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Cave Wasp Group, Large, Devious, Hoarder, Terrifying Sting (b[2d6+2] damage 2 piercing) 10 HP 0 armor Reach, Near Special Qualities: Echoing Buzz The size of a horse, with a stinger like a lance, the Cave Wasp is the scourge to all right thinking cave-dwellers. Big and mean enough to give even a Giant pause, the Cave wasp is known to skewer straight through smaller creatures like Kobolds or Goblins. They move into already established dens, kill or chase out what lives there and begin spinning their vile webs. Their buzz is horrifying, enough to chase even the most stalwart from their homes. You can hear it echo throughout the cave, closing in on you. Instinct: Defend its hive
- Panic with their buzz
- Paralyze with a sting
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Gray Magus Solitary, Magical, Intelligent, Hoarder Bolts of mage-fire (d10 damage) 16 HP 0 armor Close, Ignores Armor, Near Special Qualities: Resists necromancy, Half-Lich Also known as a Half-Lich, a Gray Magus is a force of arcane power that teeters on the edge of death. Gray Magi are mortals that have found away to subsist on pure arcane energy alone: they do not need to eat or sleep. They continue to age in appearance, but their physical capabilities do not decline over time. Gray Magi are not truly immortal, however, and many eventually complete the dark rituals required to achieve true undeath. Instinct: seek arcane power, feed on magical energy
- weave an eldrtich spell to hinder or controll
- absorbs the arcane energy of a spell cast against it
- drains a magical item of it's power
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Bone Golem Solitary, Huge, Cautious, Construct, Terrifying, Amorphous Bone sword (d10+5 damage) 31 HP 5 armor Reach Special Qualities: To defend the top of Mt. Hitler., It is a giant bone and flesh golem made of evil blood magic. A vicious golem made of bone and flesh, armed with a giant bone axe and shield. Instinct: To destory
- Defend an otherworldly portal.
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Jenkin Horde, Small, Stealthy, Intelligent Razor-sharp teeth (d6 damage 1 piercing) 7 HP 0 armor Close Special Qualities: Fey creature Horrid, stinking, and gibbering, Jenkins are mischievous fey creatures with a penchant for destruction. The tiny creatures are covered in purple scales and patches of dirty fur. Their swollen heads - nearly to big for their bodies - are almost all mouth. Jenkins possess a supernatural ability to damage the works of men: they can dismantle or destroy machines, gear, and other pieces of artifice with a gesture and a cackle. Instinct: to make mischief, to hinder
- Destroys machinery or gear
- Stuns, befuddles, or confuses with a dirty trick
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The Burned Men Group, Magical, Divine, Intelligent, Planar, Terrifying Burns with fiery rays (d10+2 damage) 10 HP 4 armor Close, Ignores Armor, Far Special Qualities: Flight, Unharmed by fire, Burning aura A terrifying incarnation of the retribution of fire. Burned men are planar beings of fire and vengeance. Their sole mission, it seems, is to seek out those whose name has been cursed, or whom harbor secret misdeeds, and punish them. Instinct: to bring retribution and vengance
- Scars with a touch
- Burns nearby creatures with a fiery numbus
- Perceives guilt and transgressions
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Mak'to Insect-Thing Solitary, Devious, Intelligent Scythe-like claws (d8+2 damage) 12 HP 3 armor Close Special Qualities: Flight A bizarre insectoid creature combining the features of a mosquito and a praying mantis. The Mak'to are intelligent, resourceful, and crafty, though thankfully they are not social creatures. Mak'to use their wings to ambush targets from above or behind, with an intent to feed or reproduce. The insect-thing's method of reproduction is bizarre and terrifying: the creature's claws carry a strange disease which slowly transforms its victims into more Mak'to if left untreated. Mak'to possess one more bizarre capability: their strange eyes are capable of emitting a bright, yellow beam which addles the mind of those it strikes, stunning them. Instinct: to feed, to reproduce
- Sucks the blood of a helpless target
- Infects a target it has wounded with a strange disease
- Emits a stunning ray
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Gherardo, principe del Regno Solitary, Divine Fioretto (d10+4 damage 1 piercing) 14 HP 2 armor Close, Ignores Armor Instinct: Diffondere la propria fede
- Agire impetuosamente
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Generale Caio Solitary, Intelligent Spada (b[2d10+4] damage) 12 HP 3 armor Close, Forceful Instinct: Agire impetuosamente
- Proteggere il Principe
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Drago Meccanico Group, Huge, Magical, Devious, Intelligent, Amorphous Artigli, Coda (b[2d6+3] damage 3 piercing) 25 HP 6 armor Reach, Ignores Armor, Far Kuhud, il Drago Meccanico, è un enorme costrutto dalle fattezze di un drago. Il suo peso può sopraffare qualsiasi cosa, mentre i suoi artigli tagliano anche il metallo più duro. La sua Fiamma Nera è capace di risucchiare l'intera essenza di una persona, facendolo rigenerare e trasformando le sue vittime in costrutti di metallo. Instinct: Difendere
- Richiamo Costrutti
- Vortice d'Aria pazzesco, Fiamme Nere che danneggiano lo spirito di una persona
- Ogni morto viene intrappolato e trasformato in costrutto
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Faerie Dragon Solitary, Small, Magical Faerie Fire (d10 damage) 12 HP 2 armor Close, Ignores Armor, Far Instinct: to protect
- Wander the forest eating protecting the balance of nature.
- Gathers energy from the forest to burn the target with purple fire.