tail Spikes A monster in every sense of the word, a manticore has a vaguely humanoid head, the body of a lion, and the wings of a dragon. A bristling mane stretches down the creature’s back, and its long tail ends in a cluster of deadly spikes that can impale prey at impressive range. Instinct: Hunt for Prey
- Launch Tail Spikes (1 Piercing, not Forceful/Messy)
- Rip Something Apart
- Denegrate Prey
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Flesh Golem Solitary, Planar, Construct fists (d10+4 damage) 20 HP 0 armor Close, Forceful Special Qualities: immutable form, Fears Fire, Healed by Lightning A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Powerful enchantments protect it, deflecting spells and all but the most potent weapons. Instinct: To Obey or Destroy
- Go Berserk and Attack Whatever is Nearest
- Resist Magic
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Spire Guard Horde, Large Horn (d6+4 damage 3 piercing) 7 HP 3 armor Forceful, Reach Special Qualities: Metal alloy horns These iron mites have grown and developed 1-3 alloy horns that it uses to guard the nest. These horns are dense and sharp enough to tear through armor. These creatures will also charge to maximize their damage. Instinct: Protect the nest
- Impale the threat
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Iron Roller Horde, Cautious Spiked Shell (d6 damage 1 piercing) 3 HP 4 armor Close Special Qualities: Metal alloy shell These grown mites have survived long enough to gain size and mass with alloy shells, sometimes covered in crystalline spikes, harder than steel. They curl up to defend themselves and sometimes roll around to harm threats. Instinct: Take the hits for the swarm
- Roll over threats
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Iron Mite Swarm Horde, Tiny Bite (d4-2 damage 1 piercing) 3 HP 3 armor Hand Special Qualities: Shell made of metal alloy Iron mites, often found in swarms, seek out and devour any source of ore they can find, whether it be a natural vain of the armor off one's back, eventually gaining a hard alloy shell made of the consumed materials. Instinct: Nest and ravage
- Devour metals
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Thorn Warrior Group, Organized, Intelligent Thorn Whips (b[2d8+2] damage 1 piercing) 6 HP 1 armor Close, Reach, Near Special Qualities: Plant-like body With their plant-based, humanoid bodies, they mercilessly tear apart all those that seek to disrupt the balance or even carelessly wander too far into the wilds. Using their thorny whip vines and swords they defend the wilds and the great tree in the center. Instinct: Deny enterence to the Wilds
- Attack relentlessly
- Send out a call for reinforcements
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Prisoner Shade Horde, Stealthy, Devious, Organized, Intelligent, Amorphous Shadow-magic claws (d4 damage) 14 HP 2 armor Close Special Qualities: Damage cannot kill it, only temporarily dispel it Poor souls, consigned to eternal service for forgotten crimes of another age by the Lord of Chaos, a fallen angel bent on "correcting" the flaws of mortals. Damage, from weapon or spell, simply dissipates their energies for a time--they'll return sooner or later. But the One does not permit Their servants to crush mortal will so easily. Surely, there is a key that unlocks the soul-chains that bind these wretched victims? Instinct: To imprison
- Patrol the temple that is their jail
- Slip from one shadow to another
- Claws that weaken the soul
- Gangs up on other "prisoners" who resist (improve damage dice)