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Kaprosuchas, Great Spirit of the Screaming Mire Solitary, Huge, Terrifying Crushing Jaws (b[2d10+7] damage 2 piercing) 24 HP 5 armor Reach, Forceful, Near Special Qualities: One with the Swamp, Apex Predator Born of the soul of the Archdruid Anselby, this enormous crocodilian monster is thought by the Old Circles of Home to represent a grave imbalance of the Stinking Mires. The oldest stories go that the founder and Archdruid of the Circle of the Mire cast his ego aside and shifted the equilibrium of the mires far off-center to counter the threat of the Sea of Fiends. The Kaprosuchas is akin to a behemoth armored crocodile, standing on tall legs fit for chasing and overrunning any prey. The thick armor plating gives way to armored bands along its long tail that it can whip around itself in a flash. Its enormous jaws full of teeth will rend into pieces any prey not summarily devoured by the 10ft tall creature. Staying out of the reach of its jaws and tail will afford you only so much reprieve from the onslaught as when it opens it's mouth a deafening and piercing cacophony of inhuman screams of hunger and despair fills the air and the swamp responds in kind. Beware any who give it cause to act, a single look at the creature and its nest of strange and twisted bones tells the most important truth of the creature: this is an apex predator in a world of horrific monsters. Instinct: to devour
- Shatter the Silence
- Chase Down Prey
- Move Freely Though the Swamp
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Devil's Tooth Myconid Group, Devious, Amorphous Bloody Thump (d6 damage) 9 HP 1 armor Close Instinct: To Propagate
- Target the Weak
- Make injuries worse
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Galeb Dhur Solitary, Intelligent, Planar Slam (d12+2 damage) 16 HP 5 armor Close, Forceful, Ignores Armor Special Qualities: Imitate Boulder, Darkvision, Bludgeoning, Piericing & Slashing Resistance (half damage/ non-magical weapons only). Typically bought from the Elemental Earth Plane by powerful Druids to protect natural places of awe & power. Can remain hidden in plain sight for years disguised as a boulder. The Galeb Dhur is a friend to any, so long as they do not intend to harm the place they're guarding, and will happily impart knowledge to any who ask who is also of good nature. Instinct: To protect
- Animate Boulder: Animates up to 2 boulders within 60ft, that act as a Galeb Dhur, minus this move.
- Imparts knowledge to beings about its environment it deems not to be threats.
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Flameskull Group, Tiny, Divine, Magical, Intelligent, Terrifying Magical Fire (d8 damage) 12 HP 3 armor Hand, Ignores Armor, Near Special Qualities: Illumination: Illuminates dimly for 15ft, or brightly for 15ft and dimly for another additional 15ft. Created from the skull of a wizard by a wizard, these intelligent & vigilant creatures are predominantly used to protect a hidden treasure hoard, a secret chamber or an individual. The wording must be chosen carefully though, as the flameskull will interpret its commands to the letter. Because of the overwhelming amount of magic having been used in its previous life and to create it in its current form, it has some manner of invincibility, its shattered remains always forming back together after a short while. Rumour has it Dispel Magic or Holy Water may help rectify this unnatural life. Instinct: To carry out its creators' orders.
- Casts spells from its previous life.
- Fire Ray: Launches a ray of its green fire toward a target.
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Wyrmling Group, Small, Hoarder Bite (d10 damage 1 piercing) 6 HP 2 armor Close, Near Special Qualities: Short awkward flight, up to 10 meters A baby dragon. Wyrmlings tend to stay together with the members of its clutch until reaching adolescence. They will imprint on who ever represents a caregiver for them. Usually this is their mother, but in the absence of a mother it is not unheard of for a wyrmling to imprint on creatures of a different species. If you find a friendly one, take it along as a pet. You never know, you may be able to raise it into your very own dragon! Just make sure it doesn't go hungry... or you could be its next meal. Choose the dragon's element: fire, ice, storm, water, light, or shadow. Instinct: Eat and grow
- Cower behind mom
- Cough out a puff of the chosen element
- Chirp adorably
- Play aggressively
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Empyrean Solitary, Huge, Magical, Divine, Intelligent, Planar Magical Weapon of choice (b[2d12+9] damage) 26 HP 4 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Ageless, Magic Resistant (half magic damage) Empyreans are the celestial children of the gods of the Upper Planes, universally beautiful, statuesque & very self-assured. They are prone to deity-like fits, which have an affect on the environment around it depending on its mood; a happy empyrean would have sunlight rained down upon them no matter the season, followed by frolicking animals and much birdsong. An angered empyrean, however, will ignite storms of thunder and the dilapidation of nature around it for up to several miles. Not ravaged by time, they believe that they are immortal, even when at death's door. When an empyrean dies, its spirit returns to its home plane where one of its parents resurrects them, unless they have good reason not to. It has been known for them to turn to the side of evil, and because of this do not survive long in the Upper Planes, forcing them to the material world where they typically take to ruling over a kingdom of mortals in a tyrannical manner. Instinct: To rule in a God-like capacity
- Maul with disregard
- Arcane Bolt: Release a bolt of either acid, cold, fire, force, Holy, lightening or thunder (Necrotic if evil) on one target.
- Ground-shattering strike: knocks prone anyone in a 60ft radius.