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The Woodman Solitary, Magical, Intelligent, Cautious, Hoarder rapid growth (b[2d10+4] damage 1 piercing) 16 HP 7 armor Close, Forceful, Near, Far Special Qualities: flesh of wood, twisted human Previously a human hermit that communed with nature till it became nature. Flesh of wood, hair of vines, causes rapid growth of any plants or seeds nearby, can "remind" anything made of natural products what it used to be and cause growth. Instinct: to destroy civilization
- Rapid Growth
- causes any nature nearby to grow rapidly and topple any structures or trap opponent
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Killer Frost Solitary, Magical, Terrifying Frost weapons (d10 damage) 12 HP 4 armor Close, Far Special Qualities: freezing thoughts through telepathy, can see the human origins A human that became twisted through loss of love, vowing to never suffer a broken heart again, freezing out all love and compassion till all that is left is a desire to destroy all living things using its frost as a weapon, causes confusion through telepathy by freezing thoughts and abilities. Instinct: to kill all living things by freezing
- Creates Weapons of Frost
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Black Slime Mould Solitary, Huge, Magical, Intelligent, Hoarder, Amorphous Adhesive Tendrils (b[2d10+3] damage) 27 HP 3 armor Reach, Far A massive black slime mold, coating the walls of several rooms. It will seem to be just a black fungal coating. Instinct: Trap in place and consume
- Congeal and adhere
- Fill with Dread
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Bodies of Long Dead Bandits, Infected by Fungus Group, Divine, Devious, Intelligent, Terrifying Slam and Batter (d6 damage) 16 HP 1 armor Close Special Qualities: Fully Coordinated Movements, Fungus sprouting out all over These are bandits whose bodies have been fully taken over by the fungual hive mind. Instinct: Defend the Central Thought Stalk
- Infect with Thought-Fungus
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Fungal-Infected Boar Solitary, Large, Divine Tusks (d10+4 damage) 26 HP 1 armor Forceful A boar, infected and mutated by the fungus within the Mushroom Caves. Instinct: Fight anything that challenges it
- Goar and Trample
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Young Troll Group, Organized Claws (d6 damage) 6 HP 0 armor Close While not quite as large or fierce as adult trolls, young trolls are still larger and stronger than most human adults. About 9 feet tall, they are able to deal a surprising amount of damage with just their claws. Young trolls do not wear armour and their hide isn't quite as tough as that of adult trolls, so they don't have much defence against attackers. To offset their low defences, young trolls will emit what may seem like a battle roar, but is actually a plea for help from the adults in their clan. Adults are attuned to the sound of their young ones' cries and can hear these cries even from some distance. Instinct: To trap foes
- Cry for help
- Cry, attracting the attention of any nearby adult trolls
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The Warden Solitary, Huge, Magical, Stealthy, Divine, Intelligent, Construct Force Bolt (d10+5 damage) 22 HP 4 armor Reach, Far Special Qualities: Obsidian Skin The Warden is a magical construct meant to guard a prison. It is an immense obsidian statue that sits perfectly still in the middle of a prison until a prisoner attempts to escape. At that point it animates and will track the prisoner down until they are either dead or returned to their cell. Instinct: To Judge and Punish
- Imprison creature
- Reveal a secret of a creature
- Sentence creature
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Cold Rider Horde, Intelligent, Cautious Icy Spear (d6+4 damage 2 piercing) 7 HP 4 armor Close, Forceful, Reach Special Qualities: Immune to cold, Weak to fire and sound Cold Riders embody all the worst aspects of the winter cold, of snow and ice. They are the slow death, the isolation, the misery, the torment. Their hearts are cold and bereft of mercy, as they envelop their targets in frigid doom. Instinct: To bring cold death
- Create blizzards
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Quickling Snatcher Solitary, Small, Intelligent, Hoarder Speedy Slash (b[2d10] damage 4 piercing) 12 HP 2 armor Close, Reach, Near Quickling snatchers are master thieves, though not very subtle. Usually, they wager their stolen goods against those they took it from to get them to compete in whatever games the strange fey can come up with. Instinct: To compete
- Move at extreme speed