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Frostwyrm Solitary, Huge, Magical, Divine, Planar, Terrifying, Amorphous Eating (b[2d12+9] damage 2 piercing) 33 HP 7 armor Reach, Forceful, Ignores Armor, Near, Far Special Qualities: Permanent aura of frost. It's a giant frozen snake, a really, really giant frozen snake. Instinct: To eat
- Consume things.
- Freeze things.
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Zargon Cultist Solitary, Organized, Intelligent Dagger (d4 damage) 5 HP 0 armor Close Cultist dedicated to the worship of Zargon in the underground city. Instinct: Sacrifice Innocents to Zargon
- Worship Zargon
- Summon goblin slaves
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Cynidicean Horde, Devious, Intelligent Short Sword (d4 damage) 3 HP 0 armor Close Cynidiceans are a special type of normal humans who live in the underground Lost City. They have pale skin, white hair, large eyes, and infravision. They wear colorful masks, bright clothing, and carry short swords. They spend most of their time living in strange dream worlds. Instinct: Act in a bizarre fashion
- Live in a dream world
- Unpredictable actions
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Zargon Solitary, Large, Planar Tentacles (d10 damage) 24 HP 1 armor Near Special Qualities: Regenerates, Horn must be destroyed to kill Although Zargon is ancient, it is no god. It is a cunning creature that discovered its "godhood" makes it easier to get victims. Zargon was worshipped by primitive peoples in early times, but retreated underground when the primitives were wiped out by the ancestors of the Cynidiceans. Zargon remained in a strange hibernation for many years. By chance, the Cynidiceans built the pyramid on the spot where Zargon's original shrine stood, and the later digging of the Cynidicean slaves awakened the creature. Zargon can regenerate its body as long as its great horn is not destroyed. Regeneration from the bare horn may take a number of years, but otherwise Zargon is likely to be at full strength whenever the party encounters it. Zargon's horn can only be destroyed by being cast into a volcanic fire. Zargon will not regenerate during an encounter (it regrows too slowly for that). Instinct: Devours sacrifices
- Rules False Cult
- Demon of the Ancient World
- Cunning
- False Prophet
- Lairs in Lost Underground City
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Ogre Zombie Solitary, Large Two-handed sword (d10+4 damage) 10 HP 2 armor Forceful, Near Zombie, Ogre sized. Instinct: Destroy the living
- Burst from the Ground (Dex DD)
- Spinning Attack (Attack all)
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Rocktoad Group, Small, Stealthy, Devious Barbed tongue (d6 damage 1 piercing) 6 HP 3 armor Close, Reach, Near Special Qualities: Amphibious, Powerful Legs, Camouflage, Sticky Hands, Sticky Feet, Sticky Tongue Hidden amongst the river rocks, their thick pebbly hide strong as bone, Rocktoads lash out with their long tongues, sticky and barbed, disarming prey or dragging them into the depths and holding them down until their struggling ceases. Rocktoads are slow-moving when they shuffle-walk along the banks and usually don't stray far from the water. They generally move in leaping bursts, days of still silence followed by a flurry of lashing tongues, splashing water and the crunch of bones as their prey is drowned and devoured, and they settle back in to wait for another foolish intruder. Instinct: Protect its territory
- Lash out suddenly
- Use the water to deadly advantage
- Wrench someone or something in from afar
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Wamp Solitary, Large Bite (d10 damage 1 piercing) 16 HP 0 armor Special Qualities: Silent , Darksight, Immune to disease, Drains Blood A giant spider with webbed feet and the face of a bat; the eyeless Wamp is a terrible predator that haunts ruined cities. Survivors of Wamp bite must roll+CON. 10+ indicates the victim is immune to Wamp; now and forever. 7-9 means the player has a mild case of Wamp Fever and must take -1 on all rolls until the group next makes camp. Character is now immune to Wamp fever. 6 or less and the player falls into a coma until any form of magical healing is given. If untreated an immature wamp will emerge from the character in a few days. (Last Breath roll required; if survives immune to Wamp Fever) Instinct: Drains blood silently
- Stalks Silently
- Feeds Silently
- Always Silent
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Bahadur of the great Red Desert Group, Divine, Organized, Intelligent, Cautious A red sabre (b[2d8+2] damage) 6 HP 3 armor Close An elite warrior of the Sultanate of the great Southern Desert. The red sabre is a sign of honor bestowed only upon the greatest warriors in the Sultanate. These warriors practice a special technique developed by their founder. It uses the power of the wind to protect its user. Bahadur means 'hero' in the tounge of the Sultanate. __________________________________________________________________________________ "The great Southern Desert is a violent place only connected to the rest of the world through a small passage, found in the southernmost corner of the Western continent. Because of unknown reasons, savage storms plague it's shores, preventing any ships from passage. Though it is a violent place, this just makes its residents all the fiercer." - Excerpt from William Altier's "The Ways of the Desert" Instinct: To fight honorably
- To deflect projectiles through the wind
- A sharp whistling sound carried by the wind to it's allies
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Savage Group, Intelligent A worn and bloodied waraxe (d8+4 damage) 10 HP 1 armor Close, Forceful The uncivilised and savage tribes in the north of the great western continent mostly keep to themselves. Rarely though some savages lead raiding parties into the more civilised realms or go traveling to find worthy foes. Instinct: To devestate through violence
- Overpower an enemy through sheer strength
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Divine Tarot-Trickster Horde, Stealthy, Divine, Magical, Devious, Intelligent Throwing Cards (w[2d4+2] damage) 3 HP 0 armor Close, Ignores Armor, Far Like a cleric the Divine Tarot-Trickster draws it's power from it's patron god. However, unlike the cleric it's power is more subtle, because it manifests through cards. Divine Tarot-Tricksters are commonly strange in their mannerisms and as such tend to choose more obscure deities to be their patron. It dislikes violence and as such does not fight if it isn't absolutely necessary. Instinct: To trick
- To imbue cards with divine power
- To trick and bend ones fate, for a price
- Casting spells through cards
- To predict the future through cards