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Gargantua Solitary, Large, Construct, Terrifying Fists (d10+2 damage) 24 HP 0 armor Forceful, Near Special Qualities: Magically imbued by witch doctors from parts of the dead, Corpse transformed by magic into giant The witch doctors have the unique ability to create servants called gargantua--corpses infused with so much magic that they transform into powerful giants. But the dead are mindless creatures. They have no need for honor or respect. They serve whoever has the power to control them, be it a witch doctor or a demon. The witch doctors use magically imbued mojos to enhance their power and strengthen their hold over the risen dead. Instinct: To serve
- Smash whatever is ordered
- Push forward relentlessly
- Draw strength from a mojo
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Unstable Death Elemental Solitary, Large, Magical, Stealthy, Devious, Planar, Amorphous Withering Pseudopod (b[2d8] damage) 27 HP 5 armor Ignores Armor, Near Special Qualities: Elemental Ooze The creature colloquially known as the Black Ooze is an obscene accident of alchemy. It possesses an innate affinity for the realm of Death and it’s Black Gates.
“A fatal mistake” - Aldous of Blackdragon
Instinct: to accumulate- Consume Life: heal for damage dealt
- Divide and Conquer: exude smaller independent portions
- I am the Gate: deal 2 damage to max HP with sustained contact
- Gatewalker: HP lost is gained by its mirror on the other side of the Black Gate
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Holly Boar Solitary, Large gore (b[2d10+4] damage) 16 HP 1 armor Forceful, Reach Instinct: to escape
- figth back
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Digor- The Manticore Solitary, Large, Divine, Devious, Terrifying claw (b[3w[3d8] damage) 18 HP 2 armor Reach Special Qualities: Fire Resistance Instinct: Poison society
- Flame Breath
- poison tail
- claws
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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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Shroob Commando Solitary, Stealthy, Devious, Intelligent Rayblade (d8 damage 4 piercing) 12 HP 0 armor Close Special Qualities: 20 HP Forcefield, Resistant to poison and disease, Immune to fear, Death Attack, +2 damage to constructs, Weak to Cold Elite agents of the shroob, commandos lead small squads of shroob into intense conflict. Capable of fighting both up close and range, shroob commandos are deadly at any distance. Instinct: To expand
- Deflects projectiles
- Shield bracelet grants +3 super armour until it has absorbed 24 damage
- Uses toxic grenades
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Shroob Group, Small, Intelligent Laser Pistol (b[2d8] damage 3 piercing) 6 HP 0 armor Close, Near, Fire Elemental Special Qualities: 5 HP forcefield, Resistant to poison and disease, Immune to fear, Weak to cold Shroobs are fungoid creatures with a war-focused society, willing to take all comers. They are also a people of great curiosity, constantly tinkering to find new things to add to their impressive arsenal of deadly weaponry. Instinct: To expand
- Use advanced technology
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Tenderizer Group, Construct, Terrifying (d8+2 damage 1 piercing) 6 HP 1 armor Close, Forceful Special Qualities: Unrelenting, it cannot be distracted from its prey, Bloody froth bubbles from its mouth when it nears its prey The Tenderizer has the head of a ferocious dog on the body of a man-sized tarantula. It can crawl on walls and ceilings and squeeze into tight spaces in its nocturnal hunt for its prey. Hunting in small packs, it stalks its victims until they are alone and vulnerable to attack. Instinct: To punish
- adulterers
- those peripheral to adultery
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Tenderizer Group, Organized Fangs (d8+2 damage 1 piercing) 6 HP 1 armor Close, Forceful Instinct: To punish adulterers and those peripheral to adultery.
- Gnashes his teeth against genitalia.
- Howls to gather more forces to its cause.