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Teethy fish Group, Tiny Biting (b[2d8] damage 1 piercing) 6 HP 1 armor Hand The teethy fish are a strange creature, found mostly in swamps or murky bogs. (other desc) Instinct: to devour
- Bite
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Draugr Champion Solitary Ornate Longsword (b[2d10] damage) 16 HP 2 armor Close Special Qualities: Icy Touch This ancient warrior was entombed with honor, adorned in the jeweled trappings of a champion. Something must have gone wrong, because its spirit should be feasting in Valhalla - not roaring a challenge at you from the broken remains of its tomb. Maybe you should tell it that. Instinct: Relive the glory of battle
- Issue a challenge
- Freeze flesh
- Call its brethren to battle
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Gargoyles Group, Stealthy, Construct Claws (d8 damage 1 piercing) 14 HP 3 armor Close, Near Special Qualities: Made of stone, Silent The gargoyle is a human-esque creature made entirely of stone. These beings are held alive by ancient magic, and their only purpose in creation is to protect the owner, no matter how much blood has to be spilt. Instinct: to protect
- Slash with claws
- They'll attack when the players' backs are turned
- Nip
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Goblin Horde, Small, Stealthy, Organized, Hoarder Claws (d4 damage 1 piercing) 3 HP 0 armor Close The goblin is a small, dark green creature that will take anything that isn't nailed down. It travels in large packs, which will mercilessly steal from the nearest town to them. They move by scampering around on their hands, although their "hands" can't do much besides scamper. Instinct: Steal
- Claw
- It can throw sand into it's oppenent's faces as it scampers away.
- Most goblins can issue a help signal, which will alert all goblins in the area to drop whatever they just took and charge to the signal for support.
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Cave Troll Solitary, Large, Construct Fists (d12+4 damage 2 piercing) 20 HP 1 armor Forceful The cave troll is a large brute of a creature, created hundreds of years ago. It's original purpose was to serve as the defender of an eager young mage, but, unfortunately, the caster said the wrong incantation. Instead of being a protector, it was a ruthless beast, killing just to get some peace and quiet so it could sleep for a few millennia. Many travelers have tried to slay it, and few have returned. The ones that do have a relatively similar description of the thing, except for one feature. They all say it's eyes were a different color. Instinct: to slumber unprovoked
- Crush
- Sweep
- Stomp
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Flying Dagger Swarm Solitary, Amorphous, Construct Strike (d10-2 damage 1 piercing) 14 HP 3 armor Hand, Near Special Qualities: Guards A set of a dozen or more daggers, animated through spellcraft to obey the commands of their creator. When active, they form a swarm of sharp metal that flits through the air like a shoal of fish. If they are guarding a location, they rise and circle to form a whirlwind of blades.The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny dagger. The swarm can't regain hit points or gain temporary hit points. Instinct: Stabs
- Levitates
- Lunges
- Skewers
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Gygax Ghoul Group, Devious, Terrifying Bite (d6 damage) 10 HP 0 armor Close Special Qualities: Paraylze with touch, Undead Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the change from human to ghoul has deranged and destroyed their minds, ghouls have a terrible cunning which enables them to hunt their prey most effectively.Ghouls are vaguely recognizable as once having been human, but have become horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws. Their touch causes humans (including dwarves and halflings, but excluding elves) to become rigid unless a Defy Danger versus CON or paralyzation is successful.Ghouls delight in revolting and loathsome things – from which we draw our adjectives “ghoulish” and “ghastly”. Custom Move: When you are touched by a ghoul, ROLL+CON. On a 10+, you keep going. On a 7-9, you choose 1: You don't take -1 ongoing until you rest. Your movements are not slowed down. A part of your body is not paralyzed. On a 6-, you're paralyzed until after the combat. Instinct: Devours living and the dead
- Consume all
- Paralyze with a touch
- Ambush