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Wraith Marten Solitary, Large, Hoarder Claws (d6 damage 2 piercing) 20 HP 0 armor Martens born near deposits of magical power, whether natural or manmade, mature into Wraith Martens. Their bodies grow far beyond ordinary size and stretch out to far greater length. Wraith Martens sneak, slide, and slink around their prey before darting in for precise strikes with their needle sharp claws. Wraith Martens also have a peculiar urge to collect and adorn itself with shiny trinkets. Often, these trinkets are worthless, but occasionally one may find a Wraith Marten with a silver necklace or a gold bracelet around its medsection. Instinct: To hunt prey
- Slink
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Grim Wolf Group, Large Teeth and Claws (d6+2 damage) 10 HP 0 armor Grey wolves born near deposits of magical power, whether natural or manmade, mature into Grim Wolves. They grow to great size and their fur develops a dark red, almost bloody tint. Grim Wolves are known for their heightened intelligence, often working in coordinated pairs to hunt for prey. Instinct: To hunt for prey
- Crunch
- Howl
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Night-Infected Domovoi Horde, Tiny, Magical, Devious, Amorphous Tiny claws and teeth (d6-2 damage) 14 HP 1 armor Hand, Ignores Armor, Near A mine spirit, formerly helpful, now poisoned by Night from the Door. Instinct: To poison the mines
- Frighten and startle
- Put out lights and torches
- Cause rockfalls and accidents
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Night-Infected Dwarf Horde, Divine, Intelligent, Terrifying Anything they can get their hands on (d6 damage) 9 HP 1 armor Close Special Qualities: Ooze Night onto others A dwarf infected by the Night oozing out of the Door. All adherence to dwarven social convention is lost. Night oozes from their eyes, ears, and nose. Instinct: To open the Door
- Swarm with brutal ferocity
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Dark Dryad Solitary, Stealthy, Intelligent, Planar Ivy Whip (b[2d12] damage 1 piercing) 12 HP 1 armor Close, Near This is the Dark Dryad, once a normal Dryad, that has been killed by a Woodelf. She is the only Dryad, that has ever died, and is furious, that the other Dryads see her killer as a hero. Instinct: to destroy all forests
- Abhor Dryads
- Charm - charms a single opponent
- This Dryad is the only one that had died, ever - no clue why she is back.
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Fungus Queen Solitary, Huge Acid Spray (d10+3 damage) 20 HP 0 armor Reach, Ignores Armor, Near Special Qualities: Acidic Blood This is what appears to be the cause for the recent fungal outbreak. In her is the real monster though: The dark Dryad. Instinct: to spread the fungus
- generate spores
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Dire Shark Solitary, Large, Terrifying Bite (b[2d10] damage 2 piercing) 16 HP 1 armor Special Qualities: Aquatic There is always a bigger fish and that fish is the Dire Shark. Instinct: to swallow whole
- Disappear into the depths
- Catch the scent of blood
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Blue-Eyes White Dragon Solitary, Huge, Intelligent Burst Stream of Destruction (b[2d12+7] damage 3 piercing) 24 HP 4 armor Reach, Forceful, Ignores Armor, Near, Far This legendary dragon is powerful engine of destruction. Virtually invincible, very few have faced this awesome creature and lived to tell the tale. Instinct: To destroy all challengers
- Destroys
- Flies
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Chupacabra Solitary, Terrifying Teeth (b[2d12] damage 2 piercing) 16 HP 0 armor Close, Reach Special Qualities: No trace of hair The chupacabra is legend to the south. Known for sucking goats, it hides at night searching for livestock to clean of blood. No people have actually seen this creature due to this creature hunting in stealth at night. Instinct: The livestock of others
- Suck blood of livestock
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Afflicted Villagers Group, Devious, Intelligent clubs and fists (d4 damage) 6 HP 0 armor Close The villagers of Haapaja have lost all hope but will still try to do whatever they can to reach the ship and make a run for it. Too bad they don't know they will spread the Creeping Doom. Or do they...? Instinct: to leave the island
- Make a run for the ship
- Spread Creeping Doom unknowingly