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Undertow Solitary, Huge, Terrifying Paralyzing spines, serrated teeth (d10+4 damage 1 piercing) 25 HP 2 armor Reach Special Qualities: Bearing the face of the First Empress Beyond the picket fence of primordial sea anemone is Harpy territory. Know that as soon as your boot falls past those tentacles, you're being watched. An ancient predator lurks in the human debris. Undertow is a pet, but also the most feared and respected being for leagues. When it inevitably catches up to you, you're taken, dead or alive. Instinct: To capture assailants and bring them back to the Harpy Empress
- To coil around you and squeeze
- To paralyze you with its spines
- To swallow you whole
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Death Dog Horde, Small, Terrifying Vicious twin bites (b[2d6+2] damage) 3 HP 0 armor Close Special Qualities: Carrier of the rotting death This creature appears to be a two-headed hound with rich black fur and yellow piercing eyes. Each head constantly drips a foul-smelling saliva. Death Dogs are nocturnal killing machines that hunt their prey without hesitation across the desert sands and wastelands. Adapted from Tome of Horrors Revised Instinct: Hunt and Kill
- Pack tactics
- Maul
- Overpower by numbers
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Desert Zombie Horde, Mindless, Terrifying Grasping rake attack (d4 damage) 7 HP 0 armor Close Special Qualities: Swim the desert sands, Horrific Visage Senmet sees and hears through the desert zombies, horrific undead that will relentlessly serve Senmet's commands, gliding under the desert sand as if it were water. When they rise, they rise as the legion of the dread sands, with relentless halting strides that bring terror to all. And they do so suddenly with no sound unless the dread moans are needed to instil horror and no odour of death or decay, so not even watchful animal companions can warn. Adapted from Touch of Death Instinct: Serve the whims of Senmet
- Seize victims from beneath the sands
- Unrelenting pursuit
- Reach up through sand and grab legs of victim
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Warg (Dire Wolf) Group, Organized, Intelligent Bite (b[2d8+2] damage) 6 HP 1 armor Close The Warg, or Dire Wolf, is an animal with above-average intelligence and the capacity to wolfpack prey. While you're watching the big one, three smaller ones get you from the flanks. Don't run - you'll just die tired. Instinct: To harry prey
- Track unceasingly
- Howl for the pack
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Monstrous Spider Solitary, Tiny, Stealthy, Devious, Hoarder, Terrifying Bite (d8 damage) 12 HP 2 armor Hand Special Qualities: Web-walking, All the arachnophobia! Instinct: Capture and drag away
- Poison prey
- Attack from ambush
- Paralytic poison
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Monstrous Toad Solitary, Large, Stealthy, Devious Sticky Tongue + Bite (d8 damage) 16 HP 1 armor Near Special Qualities: Amphibeous The Monstrous Toad is a horror to those who dwell in the marshes and dark places it calls home. Instinct: To consume large prey
- Engulf prey whole
- Attack from ambush
- Grapple and drown prey
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Chartreuse Chaos Snakes Group, Stealthy, Magical, Intelligent, Planar, Terrifying Degenerating fangs (d8+2 damage 2 piercing) 10 HP 2 armor Close Special Qualities: Disquieting hues Chartreuse Chaos Snakes as the learned call them are a strange extraplanar creature that decays all that it comes across in some kind of predatory fashion. How and why is unclear but they seem determined to unseat all order that they find, perhaps it is just in their nature. Some whisper that there is a greater plan amidst their ways. Instinct: To destroy order
- Magically enforce peace and balance
- Be impossible to predict
- Undermind order from sheer contact
- Creep in through cracks and pores
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Nehwon Cold Woman Solitary, Large, Stealthy, Magical, Devious, Hoarder, Amorphous Acid (w[2d8] damage) 20 HP 1 armor Ignores Armor, Far Special Qualities: Charm, Paralyze, Amorphous This creature is basically a huge white (black) pudding. Her powers include illusion generation and charm as per the spell. Fire does double damage to the creature. Cold, of course, does not bother her in the least. Her corrosive secretions dissolve any prey she cannot charm/seduce for mating. The Cold Woman lures persons into her lair with gems and jewelry, which are scattered about her cave. She then paralyzes them and inserts one of her eggs into the body. In a day's time the egg hatches and her spawn (a white pudding) eats the host. The egg is easily removable and the spawn will die if exposed to the air before hatching. In the Frozen Wastes, it is often said that the evil or greedy fall prey to her power most often. She always abandons a lair after laying one batch of eggs. Legend has it that there is only one Cold Woman at a time; all the rest await her death, and then the strongest one becomes the mother. Her young white (black) puddings are known as Cold Spawn and are also immune to the cold. Instinct: Mate
- Seduce and paralyze
- Implant fatal eggs
- Dissolve
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Nehwon Bird of Tyaa Unkindness Group, Devious, Hoarder Claws (d4 damage) 6 HP 0 armor Close Special Qualities: Claws are poisoned, Targets shiny objects for theft This avian flock is closely related to the raven, but has a much higher level of sentience. It is commonly found in the mountains and hills. The bird flock's claws are poisoned, as it is able to crush some types of deadly berries for that effect. The DM may choose any venom from the Thief's arsenal. The bird swarm knows how to strike for exposed body ports and uses a diving attack. These evil birds are among the followers of the evil demon goddess Tyaa. Instinct: Steal valuables for Tyaa