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Clay Golem Solitary, Large, Cautious, Construct Fists (d8+2 damage) 20 HP 1 armor Forceful, Reach Special Qualities: To Do Masters Bidding The Clay Golem is a creature sculpted from simple clay into a humanoid visa and afforded life through supernatural magics. The Clay golem does not possess a mind of its own, bending to its creators wishes to crush those who stand before it, sweeping them with a mud arm. Instinct: To Crush
- Pound with Hammer Fists
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Rancor Solitary, Huge, Terrifying Claws and Teeth (d10+7 damage 3 piercing) 24 HP 2 armor Reach, Forceful Special Qualities: terrifying roar Rancors were large carnivorous reptomammals native to the planet of Dathomir. They were usually born brown, but in special circumstances, such as the mutant rancor, jungle rancor, and the bull rancor, their color may have differed. Rancors walked on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they also walked on all fours at times and had a short tail. A rancor's flat face was dominated by a large mouth full of razor sharp teeth. Although it had sharp teeth, it would often swallow smaller prey (such as humanoids) whole. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots. At least on Dathomir, rancors had good night-vision, but their eyesight was not as sharp as a Human's in daylight. Perhaps the most famous such rancor was the one owned by Jabba Desilijic Tiure, who kept it in a pit beneath his palace courts, dropping in victims who displeased him in some way in order to feed it. His rancor was cared for by Malakili, a famous beast tamer who had traveled with the Circus Horrificus. Malakili formed an unlikely bond with the animal, even going so far as to sneak the rancor out of Jabba's palace for a run in the desert, and wept when the beast was killed by Luke Skywalker. Instinct: to devour
- Swallow whole
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Acererak God Golem Solitary, Huge, Magical, Stealthy, Divine, Intelligent, Planar, Construct Soul stealing touch. Life ending glance. (b[2d12+5] damage) 30 HP 4 armor Reach, Ignores Armor, Near Special Qualities: Divine automaton,, The body of a God. Instinct: Ascend to dark Godhood
- Devour souls and channel the divine.
- Rewrite history to fit his needs.
- Devour Souls, Disrupt magic, and life.
- A plan perfected over all time.
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Valkyrie Solitary, Divine, Intelligent, Undead cursed glaives (d8+4 damage ignores armor) 18 HP 4 armor Close, Necrotic, Reach Special Qualities: Terrifying, Six wings Six-winged angels of black glass. They wield longspears and glaives in their crusade to bring fresh souls before Herne the Hunter. Instinct: to gather souls
- Dive through the Abyss
- Necrotize living flesh
- Predict a foe's actions
- Claim a soul for Herne
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Unquiet Ghost Group, Divine, Undead cursed swords (d8 damage) 11 HP 1 armor Close Special Qualities: terrifying Ghosts of black glass, swearing allegiance to the god of death. Instinct: to linger
- Haunt the living
- Dive through the Abyss
- Flock to death
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Leprechaun Solitary, Small, Stealthy, Magical, Devious Confusing touch (d6 damage 1 piercing) 12 HP 0 armor Close Special Qualities: Instinct: Steal items
- Make mischief
- Mislead
- Become invisible
- Cause temporary confusion
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Marshmallow Solitary, Large, Consruct, Amorphous Claws (d10+4 damage) 23 HP 3 Forceful, Close Marshmallow is an enormous icy snowman born from Elsa's powers. He serves as a brute bodyguard charged with keeping intruders away from her ice palace. The menacing white beast doesn't say much, but he packs a powerful punch.
Instinct: Chase off any intruders- Protect the Queen
- Throw chunks of ice
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Dakthur the Spider Ancient Solitary, Large, Intelligent, Terrifying Mandible Mastication (d10 damage 1 piercing) 16 HP 1 armor Far Special Qualities: Web Hunter Dakthur is a giant, black, spider. It's thick carapace offers some protection in battle while the hairs on it's body seem suited to sense changes in the environment. However, being Ancient is not without its drawbacks as the passage of time has taken it's toll on Dakthur. It's eyes have become a dull grey as blindness sets in, it's once powerful bite weakens with each passing decade and it's paralytic venom also has reduced potency. Beyond this, Dakthur has been hunted many times, it's carapace is scarred and it is missing a leg. As such Dakthur is less inclined to charge into battle, especially when outnumbered. Dakthur will slip silently into small camps to pick off the easiest of targets. It will also spin great webs of fine, almost invisible, silk across paths to ensnare or it will rig its web to a prize corps and wait for others to come and investigate. Any way Dakthur can take advantage of its surroundings to hunt it will as it has had eons to perfect it's Huntscraft. Instinct: To Lunge When the Time is right
- Wrap Victims in Web
- Weak Paralytic Poison
- Weak Bite
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Demonic mole Group, Small, Stealthy Claws (d8 damage) 6 HP 0 armor Close, Far These moles just stay below ground level, waiting for any living being to be near to stealth attack legs and feet, to slow it down. Then, when the being is tired, bloodless or wounded, these moles come off the ground and slowly eat it alive. Instinct: Feed on flesh
- Attacks from burrow
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Slivath The North Wind Solitary, Huge, Magical, Intelligent, Hoarder Teeth claws tail breath (w[2d12+5] damage) 24 HP 2 armor Reach, Forceful, Ignores Armor, Far Special Qualities: Glacial scales The North wind is a massive ice dragon but unlike other dragons it loves its solitude, she doesn't like to be disturbed. For centuries she has stood her guard against any who would try and claim her hoard. Though in recent years all lore masters know that her eggs have been stolen to use as finery by kings and queens alike. The dragons anger at the loss of her children is endless and even though she is typically peaceful she will rend anyone she believes as a threat to her babies. Instinct: To protect its young
- Summon blizzards
- Mastery of ice