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Plethods Horde, Small, Construct Heavy teeth and claws (d6 damage) 3 HP 0 armor Close Special Qualities: Amphibious, Cannot eat and will starve to death within a fortnight of creation A common form of alchemically created beast, plethods are created to enact simple destructive violence on a target. Resembling dog-sized salamanders with muddy grey skin, they are almost always created en masse, intending to overwhelm their target by sheer numbers. They can move across land and through water and will seek their quarry unceasingly, attacking without fear and seeking to mangle the poor souls they were sent after beyond recognition. As a fail-safe against them running wild, plethods have sealed off digestive systems, created with their stomachs full of food, and when the nutrients have run out they simply starve to death, leaving only a particularly disgusting corpse to clean up. Instinct: Destroy the target given by it's creator
- Overwhelm with numbers
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Crepitus Devil Solitary, Small, Magical, Devious, Intelligent, Planar Flaming Claws (d8 damage) 12 HP 2 armor Close, Fire Elemental Special Qualities: Immune to poison, Resistant to fire, Engulfed in flames that deal D6 damage with the Fire Elemental tag Crepituses are dedicated familiars sent to mages who make some sort of alliance with the forces of Hell. Skilled and intelligent, crepituses are bright companions. Sometimes brighter that the mage they serve, which can be a source of endless frustration for them. Instinct: To be an envoy for Hell
- Reflects spells on a 9-
- Can turn invisible
- Injects confusing venom
- Can detect celestials
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Hippogriff Solitary, Large Slash with its talons (d10+4 damage 2 piercing) 16 HP 0 armor Forceful Half eagle, half horse. Hippogriffs will only permit honorable people to ride their backs. Even so they consider it an inconvenience and would rarely consider themselves less than another. If you offend them, even slightly be prepared for retribution. Instinct: Demand Honorable Behavior
- Treats everyone honorabley
- Carry the noble hearted
- Establish its noblity
- Refuse to flee a fight
- Drop enemies from great heights
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Undead baby Solitary, Tiny, Devious, Terrifying pointy teeth (d6-2 damage) 16 HP 0 armor Hand, Ignores Armor Special Qualities: pestilent drooling This putrid creature is an evil image of a living baby, distorted and abhorrent. Stillborn, it was brought from the dead by an unholy baptism. Now it's doomed to spend the eternity in an undead mockery of a childhood, craving for blood instead of milk. Instinct: to play with living things
- Creep and crawl
- cry inhumanly
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Sphere of Annihilation Solitary, Small, Magical, Divine, Intelligent, Planar, Construct, Terrifying, Amorphous Annihilating touch (b[2d12+6] damage) 25 HP 7 armor Close, Ignores Armor, Messy Special Qualities: Consumes mundane objects utterly, a quantum consequence of magic, a deep black emptiness, completely destroyed by powerful magics This black Sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. *It is noteworthy that while it consumes any normal object it touches utterly, things that have souls, such as magic items, and sentient beings trade damage as normal. Instinct: Abide by the control of a dominant spellcaster
- Destroy Everything
- carry on inexorably
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Broken Ones Group, Terrifying club like hands (d8 damage) 10 HP 0 armor Close, Reach Special Qualities: broken limbs and wounded flesh, Undead These are not your standard zombies. No, they are something far more wicked about them...an intelligence that most undead lack, A drive to make you like them. They are a wretched thing to observe! All Broken and bloody, as if tortured for days on end...their sight alone is enough to drive one into a fit of fear. Luckily for us still alive, they only seem to haunt old ruins and the like...but if someone could harness their anger, only the gods could save us. Instinct: Break the living
- Flail away with tattered limbs
- Terrify the living
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Living Statue Group, Construct Marble Fists (d8 damage) 5 HP 6 armor Close These marble statues were carved by a skilled artist to resemble various historical figures and heroes of ages past. Originally just mundane statues, they eventually became sentient after prolonged exposure to malicious magical forces. They continue their sedentary ways unless magical beings are present, in which case they attack. Instinct: Destroy Magic
- Pose
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Gelatinous Cube Solitary, Huge, Stealthy, Terrifying, Amorphous Glomp (d10+3 damage) 31 HP 1 armor Reach, Ignores Armor Special Qualities: Secretes an anesthetizing slime. A target that touches this slime must attempt to resist the paralysis or be disabled for a short time., Inorganic material remains trapped and visible inside the cube's body The nearly transparent gelatinous cube travels slowly along dungeon corridors and cave floors, absorbing carrion, creatures, and trash. Instinct: To consume
- Engulf - The cube moves over nearby target opponents, engulfing as many as it can cover and encasing them within its gelatinous insides.
- Transparent - Hard to see, even under ideal conditions, and creatures who fail to notice a cube and walk into it are automatically engulfed.
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Bandits Group, Stealthy, Organized, Intelligent Crossbow (d8 damage) 6 HP 3 armor Close, Far Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Instinct: To steal
- Bombard - Fire at their prey in one large bombardment in an attempt to finish a fight quickly at the beginning of an encounter
- Lay trap - Will often lay traps in densely packed woods using tripwire, or stage an accident that requires an adventurers help before ambushing them whilst their back is turned.
- Calls for aid from its compatriots