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Shocker Lizard Horde, Tiny, Devious Shocking bite (d4-2 damage) 3 HP 1 armor Hand The shocker lizard is a curious species of reptile. Each lizard can generate a painful shock, which increases exponentially when more of them join together. And they live in large colonies for mutual defense. While not aggressive, they are easily spooked. Instinct: To defend colony
- Generate electroshock
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Six-Headed Hydra Solitary, Large, Hoarder Bite, grapple (d10 damage) 18 HP 0 armor Near Special Qualities: Regrow heads The Six-Headed Hydra prefers aquatic locations. It hoards and protects gold and other valuables. Someone who spots the Hydra's loot but doesn't spot the Hydra lurking below the water is in for a terrible surprise. If 3 Damage is dealt to a head the head is severed. If fire is not used to sever the head or is not applied to cauterize the wound then two heads will grow in its place. Grow heads on the next 6-. Add 6HP when the two heads grow. At 12 heads the heads fight with each other instead of continuing to attack adventurers as long as they don't attack or go after the loot. At two heads its intention is to flee. Leaving the loot behind. Instinct: To hoard. To eat.
- Drown and Devour.
- Regrow Heads
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Dust Mephit Group, Large, Magical, Hoarder, Planar Claws (d6 damage) 10 HP 1 armor Close, Near Special Qualities: immune to poison, vulnerable to fire, doesn't need food, drink, or sleep This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile. Instinct: to play dirty tricks
- exhale blinding breath of dust
- cause sleep
- explodes in a burst of blinding dust
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Steam Mephit Horde, Small, Intelligent, Planar Scalding Claw (d6 damage) 3 HP 0 armor Close Special Qualities: Heals in boiling water Steam mephits live in areas where the elements of fire and water meet. They draw on the power of both, striking enemies with scalding sprays. As a species, they tend towards being very brash. Instinct: To prove themselves
- Breathe a spray of scalding water, causing D4 damage with the Fire Elemental tag and -1 forward on a 6-
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Dust Mephit Horde, Small, Intelligent, Planar, Evasive Dusty Claws (d4 damage) 3 HP 1 armor Close Special Qualities: Flight Like the element they are made off, the curious dust mephits seems to manage to get in everywhere. Curious and inquisitive, even friendly mephits can drive a poor soul bonkers with an endless barrage of whys and hows. Instinct: To learn what they don't know
- Breath a cone of dust that deals d4 damage and grants -1 forward on a 6-
- Heals in dusty enviroments
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Mud Mephit Group, Tiny, Magical, Stealthy, Devious, Amorphous Fists (d6-2 damage) 10 HP 2 armor Hand, Near Special Qualities: While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud. Small and stealthy elemental, Mud Mephit is a night creature as direct sunlight dries them up so they may not move. Unlike other supernatural creatures of the swamps, who shape and try to extend the reach of their home, Mud Mephits' only task is to increase the amount of basic building materials (i.e. decomposing organics). Instinct: To trap, to dissolve.
- In small groups, they trap their prey (if medium or larger, more than one Mephit at a time) in the ground and slowly dissolve them.
- Mud Breath: When a Mud Mephit belches at a small or medium creature (even with their Last Breath), that creature must defy danger + DEX. If it fails, it is restrained for one minute.
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Annis Hag Group, Magical, Hoarder Iron force blast (d8 damage) 6 HP 0 armor Close, Ignores Armor, Far Annis Hags are very anti-social descendant of elves that reawakened some of their fay heritage, though they are still dependant on the services of civilization. As such, they have been known to recruit or, in more horrid cases, enslave kids and loner travellers to assist them with everyday tasks. More kindly hags often rewards these services with fitting enchantments. Crueler hags eat their servants once they've burnt out. Despite the name, hags are perfectly capable of being male. Instinct: To aid the coven
- Use powerful magical rituals
- Shape weather
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Assassin Vine Solitary, Stealthy, Amorphous Thorns (d10 damage, 1 piercing) 15 HP 1 Armor Close, Reach, Messy Special Qualities: Plant Among the animals there exists a clear division ‘tween hunter and hunted. All it takes is a glance to know—by fangs and glowing eyes or claws or venomous sting—which of the creatures of this world are meant to kill and which stand to be killed. Such a split, if you have the eyes to see it, cuts the world of leaves and flowers in twain, as well. Druids in their forest circles know it. Rangers, too, might spot such a plant before it’s too late. Lay folk, though, they wander where they oughtn’t—paths into the deep woods covered in creeping vines and with a snap, these hungry ropes snap tight, dragging their meaty prey into the underbrush. Mind your feet, traveller. Instinct: To grow
- Shoot forth new growth
- Attack the unwary
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Assassin Vine Group, Large, Stealthy, Devious Strangling vine (d6 damage) 10 HP 1 armor Reach Assassin vines a sneaky plants that grapple and crush anything that gets too close in order to feed upon their nutrients. The most efficient tactic is to run away, as the plant has no means of moving away from where it is rooted. Instinct: To feed
- Grapple
- Camouflaged among plants