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Bear-Wolf Group, Large, Stealthy, Organized, Intelligent Bite (d8+4 damage 2 piercing) 14 HP 1 armor Forceful, Reach, Ignores Armor, Near Special Qualities: Powerful Claws, Pack Hunting, Large eyes A large, intelligent, and vicious hunter. Not too dangerous when there is one, except for the fact that there is always more than one, watch out. Instinct: Hunt, Feed
- Gang up on prey
- Surround an enemy, Distract them while others attack
- Howls, roll a D4, the number is how many come to its aid.
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Hive Cult Zealot Horde, Divine, Construct, Terrifying Battle Axe (d6+4 damage) 3 HP 2 armor Close Special Qualities: Night Vision, Created by demons to do their bidding, Mangled flesh and exposed bone, terrifying masks Vicious creatures that live in the darkest pits of the world, sacrificing captured goblins and kobalds to their fiendish masters. Instinct: Kill, capture, worship, sacrifice
- Sacrifices lesser monsters, gains powers
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Orca Guards Solitary, Large, Intelligent crushing fists (d10+2 damage) 20 HP 1 armor Forceful, Ignores Armor They're a pair of brothers that guard Bobby the Fish's casino. They're part something-big, probably a whale or something. They're not particularly bright, but they're bright enough that people underestimate them. They also hit like a wagon was dropped on you. Bobby brought them up, and treated them better than anyone else did. He appreciates what they do for him, and makes sure they're taken care of. Instinct: to do as little as possible
- guard stuff
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The heartless Horde, Small, Stealthy, Devious, Terrifying, Amorphous Claws and teeth (d6 damage) 14 HP 1 armor Close Special Qualities: Made of shadowstuff The heartless are a race of shadow things from the time before men. They were the wild things in the dark that chased and ate. They have no discernible culture, and their anatomy remains a mystery as their remains dissolve into the same inky blackness that seems to make up their being. They don't have a notable language either, but they seem to have some type of short range hive mind. They serve the Soulless to whatever ends those ancient fiends require. Instinct: to make more by consuming the living
- Hunt hearts
- Melt into shadows
- Summon from the slain
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Elite Guardsman Group, Intelligent, Cautious Longsword (b[2d8+2] damage) 6 HP 5 armor Close, Near The elite guard attends the highest nobles in the seven duchies. They're the cream of the crop. Chosen to follow orders and do so with brutal skill and unwavering loyalty. They're as good as brainwashed for all intents and purposes. They've pledged their lives and loyalties to their Lords Instinct: to protect
- Guard the lives and wellbeing of nobles
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Grave Bear Solitary, Large Biting and Shaking (w[2d10+4] damage 2 piercing) 20 HP 1 armor Forceful Special Qualities: 10 Grave Bears gained their name to the two tusks that protrude from their lower lip which resemble tombstones. And because they eat people. Behind these teeth are 14 canines that it use to capture prey. Being carnivorous, a father bear can be found hunting for its cubs and mate. They usually have a mossy green pelt or, much rarer, a misty blue pelt. Although considered sacred in most cultures, Grave Bears are captured for sport in arenas and for there skulls (see Skulk codex entry). Instinct: Run away from adventurers.
- They will lock their jaw around a target and shake violently.
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Grave Bear Solitary, Large (d10 damage) 20 HP 1 armor Special Qualities: Fourteen 10 Instinct: Run away from adventurers.
- Lock Jaw
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Skulk Group, Intelligent, Terrifying Whip-Leash (b[2d10] damage) 18 HP 0 armor Close, Reach, Near Special Qualities: It wears the skull of a Grave Bear Skulks grow to much larger than 2 meters and has a zombie like build. Its only form of armour is the skull of a Grave Bear (see Grave Bear) that is uses as a helmet. The skull obscures the wearer until all that can be seen are the glowing blue eyes of the Skulk. Most Skulks use magic to charm Wild Goblins (see Wild Goblin) and keeps them on a leash with spiked collars for hunting; these collars are used as a whip for melee combat. The goblins do not appear to notice the Skulk yet follow all commands given to them; even the orders are suicidal. Skulks are fearless, yet cautious, hunters and are known to flee when certain of defeat. When the Skulk is hunting or is attacked, it will release the goblins to attack where it commands. Instinct: Flee when out numbered.
- Barks at the enemy for psych damage. (1d6)
- Charms Animals (10+)
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Tentacle Boss Solitary, Huge, Planar, Terrifying Tentacle smash (d12+7 damage) 28 HP 1 armor Reach, Forceful, Near Special Qualities: Too Many Tentacles And sometimes, at the end of the dungeon, there's just a tentacle monster of some sort. Instinct: to overwhelm
- Constrict someone with tentacles
- Emerge through a rift