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Ice Wolf Pack, pair, Large Claws, Fangs (d8 dam) 19 HP 1 armor Special Qualities: Immune to natural cold, resistant to magical cold (75%) These massive wolves, despite appearances, are relatively passive unless their territory is encroached upon, or offspring are involved. They will not typically attack humanoids. They remain in packs, but pairings of mothers and fathers will go off to raise pups on their own. Instinct: To protect territory and young
- Females have a lethal icy breath (2d4 dam, ignore armour, slow)
- Males have larger claws (+2 dam)
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The great arm Solitary, Huge, Terrifying Smashing things on the ground (d10+7 damage) 28 HP 0 armor Reach, Forceful Special Qualities: Uncanny Its just a huge arm, its connected to the ground, but there is nothing underneath, its not part of something larger. It doesnt really "see", but it feels and smashes anything larger then a dog withing its reach. If something flies above it, it will grab and crush it, and if it doesnt crush it will throw it away at full force, most things land hundreds of meters away, falling to thier death. Instinct: To use its strength
- Throw, smash, crush
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Krathorn, the Great Flame Wyrm Solitary, Huge, Magical, Divine, Intelligent, Cautious, Hoarder, Terrifying Claws (b[2d12+9] damage 4 piercing) 30 HP 7 armor Reach, Forceful, Near, Far Special Qualities: Wings, Iron Scales, Teeth like blades One of the last of the great flame Wyrms, Krathorn is older than many civilizations. What does he who has everything wish for? Godhood. After he arranged for the death of his rival great wyrm, Krathorn took advantage of the power imbalance, and is in the process of a frantic power grab. "Who would be more deserving, to take on a divine throne? All hail lord Krathorn! Let your flame purify those who would rise against you!" - High Priest of the Cult of the Flame Wyrm Instinct: to ascend
- Incinerating breath
- Inferno
- Tail whip
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Shadowhound Group, Stealthy, Planar, Terrifying Jaws, flaming breath (d8+2 damage 1 piercing) 6 HP 0 armor Close Supposedly coming from the same realms as the Hellhound, the Shadowhound differentiates itself by relying on stealth rather than pure attack. When it has time to acclimate to an area, it will create a veil of pure shadow in it. The area will become pitch black, so much so that adventurers will not even be able to see the torch they are holding in front of them. The last thing they are likely to see is the flames sprouting around the lips of the beast as they prepare for the kill. That is likely too late, meaning that adventurers are advised to keep their other senses open whenever darkness overtakes them. Instinct: To stealthily kill.
- Bites with jaws of fire
- Create an area of shadow
- Sense the life essence of prey.
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Trash Golem Solitary, Construct Fists (d10+2 damage) 12 HP 0 armor Close, Forceful, Near Special Qualities: Magical construct A walking rubbish heap, this roughly man-shaped creature seems to be barely holding itself together. Trash golems are magically assembled from trash and spare parts, and often leave trails of garbage in their wakes. Instinct: Smash!
- Attack intruders
- Obey master
- Guard
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Ghoul, Nehwon Group, Cautious Axe strike (d8 damage) 6 HP 2 armor Close, Ignores Armor Special Qualities: Transparent Flesh makes difficult to hit These Newhon humanoids are almost totally transparent, save for their pinkish skeletons. Their unsavory diets make them unpopular with other races, but they rationalize cannibalism as an act of kindness by which muddy-fleshed humans are transformed into superior, crystal flesh.Ghouls never wear clothing nor any armor beyond the most minimal weapons-harness.Ghoulish fighters may use any weapon, but seem to have a preference for two-handed axes.The transparent nature of ghoul flesh makes it harder to locate their vital spots. Nehwon ghouls live in a great city on the shores of the Sea of Monsters, emerging periodically to make war upon human cities. They have very little fear of death – in Fafhrd’s opinion, this was because they were so close to skeletons that actually dying was only a short step away. Ghouls consider themselves paragons of civilization and enlightenment. Other races need to be civilized by being eaten. Humans are referred to as “mud-men” since ghouls consider normal flesh muddy and impure. Ghouls can occasionally overcome their cannibalistic natures to join human adventuring bands. They can be overbearing at times as they consider themselves more civilized than lesser, “barbaric”, races. Ghouls generally consume only the flesh of animals, but consider humans and other intelligent races to be a delicacy (consuming another ghoul is considered, at best, rather poor behavior). Instinct: Raid and consume lesser races
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Dwemer Centurion Solitary, Large, Magical, Construct, Amorphous Smash target - Slams its massive arms down at its target (d10+4 damage 1 piercing) 27 HP 4 armor Forceful Special Qualities: Machine - Machine Stuff A monster of metal, this creature is built to kill anything that moves. It can't move far from its source as it needs to be charged up constantly. This monster is over 10 feet tall and weighs a ton. One arm is a hammer and pick while the other is a sword blade. Instinct: to destroy
- Aggressively destroy any unknown target
- Steam Blast - Venting it's steam pressure, the Centurion applies its damage to all in front of it. The centurion is disabled briefly after using this attack.
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Dwemer Sphere Solitary, Construct, Amorphous Spring loaded blade (b[2d10+2] damage 1 piercing) 15 HP 4 armor Close, Far Special Qualities: Machine - Machine Stuff, Seek and Destroy those found by Spiderlings Very tall automation that moves about on a rolling ball at its base. It uses a spring loaded dagger which slams open and into its target, and it wields a small dwemer crossbow. Instinct: To Destroy Trespassers
- Attacks viciously with its armaments