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Sand Wyrm Solitary, Huge, Terrifying Its monstrous mouth (d12+7 damage 1 piercing) 24 HP 1 armor Reach, Forceful, Ignores Armor Special Qualities: Can burrow through the earth, Acidic saliva drips from its irising mandibles Stories tell of the Great Wyrm--The World Serpent. His dwelling place is the earth itself, and he prowls its entire surface seeking those whom he may devour. His mouth is filled with rows upon rows of irising teeth, and will be the last thing you see before it consumes you. Instinct: Drag prey to the dark places beneath the earth
- Devour from below
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terror from the deep Solitary, Huge, Magical, Divine, Planar, Terrifying (b[2d12+9] damage 1 piercing) 20 HP 4 armor Reach, Forceful, Near Special Qualities: , Instinct:
- tentacle melee mind control
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Lurkers Group, Stealthy, Magical, Devious, Organized, Intelligent, Hoarder, Terrifying Claw, life steal (d8 damage 1 piercing) 6 HP 3 armor Close Special Qualities: Melts into trees , Very creepy The lurkers stalk their pray for days, learning what they do, how to get to them. If they don't take your life they will surely plague it, dark skinny Skelton like beings with skins of bark roam the wilds in search for a little sense of terror. Instinct: To feast
- Eat pain
- can copy voices it's heard
- Minor curses
- Leeches life or poisons it
- A shrill ear piercing noise
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Noktok Group, Stealthy, Intelligent, Cautious, Hoarder Speer (d8+2 damage 1 piercing) 6 HP 2 armor Close Special Qualities: Very good ice resistance A kind of ork that lives in the cold tundra in the north Instinct: Keep its tribe safe
- Set traps and ambush
- Sets up fake campsides in order to lure outsiders in a trap
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War Worm Horde, Tiny, Devious Fangs (d4-2 damage) 3 HP 1 armor Hand A two-foot long chitinous maggot with the heads of fanged human warriors, which hiss and snarl. They stink of the grave, and leave a smear of blood and mucus as they move. This slime is slightly acidic. Instinct: To feed on something warm and wriggling.
- Leeches blood from its host.
- What it does drain dry, won't stay dead.
- Burrow through earth and stone.
- Hunt at night.
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Glass Bear Solitary, Large, Construct Claws (d10+4 damage) 20 HP Forceful Special Qualities: Absorbs and reflects magic., A golem created to prevent entry into a secret place. Its glass body is breakable but its absorbs and redirects spells to deal with attackers. Oh, she's a real piece of work alright. And, tell you what, I shattered a LOT of cubs before I got the enchantment to really work. You think I got time to feed a real bear? Shit. This time next year I'mma have a whole damn ZOO between me and them "adventurers" or whatever the hell you call 'em. Nobody fucks with Pawpaw's figurines. Not anymore. Instinct: To guard
- Razor Claw Swipe
- Regurgitate Spell
- Stalk Prey
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Sorosi Andrano Group, Magical, Intelligent, Hoarder Lightning spells (b[2d6] damage) 6 HP 0 armor Close, Ignores Armor, Far Sorosi Andrano is a hedge wizard that has joined up with the cult of Molag Bal. She doesn't actually worship the Daedric Prince, but she desires the eternal life that vampirism can grant, and Bradon Metrick was the first she found. Instinct: To achieve eternal life
- Corrode weapons or armor
- Create illusions
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Reves Iron-Boar Group, Stealthy, Intelligent, Hoarder Steel Greatsword (d8+2 damage 1 piercing) 6 HP 3 armor Close Reves is a brutal Nord, and has served Molag Bal since his early childhood. His devotion to the Prince of Domination is absolute, although his faith in that poncy Breton vampire is less sturdy. Instinct: Serve Molag Bal first, Bradon Metrick second.
- Charge recklessly at a foe
- Throw sand to blind them