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Necrosnapper Solitary, Large, Magical Barbed Tentacles (d10+2 damage) 16 HP 0 armor Near A large plant, much like a Venus fly trap, with two barbed tentacles at its side. Inside its powerful Jaw is a crystal that fires built up necrotic energies. Instinct: To Consume
- Chow Down
- Necrotic Energy Laser
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Servitor Imp Group, Tiny, Magical, Stealthy, Intelligent, Construct, Amorphous Claws (d6-2 damage) 9 HP 5 armor Hand Special Qualities: Bonded to Master A small creature with a body resembling painted porcelain,but soft to the touch. The mind and arcane power of a master wizard lies within each one, but their form limits them. Each imp's appearance is unique, their designs or coloring only giving the slightest impressions of who they were before their transformation into reluctant familiars. Instinct: To Aid It's Master
- Bestow Arcane Energy
- Elicit Pity
- Perform Minor Prestidigitation
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Shadeotaur Solitary, Large, Magical, Intelligent, Construct, Terrifying, Amorphous Claws (d8 damage 1 piercing) 23 HP 5 armor Special Qualities: Necromantic creation, rotting upper torso, lower torso of sheer darkness A true horror of the undead, the shadeotaur (shay doh tar), was a creation of a cruel and patient necromancer. That mage's name is lost to time but their methods, unfortunately, have endured. Most shadeotaurs appear with the head and torso they had in life (dead and rotting, of course) and a column of plasmatic shadow for a lower body. The longer a shadeotaur exists, the more the shadow consumes it. eventually, it becomes utter, freezing dark. Shadeotaur Creation: A minotaur is lured into a maze and is tortured physically and mentally over many decades. When the Minotaur spirit is finally broken it is extracted into an obsidian crystal of finest make. The heart is torn from the body. The crystal is then infused with foul spells, inscribed with demonic runes and shut out from all light. The body must be placed in a sealed environment such as a dungeon or deep cavern. Lastly, the crystal is placed where the heart once was, bringing undeath to the fallen minotaur. If the environment is not sealed the shadeotaur will eventually dissipates as freedom is too much for it to bear. Powerful (and careful) necromancers use them to guard precious treasures and ancient magics. Shadeotaur's special attacks: - Labyrinthine Touch (1/day), any PC that is touched by a shadeotaur is lost in the maze of its own mind for 1d6 turns - Spectral Weapon (at will), the creature can create a ghostly great axe (1d10+2 dmg) - Dark Sweep (3/day), the shadeotaur envelops 1d2 PC's, halving their movement Instinct: To imprison
- A horrid creation inflicting its own wretched fate upon any it meets.
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Giant Tick Horde, Small, Stealthy, Devious Bloodsucking bite (d4 damage) 3 HP 3 armor Close These giant parasites work much like their smaller kin when feeding off megafauna, giants and larger dragons. In this regard, they are a nuisance. However, they also prey on much smaller things if tempted by the smell of blood. In this regard, they are a danger. Instinct: To drink blood
- Latch on to prey
- Sucks out blood, causing the sickened debility
- Infects targets with a weakening disease
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Giant Whiptail Centipede Group, Huge, Devious Venomous bite (d6+3 damage 2 piercing) 14 HP 3 armor Special Qualities: Compression Scavengers who normally feast on the corpses of very large creatures, these oversized vermin aggressively defend their meals from anything they consider rivals. Instinct: To eat
- Lash out with its tail, gaining Reach, Harmless and Hindering
- Injects shaky venom
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Mite Horde, Small, Magical, Intelligent Throwing Dart (d4+2 damage) 3 HP 0 armor Close, Near, Gnome Bane, Dwarf Bane Mites are the fey of vermin. They live alongside centipedes, spiders and other such beings, training, feeding and caring for them. They are well aware of how many people see such animals and can get quite defensive if they feel their friends are endangered. Instinct: To see vermin thrive
- Command vermin
- Can use minor but useful magic
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Giant Frog Group, Stealthy Devour (d8 damage) 6 HP 0 armor Close Very large amphibian. Lie in wait in watery areas and try to swallow anything that looks to be about their own size. Instinct: To eat
- Swallow a target whole
- Lashes out with its tongue, gaining the Reach, Harmless and Entangling tags.
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Mineral Drake Solitary, Large Mineral Hardened Bite (d10+2 damage) 20 HP 2 armor Mineral drakes, ah yes, a subspecies of the common drake mage-bred to hunger for a single mineral. These creatures are a blight upon the land particularly the Calcium drakes. Driven by starvation they almost always find graveyards and dig up the dead. Getting between a Mineral drake and its meal of choice is bad idea. Their jaws and indeed their whole bodies absorb their mineral of choice making its bite particularly deadly. Instinct: To devour a specific mineral
- Find and Devour specific minerals such as calcium , iron, or gold
- Dig deep to find its food