-
Holy Construct Solitary, Divine, Cautious Stone Sword. (d8+4 damage) 10 HP 3 armor Close A holy construct made of marble with the form of a holy knight who carries a stone sword and shield. Often mistaken for statues. These constructs only become animated when the thing they guard becomes threatened. Instinct: To guard.
- Protect ancient tomb.
-
Man Spider Solitary, Intelligent, Construct, Terrifying Spiked arms (d10 damage) 12 HP 0 armor Close Special Qualities: Create webs, Genetic experiment, Gruesome half spider half man This poor creature is the result of genetic testing and experimentation gone wrong. It seems that its very DNA has been spliced with that of a spider. IT still retains some of its man shape but is horrible disfigured with long spider like legs coming out of its body. Each leg comes to an end with a large sharp talon like appendage. It has a head of a spider with numerous eyes. It can create and shoot webs from its body that are able to coat and wrap on its prey. Instinct: To escape
- Eat
- Wrap in webs
-
Serpentfolk Skeleton Group Claws (d8 damage) 10 HP 0 armor Close The animated remains of ancient temple guardians, these horrors rise again to take up their appointed task. Instinct: To serve
- Strike Twice
- Throw a javelin
-
Froblins Group, Devious, Organized, Hoarder bite (d6 damage, but varies with size) 6 HP (but varies with size) 0 armor Close Special Qualities: nested copies The Froblin is a curious creature indeed, and it rides a fine line between nature and magic. The schools of zoology and wizardry at the academy are in a fierce debate over whether evolution or arcane magic produced its disturbing nature. Whatever the case, the reality of the Froblin remains. A squat humanoid with vaguely amphibian skin, eyes, and a broad mouth, much of the inside of a Froblin is simply empty space. Invariably, this empty space contains an identical copy of the Froblin, only smaller. And so on... like a child's wooden nesting doll. The trouble is when you think you've encountered the biggest copy, only to find a shadow cast over you from behind... Instinct: Breed ever larger copies
- Open mouth to disgorge a smaller copy
- Swallow a smaller creature whole
- Reveal that it isn't the largest copy...
-
Cannibal Chieftain Horde, Organized, Intelligent, Hoarder, Terrifying Meteor Iron Club (d6+4 damage 2 piercing) 12 HP 1 armor Close, Forceful, Reach The largest member of the tribe, he rules by force. His teeth are filed and he carries an otherworldly weapon which he swings about him in a murderous rage. MOVES; Rage-he recovers d6+4 HP and causes d6 damage from biting. Intimidate-when the Chieftain lands a spectacularly frightening attack, everyone Close to him must roll+WIS. On a 10+ your will is strong. On a 7-9, take -1 forward. On a 6-, take -1 ongoing. Organize a hunting party-he calls b(2d6) number of cannibals to aid him. Instinct: To rule. To expand his tribe.
- Rage
- Organize a hunting party
- Intimidate
-
Serpentfolk Priestess Solitary, Stealthy, Divine, Magical Venomous Bite (d6+2 damage+venom) 12 HP 2 armor Close Special Qualities: Venomous Her folk ruled this world long before warmblooded creatures ever created empires. Serpentfolk were cast down when their god was killed ages ago. She plans to restore The Rotting Serpent to its rightful place. MOVES: Venomous Bite-when you suffer a bite from this creature, roll+CON. On a 10+, you shake it off. On 7-9, you take -1 forward. On a 6-. you take -1 ongoing. Rotting God Curse-all living creatures Near the caster suffer d8+2 damage and take -1 ongoing. If you die from this curse, you rise as a mindless zombie. Summon skeletons-d6+2 skeletons appear Close to the caster. Heal Self-caster recovers max HP and removes all debilities. Instinct: Restore her god
- Bestow the curse of the Rotting Serpent
- Summon skeletons
- Heal self
-
Dimorphodon Group Needle-like teeth (d6 damage 1 piercing) 6 HP 1 armor Close Special Qualities: Wings This flying dinosaur-like creature is about man-sized, but not too dangerous unless encountered in groups. Moves: Inject Poison-with a successful attack, a dimorphodon can inject poison, forcing the victim to roll+CON. On a 10+, you are immune to this individual's poison for 24 hours. On a 7-9, take a weakened debility. On a 6- the creature does its damage and you take the weakened debility. Screech to call the flock-the dimorphodon is quickly joined by many of its friends! Swoop and Snatch-by itself, a single creature may only snatch gear from the victim, whereas a flock can abduct entire man-sized or smaller creatures. Instinct: To feed; To flock together
- Inject Poison
- Screech to call the flock
- Swoop and Snatch
-
Lacedon Horde, Organized, Intelligent, Terrifying, Amorphous Claw/Claw/Bite (b[2d6+2] damage) 10 HP 2 armor Close Special Qualities: Ghoul Fever, Create Spawn, Aquatic The dead are hungry. And they're in the water! Special quality: Create Spawn-Anyone killed by a ghoul rolls Last Breath as normal. On a 7-9, Death offers a bargain: return to unlife as an intelligent ghoul. On a 6-, you die and rise from your grave as a mindless ghoul d6 days later. Special Quality: Ghoul Fever-Anyone infected with Ghoul Fever must immediately roll+CON. On a 10+, you shake it off. On a 7-9, lose d10 HP and check again tomorrow. On a 6-, lose D10 HP every day until cured by divine power. Anyone killed by Ghoul Fever must make the Create Spawn move. Instinct: To fill the aching, endless void of its hunger
- Paralyze all but Elves
- Swarm the living
- Infect with Ghoul Fever
-
Cannibal Group, Organized, Intelligent, Hoarder spear (d8 damage) 6 HP 0 armor Close, Reach Terror Island is home to many threats. Ferocious beasts. Shambling corpses. Even the plants can be deadly. But when your own kind try to eat you, that's just going too far! Instinct: To feed the village
- Use nets or traps to ensnare their next meal
- Whistle for backup
-
Smilodon Solitary, Large Claw/Claw/Bite (b[2d12+4] damage 2 piercing) 20 HP 0 armor Forceful Special Qualities: Jungle camouflage, Saber teeth When man was young, I was there. Waiting. Watching. Always nearby but not striking until it was too late. The cry in the distance. The missing friend. I am the reason you have always feared the dark. Instinct: To stalk prey
- Pounce
- Fade into the green darkness
- Drag hapless prey back to its lair