-
Beastman Leader Solitary, Organized, Intelligent, Hoarder, Terrifying Claws and Fangs (b[2d10+4] damage 1 piercing) 12 HP 1 armor Close, Forceful Special Qualities: Monsterous Body shifting its Proportions This somewhat wolflike leader of the beastman tribe leads with an iron fist. He is the one that willst the pack into cooperation by force and fear. Where the bodies of the others are the combination of human and beast anatomy, his body is shifting to his needs, changing from a more humanoid form to nearly quatrupedal wolf form within seconds. Bearing this power, and the frenzying howl of the silver wolf, he let's go of his civilized nature whenever he fights, ripping and tearing enemies apart with claws and fangs, where his brethren use swords and other weapons. Instinct: to lead the pack to brutal glory
- Move in with bestial power
- Howl for the pack to frenzy
-
Witherling Group, Terrifying Bite (d8+2 damage) 6 HP 1 armor Close Special Qualities: No flesh Witherling - the name given to the walking dead in Gnollish folklore. A gaping maw of huge, gnashing teeth that desires nothing more than to pierce flesh and taste warm blood again... Instinct: To gnaw the flesh off bones
- Grip something in its jaws
-
Atronach Horde, Divine, Magical, Construct, Terrifying, Amorphous Concussive blast (d6+2 damage) 10 HP 4 armor Close, Near Special Qualities: Made of strange stone, Abstract shape The form and structure of a magical construct is intricate and precise. Each component inscribed with delicate runes and channels through which magic will flow and turn lifeless metal into living flesh. The mage desires to improve this structure - the runes more precise, the enchantments more complex, the channels more efficient. When the Patron of Perfection herself brings life to stone - beautifully ugly, infinitely complex, perfectly simple and disturbingly inhuman - she forms the Atronachs. Instinct: To serve Niserie
- Incapacitate them with sound
- Shatter something
-
Wyvern Solitary, Huge Venomous stinger (b[2d10+7] damage 1 piercing) 20 HP 2 armor Reach, Forceful, Near Special Qualities: Wings, elemental breath, Thick scales A terrifying predator in its own right. These beasts have scales somewhere between that of a dragon and a moth, allowing them to fly completely silent even in the stillest of nights. While these creatures are stupid, it would be foolish to call them dumb. They tend to make their nests around paralytic and/or hallucinogenic fungi, but if the spores don't get you, then the venomous stinger the size of a mans forearm sure will. Instinct: To consume slowly
- Paralyze with its venomous stinger
- Carry to the nest
- Clumsily spew an element from its mouth.
-
Wulfgar, the Iron Maiden Solitary, Huge, Divine, Magical, Intelligent, Hoarder, Terrifying, Amorphous Garras e Psionismo (b[2d10+7] damage 4 piercing) 33 HP 6 armor Reach, Forceful, Near, Far Special Qualities: Metade elfo e metade esfinge Wulfgar é nada mais nada menos do que a Usurpadora. Ela fez vários rituais para drenar a energia vital de Ult e se tornar A Esfinge. Ela utiliza poderes mentais e de força incomum proporcionada pela energia de Ult. Além disso, Wulfgar utiliza de artefatos em seu corpo para ajuda-la na batalha. -Um bracelete que lhe permite se tornar intangível enquanto não está atacando. -Uma coroa que lhe permite controlar quem for a se sacrificar em seu lugar. Instinct: Dominação Global
- Domina o corpo, a mente e a alma
- Psionismo
-
Kaijū Monster Solitary, Huge Grab, crush and chew. (b[2d12+7] damage) 24 HP 2 armor Reach, Forceful Kaiju (怪獣) are giant monsters, which are usually depicted attacking major cities and battling either the military or other monsters. They are unstoppable forces of nature, hungry for magic and energy to maintain their vital functions. Instinct: Consume large sources of magic and energy.
- Destroy everything in its path.
-
Quicksilver Solitary, Magical, Intelligent, Planar, Amorphous Poison miasma (d12 damage) 15 HP 5 armor Close, Ignores Armor, Far Special Qualities: concealment This monster is a thick viscous liquid (similar to the element Mercury) that envelops and consumes the world around it. Instinct: to permeate the land air and water around it with its essence
- Poisons
- poison damage over time spells
- phase
-
Greater Mimic Solitary, Large, Stealthy, Organized, Hoarder, Amorphous Chomp (d10+4 damage 2 piercing) 19 HP 2 armor Forceful A Greater Mimic (or tendril mimic) resembles a large chest overflowing with treasure. It has roots that extend into the ground that pop up in adjoining rooms appearing as signs to lure adventurers to its room. Once an adventurer approaches, it uses these tendrils to bloxck the exit, and also to attack ranged assailants, but will viscously bite anyone who gets too close. Instinct: Lure adventurers with treasure and devour them.
- Disguise Self
- Call Sign Mimic
-
Sign Mimic Horde, Small, Stealthy, Amorphous Impale (d6 damage 2 piercing) 6 HP 1 armor Close, Near An extension of a greater mimic. These show up in rooms of the dungeon appearing as warning signs and attempt to guide the party to the greater mimic's room. Once there, they attempt to block the exit, while other sign mimics pop out of the ground to attack adventurers out of the Greater Mimics reach. Instinct: Lead adventurers to the main body. Prevent escape
- Block The Exit
- Disguise Self