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Grambel Solitary, Large, Terrifying Slam with its massive jaw (d10+4 damage 2 piercing) 20 HP 3 armor Forceful, Ignores Armor Special Qualities: Its a massive head with feet and large jaws Grey skinned if you could call it that, Large jaws that seem to be all you can see it can crush almost anything most of its body is its powerful jaws Instinct: CRUSH
- Crush everything it can with its powerful jaws
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Vedalken Group, Magical, Intelligent Magic Missle (d10 damage) 6 HP 0 armor Close, Near Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious. Instinct: Survey Law
- Magic Shield
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Baphomet Solitary, Huge, Divine, Devious, Planar Hammer b(2d8+5] damage 2 piercing) 25 HP 1 armor Reach, Forceful Baphomet's realm of the Endless Maze was the 600th layer of the Abyss, supposedly infinite in size. Here, Baphomet dwelt in his palace, the Lyktion, and spent his time creating various new demonic breeds in his infamous Tower of Science Instinct: To Destroy
- Charge
- Gore
- Labyrinth
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Horned Devil (Cornugon) Group, Large, Magical, Planar, Devil Spike Chain (b[2d8+3] damage) 16 HP 4 armor Near Special Qualities: immune to poison, immune to fire Horned devils are bold fighters. They rarely retreat, even against overwhelming odds. They love to fight with their spiked chains, usually singling out the most powerful foes to stun and eliminate quickly. A horned devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Instinct: Hurl Flames
- Claw
- Hurl Flames
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Flayed Rex Group, Huge, Terrifying Giant sized bite (d8+7 damage 2 piercing) 14 HP 1 armor Reach, Forceful,messy, Ignores Armor Special Qualities: Parasitic veins yearn for your flesh A mated pair of demon corrupted and infested T-rex's that consume everything in their path. Sometimes called the twins of teeth and hunger. Should you come across these four story tall beasts ... run. Instinct: Consume anything that moves
- Rip away hunks of flesh
- Swallow the flesh whole
- Spread the infection and the hunger
- Outrun titans to get food
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Salamander Pox Horde, Tiny, Devious Lunge out and chew (d4 damage) 7 HP 0 armor Hand Salamander Pox are thin stringy creatures, like tapeworms. Jet black and covered in tiny blisters, they find dark and damp places to burrow and nest. They are telltale signals of Salamander Blight, and should be dealt with quickly and fully. Instinct: to burrow and nest
- Burrow into its surroundings
- Collapse surroundings
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Waterlogged Metal Golem Solitary, Large, Magical, Cautious, Construct Rusty Fist (d10+2 damage) 20 HP 5 armor Forceful, Reach Special Qualities: Rusting Joints Looming in the partially submerged depths of the dungeon, the Waterlogged Metal Golem waits patiently for it's shift in the lower levels that never came. Normally resistant to rust, millenia of musty waters has began to peel away at this golems defenses. Instinct: To Await Replacement
- Bludgeon & Crush
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Stirge Group, Tiny, Devious, Terrifying Suck (d6-2 damage 1 piercing) 6 HP 0 armor Hand, Ignores Armor Special Qualities: Flight., This horrid monster looks like a cross between a large bat and an oversized mosquito. Its legs end in sharp pincers, and its long, needle-like proboscis slashes the air as it seeks to feed on the blood of living creatures. Instinct: To feed.
- Attach.
- Drain blood.
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Rukanyr Group, Large, Stealthy, Intelligent, Planar, Construct, Terrifying Teeth and many claws (d8+4 damage) 14 HP 3 armor Forceful, Reach Special Qualities: Quick to heal, Immune to sonic effects, Hideous beyond understanding Another fell creation of the Kaorti, appearing as some sort of baffling hybrid of giant scorpion and tree, the creature is heard much sooner than it is seen - despite its size. A constant cacophony scrapes the air around it as the armour plates that cover it rub together - a danger to anyone who would close to melee and risk getting their weapon (or worse) trapped in there and crushed. However should it wish it can let loose a roar so powerful it shatters doors, walls, arms and armour, and flesh and bones even. A living siege weapon deployed by the Kaorti in places that they dare not tread, and due to how much collateral damage it is capable of they, they are not observed in being used too close to the Kaorti's own lairs. Even if they have an alien mindset to us, even the Kaorti are not fools. Instinct: To serve/destroy
- Roar so loud it breaks objects and creatures
- Paralyse with its poisonos bites
- Crush weapons between its ever-shifting plates
- Stun those its strikes with deleterious vibrations