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Nuckelavee Solitary, Large, Devious, Undead Claws and fangs (d8+2 damage) 14 HP 1 armor Forceful, Reach, Near Special Qualities: Poisonous breath, Covered in fleshless red muscle The nuckelavee is a distended, centaur-like creature with a humanoid torso and forearms like spears. Its lower body is the headless corpse of a horse. It lacks flesh, being covered instead by bloody muscle and sharp protruding bones. Its eyes are shrunken and nearly useless, but its sense of smell is acute. More terrible than its rending claws and sharp fangs are the toxins which it exhales with each rasping breath. Anything exposed to the nuckelavee's fumes quickly withers, spoils, and dies. Instinct: To cause sickness
- Blight crops and rot buildings
- Breathe poison
- Devour the dead
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Boggart Solitary, Small, Magical, Stealthy, Devious, Intelligent, Planar Close A chill whisper in the air. Shadows trapped in glass. Life where none should be. Boggarts are the corporeal ghosts of brownies and other goblinoids. The skulk the abyssal realm, reaching through with deft and darting touches to manipulate the natural realm. Tales of outright possession are often little more than the tricks of a devilish boggart. Instinct: To be the center of attention
- Lead someone off the trail
- Steal someone's weapon and fight them with it
- Forget to close a rift to the abyssal realm
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Koboldmination Solitary, Large Giant claw amalgam (d10+4 damage 1 piercing) 24 HP 1 armor Forceful Special Qualities: Undead Several kobolds have been stitched together and reanimated to form this abomination. It looks vaguely like a dragon which skin is made out of several kobold skins. Its hands are simply a bunch of claws bunched together, and its tail is a hook. Instinct: to kill any trespasser
- When an enemy is annoying and not in range, or when there are no enemies in range: pull an enemy
- When at less than half HP, eat a kobold and regain 10hp
- When killed, explode
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Bone Golem Solitary, Large, Construct (d8+5 damage) 20 HP 2 armor Reach, Forceful Special Qualities: Bony defender Built from the bones of failed experiments, the bone golem is a hideous sight, a humanoid tower of bones, with only one mission: defend it's master at all costs. Instinct: Obey its master's commands
- Crush
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Displacer beast Group, Stealthy Claws (b[2d8+2] damage 2 piercing) 6 HP 1 armor Close A cat-like monster of a beast with razor sharp claws, the displacer beast can blink from one place to the other and is estremely hard to hit, or avoid. Instinct: To feed
- Instantly teleport somewhere else in the vicinity
- Appear a few paces to where it's really at
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Undead kobold Horde, Small, Stealthy, Organized, Intelligent Bone spear (d6 damage) 7 HP 1 armor Close, Reach, Near A humanoid, rat looking reptilean that died and was reanimated. They keep their intelligence, but are thralls of the lich that controls them. Instinct: To serve their undead master
- Retreat and set up an ambush
- Lay a trap
- Yip yip! Call for help
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Tiny terror Group, Small Tackle (d6 damage) 6 HP 1 armor Close Tiny monsters that fiercly protect their mother and queen. Instinct: Protect their mother and feed themselves
- Take shiny things away
- Intercept damage to their mothers
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The Ursine Solitary, Large, Magical, Intelligent, Hoarder, Terrifying Claws (d10+4 damage 2 piercing) 20 HP 1 armor Forceful Special Qualities: Its a deformed massive bear. It has tusks protruding from its jaws and four sets of eyes which blink at separate times. Drool constantly drops from its canines. The Ursine was once a bear. It is now a beast deformed by the magic of the Green. It has gained intelligence and it desires to construct its own crude, tribal society. It wants to be king and it uses its mental power to break their minds and force them to obey it. Instinct: To subdue others to its will.
- Attempt to break others' will with its mind. Savage them with its claws.
- It sends out a magic pulse from its mind that attempts to break the mind and submit it to its will.
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The Ursine's Guards Group, Intelligent Large clubs or crude blades (d8+4 damage) 6 HP 0 armor Close, Forceful These are the few of the Ursine's slaves which were adventurers or otherwise more formidable people. They are kept close as its guards and they are still able to wield weapons in some fashion. Instinct: To protect The Ursine
- Attack in bloodlust
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The Ursine's Weak Zealot Group, Intelligent Fists (d6 damage) 6 HP 0 armor Close These are the unarmed, the weak and the children that are slaves to the Ursine. They are not strong, but they are numerous and completely fearless. They look disheveled and wear rags if anything at all. Instinct: To obey The Ursine
- Scrounge for supplies. Act savagely