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Killer Croc Solitary, Large, Intelligent, Cautious, Hoarder Claw (b[2d10+4] damage 1 piercing) 20 HP 3 armor Forceful, Near Special Qualities: Amphibian (capable of being underwater for a long time) Johnathan Myers, was an ex-soldier from the capital, in the times of the Civil War before the Neo-Nexul was whole with all of its district. Through his time he learned to despise the capital and wanted to get discharge from the army (a very rare event, as most soldiers dedicate their lives to the capital). He got that chance when he signed up for Project S.E.A.S excited by the LIZ Corporation. They were testing ways to make earth creatures survive underwater for long periods of time. John was one of their partial successes. Mutated so strongly with Crocodile DNA, he eventually became part human part amphibian, and loosing much of his human along the way. He later escaped the LIZ’s laboratory and ran havoc to the nearby towns. Took a big effort from many capital soldiers to eventually lead John to a dungeon where he now lives. Now under the sub-name Killer Croc (given by adventures who were sent by the capital to collect samples of him to continue the S.E.A.S project) he lives in the State 12 dungeon where he spends his life secluded from the world. Awaiting the time for a strong opponent to take his out of his misery or for his next meal to arrive. Instinct: It Kills and eats all Intruders
- Croc Shredder : When Underwater it jumps at its opponent and bites with its powerful fangs as it twirls arouund in the water to tear through its opponents (2d12 + 4 piecing 5)
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Queen Fire Serpent Solitary, Huge, Devious, Organized, Intelligent, Hoarder Magma Spray (d10 +3 damage 2 piercing) 53 HP 0 armor Reach, Far Special Qualities: Immune to Fire This is the queen of the Colony of Fire Serpents, it focuses or organizing it colony and keeping it thriving, it has some intelligence unlike its children. However it does not have the ability to protect herself as well as her children that's why when she is in danger her children protect her tremendously against invaders. However when she needs to she can organize her forces and can spit out her combustible liquid (the strongest in the Colony)that ignites itself as it leaves the body of the queen creating a spray that melts armor and burns its opponents to cinders. Instinct: To Organize the Colony and Kill all Enemies of it
- Rules it Colony
- Melts Armor (-2 to armor after each attack)
- Song of the Queen
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Fire Serpent (Shipper) Group, Small, Devious Body Slam (d6 damage 2 piercing) 6 HP 0 armor Close Special Qualities: Immune to Fire This Fire Serpent collects and melts the rocks that the workers collect, then it separates it nutrients into its nutrient sack, then vomits it into the queen to feed her. These don't have the ability to protect themselves as well but their bodies bodies can heat up up to 400 degrees Celsius, capable of melting any weapon or armor. Causing these enemies to the tricky to kill and collect their valuable organs Instinct: Protects and Feeds the Queen
- Feeds the Queen
- It melts any armor, except magic armor(-1 to armor after each attack)
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Fire Serpent (Defender) Group, Small, Devious, Organized Fangs (d4 damage) 6 HP 2 armor Close Special Qualities: Resist Fire These fire Serpents protect the colony, They focus their combustible liquid in their fangs to create heated fangs of about 300 degrees Celsius that can tear through almost any metal. This powerful creature attack any opponent that tries to harm it's colony. They attack in small groups and if reinforcements are require they take out a powerful hiss that can echo through the entire cave calling to their other brethren to help Instinct: to defend colony
- Hot Fangs (-1 armor after each attack)
- It Melts and Destroys all kinds of Armor (except Magical)
- Serpent Hiss
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King Kilax Solo, Large, Magical, Organized, Terrifying Fire Sword (b[2d10+2] damage 1 piercing) 24 HP 3 armor Forceful Special Qualities: Demon King Kilax is the lord of the Firelands. He calls upon the Fire Hounds for support. He attacks with all things fire. Instinct: To burn
- Fire Storm: Rain of Fire, Fire Swarm. Fire engulfs targets
- Anything with fire
- Release the fire hounds!
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Roaming Giant Solitary, Huge, Organized Dead Tree (w[2d12+5] damage) 24 HP 3 armor Reach, Ignores Armor, Near Roaming giants grow up to 5 meters in height and are rarely found in groups larger than four individuals. They avoid conflict and combat as often as they can. However they are foragers and can ruin crop fields and walk off with livestock. Roaming giants will also sift through trash in villagers and leave a huge mess. Roaming giants rarely sleep in the same place twice in a year. When they do sleep it can be anywhere from three days to three years. They tend to burrow under boulders or large trees and sometimes burrow under a house, barn or large fortifications. Instinct: The Roaming Giant is a forager. Generally harmless but very defensive.
- Roaming Giants are known to ruin crops, knock over trash cans and sometimes steal livstock
- Giant Gathering: Summons other giants from miles away for help.
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Shambler Group, Magical, Intelligent, Planar cold, life-draining touch (d8 damage) 14 HP 4 armor Hand, Ignores Armor They travel in groups after dark, from the wastes into bastions of civilization. After the bell tolls, all lock themselves indoors, because the Shamblers cannot enter uninvited. Some think they are vampires, some think they are manifestations of cursed souls. Instinct: to consume life force
- Immobilize with terrifying gaze
- Cause darkness and fear
- Retreat well before sunrise
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Mycnoid Adult Group, Magical, Organized, Intelligent, Amorphous Punch (w[2d8] damage 2 piercing) 13 HP 1 armor Close Special Qualities: Plant-creatures, backup CONVERTED FROM D&D! NO COPYRIGHT INFRINGEMENT INTENDED. In the Underplane, life is difficult. Evil elves, (Yup. Drow) and other mean subraces plague this kind of cave system. But lawful neutral mycnoids also live here, and they try to be peaceful. They only fight if neccessary. The end of description! Converted by Zola C, a 9 year old Instinct: to live in the Underplane
- Impose neutral order
- Release oil-of-taggit spores
- Horn: Summons 1d6 more mycnoid adults
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Death Knight Cobalt Solitary, Magical Great sword d12 +1 Piercing 25 HP 4 armor Close, Forceful Instinct: To kill for coin
- Strike with his great sword
- Wield dark magic
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Goblin Trigonomancer Solitary, Small, Intelligent Goblin Boombang Stick (b[2d10+2] damage 1 piercing) 12 HP 0 armor Close, Far Special Qualities: Mathematical Instinct: To optimize boom-making
- Solve a projectile trajectory problem
- Set range-markers to simplify calculations