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Leoned Solitary, Organized, Intelligent, Terrifying Magma thrower, serrated chains (b[2d10+2] damage 3 piercing) 25 HP 1 armor Close, reach, Special Qualities: Scarred and burnt flesh, spikes protruding from the flesh Instinct: To reanimate through mechanical means, build and create inventions
- Reanimate the dead through mechanical means
- Activate undead warriors
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Greenskin Army Horde, Huge, Organized, Terrifying Claws and teeth (b[2d6+7] damage) 11 HP 1 armor Reach, Forceful Special Qualities: Overwhelming numbers Instinct: Find a place to consume
- Eat its enemies
- Send more goblins!
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Legendary Deathclaw Solitary, Huge, Hoarder, Terrifying Massive Claws (b[2d10+7] damage 1 piercing) 24 HP 3 armor Reach, Forceful, Ignores Armor Special Qualities: Massive Horns and Fangs, Massive Monstrosity the biggest and most lethal deathclaw. Larger than normal deathclaws, and also has grayer skin, expanded horns, and fangs. This insanely powerful creature is a force to be reckoned with and is by far the most powerful creature to stalk the blasted wastes. Instinct: to be left alone
- Unstoppable Assult
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Deathclaw Alpha Solitary, Large 12 Inch Claws (b[2d10+4] damage 3 piercing) 20 HP 2 armor Forceful Special Qualities: Enhanced Senses the leader of a deathclaw pack, these deathclaws are stronger than most others of their species and are the only ones in the pack who mate with females. They are the most territorial and will kill anything that enters their domain. Instinct: to lead the pack
- Overpowering Assult
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Deathclaw Group, Large 12 inch claws (b[2d8+4] damage 3 piercing) 14 HP 2 armor Forceful Special Qualities: Heightened Senses a terrifying powerful reptilian creature. The Deathclaw stands over 8 feet tall and rivals the strength of creatures twice its size. Its massive claws can make mince meat out of even most heavily plated knight or golem. These creatures live in small packs of 8-10 and are extremely territorial, entering their lands is asking for certain death. Instinct: to fight for territory
- tear asunder
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Lesser Ghoul Horde, Small, Stealthy, Devious Claws/ Teeth (w[2d4] damage) 3 HP 0 armor Close A medium sized young ghoul, completed pale in color and slippery, yet sticky skin. Sharp small teeth and claws, grey deathly eyes. Instinct: To Attack, To feed.
- Using vicious claws and bites; these half sized creatures attack in bulk to assault and injure lonely travelers and children; to either feed or cure boredom.
- They use the shadows to hide and weave; as there larger numbers assemble to ambush you.
- Sheer Numbers
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Inhuman Hunter Solitary, Small, Devious Disintegrate with magic gauntlets (b[2d8] damage) 12 HP 2 armor Close, Ignores Armor The hunter goes through the multiverse hunting anything that is not human and destroying it if possible. Instinct: Purify the universe for humans
- Kill a non-human
- Turn body part to ashes
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Dark Paladin Group, Divine, Organized, Intelligent Shadow Mace (b[2d8+4] damage) 6 HP 6 armor Close, Forceful Dark Paladins are silent sentinels of the unnamed keep high in the rugged Mountains of Ash. They descent from the mountains to collect tax on the villagers that dear to live by the Mountains shadows. Instinct: To spread Chaos.
- Punish the unworthy
- Call Alarm
- Grant vision of chaos
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Ooze Colony Solitary, Huge, Amorphous Oozing acid (d12+5 damage) 23 HP 1 armor Reach, Forceful, Ignores Armor Ooze Colony consists of ordinarily harmless, inactive and widely separated slugs that swarm and coalesce in the presence of food sources. After absorbing prey, the “composite” creature finds open space and grows into a fruiting body and launches spores, after which the individual component creatures either break apart and crawl away or die. Instinct: Absord prey
- Form a single, temporary slug-like creature of enormous energy to hunt and eat.