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Mimic Solitary, Small, Stealthy, Amorphous Bite (1d10 damage 1 piercing) 15 HP 3 armor Close Mimics are shapeshifting predators able to take on the form of inanimate objects to lure creatures to their doom. In dungeons, these cunning creatures most often take the form of doors and chests, having learned that such forms attract a steady stream of prey. Instinct: To feed
- Ingest - Swallows a target whole and causes it to take suffocation damage until it can escape through strength, or the mimic dies
- The Mimic disguises itself as an inanimate object and when touched can adhere to whatever touches it, causing it to get stuck and thus be easier to swallow
- Grows tentacles when discovered and can use them to pull in prey that tries to escape its maw
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Owlbear Solitary, Large, Intelligent Claws / Beak (d5+2 damage 1 piercing each) 20 HP 0 armor Special Qualities: Has amazing nightvision and hearing, making it an amazing predator Feathers cover the thick, shaggy coat of its bear-like body, and the limpid pupils of its great round eyes stare furiously from its beaked owlish head. The owlbear’s reputation for ferocity, aggression, stubbornness, and sheer ill temper makes it one of the most feared predators of the wild. There is little, if anything, that a hungry owlbear fears, and these creatures are often hungry. Even monsters that outmatch an owlbear in size and strength avoid tangling with it, for this creature cares nothing about a foe’s superior strength as it attacks without provocation. Instinct: To eat
- Vicious Attack - The Owlbear makes two attacks, one with its beak and one with its claws
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Goblin Horde, Small, Stealthy, Organized Shortbow (d4 damage) 3 HP 1 armor Close Goblins are small, squat creatures about 3 to 4 feet tall with pointed ears and equally pointy teeth. They have jet black hair and skin that varies from hues of orange to hues of green. They have beady black eyes and flat faces. Besides that, goblins are very numerous and varied creatures almost more than humans. Goblins live in loose clans ruled by a leader they refer to as a Mob Boss. Evil goblin societies frequently war against their neighbours, if not attempt to annoy them. Instinct: Collect shiny trinkets and amass wealth due to a vague knowledge that money = power
- Ambush their enemies from a tactical vantage
- Use natural poisons on their shoddily made arrows to increase their effectiveness when fired from shoddily made bows.
- Shrieks for help, calling the Goblin horde to its location
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Skeleton Group, Construct Rusty sword (d8+2 damage 1 piercing) 10 HP 3 armor Close, Forceful Special Qualities: They perform simple tasks as mandated by their creator but are incapable of higher thought. A skeletal warrior appears as a cracked and yellowing skeleton covered with shards of decaying flesh. Its eyes are black holes containing pinpoints of reddish light. It is clad in the blackened armor and rotted trappings it wore in its former life. Instinct: To destroy all life
- Bony grasp - The skeleton uses its vice-like skeletal hands to latch onto something living and start cutting into its flesh
- Bones must be scattered upon or after death or the creature will begin to reassemble
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Poltergeist Solitary, Magical, Stealthy, Terrifying Hurl objects telekenetically (d10 damage) 12 HP 4 armor Close, Far Special Qualities: Insubstantial Deep inside the sprawling Aldwin Manor, this entity sulks and broods in the dark, twisted hallways and long abandoned rooms. It is comprised not of souls themeslves, but the feelings and memories of them. Anger, hate, fear, and jealousy all churned together in an unholy brew over a century have produced this incomprehensible ghoul. There is a dark core to it that will test one's sanity if looked upon. It is docile when alone, but lashes out dramatically and seeks to destroy the living, when encountered. Instinct: To Rage
- Inspire intense feelings of anger and fear in those nearby.
- Exert control over other supernatural beings nearby.
- Use illusions to frighten and confuse.
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Human Centipede Solitary, Huge, Terrifying, Construct Flailing limbs or rib-mandibles (d8+3 damage) 28+ HP 0 armor Reach Special Qualities: Necromancy at it most perverse, Made of gory corpses The hideous creation of a crazed necromancer, this creature appears as a centipede made of dozens of human bodies connected chest-to-back. It will attack with its flailing limbs and by running and curling itself around victims. From the front and rear end protrudes the ribs of that segment's corpse, which attempt to grasp, slay, and attach to any human-sized torso.
Each corpse of the creatures segmented body has 1d3 HP. Killing the front or rear corpse segment simply causes them to fall away, revealing another maw of ribs for it to chomp with. Destroying one of the middle bodies will cause the creature to split into two creatures, each with posterior and anterior mandibles. Assuming split human centipedes survive combat, they will attempt to rejoin again into one creature. Instinct: Assimilate and grow
- Attach and absorb replacement corpse-segments
- Attack from both ends
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Dunfell Townfolk Horde, Organized Pitchfork (d4 damage) 3 HP 0 armor Close Dunfell's a nice town, y'hear? You might not appreciate it, but we do. An' if'n you don't, well, me and my six cousins and sisters think that maybe you oughta leave. Instinct: Keep Dunfell for Dunfellers.
- Close ranks and shoo off outsiders
- Form an angry mob
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Clarissa Dunlop Solitary, Huge, Devious, Intelligent, Hoarder, Terrifying, Amorphous Envelop in her fleshy walls (d10+5 damage 2 piercing) 31 HP 6 armor Reach, Forceful, Near, Far Special Qualities: Stretched throughout the house Clarissa Dunlop was a wee girl when her family came to the town now known as Dunfell. While playing near the beach, she found the first Dunfell Mollusc washed up and gasping for breath on the shore. She took it home to look after it; she never left the house again. The influence of the Progenitor Mollusc that lives inside her has kept her alive for unnatural long years and twisted her form beyond recognising. Her amorphous body now fills the Dunlop Manor basement and is stretching throughout the lower floors, her skin stretching across the walls and grabbing anyone who gets too close. She's unable to move, but she can always bring more of her precious boys to help her with just a push. Instinct: Keep safe. Keep warm. More boys to protect me. Yes. Yes.
- Birth more Dunlop Boys
- Incessantly scream for aid from the Dunlop Boys around the Manor.
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Avusil, Elven Sharpshooter Group, Stealthy, Magical, Intelligent, Hoarder Murder and Shatterspiece Salutation Rifle (b[2d8] damage 2 piercing) 6 HP 1 armor Close, Near, Far When the war came, they served because the public lands had been confiscated from the common fey, and they knew no other trade but that of the gun. Now the war is over, but someone handy with a gun is always in demand. Instinct: To kill for money, quick and clean.
- Lineup a near impossible shot.
- Establish a hidden sniping post
- Cast an old elven spell of the woods
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Brother, Hollow Clockwork Man Group, Construct Brazen Fists (d8+4 damage) 14 HP 2 armor Close, Forceful Special Qualities: Uncanny sense of time, bound to it's kin, Hidden tools, Hollow compartments It was once a man. It was once a brother, a father. It was once a man. All else has faded. It had family. It must protect them; it's all it has left. Instinct: To protect those it once loved
- Guard it's still living kin.