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Scuttler Group, Terrible reek Flurry of many arms (d6 damage) 6 HP 1 armor, 2 if with shield Close Special Qualities: Gives off a horrible reek of pestilence The evolution of the roaches into a humanoid form, complete with four arms, capable of many weapons and shields. Flight- It still has its wings, but can only fly for short distances. Reek- Once you get close to a Scuttler, it gives off a terrible reek that causes most to gag, practically paralyzing them. Save vs. CON or paralyzed. Survivor- Difficult to kill, as it is a born survivor. Once at 0 HPs it is dazed, not dead. Exploding Innards- When finally killed, guts explode for 1d6 damage to non-Scuttlers Instinct: Will to survive
- Flight
- Reek
- Survivor
- Exploding innards
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Weird Wolf Group, Organized, Terrifying Bite (d8 damage 1 piercing) 14 HP 0 armor Close Special Qualities: Quick healing Enchanted with a disgusting magic, the weird wolves are shaggy white and brown with blue eyes but their bodies often appear mutated. They have a certain kind of healing magic but it usually leaves them malformed; extra limbs, heads on wrong, that sort of thing. Instinct: To serve a master
- Bite
- Howl for help
- Reform for 1d4 health
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Spore Carrier Solitary claws (d10+4 damage) 12 HP 1 armor Close, Forceful Depending on the age of a spore carrier its looks may range from a dead or half living humanoid, with greying or greenish markings around it's mouth and/or nose to a fully animated moldy furred beast that shambles, slashes with rage or bellows forth infectious spores in a noxious cloud. Its blind rage lashes out at any living thing - growing from its confused vegetable-animal mind hungry for fresh organic hosts and feverish revenge. Complete transformation requires a week of incubation in damp and dark conditions and does not discriminate between the living and the dead. Instinct: to consume
- Bellow forth Spores - infecting those around it
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Giant Chameleon Horde, Huge, Stealthy, Organized, Cautious claws (1d6 damage 1 piercing) 15 HP 3 armor Reach, Near Special Qualities: climb Instinct: to be discreet
- it can reach people by its sticky tongue
- vanish, blind
- screeches to call for others
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Living Spellbook Solitary, Tiny, Stealthy, Magical, Intelligent, Hoarder, Amorphous Magic Missile (2d4 damage) 16 HP 4 armor Hand, Near, Far Lurking in forgotten arcane libraries, spells can occasionally leak into the tomes in which they are contained, morphing the books into sentient beings of arcane power. When picked up, the book comes alive, capable of casting any spell contained within its pages in order to defend itself. In addition, they are able to transform any form of attack into a spell -including nonmagical attacks-, which is then inscribed and ready to cast later. Because of this, they usually contain very unique spells such as Sword Swing (Close, d8 damage) or even Shield (+1 armor forward, one-handed). Their magical protection is a result of the constant flow of magical energy emanating from them, although some theorize it to be a spell itself. Instinct: To learn
- Inscribe an attack
- Transform into a simple book
- Cast an inscribed spell
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Acteon Group, Intelligent, Hoarder Shortbow (d8 damage) 6 HP 0 armor Close, Near, Far Acteon are human/stag hybrid thought to be descendants of a being cursed by the gods. They have the head and legs of a stag and the body of a human. Acteon delight in frightening and hunting down humans and others who infringe in their territory. They feast upon the roasted bodies of the fallen after a successful hunt. Each member of a hunting party takes something from their kill, usually clothing, jewelry, or weapons. They determine social status by the accumulation and display of these trophies. They do not attack on sight, instead inviting others to a meal and storytelling session. During the meal, they explain that their guests will be the prey and the hunt shall begin at midnight, giving them a few hours to get away. They enjoy the fear that spreads from this realization. Only the group that invited the guests are allowed to hunt them, unless the prey breaks the rules. If the prey escapes or defeats all the hunters, they have won free passage for nine days through the Acteon territory. Inspired by the Acteon in the Revised Mazes and Minotaurs Creature Compendium by Olivier Legrand at Legendary Games Studio Instinct: to hunt intelligent prey
- Challenge Intruders to the Forest
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Bullywug Group, Organized, Intelligent, Cautious, Hoarder Clubs, spears, javelins (d8 damage) 6 HP 2 armor Close, Far Special Qualities: Amphibious The frog-people known as bullywugs have been known in the past to make and keep alliances with the lizard-folk and locathah. Their priests worship a mighty amphibian whose eggs spawn worlds. Instinct: To expand territory
- Attack with grappling tongue
- Croak a warning
- Retreat and reinforce
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Mahaha Solitary, Planar Nails (d10 damage 1 piercing) 16 HP 0 armor Close Special Qualities: Immune to Cold, Immune to non-magical weapons Mahaha is a maniacal Inuit demon that terrorized parts of the arctic. This creature is described as a thin sinewy being, ice blue in colour and cold to the touch. Mahaha’s eyes are white and they peer through the long stringy hair that hangs in its face. This demon is always smiling and giggling. It is strong, very strong and it is always barefoot. Mahaha is usually seen with almost no clothing on yet it never seems to be bothered by the cold. This cold demon takes pleasure in tickling its victims to death with sharp vicious nails attached to its long bony fingers. Many elders have remarked on the expression of the dead victims Mahaha leaves behind. It seems all of the victim have a similar expression on their dead faces – a twisted frozen smile. Although this demon is twisted and evil, Mahaha is easily fooled. Most of the stories told about Mahaha end with it being fooled. Usually Mahaha is tricked into leaning over a water hole to take a drink and is pushed into the open water and swept away by the currents. Instinct: Tortures
- Haunts
- Inuit Demon