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Spider Queen Solitary, Huge, Organized, Intelligent, Hoarder, Terrifying Engorged Pincers (d10+5 damage) 20 HP 1 armor Reach Special Qualities: Giant webs, Spiderling children, Terrifying Giant Spiders have those whom they bow to, and a Spider Queen is one of those. Almost house-sized, these beasts strike terror into the hearts of any who see them. That is usually the last face they make, as they are encased in giant webs to be consumed by spiderlings later on. Instinct: To grow
- Encase a foe entirely in webs
- Summon spiderlings to occupy a target
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Runic sentinel Group, Cautious, Construct Runic staff (w[2d6] damage) 14 HP 6 armor Close, Reach, Ignores Armor Special Qualities: Inflicts debilities, repaired at runic alcoves Remnants of an ancient race, these stoic guardians protect long abandoned chambers and spew warnings in a forgotten tongue. Those who fail to follow their unintelligible protocols will be assaulted with runic staves that cripple, hex and impair those who do not flee from their sight. Any who defeat these ancient doormen will find that the curses inflicted upon them may leave the intruders unprepared for whatever dark secrets wait within... Instinct: To repel intruders
- Scan rune keys
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Blackbog Gator Solitary, Large, Stealthy, Intelligent, Hoarder Gaping maw (d10+4 damage 2 piercing) 16 HP 2 armor Forceful Special Qualities: Amphibious, sense motion (near, only when underwater) An apex predator that can be centuries old, Blackbog gators are as devious as they are powerful. A single gator will demolish forests, ripping down smaller trees with brute force and clawing down larger ones over time. The resulting peat bogs become labyrinths of low islands surrounded by muddy black water through which the Gator prowls. The gator is sinister not just for its might, but also its cunning. The beast will leave a smattering of trees standing, not just because they host small wildlife that maintain its ecosystem and hygiene, but also as a trap. The blind hunter relies on vibrations in the water and from the roots of the trees. Adventurers cutting down trees to make shortcuts through the marsh might find that the just rang the dinner bell for a hungry gator. When hunting, the Gator is a greedy eater that prefers to not let a single victim escape. If a group of prey are detected it will pull them under one by one and ensnare them among the muddy roots that hold the bog together. Anything that survives the violent thrashing and escapes the water prison is usually too exhausted to flee before the Gator returns. A full gator will usually be satiated for up to three months... just long enough for its next prey to think the bog safe to travel. Any band of brave souls who can slay the beast before it flees into the murk may find a trove of undigested treasure in its cavernous belly. Instinct: To hunt
- Thrash violently
- Drag prey into the roots
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The Eviscerator Group, Magical, Divine, Organized, Intelligent, Cautious, Hoarder, Planar Cleave (b[2d10+6] damage 3 piercing) 12 HP 7 armor Close, Forceful, Near, Far Special Qualities: Immense Speed Instinct: To control
- Cleave in two
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The Fulminator Group, Magical, Stealthy, Divine, Devious, Organized, Intelligent, Cautious, Hoarder, Planar (d6+2 damage) 8 HP 5 armor Close, Reach, Near, Far Special Qualities: Flight/Hover Instinct: To disrupt
- Alter the intended outcome
- Stun Lock Traps
- Alteration
- Your course of action is altered
- From the astral plane (time isn't a constant)
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The Shimmer Horde, Small, Organized, Hoarder claws, teeth (d6 damage 1 piercing) 3 HP 0 armor Close, Ignores Armor Special Qualities: They use their large, sloth-like claws in congruity with their tails to climb any surface, except for the magical ones. Black simians with no eyes, but with huge teeth and claws. Apparently these creatures are able to move through darkness and twilight almost without a trace, and appear where you least expect them. Instinct: Accumulate food for the young and newborns.
- Underground, their attacks ignore armor.
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Triffid Beast Solitary, Large, Terrifying Lacerating Vines (d10+2 damage 2 piercing) 16 HP 0 armor Near, Close Special Qualities: Corrosive Saliva, Horrendous smell A wolf-like beast, if it can even be called that. It's body is entirely composed of plant mass of different kinds, with a large bell-shaped flower as a head with long razor sharp vines dripping with corrosive fluid that extend out of this orifice. The flower has roots which hold together a mass of soil and roots with leaves poking out that compose the beast's torso, and they knot together to form legs below it. A horrid creature, that lurks only in areas of intense natural magic. Instinct: To consume
- Pull a target into or towards it's mouth
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Sylvan Skeleton Group, Magical, Organized Vines (d8 damage) 10 HP 3 armor Close Forest green bones encompassed by thick brown vines which, despite their dead appearance, they seem to pulsate with a strange life. Sylvan Skeletons are corpses animated by the spirits of the wilds, and the vines covering them are these spirits given physical forms, not actual plant-life. They are known to drag travelers into the earth while they sleep, as penance for disturbing nature's serenity. Instinct: To protect the forest
- Pull fallen travelers beneath the soil
- Foster rapid growth of plants
- Submerge and reappear with reinforcements
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Ledge Bats Group, Tiny Claws (d8-2 damage) 6 HP 0 armor Hand Special Qualities: Camouflage Ledge Bats lie in wait for unsuspecting adventurers to come near the edge of any steep drop so they can swoop down and force their prey to a deathly fall and begin to feast. It is rumored the bats fly with such speed and force to be able to knock a full grown humanoid backwards up to a meter.
Ledge Bats do not prefer direct confrontations and will retreat from fights unless protecting their nests.
Instinct: To knock you off the ledge- Hide in plain sight
- Push backwards
- Disorient with a swarm of flapping wings