-
Anomated Armor Group, Stealthy, Magical, Intelligent, Cautious, Construct, Amorphous Spear (d8+4 damage 4 piercing) 17 HP 7 armor Close, Forceful, Reach Special Qualities: Looks like armor display It looks like a suit of armor, but it's actually a suit of armor that can move! Instinct: Obey and defend
- Watch and observe
- Hide in plane sight
- Animate when commanded
-
Animated Armor Group, Stealthy, Intelligent, Cautious, Construct, Amorphous Spear (d8+4 damage 4 piercing) 17 HP 7 armor Close, Forceful, Reach Special Qualities: Xxxxxxxxx Armor that has been Enchanted to defend while on display. Instinct: Follow orders and defend
- Watching and Waiting
- Attack without warning
-
Molo Nukak Solitary, Huge, Divine, Magical, Intelligent, Hoarder, Planar, Terrifying Fire Breath (d12+7 damage) 26 HP 3 armor Reach, Forceful, Ignores Armor, Far Special Qualities: Burning visage, Flying, Immune to fire "In the time before man and elves, the giants and the dragons battled for supremacy. Wielding powerful magicks and their incredible size, these clashes shaped the world we see today. Some say there are survivors from this time. Other think these are descendants of their divine forbears. Either way, if you come across a true giant or dragon you should know you are way out of your league!" -- Quoice Ironhouse, proprietor of The Toadstool Inn Instinct: To gather treasure
- Breathe fire
- Cast a fire-based spell
- Use ancient knowledge about the environment
- Summon kobold servants
-
Duke Murak Solitary, Stealthy, Magical, Intelligent, Hoarder, Planar, Terrifying Claws and Bite (b[2d10+4] damage 3 piercing) 20 HP 0 armor Close, Forceful Special Qualities: Horrifying countenance "Duke Murak has lived in the Shifting Marsh for longer than anyone can remember. Is he a vampire? A lich? All I know is that he is a legend of the land, on par with the Dryad of the Grove and the Moon Giant. Some say he gains his long life by stealing it from others, draining their life force to add to his own vitality. All I say is: stay the hells away from his tower!" -- Barbroach, local drunk Instinct: To persist
- Drain the blood of the living
- Charm an enemy
- Transform into a creature of the night
- Reveal something using ancient knowledge
-
Bog Giant Group, Huge Huge improvised weapons (d10+7 damage 2 piercing) 18 HP 1 armor Reach, Forceful Special Qualities: Amphibious: can breathe air and water. "For something so huge, you'd be amazed at how sneaky these things can be! They can lie under the murky swamp water for hours, not moving a muscle. You're making your way through an area, keeping an eye out for any sign of trouble, when suddenly you're surrounded by three or four of these big galoots! I wouldn't even think about standing your ground, unless you can survive getting walloped by an entire tree..." -- Gator, esteemed local trapper. Instinct: To consume
- Rise from the water in ambush
- Throw something or someone
- Try to swallow someone whole
-
Swamp Hags Group, Large, Stealthy, Magical, Organized, Intelligent, Hoarder, Planar, Terrifying Claws (d8+2 damage 2 piercing) 10 HP 1 armor Special Qualities: Has a putrid stench and is covered in boils and warts Swamp hags are bent and broken in form, seeming to pulsate and change from moment to moment. They have green and purple skin, with stringy hair and horrid countenance. Their putrid stench makes everyone around them nauseous. Long claws and sharp iron teeth are not their only weapons, as the hags are able to use foul magicks to trick and deceive their opponents. A reflection of the darkest parts of the Feywild, hags seek to make deals with mortals that will cost the mortals more than they may have bargained for. But, in keeping with the laws of the Fairy Courts, hags will never renege on a pact they have made. The suffering the pact causes will be plain to see from the beginning. Instinct: To observe the suffering of mortals
- Make a deal that costs a steep price
- Transform someone's gear into a dangerous creature
- Call upon the denizens of the swamp
- Unleash a powerful spell as a full coven
- Reveal a truth about the near future
-
The Stoor Worm Solitary, Huge, Hoarder, Terrifying It's gaping jaws. (b[2d12+5] damage 2 piercing) 24 HP 2 armor Reach, Forceful, Near, Far Special Qualities: A colossus of the deep, The Stoor Worm winds through the frigid brine of the northern sea, devouring all. Sailors and fish-wives whisper it's name in musty corners of taverns, but few have seen it and escaped alive. Instinct: To devour.
- Prowls the seas, swallowing all.
-
Avatar of Oakan, Lunar God of the Cold Moon Solitary, Large, Magical, Stealthy, Divine, Intelligent, Hoarder, Planar, Terrifying Manifested ice and cold (d12+2 damage) 22 HP 4 armor Ignores Armor, Reach, Near, Far Special Qualities: Aura of Deathly Cold The moon that heralds the coldest of nights has its own god, as might be expected. Oakan demands submission and is favourable to those that attempt to gain his mercy rather than his wrath. Sometimes this isn't enough however, as the cold of midwinter demands sacrifice - it is best to hope it isn't you. Instinct: To herald the cold
- Chill and freeze anything, literally or figuratively
- Unleash ice-based illusions that chill hearts and minds
- Usher forth terrifying magics of ice and cold on a scale and power difficult to comprehend
- Bless your followers and castigate heathens