-
Elder Fire Elemental Solitary, Large, Magical Burning touch (d12+3 damage) 23 HP 3 armor Reach, Ignores Armor Special Qualities: Made of fire Some see in fire the essence of life. Those who have encountered the living flames view things very differently. Some forces in this world would rather we all burned. Instinct: To burn
- Hurl gouts of fire
- Bring forth a lesser elemental from the fires
- Boil away moisture
- Command fires
-
Demon Ladder Solitary, Magical, Stealthy, Intelligent, Cautious, Construct, Amorphous It has no attacks, but if it is not destroyed the portal it creates grows larger and allows for bigger creatures to pass to the overworld. (d10 damage) 19 HP 6 armor Close Special Qualities: A counter against the good hearted trying to follow the demonic mage "x" up his tower. The Demon Ladder will only attack those of good alignment attempting to climb it upwards, but will speak to those of evil alignment and grant them a simple wish. Such as maybe, the twisting of a fellow party member, so that they are no longer good, or enchanting an item, or becoming their trusty ladder who shall follow them until the day they may watch their owner die and eat their soul or potentially attempt to give them aid, if on the brink of death. If one with good heart approaches it with intent to climbs it though, it quickly protects itself with a magical shielding spell, giving it a good bit of health to protect it while it opens a gate to a dark place where within lurks demons and other abominations. The longer it is survives, the bigger the portal grows, thus allowing larger creatures to climb it (unless they are too heavy and breaks the ladder with their weight, which is unlikely, it is quite sturdy). Instinct: Smite the good hearted, but grant wishes to the evil.
- Opens a portal "hole" which it then allows demons to climb on it through
- Appears to be a regular ladder, until one with a good heart intends to use it for climbing up. Not down.
- Magically shields self before it opens a portal to allow entities to pass to the overworld.
-
Daerlic Marauder Group, Organized, Intelligent, Hoarder Scimitar (b[2d8] damage 1 piercing) 6 HP 1 armor Close Instinct: to steal
- Cleave
- Rallying Cry
-
Malicious Fairy Solitary, Tiny, Stealthy, Magical, Intelligent Ray (w[2d8-2] damage) 12 HP 0 armor Hand, Near Special Qualities: Flying, bright lights When a fairy goes bad, you don't want to be around. They turn into nasty little things, enchanting and charming all manner of objects and creatures. And not in the good way - in the "my pot is repeatedly bashing your 'ead in way". Not that you'll see them enchanting things - they're sneaky blighters. And they don't stop - they never stop. Whatever made 'em go bad snapped something inside them, and they ain't going back. Instinct: To drive people from the forest
- Enchants objects to attack
- Charm and illusion
-
Mega Mantis Shrimp Solitary, Huge, Hoarder Boil the waters (d10+5 damage 3 piercing) 20 HP 2 armor Reach, Near (underwater) Special Qualities: Aquatic The survivors of the wrecks speak of a bright creature beneath the waves. Then an explosion of scorching water, and the ship is no more. They knew the captain was wrong to come near. He swore he saw gold on the sea floor, but now he sleeps with that gold. The survivors say the creature was bright colours, moving quick like a crab. And after the ship was flotsam, that creature was skittering towards the metals that glinted. Instinct: Shiny artifacts
- Boil the water
- Gather shinies