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Giant Squid Solitary, Large, Devious, Intelligent Giant Tentacles (d8+2 damage) 16 HP 0 armor Forceful, Reach, Near Special Qualities: Aquatic Living in the depths of the sea, the giant squid is a rare and dangerous sight. Not as large or devastating as the Kraken, the giant squid is still best avoided. Instinct: Defend its territory
- Entangle in tentacles
- Drag a foe to the depths
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Desert Drake Group Claw & Maw (b[2d8] damage 1 piercing) 6 HP 2 armor Close Special Qualities: Heat Resistance The Desert Drake is the less intelligent cousin to Salamanders and Dragons. They stalk the desert in packs, waiting for an unawares traveler to wander off path and toward them. They don't get much in the way of food, so they make every bite count. Despite being starved creatures, they are strong and can feed partially on the Sun's light. Unfortunately for them, the hunger will always persist. Instinct: To Feed
- Attack with bestial hunger
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Coffin Jellyfish Group, Large, Stealthy, Devious, Amorphous Ensnaring tendrils (d4 damage) 9 HP 0 armor It appears as a floating corpse such as a human skeleton or decaying fish. When you realize something is off- a mailed skeleton shouldn't be floating, or the carcass is encased in a crystal clear coffin of gelatin- it disgorges its contents at you along with a sticky fluid. They are impossible to spot from underwater, as they hold their contents above the surface. Rarely, a malformed, 'tall' coffin jellyfish will hold its contents upright, giving the appearance of a ghastly levitating body, drifting ever closer over the surface of dark waters. This horse-sized jellyfish thrives in freshwater or seawater. Capable of tipping over fishing vessels, it often succeeds in dumping victims directly into its maw. Prey in the water is captured in a forest of tendrils. Both suffer the same fate. Held beneath the water, air-breathers drown quickly, to be digested later. Fish and their ilk are little better off, as gelatinous flesh suffocates them. Satisfied with a single man-sized meal, a coffin jellyfish will likely try to slowly flee after engulfing one person. Instinct: To feed slowly on drowned flesh
- Appear as a floating corpse
- Vomit corpses at them
- Rock or capsize small boats
- Engulf living flesh into its gelatinous body
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Maggot Spirit Solitary, Small, Magical, Devious, Planar, Amorphous Ethereal teeth (d6 damage) 19 HP 5 armor Close, Ignores Armor Special Qualities: Ethereal being. Have you lost someone in your life who was important to you? Why can't you remember what color their eyes were anymore? Why has their face become blurry over the months and years? Their smell- what was it? Tobacco? No, why can't you remember the precious details of those you loved? The maggot spirit is why. When the memories are no longer living and growing in your mind, the maggot spirit smells them. It nibbles slowly until the decaying memories are gone. But sometimes it's still hungry, and like its material cousin, sometimes it then bores into the living parts, and then there's pain and blood. Only the pain is mental anguish, the blood is leaking sanity. Only someone who can pierce the veil of the ethereal can help you then. Instinct: To nibble endlessly.
- Eat away at memories of the dead.
- When there's no decaying memories left, dig into living mind.
- Latch onto the soul.
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Sqoguinax Solitary, Huge, Magical, Intelligent Tentacle Mane (2d10+2b damage) 20 HP 1 armor Reach, Forceful Special Qualities: Bat-winged Flight, An Impenetrable Mind Part of the Menagerie of Moorlo, the Sqoguinax were created as part of the wizard's attempt to create a supreme form of life by mixing bits and pieces of the world's monsters. The Sqoguinax has the body of a huge white horse, which sprouts bat-wings from its shoulders. The head is replaced with that of a squid, its beak protruding awkwardly from the chest and tentacles flowing backward over the body to form the mane and tail. The Sqoguinax is fearsome in a battle, but prefers much larger morsels than humanoids for its meals. If unprovoked, it is more likely to offer an exchange of secrets. If treated poorly, its happy to rip the secrets from an unguarded mind, though it usually still completes the trade. Instinct: To trade secrets.
- Telepathically paralyze its prey.
- Probe their minds for secrets.
- Enfold them in tentacles.
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River Child Group, Small, Stealthy, Devious, Organized, Intelligent, Hoarder Sharp rocks and sticks (d4 damage 1 piercing) 10 HP 0 armor Close, Near Special Qualities: Friend of animals, Can breathe underwater. River children look like human toddlers or small children, frolicking naked near rivers and pools. They are actually trickster spirits that love nothing more than to delight in the pain, suffering, and death of mortals. A favorite tactic is to pretend to drown near the den of a crocodile, or play near a sharp cliff and trip or push the adults who come to save them. If they are spotted for what they are, they will offer truths, such as the location of their treasures, in exchange for performing dangerous dares or playing deadly games with them. Instinct: To laugh at others misfortune.
- Play dangerous games.
- Lure them close to dangerous animals.
- Trade truths for dares.
- Get underfoot hang on.
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Struthiman Horde, Organized, Intelligent Polearm (d6 damage) 3 HP 2 armor Close, Reach Special Qualities: Fast, steady running. Native to arid plains, the struthimen have been herded out of their traditional territory to make room for human farmers. They are nomadic people with the head and legs of ostriches. Their long necks move from side to side when they are agitated or sleeping. Their bird feet have surprisingly powerful claws that they employ suddenly when an enemy gets inside the reach of their spears and glaives. Struthimen flock together and can run as a group for long distances. They despise other humanoids for treating them as lesser beings. Instinct: To reclaim territory.
- Surprise with a powerful kick.
- Flock into a tight group
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Plains Drake Solitary, Large Claws and Fire (b[2d6] damage) 16 HP 2 armor Near A large serpent like beast with a light brown colored scales. It looks like a dragon mixed with a lizard, it has no wings and crawls along in a reptile like fashion. These beasts wander grassy plains hunting down any animals that cross their path. They devour things with speed. Instinct: To hunt
- Fire breathing and huge dragon claws
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Common Boar Group Gore (b[2d8] damage) 6 HP 0 armor Close Boars are very aggresive, pig-like creatures, prone to charging any perceived danger. Their omnivorous nature makes them suitable as living garbage disposal machines. Instinct: To defend its territory
- Charge
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Oni Group, Large, Stealthy, Magical, Intelligent Spiked steel club (d8+2 damage) 10 HP 2 armor Forceful, Reach Special Qualities: Shapeshift (humanoid forms); Flight Horned blue or red skinned monstrosities clad in tiger hides and exotic armours, and bearing huge spiked steel clubs, these creatures give off an air of brutish strength. While they may be easily as strong as their Ogre cousins, they are superior in every other way. Wielding unnatural magic abilities that enable to them to fly, turn invisible, shroud areas in magical darkness, shapeshift into disguises that would fool the most suspicious of men, and worse; they are to be reckoned with and feared. Instinct: to deceive and devour mortals
- Deceive
- Turn invisible
- Blast them with a cone of cold or shroud them in darkness