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Sewer Eel Group, Small, Organized, Terrifying Fangs (d6 damage) 6 HP 0 armor Close Special Qualities: Mind-Numbing Stench, Appalling Stink Sewers are not where anyone ever wants to be, for many reasons. A compelling reason is the existence of these damned pests. Eels who have lived in the sewers for so long they have developed a natural stink that can even dull the brain and senses. Not too much of a threat, but don't let them drag you under. Instinct: To feed
- Drag an opponent into the water
- Retreat to it's nest and send backup
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Scalesword Solitary, Stealthy, Intelligent Scaled Katana (b[2d10] damage 2 piercing) 12 HP 2 armor Close Special Qualities: Incredible Speed A fighter, a duelist, and an incredibly fast reptilian. A scalesword is all of the above, possessing dextrous combat skills and tactical knowledge of hardened veterans. These creatures once lived in modern society, but their tendency to duel anyone who they see makes them a struggle to be around. Instinct: To challenge foes.
- Command a stranger to duel
- Vanish in plain sight
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Giant Bone Pope Solitary, Large, Divine, Magical, Intelligent, Cautious Stone Cross (w[2d10+2] damage) 20 HP 4 armor Reach The soul of a fanatic priest doomed to unlife through their own hubris. They must cleanse the world of all sin if they are ever to live again, but they can't really get out much due to their urge to purge. Instinct: To live again
- Stun enemies with a holy cross
- Cage a foe in holy light
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Amalgamate Solitary, Magical, Terrifying Mangled Fists (d10+4 damage) 12 HP 1 armor Close, Forceful Special Qualities: Gruesome Flesh, Willed by Magic A horrid beast, comprised of body parts from various different creatures and sentient beings. It bears an ill-mannered amount of sensory organs, serving their purpose no longer as it is only driven by the enchantment given to it by whatever cruel master created it. Instinct: To serve it's commands
- Grab an opponent with incredible force
- Absorb an opponent's flesh to heal
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Horned Skeleton Group Greataxe (b[2d8] damage 1 piercing) 10 HP 3 armor Close Undead creatures resembling minotaurs, with large bull horns sprouting from human skulls. Their bodies are larger than average for skeletons, and they always carry some sort of high-grade weapon. Their past military experience is obvious, and they know how to fight. Instinct: To destroy life
- Gore an opponent with it's horns
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Mimic Serpent Solitary, Large, Stealthy, Intelligent, Cautious, Hoarder Lunge (w[2d10] damage) 16 HP 1 armor Reach Special Qualities: Compact body, invertebrate A great serpent, akin to an eel. Enchanted by a sorcerer eons ago, their line has infected sewers all across the land, and their misleading tails are the bane of many adventurers. They hoard treasure not only as a defense mechanism to seem less conspicuous, but also as they consume objects of value for sustenance. Instinct: To hoard treasure
- Dive into small bodies of water to conceal itself
- Hide all but it's treasure chest tail below water
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Ethrnu Solitary, Huge, Magical, Intelligent, Cautious, Hoarder, Planar, Terrifying, Amorphous Etherial Slash (d12+3 damage) 27 HP 5 armor Reach, Ignores Armor, Near Special Qualities: Crystalline form, Eldritch You're fairly sure this is a boss monster. A gigantic pillar of solid pink crystals with a light emenating from within, large as a house or bigger. It is constantly surrounded by two magical eyes which it defends itself with as shields. This is a god, and it does not treat intruders with kindness. Instinct: To consume
- Infect an enemy with contagious crystals
- Control crystallised ether
- Teleport into/around extraplanar space
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Spider Queen Solitary, Huge, Organized, Intelligent, Hoarder, Terrifying Engorged Pincers (d10+5 damage) 20 HP 1 armor Reach Special Qualities: Giant webs, Spiderling children, Terrifying Giant Spiders have those whom they bow to, and a Spider Queen is one of those. Almost house-sized, these beasts strike terror into the hearts of any who see them. That is usually the last face they make, as they are encased in giant webs to be consumed by spiderlings later on. Instinct: To grow
- Encase a foe entirely in webs
- Summon spiderlings to occupy a target
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Triffid Beast Solitary, Large, Terrifying Lacerating Vines (d10+2 damage 2 piercing) 16 HP 0 armor Near, Close Special Qualities: Corrosive Saliva, Horrendous smell A wolf-like beast, if it can even be called that. It's body is entirely composed of plant mass of different kinds, with a large bell-shaped flower as a head with long razor sharp vines dripping with corrosive fluid that extend out of this orifice. The flower has roots which hold together a mass of soil and roots with leaves poking out that compose the beast's torso, and they knot together to form legs below it. A horrid creature, that lurks only in areas of intense natural magic. Instinct: To consume
- Pull a target into or towards it's mouth
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Sylvan Skeleton Group, Magical, Organized Vines (d8 damage) 10 HP 3 armor Close Forest green bones encompassed by thick brown vines which, despite their dead appearance, they seem to pulsate with a strange life. Sylvan Skeletons are corpses animated by the spirits of the wilds, and the vines covering them are these spirits given physical forms, not actual plant-life. They are known to drag travelers into the earth while they sleep, as penance for disturbing nature's serenity. Instinct: To protect the forest
- Pull fallen travelers beneath the soil
- Foster rapid growth of plants
- Submerge and reappear with reinforcements