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Infected Children Group, Small Flailing(1 damage) 6 HP 0 armor Close Special Qualities: Infected Infected or no, children just want to be held when they are scared and not feeling well. Instinct: To be carried to safety
- Hug with desperate arms
- Cry big wet tears
- Wimper and babble distractingly
- inflict disease, give someone Goblin Pox
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Assassin Root Group, Large, Stealthy Constrict (d6 damage) 7 HP 1 armor Reach Despite its shrub-like appearance, the roots of the Assassin Root extend deep underground and are not so unlike their viney predecessor. Assassin Roots have become an unfortunate part of the subterranean ecology.
Instinct: Fertilize with flesh- Entangle someone in strangling roots
- Attack from any crack or loose soil
- Encapsulate unconscious creatures in root balls
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Ferronoid Warlord Solitary, Intelligent, Cautious, Hoarder Claws (b[2d10+4] damage 1 piercing) 16 HP 5 armor Close, Forceful Special Qualities: Nightvision A Ferronoid Warlord is a create that is concerned for survival beyond all else. These are the mightiest among all the clans are fierce foes for any unwelcome person that threatens the clans survival. Instinct: To ensure survival of clan
- Disarming Foes
- Stalking Prey
- Pouncing Foes
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Ferronoid Warrior Group, Intelligent, Cautious, Hoarder Claws (d8 damage) 6 HP 2 armor Close Special Qualities: Nightvision Ferronoid Warriors are some of the firecest warriors around born from the womb of the Ferron Clans, a clan of cat humans created to keep the line of the mighty Ferron cat immortalized for all time. Instinct: Expand Territory
- Stalking Prey
- Pouncing Foes
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Slow Mutant Group Claws & Teeth (d8+2 damage) 10 HP 1 armor Close, Forceful These creatures are the descendants of people exposed to things that warped their DNA. Slow is a bit of a misnomer. They are as fast as any human, they simply are slow to react to their surroundings and tend to be only as smart as a toddler. However, they have a near constant hunger for fresh meat and are stronger than most people. They prefer their prey to be still living as they consume them. Instinct: To consume living prey
- Consume warm flesh
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Ground Lurk Solitary, Large, Stealthy Tentacle (d10+2 damage) 16 HP 1 armor Forceful, Reach Special Qualities: Burrow beneath the earth Ground lurks are basically balls of tentacles with enormous mouths. It moves slowly through the earth and likes to lie in wait near paths, roads, and watering holes for prey to go by. Its long tentacles will reach out and drag prey as large as a buffalo into its maw. Due to its ability to burrow through the earth, they are typically difficult to kill. That being said, if a victim can severe or otherwise ruin a tentacle, the ground lurk will retreat and wait for easier prey. Instinct: To grab unsuspecting prey
- Drag prey into its maw
- Lie in wait under the ground
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Winged Devil Group, Large Talons (d8 damage 1 piercing) 10 HP 0 armor Special Qualities: Sonar, Flight This horrific cross between a vulture and a bat is a flying nocturnal predator the size of a horse. They use sonar to find their prey at night and prefer to drag unwary victims high into the air and drop them to their deaths. Once killed or incapacitated by such a fall, the winged devil then swoops in for a feast. Instinct: Feed on the unwary
- Snag prey and drop from on high
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Earth Elemental Solitary, Large, Planar, Construct Slam (d10+4 damage) 16 HP 4 armor Forceful Special Qualities: Made to defend the city at all costs. Its head and body consist of dirt and stone, occasionally set with chunks of metal, gems, and bright minerals. Instinct: To Defend
- Earth Glide: Able to burrow through unworked earth and stone. Doesn't disturb the material.
- Can go back to the Inner Plane on Death.
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Madama Khepri Solitary, Magical, Stealthy, Divine, Devious, Intelligent, Cautious, Planar, Terrifying, Amorphous Pinpoints of Eldritch Power (b[2d10+4] damage 1 piercing) 25 HP 8 armor Close, Forceful, Reach, Ignores Armor, Near, Far Special Qualities: Flight, An aura of overwhelming power A goddess of Inferno who controls time and the sun. It is said that she can determine a person's fate by gazing upon the long shadow that forms between their body and the light extending from the land of the dead. By binding a contract with Khepri and forfeiting their soul, one can gain an almost infinite knowledge of time and the secret technique to control it. Instinct: protect time itself
- Control time and the sun
- Rewind an unfavorable event
- Weave spells of time and the sun
- Undo the past
- Determine someone's fate
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Baal Solitary, Huge, Magical, Divine, Intelligent, Cautious, Planar, Terrifying, Amorphous Spiked Tongue (b[2d12+9] damage 3 piercing) 33 HP 6 armor Reach, Forceful, Near, Far Special Qualities: Enormous tongue, Purple skin oily with the tears of the damned A royal inhabitant of Inferno. Concealing her form under most circumstances, she appears as a gigantic toad when summoned. Baal's enormous, wobbly body is too heavy for her to control, giving her a disadvantage in the heat of battle; however she possesses an endlessly extending tongue that can reach the far ends of the battlefield and swallow up opponents within an instant. Instinct: to preserve the infernal realm
- Swallow up opponents within an instant
- Declare a foreboding future