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Flytrap, Giant Solitary, Large, Stealthy, Devious Strong digestive acid (d8+1 damage, ignores armor) 16 HP 2 armor Close, Reach Special Qualities: Hide in other fauna The early days of the settlement were not so easy. While the forest provided many goods, people and cattle disappeared under its leaves. The council sent four strong men with dogs to hunt down whatever was taking them. Less than two hours later, the dogs started to bark furiously. Then the rear man disappeared. When they gazed up, his legs were protruding out of a giant plant. Then a nearby pod engulfed a dog. By the time they destroyed the four pods and cut down the large, strong trunk, there was not much left of the rear-guard man. Custom Move: When you are captured in a flytrap pod, ROLL+STR. On a 10+, you get out rapidly. On a 7-9, you get slightly burnt by acid, choose 1: You do not lose your armor or one valuable item. You do not get disfigured nor take 1d10 Damage. On a 6-, you suffer both. Instinct: To dissolve prey
- Engulf prey in a wink
- Digest prey with acid
- Attack with unused pods
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Basidirond Solitary Club like stalks (d8 damage) 6 HP 0 armor Close The underground ecology can be quite strange and deceptive. Let us meet the basidirond. At first glance, it looks like a beautiful plant. Its central large flower is richly colored when the basidirond is satiated. Otherwise it dispels grayish hues. Beware of the flower: when it opens, it releases a myriad of invisible spores that are highly hallucinogenic to most mammals and reptiles. Custom Move: When you are captured in a flytrap pod, ROLL+STR. On a 10+, you get out rapidly. On a 7-9, you get slightly burnt by acid, choose 1: You do not lose your armor or one valuable item. You do not get disfigured nor take 1d10 Damage. On a 6-, you suffer both. Instinct: Silently release invisible spores Implant spores into lungs
- To feed on rich humanoid liquids
- Implant spores into lungs
- Grow
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Mind Flayer Lich Solitary, Magical, Stealthy, Devious, Intelligent, Hoarder, Planar Bolt of Dark Energy (d10 damage) 12 HP 4 armor Close, Reach, Ignores Armor, Far Instinct: Destroy life
- Devour the brain
- Control mind
- Unleash powerful spells of darkness
- Bend the environment to his will
- Travel through astral plane
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Pseudo-dragon Solitary, Tiny, Magical, Devious, Intelligent Tiny claws (w[2d6]-2, ignores armor) 6 HP 2 armor Hand Special Qualities: Sleep Stinger Brahil is the best monster handler around. He can get any beast you want. You will recognize him easily. He is always with this tiny dragon-like monster on his shoulder. This critter is more dangerous than it looks. I have seen it sting birds in plain sight with its long tail. This is a poisonous tail, you know. Brent, the carpenter's son, can testify it will put you into a death-like sleep. It also looks like the beast protects Brahil. There was this sorcerer who tried to spellbind Brahil without success. He left crying. Custom Move: When you are stung by a pseudo dragon, ROLL+CON. On a 10+, what a big mosquito! On a 7-9, choose 1: You do not fall sound asleep. You do not get -1 ongoing until you make camp. On a 6-, you fall into a death-like sleep. Instinct: Protect
- Play games
- Help
- Scout
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Githyanki Group, Stealthy, Magical, Planar, Construct, Smart Weapons (b[2d8] damage 2 piercing) 6 HP 4 armor Close Special Qualities: Spells, Psionic abilities From the Fiend Folio Instinct: Kill humans, kill ilithids, protect their goods
- Cheating by manipulating the mind
- Attack from the astral plane
- Flanking enemy
- Powerful spells
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Marid Solitary, Large, Intelligent, Hoarder, Planar Typhoon smash (d12+2 damage) 24 HP 0 armor Forceful, Near Special Qualities: Amphibious A marid is a genie of water, an elemental creature of the open seas. Capricious and vindictive, they respect no authority, and have little empathy for mortal beings. They are said to be the most powerful of geniekind, and they certainly act like they know it. Instinct: To be released from its prison
- Weaver of water magic
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Obsidian Bladeguard Solitary, Large, Construct Obsidian Sword, Axe or Spear attached to one arm (b[2d10+2] damage) 24 HP 3 armor Forceful, Reach Special Qualities: Not autonomous. Only a vessel carrying out the Obsidian Giants wishes Bladeguards do not usually attack adventurers on sight. Only those targeted by the Obsidian Giants need to worry. However, Bladeguards will defend themselves with lethal force. Instinct:
- Charge the enemy, destroying everything in its path
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Svarku Solitary, Large, Magical, Organized, Intelligent, Planar Giant Broadsword (d12 damage) 20 HP 3 armor Near, Reach Special Qualities: Immune to Fire A nine-foot tall efreet from the plane of fire. Able to launch flame at will. Instinct: To be flattered, adored, and enabled
- Burn an area
- Call in his followers
- Make a deal