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Evil Fungus Druid Solitary, Magical, Intelligent masterwork spear (d10 damage) 12 HP 2 armor Close, Near Special Qualities: transform into animals This Evil Fungus Druid often lives in caves, carousing noxious mixtures and communing with dark spirits. It controls nature to defend itself, and often has corrupted minions serving at its beck and call. Instinct: To serve the Master
- corrupt into fungus creatures
- command over nature
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Treant Sapling Group, Amorphous Whip (d6 damage) 9 HP 2 armor Close, Near Treant saplings are just that, saplings before they grown to become the monstrous creatures that Treants embody. They don't posses the strength of their full grown parents, what they lack in strength though they make up in numbers. Treant saplings are known to travel in packs of 3+ and are often regionally near their Treant parents. Treant saplings tend to be more devious than their counter parts, opting more for randomly whipping unsuspecting travelers in the face as they ride by at high speeds. Instinct: To propogate and spread
- Whips with its branches
- Holds in place with its roots
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Toa, The Living Island Solitary, Huge, Magical, Divine, Intelligent, Cautious, Hoarder Colossal Claw (d12+7 damage) 30 HP 10 armor Reach, Forceful, Ignores Armor, Far Special Qualities: Amphibious, Tectonic Plate (weak to divine), Regeneration Toa, The Living Island is a relic from the Age of Titans. Before the gods fell into their slumber, he was the Emperor of the Sea. Legends tell that he was undefeated, until a warrior of great cunning and might tore Toa's eye from its socket and taught the Great Crustacean the taste of pain. Toa fled, later to be sealed by enemy gods. What would happen if those seals broke, none can say... Instinct: To mock the strong
- Endure blows from anything less than a god
- Rise like the tide, crash like a wave, or heal like the ebb of the sea.
- Call upon the beasts of the sea.
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Bloody Skeleton Horde Broken blade (d4 damage) 7 HP 5 armor Close Special Qualities: Immune to cold, Resistant to ranged, Regenerates one per die roll, Undead Bloody skeletons have been soaked in necrotically charged blood. Soaking into their bones and coloring them red, this substance allows the skeleton to heal and recover from being smashed to bits. They can be killed permanently by destroying them with positive energy, killing them in a blessed area or dousing their remains in holy water. Instinct: To serve creator
- Come back from redeath
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Army Ant Swarm Horde, Fine, Swarm Overwhelming swarm (d6-4 damage) 3 HP 3 armor Hand, Ignores Armor Special Qualities: Distracting Army ants are fearsome and ferocious predators. Living not in hives but in mobile groups, army ants tear apart and consume anything that gets in their way. Instinct: To eat
- Clings to their target
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Black Pudding Solitary, Huge, Amorphous Dissolving Engulf (d10+3 damage 2 Piercing) 23 HP 1 armor Acid Elemental Special Qualities: Can climb on any stable surface, Splits when injured by sharp weapons Black pudding are huge, amorphous organisms that consumes just about everything they envelop, feeding on meat and metal alike to sustain their black bulk. Prey's equipment are especially in danger when they've been engulfed by the pudding, as it allows the organism to thoroughly baste their prey in acid. Instinct: To eat
- Dissolves flesh and metal
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Unicorn Primalist Solitary, Large, Magical, Intelligent Magic Horn (d4 damage) 20 HP 0 armor Special Qualities: Ward 2 against fiends and undead, Gains +2 piercing against fiends and undead Unicorn primalist have attuned their personal magic to one of more of the elements and use their powers to reshape the world as they see fit. Instinct: To do what is surely best for everyone
- Communicate with animals
- Can create light
- Deal +2 damage when charging an enemy
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Empress Cobra Group, Small, Magical, Devious Fangs (w[2d4] damage) 6 HP 0 armor Close The Reptilian sands hold many a deadly beast, but the Empress Cobra is one of the more malevolent animals that lurk under the shaking earth. They can control their enemies, forcing them to go mad from starvation or attack their adventuring companions, leaving the Cobra herself to do very little fighting. Instinct: To control
- Inject it's foes with an intoxicating poison.
- Hypnotize a weak or disoriented target
- Command hypnotized enemies to attack their allies.
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Lying Drake Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder Toothless Maw (w[2d6] damage) 12 HP 2 armor Close Special Qualities: Burrowing A pool of sand. Out of this rises a draconic head attached to a serpent-like body. It's neck reaches far below the ground, and it greets you in hissing tones. "Sssso, you ssseek thisss treassssure? I will give it to you, free of charge... If you can passss my riddlesss..." A lying drake can never, under any circumstances, be trusted. Instinct: To lie
- Block off potential escape routes
- Disappear into the ground and reappear somewhere else when attacked
- Spout enchanted riddles that curse those who fail them
- Entrap attackers in logical conundrums
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Rat Hound Group, Small, Organized, Hoarder Feral Bite (d8 damage 1 piercing) 6 HP 0 armor Close Special Qualities: Refined senses, Scavenger's Stomach A jackal, almost. It's head and tail are those of a rat, with sharp canines framing two buck-tooth fangs. Not the most fearsome of foes, but they can be a real nuisance. Instinct: To consume
- Flee when in danger.
- Gang up on targets stronger than itself