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Kharibdyss Solitary, Huge, Terrifying Flailing Tentacles (b[2d12] damage 2 piercing) 20 HP 2 armor Reach, Forceful Special Qualities: Huge creature with tentacles around its heads The Kharibdyss is an ancient sea monster that slumbers in the depth of the ocean. Its enormous body is covered in slimy scales and its feet can crush several men beneath it. The most terrifying feature are the five snakelike heads which mainly consists of a giant maw surrounded by flailing tentacles. Smaller foes are eaten in one bite, but larger creatures are beaten or grabbed by the tentacles. The Kharibdyss is a very rare creature and seldom leaves the ocean unless summoned by evil humans or deep elf clerics. Instinct: To destroy
- Devour a living creature - ally or foe
- Destroy anything possible in its wake
- Avoid blinding lights or large fires
- Retreat and regenerate in the depth of the ocean
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Demonic Dragonspawn Group, Large, Intelligent Claws, spiked tail (d8+2 damage) 10 HP 1 armor Special Qualities: Spiked tail These Demons follow a titan when its created, taking a lesser, but similar form. They obey all commands from it and are its loyal subjects. Instinct: To Burn
- Follows a Titan
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Silkwraith Group, Stealthy, Intelligent, Terrifying Sharp Proboscis (w[2d8] damage 1 piercing) 6 HP 0 armor Close Special Qualities: Silent wings, Misty Spectre Instinct: to worship the moon
- Lurk in the Mists
- Obscure with mist and silk
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Demonic Titan Solitary, Huge, Hoarder, Terrifying Fire Breath, teeth and claws (b[2d10+7] damage 2 piercing) 24 HP 3 armor Reach, Forceful, Near Special Qualities: Demonic blood, Wings Long ago the Ancient Demon Lords captured a great dragon and attempted to turn it to their will, but the mind of a dragon is beyond control. So they tried to create their own dragons but again their attempts failed and the dragon died. The Demon lords took its bones and formed a creature to their specifications and created a new demonic race, The Titans. These Demons look similar to the dragons, but can walk on their hind legs. Their core burns with hellfire and their wings can carry them through the skies at great speed. They are driven by the greed of dragons for wealth and the demonic hatred of the mortal races. They are fearsome enemies and not to be taken lightly. Instinct: To take all that is valuable
- Burn all who stand before it
- Unleash hellfire breath
- Attack from the skies
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Sandswarm Amalgam Solitary, Huge, Intelligent, Construct, Amorphous Coherent Bolt (b[2d10+7] damage 2 piercing) 27 HP 4 armor Reach, Forceful, Far Special Qualities: Modular Recombination, Modular Construct “When the swarm of Sandmites is engaged by whatever guides them to commit organized violence, the swarm organizes as a single super-organism. The Amalgamated sandswarm can replace damaged segments with fresh mites and reorganize as it needs. The combined electrical potential of the swarm is released as a beam of coherent energy. The Amalgam is perhaps the most dangerous “individual” entity one may encounter in the sands. It is unclear if the Amalgam can actually be destroyed long term, as the swarm is thought to be replensished by something in the hive under the sand. Of note is the Amalgam’s apparent disregard for the safety of others (including the Walkers which act as a group).”
Instinct: to destroy with singular focus- Combine the Might of the Swarm
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Sandmite Horde, Tiny, Organized, Construct Zap (w[2d4-2] damage) 3 HP 0 armor Hand Special Qualities: Modular, Constructed “The Sandmites are small, inverted, metal tetrahedra approximately 3inches tall. An insectoid leg springs from the dark metal of the body on each face (excepting the top face) ending in a two-pronged foot. They never roam alone, the swarm is always nearby, sometimes below the sand in a vast network of glassed and fulgurite tunnels. When forced to defend themselves they may deliver a small electric shock, but often flee from danger. There are a number of exceptions to this, but the motivation (or programming as some believe) is largely unknown and thus the behavior of the Mites is somewhat inherently unpredictable. What is least understood and perhaps most concerning is what triggers the swarm to form colonial super-organism capable of immense destructive potential.”
- Except from “On the Wastes of Expanse”, author unknown.
Instinct: to scavenge- Reclaim, Rebuild, Repair
- Summon the Swarm
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The Death Bringer Solitary, Large, Magical, Cautious, Construct, Terrifying, Amorphous Demonic Scythe (b[2d10+4] damage) 23 HP 6 armor Forceful, Near Special Qualities: Magically Protected, Aura of Fear A Death Bringer is the embodiment of Undeath created from the body of a failed knight with a specific purpose, to lay waste to a single target. Its stone coffin shield, ancient armor, and magical protection make it all but invulnerable to mortal weapons. Its demonic infused scythe cleaves through flesh like barley. It never stops. It never rests. and it will find and kill its target. Instinct: Bring Death to its target
- Track a target relentlessly
- Call upon the dead for for aid
- Lay waste to those around it.
- Cut them down like barley
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Fire Boar Group, Devious Flaming hooves (d6+2 damage) 6 HP 1 armor Close Native to the distant burning planes, Fire Boars are only seen in [this area] as mounts used by the Burning Lance. Often seen snorting gouts of flame and kicking up small bursts of fire as they walk, rumors say that if killed the meat is precooked and ready to eat. Instinct: Carry a rider into battle
- Trample with burning hooves
- Give its rider an advantage
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Giant's Skeleton Group, Huge, Construct Warhammer (d8+5 damage) 14 HP 3 armor Reach Special Qualities: Explode in a shower of bone shards A giant's skeleton despoiled by necromantic magic. Instinct: Guard its Ancient Dead
- A blow to shatter bone and stone.
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Blade Shambler Horde, Organized, Planar, Terrifying, Amorphous Claw (d6+2 damage) 10 HP 2 armor Close Special Qualities: , Instinct: To maim