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Clockwork Owl Solitary, Small, Construct Arrow (d10 damage 1 piercing) 16 HP 3 armor Close, Reach, Near Special Qualities: It was specially designed to scout for things. Not much else, but here you are, fighting it. This is a cute clockwork owl, likely hoarded by some dirty scrublord. It's a would-be high-level bit of loot that instead wants to have a piece of the party, activated by a key-word or something. It seems to be a scouting device, on more cursory inspections. Instinct: To combat lucky adventurers.
- Shoot a cute lil' arrow from its mouth.
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Dirt Sheppard Solitary, Tiny, Organized A big staff. (d10-2 damage) 16 HP 2 armor Hand A big ol' orc who doesn't want you to steal his treasure. The dirt goblins really like him, so they help him out a bunch! You should probably murder it. Instinct: To bathe in blood.
- Command dirt goblins to do rude things.
- It calls a buncha little dirt goblins.
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Dirt Goblin Group, Small, Stealthy, Intelligent, Cautious Shitty Menagerie of Weapons (b[2d6] damage) 6 HP 2 armor Close This is a really rude goblin that's pretty fond of using sucky weapons like rusty axes and daggers and such. They like hiding inside of dirt walls and floors and pop out to harass ill-begotten adventurers. Instinct: To steal, nab, enslave. Stuff like that.
- Jump out of dirt walls! Blend in with the environment!
- They really like going for the knees!
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Sand Devil Solitary, Large, Stealthy, Devious, Amorphous A solid hand whack. (d6 damage) 19 HP 1 armor Reach, Near Special Qualities: Its limbs don't take damage. It's a gross sand demon that is pretty weak. Kind of like a moving sand castle. Instinct: To harass
- Jet sand into your face. 2d4 damage.
- it blends into the sand! aaa
- It blinds you. Rude!
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Envoy of Darkness Solitary, Intelligent, Hoarder, Planar, Terrifying Sword (w[2d12+2] damage 1 piercing) 16 HP 2 armor Close Special Qualities: It's a walking blot of darkness and horror. A knight and a messenger from realms beyond mortal comprehension- the realms in particular being pretty dark and nefarious. It doesn't want to harm you, all it has is a message. The end. Instinct: To enforce its will. It's a messenger that wants Omen back.
- Pulse darkness from its blade, doing weird stuff.
- All-Consuming Darkness
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Oasis Lynx Group Claws. 2d4 +1 (d8+2 damage 1 piercing) 6 HP 1 armor Close It's a pretty cool Lynx. Oasis-like. Alabaster with a shining coat. Lives a life of leisure, and it shows. Instinct: Meat. Peace. Protect Territory.
- Move fast, jump a bunch.
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Mermaid Horde, Large Saw-toothed mouth (b[2d6+2] damage 1 piercing) 7 HP 1 armor Special Qualities: Who said they were beautiful? Out of the legends of sailors and travelers, none other than the "merdmaids" are more agravating for their sheer wrongness. This creature that many have called a thing of beauty, slender form and sweet voice are instead deft predators of the sea with a taste for the blood of any earthlander. They average almost two meters and a half long, with two long appendages ending in claws and a wide mouth that is able to fit a grow-up and it's full of saw-like rows of teeth. Their body is covered in small scales that go from blue to deep violet but not a single trace of human-like skin can be found. Some able witnesses have commented that they seem to be able to not only to produce a pleasant hum but to induce hallucinations in the unweary (Preposterous!). - From the truthful beastiary (1455, by Edward Collins & Mathias Fitzroy) Instinct: To consume the flesh of landwalkers
- Lure sailors with their humming.
- Induce hallucinations
- Replace the wounded
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Elfin High Priest Solitary, Magical, Devious, Organized, Intelligent, Cautious Shillelagh (b[2d8] damage) 12 HP 4 armor Close, Near, Far Special Qualities: Shapeshifting, Invincible under moonlight, Vulnerable only to silver and magic Instinct: To protect his kindred
- Draw down the moon's power to assume the form and vigor of any man or beast
- Command beasts of the Great Forest and Northern Twilight
- Unleash a withering gaze, weighing a foe down with your own immense age (stun damage)