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Ravening Farworms Group, Tiny, Stealthy, Planar, Terrifying Acidic bite (d6-2 damage) 6 HP 0 armor Hand, Ignores Armor Special Qualities: Inconstant location Lesser creatures from planes best left undiscovered. Although they can feed and reproduce fine within their native realm, when cast adrift beyond they need biological matter to do so - it does not matter if it is alive or dead - but living tissue lasts longer for their purposes. Lately there have been more and more infestations of these creatures, but what that means exactly is unclear. Instinct: To Feed
- Inject paralytic venom
- Burst from dead (or far-warped) flesh
- Implant its eggs into biological material
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Kaorti Hunterthrall Skirmisher Group, Stealthy, Intelligent, Planar, Terrifying Far-warped javelins and other projectiles (b[2d8] damage 1 piercing) 6 HP 2 armor Close, Reach, Near Special Qualities: Horrifying true form The Kaorti make thralls for a specific purpose, hunterthralls are no different, usually used on escaped prisoners - but any prey in a sufficiently wild area will suffice. In harsher times they are used as killers, able to dispatch foes or otherwise frustrate them. Although they would prefer to act within the Kaorti cysts where they can tap into the latent energies of those places to better use the tools that they have, they are granted the luxury of being able to store these energies somewhat in their very beings - something that can be vented violently if necessary. Instinct: To hunt and subdue (or kill)
- Mystically subdue an opponent
- Reveal a pre-placed trap
- Explosively vent stored far energies
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Two-headed Basilisk Solitary, Hoarder Bite (d10 damage) 12 HP 2 armor Close Special Qualities: Two-headed, wall-crawling ## Sweeping Gaze: When the monster first draws the attention of unwary delvers, everyone must roll+LUC. Then go around the table, in order of highest roll to lowest. ✴On a 7+, you avoid catching the monster's gaze. ✴On a 10+, you also distract it momentarily: Pick one ally whose fate is undetermined, and say how you divert the monster's gaze from them. ✴On a miss, the creature arrests you in its stare. ## Stare: When you meet the monster's gaze, you feel your flesh freezing into stony crust. Burn 2d4 Dexterity and roll+CON. ✴On a 7+, you free yourself from the monster's stare. ✴On a 7–9, your body stiffens and your mind becomes sluggish: make your next roll with disadvantage. When the monster's stare reduces your Dexterity to 2 or less, you are immobilized and rooted to the spot. When it reduces your Dexterity to zero, you are petrified through and through. Instinct: To turn interesting creatures into memories.
- Draw their attention with a dissonant, chirruping song (see Sweeping Gaze)
- Capture one or two of them in a petrifying Stare
- Grab an enemy with long, sticky frog tongue with long starfish-like branches at the end
- Retreat into a maze of stalactites or statues
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Kolaghan mother of lightning, great ruin Solitary, Huge, Magical, Divine, Organized, Intelligent, Terrifying terrible claws and evokes lightning. (d12+9 damage 2 piercing) 20 HP 4 armor Reach, Forceful, Ignores Armor, Near, Far Special Qualities: acestral terror, steel scales and teeth Among the oldest living dragons known. From the top of the food chain, few beings are able to hurt and face it. In possession of an unparalleled strength is able to manipulate the energy of lightning at will and without limits. Instinct: to dominate
- breath of lightning and indestructible claws
- manipulates the energy of the heavens
- obey me slaves!
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Kolaghan mother of lightning, great ruin Solitary, Huge, Magical, Divine, Organized, Intelligent, Terrifying terrible claws and evokes lightning. (d12+9 damage 2 piercing) 20 HP 4 armor Reach, Forceful, Ignores Armor, Near, Far Special Qualities: acestral terror Among the oldest living dragons known. From the top of the food chain, few beings are able to hurt and face it. In possession of an unparalleled strength is able to manipulate the energy of lightning at will and without limits. Instinct: to dominate
- breath of lightning and indestructible clawsbreath of lightning and indestructible claws
- manipulates the energy of the heavens
- obey me slaves!
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Chaos Spawn Solitary, Huge, Divine, Planar, Terrifying SmashGrabRipTear (2d8+7 damage 1 piercing) 20 HP 3 armor Reach, Forceful Terrifying flesh golems crafted from random monster parts, these fearsome beasts pose a challenge to even the most capable warriors Instinct: To wreak havoc
- Smash someone or something
- Grab something, it might even throw it
- Absorb lifeforce of a grabbed creature (heal equal to half of damage delt)
- Tear apart defences
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Del Lago Solitary, Huge, Stealthy, Hoarder Bite (d10+7 damage) 20 HP 1 armor Reach, Forceful, Far This huge salamander-like monster will fiercely defend the lagoon it calls home. They will try to scare enemies off by flinging blobs of acidic secretions before retreating below the surface to lie in ambush. Instinct: To destroy interlopers
- Launch acidic secretions at its foes
- Erupt from the depths
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Batsquatch Solitary, Large Teeth and claws (d10+3 damage) 16 HP 0 armor Close, Reach, Forceful Special Qualities: Leathery wings, Echolocation, Nocturnal Part primate, part vampire bat, 100% terrifying. Standing at 9 feet tall with crazed yellow eyes, leathery wings, shimmering blue fur, and a jaw full of sharp teeth, this isn't the type of monster you want to introduce to your mother. Legend has it that only one exists in this world...but could there be more? Nocturnal in nature, you'll most likely find this beast in a dark cave or possibly out for a midnight stroll through the woods. It doesn't really see that well in the blinding light of day but can rely on it's echolocation hearing. It's bat-like wings allow for fast flight and can span up to 25 feet. Is the Batsquatch a naturally evolved 6-limbed vertebrae? Or a freak magical experiment gone wrong...? Instinct: To hunt at night
- Rip into warm flesh
- Let loose a blood-curdling screech
- Take flight with prey
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Chief Executive Vampire Solitary, Stealthy, Magical, Devious, Intelligent Claws (b[2d10+4] damage 4 piercing) 20 HP 2 armor Close, Forceful Special Qualities: Spider Climb, Regeneration, Returns to its office instead of dying, Sunlight Weakness Instinct: To control
- Moderate Necromancy
- Verbal and mental manipulation
- The CEV can polymorph into a stocks bat
- Soul Vampirism