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Infected Creature Solitary, Tiny to Large, Terrifying Bite or Claw (1d4-2 - 1d10 damage) 14 HP 0 armor Hand Special Qualities: Covered in oil, maggots, ooze, or other form of obvious infection May it be a dog, cat, boar, wolf, bird or other, one thing is obvious. Something isn't right about it. Whatever infection it has, it wants to spread it. They attack without abandon and will not relent until slain. The real danger of this beast is its infectious nature. Instinct: To Spread Infection
- Spread Infection
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Ostgaloa Solitary, Huge, Magical, Cautious, Planar Bone-covered Tentacles (b[2d12+7] damage) 28 HP 7 armor Reach, Forceful, Near Summoned from the underworld, Ostgaloa is an unliving cephalopod-like monster who collects and manipulates the bones it comes in contact with. It uses them both as weapons and armor, making its body nearly impenetrable. Its movements are unpredictable as most of its body lies in another realm. It seemingly moves beneath the surface, but in reality it pulls parts of itself into this realm. This is not an ordinary creature and cannot be destroyed with ordinary means, but whenever it uses its Paralyzing Gaze, it exposes itself in some way or another. Instinct: To consume the living
- Move freely between realms
- Use tentacles to crush the living
- Entropic Beam
- Paralyzing Gaze
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Lightning Wyvern Solitary, Huge, Divine, Magical, Terrifying Claw, Bite (b[2d12+9] damage) 24 HP 2 armor Near, Forceful Special Qualities: Covered in sparks This wyvern walks on four legs and its face resembles a crocodile with forward facing horns. It has small wings on it's back, but it cannot fly. It's powerful legs allow it to leap extremely long distances. They will run if considerably wounded, but not if they feel they have the upper hand. Instinct: Aggressively Hunt Prey
- Bathe in sparks: If it calls lightning on itself, it heals 10hp and coats its scales in sparks. Melee attacks made against it will deal half the normal damage of it's call lightning attack to the attacker.
- Call Lightning: (b[2d12+9] damage); ranged, ignores armor
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Chimerapus Solitary, Large, Magical, Intelligent Claws (d10+2 damage) 16 HP 0 armor Standing as tall as a warhorse, it is equipped with a large stinger like that of a scorpion. When it feels threatened, it will breathe fire to ward off attackers, but it's true threat comes from it's sting that displaces and teleports victims into a pocket dimension where it feeds on their life force. They mate for life and will give chase if either their mate or young are threatened. Some have been known to stalk adventurers who have wronged them for days, even weeks. Instinct: Protect its home
- Breathe Fire, burn
- Poison: When it uses its tail to sting a victim, some form of displacement occurs. Strong displacement or multiple stings sends its victims to a pocket dimension.
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Choking Branches Amorphous, Huge, Magical, Stealthy Constriction (d8+5 damage) 3 HP 1 armor Reach, Forceful, Ignores Armor, Near Special Qualities: If the branches are cut off or broken, new ones will grow back in a day or so. Trees that have become sentient by powerful magic or perhaps all trees are capable of sentience. Whatever the reason may be, these trees do not speak as you and I; they only desire to keep the forest safe from outsiders. True denizens of their domain may pass unimpeded, but intruders will not be tolerated. Instinct: Stop intruders
- Restrain
- Undetectable: Virtually indistinguishable from other trees nearby.
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Claymen Group, Stealthy, Terrifying, Amorphous Bash, Throw Mud (1d6 damage) 6 HP 1 armor Close, Near Special Qualities: Regeneration, Heat Sensitivity (Slows Regeneration by 50%) Claymen are a form of golem. They tend to come from failed attempts at creating a clay golem, but some particularly skilled individuals have been able to recreate their failed experiments in particularly disturbing ways. Claymen are living clay creatures that look like men who's legs sometimes fuse together at the knees. Each time Claymen attack, they lose a little bit of themselves, dealing taking a bit of damage. They are bound to the clay paths that they are found, but can reform indefinitely unless the clay is dry. In wet or rainy conditions, they regenerate much faster than they would otherwise. Regenerate: When a clayman is destroyed, it cannot reconstitute itself until it has regained at least 1/2 it's HP. Instinct: To eliminate intruders
- Wait Until Victims Pass
- Grab Hold
- Pull Under
- Regenerate (2 HP)
- Regenerate In Rain (4 HP)
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The Thing in the Well Solitary, Large, Stealthy Dark Tentacles (w[2d12] damage) 16 HP 1 armor Reach, Near "Good morning," the Thing in the Well calls, "And how are we doing this morning Mrs. Westmen?" -- "Just wonderfully. How have you been keeping, Thing?" -- "Fine, fine. A little peckish, a bit in the mood for, you know, a nibble, a bite to eat. But don't worry yourself, perfectly fine." -- "It's quite alright Thing, I was just thinking I should bring by some lunch. How does a ham sound?" -- "You are too kind Mrs. Westmen, just too kind..." -- The Thing in the Well has lived in the village for longer than anyone can remember. It is traditional to fix regular meals for the Thing, and to present it with a sheep or pig on special occasions. Years ago a boy went down the well on a dare. He never returned. The subject has not been broached in the presence of the Thing. Instinct: To devour
- Politely collect tribute
- Leverage townspeople through secrets
- Purify water
- Hide in darkened waters
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The Shadows That Melt Flesh Horde, Tiny, Stealthy, Intelligent, Planar, Amorphous Millions of tiny bites (b[2d6-2] damage) 6 HP 1 armor Hand, Ignores Armor Special Qualities: Completely intangible swarms Each individual shadow is actually a swarm of tiny, dust-sized demons. No one is quite sure where they come from, or how to kill them, but it is known that children of every species on every plane of existence know to fear the darkness . . . Instinct: To spread
- Devour flesh
- Impersonate voices
- Absorb knowledge from those it kills
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Clockwork Defender Group, Large, Organized, Construct Crushing blows from metal limbs (d8+2 damage) 12 HP 3 armor Forceful Special Qualities: Metal, Clockwork, Well-hidden weak spot "The Old Ones, they knew much. Not the alchemy of man nor the sorcery of warlocks and the like. No, this is the magic of gears and pulleys, the sorcery of science. Watch your every step in the tower: be wary or you may call to life the ancient defense systems. You'll know the Defenders have awoken long before you face them, that's for sure; they're louder than a stomping giant and their hulls scrape the stone walls. You'll hear them coming, I'm sure you can avoid them, go on in the tower. Me? I... I'll stay out here. Got to have a lookout post, right?"
Instinct: Destroy all Intruders! *click* Defend the domain!
- Display immense and uncaring strength
- Soldier on, ignoring all damage until the last
- Reveal a hidden function from the depths of its gearworks